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#! -*- coding:utf-8 -*-
# Author: qianyong
# Created: 2016.06.29 18.13
from
freetime
.
entity
.
msg
import
MsgPack
from
freetime
.
util
import
log
as
ftlog
from
cars
.
entity
import
const
from
cars
.
entity
import
carsconf
from
cars
.
entity
import
carschip
from
cars
.
entity
import
carsled
from
cars
.
entity
.
util
import
UtilFunc
from
cars
.
gameplays
.
kingweek
import
KingWeek
from
cars
.
gameplays
.
kingday
import
KingDay
from
cars
.
gameplays
.
lottery
import
Lottery
from
cars
.
gameplays
.
pool
import
Pool
from
cars
.
gametable
.
carssender
import
Sender
import
math
import
random
import
time
import
stackless
from
poker
.
util
import
strutil
class
BetSystem
(
object
):
'''押注整个系统'''
BROADCAST_FRUIT_BETTING_INTERVAL
=
2
# 广播水果总注的时间间隔, 秒
# 测试
# 下局当作跨天0点,结算水果王
_debugAcrossDaysKing
=
False
def
__init__
(
self
,
table
):
self
.
_table
=
table
self
.
_betStatus
=
const
.
STATE_INIT
# 状态机
self
.
_bettingUsers
=
{}
# 本局有押注的玩家。可能会出现已掉线了不在self._table.users里的情况
self
.
_lastRoundTime
=
0
# 上局总计时长
self
.
_fruitBettingChips
=
[]
# 本局水果总注实况
self
.
_lastBroadcastedFruitBettingChips
=
[]
# 上一次广播过的水果总注实况
self
.
_openFruitIds
=
[]
# 当前这局开出的水果
self
.
_openLuckType
=
''
# luck类型
self
.
_top
=
None
# 当前这局押注赢得最多的玩家的信息(winchips, name, purl, vipLevel)
self
.
_triggeredPool
=
False
# 当前这局是否触发了彩池奖励
self
.
_nextLotteryAt
=
0
# 下一局开奖lottery的时间
self
.
_firstRound
=
True
# 是否为进程启动后第一轮开奖
self
.
_dayTotalBetChips
=
0
# 当天总下注
self
.
_dayTotalWinBetChips
=
0
# 当天玩家总赢取的下注金额
self
.
_lastSealAt
=
0
# 上一局封盘的时间
self
.
_issueNum
=
UtilFunc
.
getIssueNum
()
+
1
# 当前这局的局号,超过百万则重置
if
self
.
_issueNum
>=
900000
:
self
.
_issueNum
=
1
self
.
_poolPrizeList
=
[]
#彩池中彩列表
UtilFunc
.
setIssueNum
(
self
.
_issueNum
)
UtilFunc
.
callLater
(
2
,
self
.
_loopBetState
)
UtilFunc
.
callLater
(
2
,
self
.
_broadCastFruitBetting
)
@
property
def
bettingUsers
(
self
):
return
self
.
_bettingUsers
@
property
def
nextLotteryAt
(
self
):
return
self
.
_nextLotteryAt
@
property
def
issueNum
(
self
):
return
self
.
_issueNum
def
setTableReadyState
(
self
):
'''设置准备押注状态'''
self
.
_betStatus
=
const
.
STATE_READY_BET
self
.
_poolPrizeList
=
[]
def
setTableSealState
(
self
):
'''倒计时封盘, 不再接受下注, 并做玩家金币结算, 设置状态为 封盘'''
self
.
_betStatus
=
const
.
STATE_SEAL
# 进入封盘时,再广播一次总注,客户端才能收到最新的总注情况
self
.
doBroadCastFruitBetting
()
# 封盘期间就做所有玩家金币结算, 避免大量db操作堵塞开奖时间
now
=
int
(
time
.
time
())
# 跨天了后清除当日返奖的相关数值
if
UtilFunc
.
isAcrossTwoDays
(
now
,
self
.
_lastSealAt
):
self
.
_dayTotalBetChips
=
0
self
.
_dayTotalWinBetChips
=
0
self
.
_lastSealAt
=
now
# 是否出发彩池
self
.
_triggeredPool
,
rewardTimes
=
Pool
.
triggerPoolChip
(
self
.
_getRewardRate
())
self
.
_triggeredPoolTotal
=
0
self
.
_poolPrizeList
=
[]
ftlog
.
debug
(
"_poolPrizeList___"
,
self
.
_poolPrizeList
,
self
.
_triggeredPool
,
rewardTimes
)
if
self
.
_triggeredPool
and
rewardTimes
>
0
:
oldPoolChip
=
Pool
.
getPoolChip
()
# 将彩池奖励加到玩家金币上
sumBetChips
=
sum
(
self
.
_fruitBettingChips
)
for
userId
,
user
in
self
.
_bettingUsers
.
iteritems
():
user
.
winPoolChip
=
int
(
sum
(
user
.
fruitBetChips
)
*
rewardTimes
*
oldPoolChip
/
sumBetChips
)
user
.
uchip
=
carschip
.
dnChipUpdate
(
userId
,
const
.
EVENT_POOL_WIN_CHIP
,
user
.
winPoolChip
,
user
.
clientId
,
user
,
now
)
self
.
_triggeredPoolTotal
+=
user
.
winPoolChip
name
,
purl
=
UtilFunc
.
getUserNameAndPurl
(
user
.
userId
)
self
.
_poolPrizeList
.
append
({
'name'
:
name
,
'winPoolChip'
:
user
.
winPoolChip
,
'purl'
:
purl
,
'userId'
:
user
.
userId
})
self
.
_poolPrizeList
.
sort
(
key
=
lambda
u
:
u
[
'winPoolChip'
],
reverse
=
True
)
# 从彩池扣除玩家赢走的彩池奖励
if
self
.
_triggeredPoolTotal
>
0
:
Pool
.
incrPoolChipByDeltaPoolChip
(
-
self
.
_triggeredPoolTotal
)
# 更新彩池中奖名单
Pool
.
appendPoolList
(
oldPoolChip
,
self
.
_triggeredPoolTotal
)
UtilFunc
.
reportGameEvent
(
const
.
EVENT_GAME_POOLPRIZE
,
1
,
1
,
self
.
_table
.
roomId
,
self
.
_table
.
tableId
,
tableChip
=
oldPoolChip
,
userChip
=
self
.
_triggeredPoolTotal
)
self
.
_openFruitIds
,
self
.
_openLuckType
=
[
const
.
CRAZE_ID
],
""
else
:
# 确定开奖的水果
self
.
_openFruitIds
,
self
.
_openLuckType
=
self
.
_openLottery
()
ftlog
.
debug
(
"_poolPrizeList___"
,
self
.
_openFruitIds
,
self
.
_openLuckType
)
# 水果倍数配置
fruitsTimesConf
=
carsconf
.
getConf
().
get
(
'pos_win_rates'
, [])
for
userId
,
user
in
self
.
_bettingUsers
.
iteritems
():
user
.
winBetChip
=
self
.
_calcUserWinChip
(
user
,
self
.
_openFruitIds
,
fruitsTimesConf
)
self
.
_dayTotalBetChips
+=
user
.
betChip
self
.
_dayTotalWinBetChips
+=
user
.
winBetChip
ftlog
.
info
(
'_openLottery '
,
'dayTotalBetChips='
,
self
.
_dayTotalBetChips
,
'dayTotalWinBetChips='
,
self
.
_dayTotalWinBetChips
)
# 查找本局押注赢得最多的玩家 => self._top
maxWinChipUser
=
None
for
userId
,
user
in
self
.
_bettingUsers
.
iteritems
():
if
maxWinChipUser
is
None
or
maxWinChipUser
.
winBetChip
<
user
.
winBetChip
:
maxWinChipUser
=
user
self
.
_top
=
None
if
maxWinChipUser
is
not
None
and
maxWinChipUser
.
winBetChip
>
0
:
name
,
purl
=
UtilFunc
.
getUserNameAndPurl
(
maxWinChipUser
.
userId
)
self
.
_top
=
{
"userId"
:
maxWinChipUser
.
userId
,
"winChips"
:
maxWinChipUser
.
winBetChip
,
"name"
:
name
,
"purl"
:
purl
,
"vipLevel"
:
UtilFunc
.
getUserVipLevel
(
maxWinChipUser
.
userId
)
}
# 如果玩家押赢了,将本局的奖励添加到玩家金币上, 更新赢取记录
for
userId
,
user
in
self
.
_bettingUsers
.
iteritems
():
if
user
.
winBetChip
>
0
:
user
.
uchip
=
carschip
.
dnChipUpdate
(
userId
,
const
.
EVENT_LOTTERY_WIN_CHIP
,
user
.
winBetChip
,
user
.
clientId
,
user
,
now
)
user
.
updateWinHistory
(
self
.
_issueNum
,
user
.
winBetChip
)
def
setTableLotteryState
(
self
):
'''设置状态为 开奖'''
now
=
int
(
time
.
time
())
self
.
_betStatus
=
const
.
STATE_LOTTERY
# 新的一局要开出的水果, 时长, 和下局开奖时间点
self
.
_lastRoundTime
=
self
.
_calcOneRoundTimeval
(
len
(
self
.
_openFruitIds
))
self
.
_nextLotteryAt
=
int
(
now
+
self
.
_lastRoundTime
+
0.5
)
# +0.5为了四舍五入
# 广播开奖结果
# 跟上一轮的开奖时间相比,是否跨了凌晨0点, 做一些处理:决定是否要带上7天水果王数据
isAcrossDay
=
UtilFunc
.
isAcrossTwoDays
(
now
,
now
-
self
.
_lastRoundTime
)
if
BetSystem
.
_debugAcrossDaysKing
:
isAcrossDay
=
True
# 跨天了需要更新水果王周数据, 并返回新的水果王周数据给用户
weekKingList
=
None
if
isAcrossDay
or
self
.
_firstRound
:
yesterdayTopUser
=
KingDay
.
getYesterdayTop
(
now
)
# 调试状态设置跨天的话,则用今天的去结算
if
BetSystem
.
_debugAcrossDaysKing
:
yesterdayTopUser
=
None
yesterdayUsers
=
KingDay
.
getTodayGameRanks
(
now
)
if
len
(
yesterdayUsers
)
>
0
:
yesterdayTopUser
=
yesterdayUsers
[
0
]
if
yesterdayTopUser
is
not
None
:
KingWeek
.
appendYesterdayKing
(
yesterdayTopUser
)
weekKingList
=
KingWeek
.
buildDataForClient
()
self
.
_firstRound
=
False
# 数字7, 西瓜的上次开奖距离现在的时间
fruitsOpenTimeLeft
=
Lottery
.
getFruitLastOpenTimeLeft
(
now
)
maxWinChipUserId
=
0
# 赢钱最多的玩家ID (winBetChip + winPoolChip)
maxWinChip
=
0
# 最多的赢钱 (winBetChip + winPoolChip)
maxWinPoolList
=
self
.
_poolPrizeList
[:
3
]
ftlog
.
debug
(
"maxWinPoolList___"
,
maxWinPoolList
,
self
.
_triggeredPoolTotal
)
# 遍历在线玩家
for
userId
,
user
in
self
.
_table
.
users
.
iteritems
():
# 如果跨天了, 同时也发送自己的水果王领奖状态
myKingRewardStatus
=
None
if
isAcrossDay
:
myKingRewardStatus
=
KingWeek
.
getUserClaimStatus
(
userId
)
if
userId
in
self
.
_bettingUsers
:
# 在线玩家且是押注用户
Sender
.
sendLotteryMsg
(
userId
,
user
.
uchip
,
# 金币数量
Pool
.
getPoolChip
(),
# 当前彩池余额
fruitsOpenTimeLeft
,
self
.
_openFruitIds
,
# 开出的水果
self
.
_openLuckType
,
self
.
_triggeredPool
,
# 是否触发彩池
self
.
_triggeredPoolTotal
,
# 爆彩总金额
maxWinPoolList
,
self
.
_lastRoundTime
,
# 到下次开奖还有多长时间
user
.
getDayWinChips
(
now
),
# 玩家今天赢的金币数
user
.
winBetChip
,
# 玩家本局赢的押注金币数
user
.
winPoolChip
,
# 玩家本局赢的彩池金币数
weekKingList
,
# 水果王周榜
myKingRewardStatus
,
# 玩家的水果王奖励领取状态
self
.
_top
,
# 本局赢取押注金币数头名
self
.
_issueNum
+
1
,
now
)
# 当前时间
# 记录最大赢钱的玩家
userWinChip
=
user
.
winBetChip
+
user
.
winPoolChip
if
maxWinChip
<
userWinChip
:
maxWinChip
=
userWinChip
maxWinChipUserId
=
userId
else
:
# 在线玩家但是观察者 (本局未押注)
observerMsg
=
Sender
.
buildLotteryObserverMsg
(
Pool
.
getPoolChip
(),
fruitsOpenTimeLeft
,
self
.
_openFruitIds
,
self
.
_openLuckType
,
self
.
_triggeredPool
,
self
.
_triggeredPoolTotal
,
# 爆彩总金额
maxWinPoolList
,
self
.
_lastRoundTime
,
user
.
getDayWinChips
(
now
),
weekKingList
,
myKingRewardStatus
,
self
.
_top
,
self
.
_issueNum
+
1
,
now
)
Sender
.
directlySendMsg
(
userId
,
observerMsg
)
# 判断并播LED, 只播这局开奖里赢钱最多的一个玩家
if
maxWinChip
>=
carsconf
.
getLedBaseChip
():
carsled
.
sendLed
(
maxWinChipUserId
,
maxWinChip
)
# 更新到开奖纪录
Lottery
.
appendOpenFruitsInHistory
(
const
.
FAKE_TABLE_ID
,
self
.
_issueNum
,
self
.
_openFruitIds
,
self
.
_openLuckType
,
self
.
_triggeredPool
)
# 清空水果押注实况
self
.
_fruitBettingChips
=
[
0
]
*
len
(
carsconf
.
getConf
().
get
(
'fruits_id'
, []))
# BI需求日志
exceptPos
=
(
0
,
7
,
11
,
14
,
16
)
#无需统计的位置
tmp
=
0
#一个变量记录开奖位置
idsLen
=
len
(
self
.
_openFruitIds
)
for
id
in
self
.
_openFruitIds
:
if
idsLen
<=
6
or
id
not
in
exceptPos
:
tmp
=
(
tmp
<<
5
)
+
id
UtilFunc
.
reportGameEvent
(
const
.
EVENT_GAME_LOTTERY
,
1
,
1
,
self
.
_table
.
roomId
,
self
.
_table
.
tableId
,
state1
=
idsLen
,
roundId
=
tmp
,
deltaChip
=
Pool
.
getPoolChip
(),
tableChip
=
len
(
self
.
_bettingUsers
),
userChip
=
len
(
self
.
_table
.
users
))
# 新的一局, 清空玩家数据, 清空押注玩家列表
for
userId
,
user
in
self
.
_bettingUsers
.
iteritems
():
user
.
resetDataForNextRound
()
self
.
_bettingUsers
.
clear
()
BetSystem
.
_debugAcrossDaysKing
=
False
self
.
_issueNum
+=
1
# 局号递增
UtilFunc
.
setIssueNum
(
self
.
_issueNum
)
def
doBroadCastFruitBetting
(
self
):
'''执行广播水果总注。 锁住, 跟table_call互斥'''
# 跟上次相比, 水果总注没有变化, 不广播
if
self
.
_lastBroadcastedFruitBettingChips
==
self
.
_fruitBettingChips
:
return
# 构建广播消息
self
.
_lastBroadcastedFruitBettingChips
=
strutil
.
cloneData
(
self
.
_fruitBettingChips
)
mo
=
Sender
.
buildFruitBettingMsg
(
self
.
_lastBroadcastedFruitBettingChips
)
# 遍历用户发广播消息
for
userId
in
self
.
_table
.
users
:
Sender
.
directlySendMsg
(
userId
,
mo
)
def
doBet
(
self
,
userId
,
issueNum
,
bets
):
'''玩家押注'''
# 本局已经押注过,不能再押
if
userId
in
self
.
_bettingUsers
:
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
'can not bet more than once in one round'
)
user
=
self
.
_table
.
users
[
userId
]
betConf
=
carsconf
.
getBetConf
()
# 检查参数有效性
if
not
self
.
_verifyBetParam
(
bets
)
or
not
issueNum
:
ftlog
.
debug
(
"issueNum___"
,
issueNum
)
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
'invalid bets argument'
)
# 检查状态, 封盘期间不准押注, 或者程序启动还没加载好配置期间,不准押注
if
issueNum
!=
self
.
_issueNum
or
self
.
_betStatus
==
const
.
STATE_SEAL
or
self
.
_betStatus
==
const
.
STATE_INIT
:
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
u'本局已封盘,请等待下一局!'
)
# 转化, 字符串fruitId换成整数, 方便后续计算
tmp
=
{}
for
fruitId
in
bets
:
tmp
[
int
(
fruitId
)]
=
bets
[
fruitId
]
bets
=
tmp
user
.
bets
=
bets
user
.
fruitBetChips
=
{}
# 押注金额
betChip
=
0
for
fruitId
,
item
in
bets
.
iteritems
():
# 每个水果的押注额, 次数
fruitBetChip
=
0
fruitBetCount
=
0
for
price
,
count
in
item
.
iteritems
():
iCount
=
int
(
count
)
iPrice
=
int
(
price
)
fruitBetChip
+=
iPrice
*
iCount
fruitBetCount
+=
iCount
# 超过水果押注上限99次
if
fruitBetCount
>
betConf
.
get
(
'fruit_num_uplimit'
,
99
):
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
'exceed than fruit num limit'
)
user
.
fruitBetChips
[
fruitId
]
=
fruitBetChip
betChip
+=
fruitBetChip
# 超过押注上限400万
if
betChip
>
betConf
.
get
(
'bet_chip_uplimit'
,
4000000
):
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
u'您押注超过上限,请重新押注!'
)
if
betChip
==
0
:
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
'donot allow 0 betChip'
)
user
.
betChip
=
betChip
# 判断金币是否足够
uchip
=
UtilFunc
.
getUserChip
(
userId
)
if
uchip
<
betChip
:
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
'uchip is not enough'
)
# 门槛金币, vip等级判断
limitChip
=
carsconf
.
getBetConf
().
get
(
'limit_chip'
,
0
)
vipRequired
=
carsconf
.
getBetConf
().
get
(
'vip_required_for_bet'
,
0
)
if
uchip
<
limitChip
and
user
.
vipLevel
<
vipRequired
:
text
=
const
.
BET_VIP_CHIP_LIMIT_FMT
.
format
(
VIP
=
int
(
vipRequired
),
CHIP
=
int
(
limitChip
/
10000
))
return
Sender
.
sendUserErrorMsg
(
userId
,
'cars_bet'
,
text
)
# 扣除押注金额
clientId
=
user
.
clientId
uchip
=
carschip
.
dnChipUpdate
(
userId
,
const
.
EVENT_BET_SPEND_CHIP
,
-
betChip
,
clientId
)
# 放入押注玩家列表里
self
.
_bettingUsers
[
userId
]
=
user
# 更新水果押注实况
for
fruitId
,
betChip
in
user
.
fruitBetChips
.
iteritems
():
self
.
_fruitBettingChips
[
fruitId
-
1
]
+=
self
.
_scaleBetChip
(
betChip
)
Sender
.
sendBetMsg
(
userId
,
uchip
,
self
.
_fruitBettingChips
)
# BI需求日志
for
fruitId
,
betChip
in
user
.
fruitBetChips
.
iteritems
():
UtilFunc
.
reportGameEvent
(
const
.
EVENT_GAME_BET
,
userId
,
clientId
,
self
.
_table
.
roomId
,
self
.
_table
.
roomId
,
state1
=
user
.
vipLevel
,
state2
=
fruitId
,
deltaChip
=
betChip
)
def
_scaleBetChip
(
self
,
betChip
):
'''调整押注虚假显示额度'''
conf
=
carsconf
.
getBetConf
().
get
(
'scale_display_betchip'
, {})
if
len
(
self
.
_bettingUsers
)
<
conf
[
'min_users'
]:
return
betChip
rate
=
1
for
scaleInfo
in
conf
[
'scale_infos'
]:
if
scaleInfo
[
'chip'
][
0
]
<=
betChip
<
scaleInfo
[
'chip'
][
1
]:
rate
=
random
.
random
()
*
(
scaleInfo
[
'scale'
][
1
]
-
scaleInfo
[
'scale'
][
0
])
+
scaleInfo
[
'scale'
][
0
]
break
# 向上取整到千位
return
int
(
math
.
ceil
(
1.0
*
betChip
*
rate
/
1000
)
*
1000
)
def
_calcOneRoundTimeval
(
self
,
fruitNum
):
'''计算一局需要多长时间, 要判断是否中了luck, luck几个等'''
conf
=
carsconf
.
getBetConf
().
get
(
'time_interval'
, {})
timeval
=
conf
.
get
(
'ready_bet'
,
0
)
+
conf
.
get
(
'seal'
,
0
)
+
conf
.
get
(
'result'
,
0
)
return
timeval
+
self
.
_calcLotteryTime
(
fruitNum
)
def
_calcLotteryTime
(
self
,
fruitNum
):
'''计算跑马灯转动的时间间隔'''
conf
=
carsconf
.
getBetConf
().
get
(
'time_interval'
, {})
# 爆彩
if
len
(
self
.
_openFruitIds
)
==
1
and
self
.
_openFruitIds
[
0
]
==
const
.
CRAZE_ID
:
return
conf
.
get
(
'pool'
,
10
)
# 再来一次
timeval
=
conf
.
get
(
'lottery'
,
0
)
if
len
(
self
.
_openFruitIds
)
>
1
and
self
.
_openFruitIds
[
0
]
==
const
.
AGAIN_ID
:
timeval
+=
conf
.
get
(
'lottery'
,
0
)
+
conf
.
get
(
'again'
,
2
)
fruitNum
-=
1
# >1说明中了LUCK
if
fruitNum
>
1
:
timeval
+=
conf
.
get
(
'luck_self'
,
0
)
# luck本身要占的时间
timeval
+=
conf
.
get
(
'luck_one'
,
0
)
*
(
fruitNum
-
1
)
# luck水果数的时间
return
timeval
def
_loopBetState
(
self
):
'''押注状态机'''
tasklet
=
stackless
.
getcurrent
().
_fttask
# 程序启动, 等待配置加载起来
betConf
=
carsconf
.
getBetConf
()
while
True
:
if
len
(
betConf
)
>
0
:
break
tasklet
.
sleepNb
(
1
)
# 下局要开出的水果
conf
=
carsconf
.
getBetConf
().
get
(
'time_interval'
, {})
self
.
_lastRoundTime
=
self
.
_calcOneRoundTimeval
(
1
)
# 当做没有LUCK, 得到一个初始的假的上轮时间
self
.
_nextLotteryAt
=
int
(
conf
.
get
(
'ready_bet'
,
0
)
+
conf
.
get
(
'seal'
,
0
)
+
time
.
time
()
+
0.5
)
self
.
_fruitBettingChips
=
[
0
]
*
len
(
carsconf
.
getConf
().
get
(
'fruits_id'
, []))
ftlog
.
info
(
'loopBetState start runnning:'
,
self
.
_fruitBettingChips
,
self
.
_openFruitIds
,
self
.
_lastRoundTime
,
self
.
_nextLotteryAt
)
# 周期循环遍历修改状态
while
True
:
betConf
=
carsconf
.
getBetConf
()
# 设置准备阶段
t0
=
time
.
time
()
ftlog
.
debug
(
'_loopBetState enter READY_BET status'
)
self
.
_table
.
doTableCall
(
MsgPack
(),
0
,
0
,
'sys_set_bet_status_ready'
,
''
)
# 准备阶段后等待 ready_bet 秒进入封盘状态
t1
=
time
.
time
()
tasklet
.
sleepNb
(
max
(
0
,
betConf
[
'time_interval'
][
'ready_bet'
]
-
(
t1
-
t0
)))
t2
=
time
.
time
()
ftlog
.
debug
(
'_loopBetState enter SEAL status'
)
self
.
_table
.
doTableCall
(
MsgPack
(),
0
,
0
,
'sys_set_bet_status_seal'
,
''
)
# 封盘状态等待 seal 秒后, 进入开奖状态(跑马灯转动)
t3
=
time
.
time
()
tasklet
.
sleepNb
(
max
(
0
,
betConf
[
'time_interval'
][
'seal'
]
-
(
t3
-
t2
)))
t4
=
time
.
time
()
ftlog
.
debug
(
'_loopBetState enter LOTTERY status'
)
self
.
_table
.
doTableCall
(
MsgPack
(),
0
,
0
,
'sys_set_bet_status_lottery'
,
''
)
# 开奖状态等待 lottery+luck个数*2 秒, 进入结算状态, (不用实际设置状态STATE_RESULT)
t5
=
time
.
time
()
lotteryTimeval
=
self
.
_calcLotteryTime
(
len
(
self
.
_openFruitIds
))
ftlog
.
debug
(
'_loopBetState lotteryTimeval'
,
self
.
_openFruitIds
,
lotteryTimeval
)
tasklet
.
sleepNb
(
max
(
0
,
lotteryTimeval
-
(
t5
-
t4
)))
ftlog
.
debug
(
'_loopBetState enter RESULT status'
)
# 结算状态过后, 等待下一个准备时间开始
tasklet
.
sleepNb
(
betConf
[
'time_interval'
][
'result'
])
def
_broadCastFruitBetting
(
self
):
'''广播水果总注实况的循环协程'''
tasklet
=
stackless
.
getcurrent
().
_fttask
while
True
:
# 启动没加载到配置, 或者封盘期间, 不广播水果总注
if
self
.
_betStatus
==
const
.
STATE_INIT
or
self
.
_betStatus
==
const
.
STATE_SEAL
:
tasklet
.
sleepNb
(
self
.
BROADCAST_FRUIT_BETTING_INTERVAL
)
continue
# 每间隔2秒, 有差异化时会执行广播一次
self
.
_table
.
doTableCall
(
MsgPack
(),
0
,
0
,
'sys_broadcast_fruit_betting'
,
''
)
# 休眠2秒
tasklet
.
sleepNb
(
self
.
BROADCAST_FRUIT_BETTING_INTERVAL
)
def
_verifyBetParam
(
self
,
bets
):
'''检查bet命令的bets参数是否合法'''
betRange
=
carsconf
.
getBetConf
().
get
(
'bet_range'
, [])
fruitIds
=
carsconf
.
getConf
().
get
(
'fruits_id'
, [])
if
not
isinstance
(
bets
,
dict
):
ftlog
.
debug
(
"bets___"
,
bets
)
return
False
for
fruitId
,
item
in
bets
.
iteritems
():
# 非法水果id
if
int
(
fruitId
)
not
in
fruitIds
:
ftlog
.
debug
(
"fruitId___"
,
fruitId
,
" fruitIds="
,
fruitIds
)
return
False
# 必须是{<price1>: count, <price2>: count, ...} 格式
if
not
isinstance
(
item
,
dict
):
ftlog
.
debug
(
"item___"
,
item
)
return
False
for
price
,
count
in
item
.
iteritems
():
# 价格不在区间内
if
int
(
price
)
not
in
betRange
:
ftlog
.
debug
(
"price___"
,
price
,
" betRange="
,
betRange
)
return
False
# count需要是正整数
if
int
(
count
)
<
0
:
ftlog
.
debug
(
"count___"
,
count
)
return
False
return
True
def
_calcUserWinChip
(
self
,
user
,
openIds
,
fruitsTimes
):
'''计算玩家应得奖励'''
winChip
=
0
positionMap
=
carsconf
.
getConf
().
get
(
'positionMap'
, {})
ftlog
.
debug
(
"_calcUserWinChip___"
,
openIds
,
fruitsTimes
,
positionMap
,
user
.
fruitBetChips
)
# 当前本局开奖出来的水果
for
position
in
openIds
:
if
position
not
in
positionMap
:
continue
openFruitId
=
positionMap
[
position
]
if
openFruitId
not
in
user
.
fruitBetChips
:
continue
# 玩家在该水果上的押注金额
fruitBetChip
=
user
.
fruitBetChips
[
openFruitId
]
# 按配置乘以倍数即为在该水果上的赢取金币
winChip
+=
fruitBetChip
*
fruitsTimes
[
position
]
return
winChip
def
_openLottery
(
self
):
return
self
.
_openLottery_interval
(
1
)
def
_openLottery_interval
(
self
,
tryCount
=
1
):
'''开奖'''
# 利润率
rewardRate
=
self
.
_getRewardRate
()
# 根据利润率开出水果
openIds
,
luckType
=
Lottery
.
openLottery
(
rewardRate
)
ftlog
.
info
(
'_openLottery openIds='
,
openIds
)
return
openIds
,
luckType
def
_getRewardRate
(
self
):
# 利润率
rewardRate
=
0
if
self
.
_dayTotalBetChips
>
0
:
rewardRate
=
1.0
*
self
.
_dayTotalWinBetChips
/
self
.
_dayTotalBetChips
return
rewardRate
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