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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 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] 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{: count, : 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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