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654 lines
24 KiB
Go
654 lines
24 KiB
Go
package app
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import (
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"bindbox-game/configs"
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"bindbox-game/internal/code"
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"bindbox-game/internal/pkg/core"
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"bindbox-game/internal/pkg/validation"
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"bindbox-game/internal/pkg/wechat"
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"bindbox-game/internal/repository/mysql/model"
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activitysvc "bindbox-game/internal/service/activity"
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"context"
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"crypto/rand"
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"encoding/binary"
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"encoding/hex"
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"fmt"
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"net/http"
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"time"
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"github.com/redis/go-redis/v9"
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"go.uber.org/zap"
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)
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// ========== API Handlers ==========
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type matchingGamePreOrderRequest struct {
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IssueID int64 `json:"issue_id"`
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Position string `json:"position"`
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CouponID *int64 `json:"coupon_id"`
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ItemCardID *int64 `json:"item_card_id"`
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}
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type matchingGamePreOrderResponse struct {
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GameID string `json:"game_id"`
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OrderNo string `json:"order_no"`
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PayStatus int32 `json:"pay_status"` // 1=Pending, 2=Paid
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ServerSeedHash string `json:"server_seed_hash"`
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// AllCards 已移除:游戏数据需通过 GetMatchingGameCards 接口在支付成功后获取
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}
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type matchingGameCheckRequest struct {
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GameID string `json:"game_id" binding:"required"`
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TotalPairs int64 `json:"total_pairs"` // 客户端上报的消除总对数
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}
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type MatchingRewardInfo struct {
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RewardID int64 `json:"reward_id"`
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Name string `json:"name"`
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Level int32 `json:"level"`
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}
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type matchingGameCheckResponse struct {
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GameID string `json:"game_id"`
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TotalPairs int64 `json:"total_pairs"`
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Finished bool `json:"finished"`
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Reward *MatchingRewardInfo `json:"reward,omitempty"`
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}
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// PreOrderMatchingGame 下单并预生成对对碰游戏数据
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// @Summary 下单并获取对对碰全量数据
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// @Description 用户下单,服务器扣费并返回全量99张乱序卡牌,前端自行负责游戏流程
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// @Tags APP端.活动
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// @Accept json
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// @Produce json
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// @Security LoginVerifyToken
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// @Param RequestBody body matchingGamePreOrderRequest true "请求参数"
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// @Success 200 {object} matchingGamePreOrderResponse
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// @Failure 400 {object} code.Failure
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// @Router /api/app/matching/preorder [post]
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func (h *handler) PreOrderMatchingGame() core.HandlerFunc {
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// 启动清理协程(Lazy Init)
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h.startMatchingGameCleanup()
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return func(ctx core.Context) {
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userID := int64(ctx.SessionUserInfo().Id)
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req := new(matchingGamePreOrderRequest)
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if err := ctx.ShouldBindJSON(req); err != nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, validation.Error(err)))
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return
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}
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// 1. Get Activity/Issue Info (Mocking price for now or fetching if available)
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// Assuming price is fixed or fetched. Let's fetch basic activity info if possible, or assume config.
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// Since Request has IssueID, let's fetch Issue to get ActivityID and Price.
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// Note: The current handler doesn't have easy access to Issue struct helper without exporting or duplicating.
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// We will assume `req.IssueID` is valid and fetch price via `h.activity.GetActivity` if we had ActivityID.
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// But req only has IssueID. Let's look up Issue first.
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issue, err := h.writeDB.ActivityIssues.WithContext(ctx.RequestContext()).Where(h.writeDB.ActivityIssues.ID.Eq(req.IssueID)).First()
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if err != nil || issue == nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170001, "issue not found"))
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return
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}
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activity, err := h.activity.GetActivity(ctx.RequestContext(), issue.ActivityID)
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if err != nil || activity == nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170001, "activity not found"))
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return
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}
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if activity.Status != 1 {
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ctx.AbortWithError(core.Error(http.StatusNotFound, 170001, "该活动已下线"))
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return
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}
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// Validation
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if !activity.AllowCoupons && req.CouponID != nil && *req.CouponID > 0 {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170009, "本活动不支持优惠券"))
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return
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}
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if !activity.AllowItemCards && req.ItemCardID != nil && *req.ItemCardID > 0 {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170010, "本活动不支持道具卡"))
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return
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}
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// 2. Create Order using ActivityOrderService
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var couponID *int64
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if activity.AllowCoupons && req.CouponID != nil && *req.CouponID > 0 {
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couponID = req.CouponID
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}
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var itemCardID *int64
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if activity.AllowItemCards && req.ItemCardID != nil && *req.ItemCardID > 0 {
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itemCardID = req.ItemCardID
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}
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orderResult, err := h.activityOrder.CreateActivityOrder(ctx, activitysvc.CreateActivityOrderRequest{
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UserID: userID,
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ActivityID: issue.ActivityID,
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IssueID: req.IssueID,
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Count: 1,
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UnitPrice: activity.PriceDraw,
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SourceType: 3, // 对对碰
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CouponID: couponID,
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ItemCardID: itemCardID,
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ExtraRemark: fmt.Sprintf("matching_game:issue:%d", req.IssueID),
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})
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if err != nil {
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ctx.AbortWithError(core.Error(http.StatusInternalServerError, 170002, err.Error()))
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return
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}
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order := orderResult.Order
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// 2. 加载配置
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configs, err := loadCardTypesFromDB(ctx.RequestContext(), h.readDB)
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if err != nil || len(configs) == 0 {
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configs = []CardTypeConfig{
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{Code: "A", Name: "类型A", Quantity: 9},
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{Code: "B", Name: "类型B", Quantity: 9},
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{Code: "C", Name: "类型C", Quantity: 9},
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{Code: "D", Name: "类型D", Quantity: 9},
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{Code: "E", Name: "类型E", Quantity: 9},
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{Code: "F", Name: "类型F", Quantity: 9},
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{Code: "G", Name: "类型G", Quantity: 9},
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{Code: "H", Name: "类型H", Quantity: 9},
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{Code: "I", Name: "类型I", Quantity: 9},
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{Code: "J", Name: "类型J", Quantity: 9},
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{Code: "K", Name: "类型K", Quantity: 9},
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}
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}
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// 3. 创建游戏并洗牌
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// 使用 Activity Commitment 作为随机源(必须存在)
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if len(activity.CommitmentSeedMaster) == 0 {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170011, "活动尚未生成承诺,无法开始游戏"))
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return
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}
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game := NewMatchingGameWithConfig(configs, req.Position, activity.CommitmentSeedMaster)
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if game == nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170011, "活动尚未生成承诺,无法开始游戏"))
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return
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}
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game.ActivityID = issue.ActivityID
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game.IssueID = req.IssueID
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game.OrderID = order.ID
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game.UserID = userID
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// 4. 构造 AllCards (仅需返回 Flat List)
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// game.deck 包含了所有的牌(已洗好,且包含了 board[0..8] 因为 NewMatchingGameWithConfig 中我们是从 deck 发到 board 的)
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// 但 NewMatchingGameWithConfig 目前的逻辑是:生成 -> 洗牌 -> 发前9张到 board -> deck只剩剩下的。
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// 所以我们需要把 board 和 deck 拼起来。
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allCards := make([]MatchingCard, 0, 99)
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for _, c := range game.Board {
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if c != nil {
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allCards = append(allCards, *c)
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}
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}
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for _, c := range game.Deck {
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allCards = append(allCards, *c)
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}
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// 5. 生成GameID并存储 (主要用于 Check 时校验存在性,或者验签)
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gameID := fmt.Sprintf("MG%d%d", userID, time.Now().UnixNano())
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// Save to Redis
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if err := h.saveGameToRedis(ctx.RequestContext(), gameID, game); err != nil {
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h.logger.Error("Failed to save matching game session", zap.Error(err))
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ctx.AbortWithError(core.Error(http.StatusInternalServerError, code.ServerError, "failed to create game session"))
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return
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}
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// 6. Save Verification Data (ActivityDrawLogs + ActivityDrawReceipts)
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// This is required for the "Verification" feature in App/Admin to work.
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// A "Matching Game" session is treated as one "Draw".
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// 6.1 Create DrawLog
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drawLog := &model.ActivityDrawLogs{
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UserID: userID,
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IssueID: req.IssueID,
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OrderID: order.ID,
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CreatedAt: time.Now(),
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IsWinner: 0, // Will be updated if they win prizes at `Check`? Or just 0 for participation.
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Level: 0,
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}
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_ = h.writeDB.ActivityDrawLogs.WithContext(ctx.RequestContext()).Create(drawLog)
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// 6.2 Create DrawReceipt
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if drawLog.ID > 0 {
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receipt := &model.ActivityDrawReceipts{
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CreatedAt: time.Now(),
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DrawLogID: drawLog.ID,
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AlgoVersion: "HMAC-SHA256-v1",
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RoundID: req.IssueID,
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DrawID: time.Now().UnixNano(), // Use timestamp to ensure uniqueness as we don't have real DrawID
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ClientID: userID,
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Timestamp: time.Now().UnixMilli(),
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ServerSeedHash: game.ServerSeedHash,
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ServerSubSeed: "", // Matching game generic seed
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ClientSeed: req.Position, // Use Position as ClientSeed
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Nonce: 0,
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ItemsRoot: "", // Could enable if we hashed the deck
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WeightsTotal: 0,
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SelectedIndex: 0,
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RandProof: "",
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Signature: "",
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}
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// Hex encode server seed
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receipt.ServerSubSeed = hex.EncodeToString(game.ServerSeed)
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_ = h.writeDB.ActivityDrawReceipts.WithContext(ctx.RequestContext()).Create(receipt)
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}
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// 7. 返回数据(不返回 all_cards,需支付成功后通过 GetMatchingGameCards 获取)
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rsp := &matchingGamePreOrderResponse{
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GameID: gameID,
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OrderNo: order.OrderNo,
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PayStatus: order.Status,
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ServerSeedHash: game.ServerSeedHash,
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}
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ctx.Payload(rsp)
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}
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}
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// CheckMatchingGame 游戏结束结算校验
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// @Summary 游戏结束结算校验
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// @Description 前端游戏结束后上报结果,服务器发放奖励
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// @Tags APP端.活动
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// @Accept json
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// @Produce json
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// @Security LoginVerifyToken
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// @Param RequestBody body matchingGameCheckRequest true "请求参数"
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// @Success 200 {object} matchingGameCheckResponse
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// @Failure 400 {object} code.Failure
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// @Router /api/app/matching/check [post]
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func (h *handler) CheckMatchingGame() core.HandlerFunc {
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return func(ctx core.Context) {
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req := new(matchingGameCheckRequest)
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if err := ctx.ShouldBindJSON(req); err != nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, validation.Error(err)))
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return
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}
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game, err := h.loadGameFromRedis(ctx.RequestContext(), req.GameID)
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if err != nil {
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if err == redis.Nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, "game session not found or expired"))
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} else {
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h.logger.Error("Failed to load matching game session", zap.Error(err))
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ctx.AbortWithError(core.Error(http.StatusInternalServerError, code.ServerError, "internal server error"))
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}
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return
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}
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// 校验:不能超过理论最大对数
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// 【关键校验】检查订单是否已支付
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// 对对碰游戏必须先支付才能结算和发奖
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order, err := h.readDB.Orders.WithContext(ctx.RequestContext()).Where(h.readDB.Orders.ID.Eq(game.OrderID)).First()
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if err != nil || order == nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170003, "订单不存在"))
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return
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}
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if order.Status != 2 {
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fmt.Printf("[对对碰Check] ⏳ 订单支付确认中 order_id=%d status=%d,等待回调完成\n", order.ID, order.Status)
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170004, "支付确认中,请稍后重试"))
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return
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}
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// 检查活动状态
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activity, err := h.activity.GetActivity(ctx.RequestContext(), game.ActivityID)
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if err != nil || activity == nil {
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ctx.AbortWithError(core.Error(http.StatusBadRequest, 170001, "活动不存在"))
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return
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}
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if activity.Status != 1 {
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ctx.AbortWithError(core.Error(http.StatusNotFound, 170001, "该活动已下线"))
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return
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}
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// 校验:不能超过理论最大对数
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fmt.Printf("[对对碰Check] 校验对子数量: 客户端提交=%d 服务端计算最大值=%d GameID=%s\n", req.TotalPairs, game.MaxPossiblePairs, req.GameID)
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if req.TotalPairs > game.MaxPossiblePairs {
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fmt.Printf("[对对碰Check] ❌ 校验失败: 提交数量超过理论最大值\n")
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ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, fmt.Sprintf("invalid total pairs: %d > %d", req.TotalPairs, game.MaxPossiblePairs)))
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return
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}
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fmt.Printf("[对对碰Check] ✅ 校验通过\n")
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game.TotalPairs = req.TotalPairs // 记录一下
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var rewardInfo *MatchingRewardInfo
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// 1. Fetch Rewards
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rewards, err := h.activity.ListIssueRewards(ctx.RequestContext(), game.IssueID)
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if err == nil && len(rewards) > 0 {
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// 2. Filter & Sort
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var candidate *model.ActivityRewardSettings
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for _, r := range rewards {
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if r.Quantity <= 0 {
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continue
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}
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// 精确匹配:用户消除的对子数 == 奖品设置的对子数
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if int64(req.TotalPairs) == r.MinScore {
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candidate = r
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break // 找到精确匹配,直接使用
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}
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}
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if candidate != nil {
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// 3. Prepare Grant Params
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// Fetch real product name for remark
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productName := candidate.Name
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if p, _ := h.readDB.Products.WithContext(ctx.RequestContext()).Where(h.readDB.Products.ID.Eq(candidate.ProductID)).First(); p != nil {
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productName = p.Name
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}
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finalReward := candidate
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finalQuantity := 1
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finalRemark := fmt.Sprintf("%s %s", order.OrderNo, productName)
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var cardToVoid int64 = 0
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// 4. Apply Item Card Effects (Determine final reward and quantity)
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icID := parseItemCardIDFromRemark(order.Remark)
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fmt.Printf("[CheckMatchingGame] Debug: OrderNo=%s Remark=%s icID=%d\n", order.OrderNo, order.Remark, icID)
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if icID > 0 {
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uic, _ := h.readDB.UserItemCards.WithContext(ctx.RequestContext()).Where(
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h.readDB.UserItemCards.ID.Eq(icID),
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h.readDB.UserItemCards.UserID.Eq(game.UserID),
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).First()
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if uic == nil {
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fmt.Printf("[CheckMatchingGame] ❌ UserItemCard not found: icID=%d userID=%d\n", icID, game.UserID)
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} else if uic.Status != 1 {
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fmt.Printf("[CheckMatchingGame] ❌ UserItemCard invalid status: status=%d\n", uic.Status)
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} else { // Status == 1
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ic, _ := h.readDB.SystemItemCards.WithContext(ctx.RequestContext()).Where(
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h.readDB.SystemItemCards.ID.Eq(uic.CardID),
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h.readDB.SystemItemCards.Status.Eq(1),
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).First()
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now := time.Now()
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if ic != nil && !uic.ValidStart.After(now) && !uic.ValidEnd.Before(now) {
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scopeOK := (ic.ScopeType == 1) || (ic.ScopeType == 3 && ic.ActivityID == game.ActivityID) || (ic.ScopeType == 4 && ic.IssueID == game.IssueID)
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fmt.Printf("[道具卡-CheckMatchingGame] 范围检查 ScopeType=%d ActivityID=%d IssueID=%d scopeOK=%t\n", ic.ScopeType, game.ActivityID, game.IssueID, scopeOK)
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if scopeOK {
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cardToVoid = icID
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if ic.EffectType == 1 && ic.RewardMultiplierX1000 >= 2000 {
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// Double reward
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fmt.Printf("[道具卡-CheckMatchingGame] ✅ 应用双倍奖励 倍数=%d\n", ic.RewardMultiplierX1000)
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finalQuantity = 2
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finalRemark += "(倍数)"
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} else if ic.EffectType == 2 && ic.BoostRateX1000 > 0 {
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// Probability boost - try to upgrade to better reward
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fmt.Printf("[道具卡-CheckMatchingGame] 应用概率提升 BoostRateX1000=%d\n", ic.BoostRateX1000)
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allRewards, _ := h.readDB.ActivityRewardSettings.WithContext(ctx.RequestContext()).Where(
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h.readDB.ActivityRewardSettings.IssueID.Eq(game.IssueID),
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).Find()
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var better *model.ActivityRewardSettings
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for _, r := range allRewards {
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if r.MinScore > candidate.MinScore && r.Quantity > 0 {
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if better == nil || r.MinScore < better.MinScore {
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better = r
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}
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}
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}
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if better != nil {
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// Use crypto/rand for secure random
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randBytes := make([]byte, 4)
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rand.Read(randBytes)
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randVal := int32(binary.BigEndian.Uint32(randBytes) % 1000)
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fmt.Printf("[道具卡-CheckMatchingGame] 概率检定: rand=%d threshold=%d\n", randVal, ic.BoostRateX1000)
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if randVal < ic.BoostRateX1000 {
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fmt.Printf("[道具卡-CheckMatchingGame] ✅ 概率提升成功 升级到奖品ID=%d 奖品名=%s\n", better.ID, better.Name)
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finalReward = better
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finalRemark = better.Name + "(升级)"
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} else {
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fmt.Printf("[道具卡-CheckMatchingGame] ❌ 概率提升失败\n")
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}
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} else {
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fmt.Printf("[道具卡-CheckMatchingGame] ⚠️ 未找到更好的奖品可升级 (currentMinScore=%d)\n", candidate.MinScore)
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}
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}
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} else {
|
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fmt.Printf("[道具卡-CheckMatchingGame] ❌ 范围校验失败\n")
|
||
}
|
||
} else {
|
||
fmt.Printf("[道具卡-CheckMatchingGame] ❌ 时间或系统卡状态无效: IC=%v ValidStart=%v ValidEnd=%v Now=%v\n", ic != nil, uic.ValidStart, uic.ValidEnd, now)
|
||
}
|
||
}
|
||
}
|
||
|
||
// 5. Grant Reward
|
||
if err := h.grantRewardHelper(ctx.RequestContext(), game.UserID, game.OrderID, finalReward, finalQuantity, finalRemark); err != nil {
|
||
h.logger.Error("Failed to grant matching reward", zap.Int64("order_id", game.OrderID), zap.Error(err))
|
||
} else {
|
||
rewardInfo = &MatchingRewardInfo{
|
||
RewardID: finalReward.ID,
|
||
Name: productName,
|
||
Level: finalReward.Level,
|
||
}
|
||
|
||
// 6. Void Item Card (if used)
|
||
if cardToVoid > 0 {
|
||
fmt.Printf("[道具卡-CheckMatchingGame] 核销道具卡 用户道具卡ID=%d\n", cardToVoid)
|
||
now := time.Now()
|
||
// Get DrawLog ID for the order
|
||
drawLog, _ := h.readDB.ActivityDrawLogs.WithContext(ctx.RequestContext()).Where(
|
||
h.readDB.ActivityDrawLogs.OrderID.Eq(game.OrderID),
|
||
).First()
|
||
var drawLogID int64
|
||
if drawLog != nil {
|
||
drawLogID = drawLog.ID
|
||
}
|
||
_, _ = h.writeDB.UserItemCards.WithContext(ctx.RequestContext()).Where(
|
||
h.writeDB.UserItemCards.ID.Eq(cardToVoid),
|
||
h.writeDB.UserItemCards.UserID.Eq(game.UserID),
|
||
h.writeDB.UserItemCards.Status.Eq(1),
|
||
).Updates(map[string]any{
|
||
h.writeDB.UserItemCards.Status.ColumnName().String(): 2,
|
||
h.writeDB.UserItemCards.UsedDrawLogID.ColumnName().String(): drawLogID,
|
||
h.writeDB.UserItemCards.UsedActivityID.ColumnName().String(): game.ActivityID,
|
||
h.writeDB.UserItemCards.UsedIssueID.ColumnName().String(): game.IssueID,
|
||
h.writeDB.UserItemCards.UsedAt.ColumnName().String(): now,
|
||
})
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
rsp := &matchingGameCheckResponse{
|
||
GameID: req.GameID,
|
||
TotalPairs: req.TotalPairs,
|
||
Finished: true,
|
||
Reward: rewardInfo,
|
||
}
|
||
|
||
// 7. Virtual Shipping (Async)
|
||
// Upload shipping info to WeChat (similar to Ichiban Kuji) so user can see "Shipped" status and reward info.
|
||
rewardName := "无奖励"
|
||
if rewardInfo != nil {
|
||
rewardName = rewardInfo.Name
|
||
}
|
||
|
||
go func(orderID int64, orderNo string, userID int64, rName string) {
|
||
bgCtx := context.Background()
|
||
// 1. Get Payment Transaction
|
||
tx, _ := h.readDB.PaymentTransactions.WithContext(bgCtx).Where(h.readDB.PaymentTransactions.OrderNo.Eq(orderNo)).First()
|
||
if tx == nil || tx.TransactionID == "" {
|
||
h.logger.Warn("CheckMatchingGame: No payment transaction found for shipping", zap.String("order_no", orderNo))
|
||
return
|
||
}
|
||
|
||
// 2. Get User OpenID
|
||
u, _ := h.readDB.Users.WithContext(bgCtx).Where(h.readDB.Users.ID.Eq(userID)).First()
|
||
payerOpenid := ""
|
||
if u != nil {
|
||
payerOpenid = u.Openid
|
||
}
|
||
|
||
// 3. Construct Item Desc
|
||
itemsDesc := fmt.Sprintf("对对碰 %s 赏品: %s", orderNo, rName)
|
||
if len(itemsDesc) > 120 {
|
||
itemsDesc = itemsDesc[:120]
|
||
}
|
||
|
||
// 4. Upload
|
||
c := configs.Get()
|
||
if err := wechat.UploadVirtualShippingForBackground(bgCtx, &wechat.WechatConfig{AppID: c.Wechat.AppID, AppSecret: c.Wechat.AppSecret}, tx.TransactionID, orderNo, payerOpenid, itemsDesc); err != nil {
|
||
h.logger.Error("CheckMatchingGame: Failed to upload virtual shipping", zap.Error(err))
|
||
} else {
|
||
h.logger.Info("CheckMatchingGame: Virtual shipping uploaded", zap.String("order_no", orderNo), zap.String("items", itemsDesc))
|
||
}
|
||
}(game.OrderID, order.OrderNo, game.UserID, rewardName)
|
||
|
||
// 结算完成,清理会话 (Delete from Redis)
|
||
_ = h.redis.Del(ctx.RequestContext(), matchingGameKeyPrefix+req.GameID)
|
||
|
||
ctx.Payload(rsp)
|
||
}
|
||
}
|
||
|
||
// GetMatchingGameState 获取对对碰游戏状态
|
||
// @Summary 获取对对碰游戏状态
|
||
// @Description 获取当前游戏的完整状态
|
||
// @Tags APP端.活动
|
||
// @Accept json
|
||
// @Produce json
|
||
// @Security LoginVerifyToken
|
||
// @Param game_id query string true "游戏ID"
|
||
// @Success 200 {object} map[string]any
|
||
// @Failure 400 {object} code.Failure
|
||
// @Router /api/app/matching/state [get]
|
||
func (h *handler) GetMatchingGameState() core.HandlerFunc {
|
||
return func(ctx core.Context) {
|
||
gameID := ctx.RequestInputParams().Get("game_id")
|
||
if gameID == "" {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, "game_id required"))
|
||
return
|
||
}
|
||
|
||
game, err := h.loadGameFromRedis(ctx.RequestContext(), gameID)
|
||
if err != nil {
|
||
if err == redis.Nil {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, "game session not found"))
|
||
} else {
|
||
h.logger.Error("Failed to load matching game", zap.Error(err))
|
||
}
|
||
return
|
||
}
|
||
|
||
// Keep-Alive: Refresh Redis TTL
|
||
h.redis.Expire(ctx.RequestContext(), matchingGameKeyPrefix+gameID, 30*time.Minute)
|
||
|
||
// 检查活动状态
|
||
activity, err := h.activity.GetActivity(ctx.RequestContext(), game.ActivityID)
|
||
if err != nil || activity == nil {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, 170001, "活动不存在"))
|
||
return
|
||
}
|
||
if activity.Status != 1 {
|
||
ctx.AbortWithError(core.Error(http.StatusNotFound, 170001, "该活动已下线"))
|
||
return
|
||
}
|
||
|
||
ctx.Payload(game.GetGameState())
|
||
}
|
||
}
|
||
|
||
// ListMatchingCardTypes 列出对对碰卡牌类型(App端枚举)
|
||
// @Summary 列出对对碰卡牌类型
|
||
// @Description 获取所有启用的卡牌类型配置,用于App端预览或动画展示
|
||
// @Tags APP端.活动
|
||
// @Accept json
|
||
// @Produce json
|
||
// @Success 200 {array} CardTypeConfig
|
||
// @Failure 400 {object} code.Failure
|
||
// @Router /api/app/matching/card_types [get]
|
||
func (h *handler) ListMatchingCardTypes() core.HandlerFunc {
|
||
return func(ctx core.Context) {
|
||
configs, err := loadCardTypesFromDB(ctx.RequestContext(), h.readDB)
|
||
if err != nil {
|
||
// Try to serve default configs if DB fails? Or just error safely.
|
||
// Let's rely on DB being available.
|
||
ctx.AbortWithError(core.Error(http.StatusInternalServerError, code.ParamBindError, err.Error()))
|
||
return
|
||
}
|
||
ctx.Payload(configs)
|
||
}
|
||
}
|
||
|
||
// matchingGameCardsResponse 游戏数据响应
|
||
type matchingGameCardsResponse struct {
|
||
GameID string `json:"game_id"`
|
||
AllCards []MatchingCard `json:"all_cards"`
|
||
}
|
||
|
||
// GetMatchingGameCards 支付成功后获取游戏数据
|
||
// @Summary 获取对对碰游戏数据
|
||
// @Description 只有支付成功后才能获取游戏牌组数据,防止未支付用户获取牌组信息
|
||
// @Tags APP端.活动
|
||
// @Accept json
|
||
// @Produce json
|
||
// @Security LoginVerifyToken
|
||
// @Param game_id query string true "游戏ID"
|
||
// @Success 200 {object} matchingGameCardsResponse
|
||
// @Failure 400 {object} code.Failure
|
||
// @Router /api/app/matching/cards [get]
|
||
func (h *handler) GetMatchingGameCards() core.HandlerFunc {
|
||
return func(ctx core.Context) {
|
||
gameID := ctx.RequestInputParams().Get("game_id")
|
||
if gameID == "" {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, "game_id required"))
|
||
return
|
||
}
|
||
|
||
// 1. 从 Redis 加载游戏数据
|
||
game, err := h.loadGameFromRedis(ctx.RequestContext(), gameID)
|
||
if err != nil {
|
||
if err == redis.Nil {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, code.ParamBindError, "game session not found or expired"))
|
||
} else {
|
||
h.logger.Error("Failed to load matching game", zap.Error(err))
|
||
ctx.AbortWithError(core.Error(http.StatusInternalServerError, code.ServerError, "internal server error"))
|
||
}
|
||
return
|
||
}
|
||
|
||
// 2. 【关键校验】检查订单是否已支付
|
||
order, err := h.readDB.Orders.WithContext(ctx.RequestContext()).Where(h.readDB.Orders.ID.Eq(game.OrderID)).First()
|
||
if err != nil || order == nil {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, 170003, "订单不存在"))
|
||
return
|
||
}
|
||
if order.Status != 2 {
|
||
fmt.Printf("[GetMatchingGameCards] ⏳ 订单未支付 order_id=%d status=%d,拒绝返回游戏数据\n", order.ID, order.Status)
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, 170004, "请先完成支付"))
|
||
return
|
||
}
|
||
|
||
// 3. 检查活动状态
|
||
activity, err := h.activity.GetActivity(ctx.RequestContext(), game.ActivityID)
|
||
if err != nil || activity == nil {
|
||
ctx.AbortWithError(core.Error(http.StatusBadRequest, 170001, "活动不存在"))
|
||
return
|
||
}
|
||
if activity.Status != 1 {
|
||
ctx.AbortWithError(core.Error(http.StatusNotFound, 170001, "该活动已下线"))
|
||
return
|
||
}
|
||
|
||
// 4. Keep-Alive: Refresh Redis TTL
|
||
h.redis.Expire(ctx.RequestContext(), matchingGameKeyPrefix+gameID, 30*time.Minute)
|
||
|
||
// 5. 构造并返回全量卡牌数据
|
||
allCards := make([]MatchingCard, 0, 99)
|
||
for _, c := range game.Board {
|
||
if c != nil {
|
||
allCards = append(allCards, *c)
|
||
}
|
||
}
|
||
for _, c := range game.Deck {
|
||
allCards = append(allCards, *c)
|
||
}
|
||
|
||
ctx.Payload(&matchingGameCardsResponse{
|
||
GameID: gameID,
|
||
AllCards: allCards,
|
||
})
|
||
}
|
||
}
|