186 lines
7.6 KiB
C#
186 lines
7.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using Amazon.DynamoDBv2;
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using Amazon.DynamoDBv2.Model;
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using Amazon.DynamoDBv2.DocumentModel;
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using Amazon.Runtime;
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using ServerCore; using ServerBase;
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using ServerCommon;
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using ServerCommon.BusinessLogDomain;
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using SESSION_ID = System.Int32;
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using WORLD_META_ID = System.UInt32;
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using META_ID = System.UInt32;
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using ENTITY_GUID = System.String;
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using ACCOUNT_ID = System.String;
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using OWNER_GUID = System.String;
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using USER_GUID = System.String;
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using CHARACTER_GUID = System.String;
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using ITEM_GUID = System.String;
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using Pipelines.Sockets.Unofficial.Buffers;
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namespace GameServer
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{
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public class DBQCharacterReadAll : QueryExecutorBase
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{
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private string m_combination_key_for_pk = string.Empty;
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private string m_pk = string.Empty;
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private readonly List<CharacterBaseDoc> m_to_read_character_base_docs = new();
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public DBQCharacterReadAll(string combinationKeyForPK)
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: base(typeof(DBQCharacterReadAll).Name)
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{
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m_combination_key_for_pk = combinationKeyForPK;
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}
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//=====================================================================================
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// DB 쿼리 직전에 준비해야 할 로직들을 작성한다.
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//=====================================================================================
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public override async Task<Result> onPrepareQuery()
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{
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await Task.CompletedTask;
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var result = new Result();
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var err_msg = string.Empty;
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var owner = getOwner();
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NullReferenceCheckHelper.throwIfNull(owner, () => "owner is null !!!");
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var doc = new CharacterBaseDoc();
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doc.setCombinationKeyForPK(m_combination_key_for_pk);
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var error_code = doc.onApplyPKSK();
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if(error_code.isFail())
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{
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err_msg = $"Failed to onApplyPKSK() !!! : {error_code.toBasicString()} - {toBasicString()}, {owner.toBasicString()}";
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result.setFail(error_code, err_msg);
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Log.getLogger().error(result.toBasicString());
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return result;
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}
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m_pk = doc.getPK();
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return result;
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}
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//=====================================================================================
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// onPrepareQuery()를 성공할 경우 호출된다.
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//=====================================================================================
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public override async Task<Result> onQuery()
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{
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await Task.CompletedTask;
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var result = new Result();
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var err_msg = string.Empty;
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var owner = getOwner() as Player;
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NullReferenceCheckHelper.throwIfNull(owner, () => "owner is null !!!");
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var query_batch = getQueryBatch();
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NullReferenceCheckHelper.throwIfNull(query_batch, () => "query_batch is null !!!");
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var db_connector = query_batch.getDynamoDbConnector();
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var query_config = db_connector.makeQueryConfigForReadByPKOnly(m_pk);
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(result, var read_docs) = await db_connector.simpleQueryDocTypesWithQueryOperationConfig<CharacterBaseDoc>(query_config, eventTid: query_batch.getTransId());
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if(result.isFail())
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{
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return result;
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}
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var character_max_create_count = MetaHelper.GameConfigMeta.CharacterCreateMaxCount;
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if (read_docs.Count > character_max_create_count)
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{
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err_msg = $"Character Max Count Exceeded !!! : loadedCount:{read_docs.Count} <= CharacterMaxCount:{character_max_create_count} - {toBasicString()}, {owner.toBasicString()}";
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Log.getLogger().error(err_msg);
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}
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// 1. 기본 캐릭터가 선택 되어 있는지 체크 한다.
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var user_attribute = owner.getEntityAttribute<UserAttribute>();
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NullReferenceCheckHelper.throwIfNull(user_attribute, () => "user_attribute is null !!!");
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var selected_character_guid = user_attribute.SelectedCharacterGuid;
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if(true == selected_character_guid.isNullOrWhiteSpace())
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{
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err_msg = $"Not selected Character !!! : loadedCharacterCount:{read_docs.Count}, CharacterMaxCount:{character_max_create_count} - {toBasicString()}, {owner.toBasicString()}";
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result.setFail(ServerErrorCode.CharacterNotSelected, err_msg);
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Log.getLogger().error(result.toBasicString());
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return result;
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}
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// 2. 선택된 캐릭터가 존재하는지 체크 한다.
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var found_selected_character_base_doc = read_docs.Find(x => x.getAttrib<CharacterBaseAttrib>()?.CharacterGuid == selected_character_guid);
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if (null == found_selected_character_base_doc)
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{
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err_msg = $"Not found Character !!! : selectedCharacterGuid:{selected_character_guid}, loadedCharacterCount:{read_docs.Count}, CharacterMaxCount:{MetaHelper.GameConfigMeta.CharacterCreateMaxCount} - {toBasicString()}, {owner.toBasicString()}";
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result.setFail(ServerErrorCode.CharacterNotFound, err_msg);
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Log.getLogger().error(result.toBasicString());
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return result;
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}
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// 3. 선택된 캐릭터를 먼저 로딩 한다.
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var user_create_or_load_action = owner.getEntityAction<UserCreateOrLoadAction>();
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NullReferenceCheckHelper.throwIfNull(user_attribute, () => "user_attribute is null !!!");
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result = await user_create_or_load_action.tryLoadCharacterByChracterBaseDoc(found_selected_character_base_doc);
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if(result.isFail())
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{
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return result;
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}
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m_to_read_character_base_docs.Add(found_selected_character_base_doc);
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read_docs.Remove(found_selected_character_base_doc);
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character_max_create_count -= 1;
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// 4. 나머지 캐릭터를 로딩 한다.
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for(var i = 0; i < character_max_create_count; i++)
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{
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var remain_character_base_doc = read_docs[i];
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result = await user_create_or_load_action.tryLoadCharacterByChracterBaseDoc(remain_character_base_doc);
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if (result.isFail())
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{
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return result;
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}
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m_to_read_character_base_docs.Add(remain_character_base_doc);
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}
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return result;
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}
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public List<CharacterBaseDoc> getToReadCharacterBaseDocs() => m_to_read_character_base_docs;
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//=====================================================================================
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// DB 쿼리를 성공하고, doFnCommit()가 QueryResultType.NotCalledQueryFunc를 반환할 경우 호출된다.
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//=====================================================================================
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public override async Task onQueryResponseCommit()
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{
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await Task.CompletedTask;
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return;
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}
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//=====================================================================================
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// DB 쿼리를 실패하고, doFnRollback()가 QueryResultType.NotCalledQueryFunc를 반환할 경우 호출된다.
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//=====================================================================================
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public override async Task onQueryResponseRollback(Result errorResult)
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{
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await Task.CompletedTask;
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return;
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}
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public new Player? getOwner() => getQueryBatch()?.getLogActor() as Player;
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}
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}
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