110 lines
4.5 KiB
Go
110 lines
4.5 KiB
Go
![]() |
package proto
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/*
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CREATE TABLE samba.player_game_record
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(
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`uid` Int64,
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`game_no` String,
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`room_type` Int32,
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`start_time` DateTime,
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`end_time` DateTime,
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`take_coin` Int64,
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`play_coin` Int64,
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`favorite` int
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)
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ENGINE = MergeTree
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PARTITION BY toYYYYMM(start_time)
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ORDER BY intHash32(uid)
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*/
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/*
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ALTER TABLE player_game_record ADD COLUMN club_id Int32 DEFAULT 0 AFTER room_type;
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ALTER TABLE player_game_record ADD COLUMN start_time_i Int32 DEFAULT 0 AFTER start_time;
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ALTER TABLE player_game_record ADD COLUMN end_time_i Int32 DEFAULT 0 AFTER end_time;
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ALTER TABLE player_game_record ADD COLUMN blind Int64 DEFAULT 0 AFTER end_time_i;
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ALTER TABLE player_game_record ADD COLUMN play_type Int32 DEFAULT 0 AFTER blind;
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ALTER TABLE player_game_record ADD COLUMN room_id Int32 DEFAULT 0 AFTER play_type;
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ALTER TABLE player_game_record ADD COLUMN max_game_num Int32 DEFAULT 0 AFTER room_id;
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ALTER TABLE player_game_record ADD COLUMN game_num Int32 DEFAULT 0 AFTER max_game_num;
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ALTER TABLE player_game_record ADD COLUMN status Int32 DEFAULT 0 AFTER game_num; // 房间状态:正常,玩家解散,管理解散,系统解散
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ALTER TABLE player_game_record ADD COLUMN player_infos String AFTER status;
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alter table player_game_record add column `members` UInt32 DEFAULT 0 COMMENT '人数';
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*/
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type GameRecordPlayerInfo struct {
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UId int64 `json:"uid"` // 玩家id
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Disband int `json:"disband"` // 解散状态 0:不同意 1:同意 2:发起
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Win int64 `json:"win"` // 净胜分
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}
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// PlayerGameRecord 玩家游戏记录
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type PlayerGameRecord struct {
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UId int64 `json:"uid"` // 玩家id
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GameNo string `json:"game_no"` // 本局游戏唯一id
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RoomType int `json:"room_type"` // 配置表中的房间id
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StartTime int64 `json:"start_time"` // 游戏开始时间
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StartTime1 int64 `json:"start_time_i"` // 游戏开始时间
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EndTime int64 `json:"end_time"` // 结束时间
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EndTime1 int64 `json:"end_time_i"` // 结束时间
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TakeCoin int64 `json:"take_coin"` // 携带金币
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PlayCoin int64 `json:"play_coin"` // 输赢金币
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Favorite int `json:"favorite"` // 0:不收藏 1:收藏
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ClubId int `json:"club_id"` // 俱乐部id
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Blind int64 `json:"blind"` // 底注
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PlayType int `json:"play_type"` // 玩法类型
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RoomId int `json:"room_id"` // 房间id
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MaxGameNum int `json:"max_game_num"` // 最大局数
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GameNum int `json:"game_num"` // 实际局数
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Disband int `json:"status"` // 房间状态
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PlayerInfos []*GameRecordPlayerInfo `json:"player_infos"` // 玩家信息
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Members int `json:"members"` // 玩家人数
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}
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type AGame struct {
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GameAction []*GameAction `json:"g"` // 一局游戏的消息流
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}
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type GameAction struct {
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Countdown int `json:"cd"` // 相对于发牌后的多少秒处理该消息
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MsgId string `json:"id"`
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Msg string `json:"msg"`
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Desc string `json:"-"`
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}
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/*
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CREATE TABLE samba.room_game_record
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(
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`game_no` String,
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`start_time` DateTime,
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`end_time` DateTime,
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`actions` String,
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`players` String,
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`room_id` Int32,
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`room_type` Int32
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)
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ENGINE = MergeTree
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PARTITION BY toYYYYMM(start_time)
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PRIMARY KEY game_no
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*/
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/*
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use samba;
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ALTER TABLE room_game_record ADD COLUMN blind Int64 DEFAULT 0 AFTER room_type;
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ALTER TABLE room_game_record ADD COLUMN club_id Int32 DEFAULT 0 AFTER room_type;
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alter table room_game_record add column `members` UInt32 DEFAULT 0 COMMENT '人数';
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*/
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// RoomGameRecord 房间游戏记录
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type RoomGameRecord struct {
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GameNo string `json:"game_no"` // 本局游戏唯一id
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Blind int64 `json:"blind"` // 游戏底注
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StartTime int64 `json:"start_time"` // 游戏开始时间
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EndTime int64 `json:"end_time"` // 结束时间
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Actions []*AGame `json:"actions"` // 游戏动作
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Players []interface{} `json:"players"` // 房间玩家
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RoomId int `json:"room_id"` // 房间动态生成id
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RoomType int `json:"room_type"` // 房间类型,策划room表的id
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ClubId int `json:"club_id"` // 俱乐部id
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Members int `json:"members"` // 玩家人数
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}
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