359 lines
8.7 KiB
JavaScript
359 lines
8.7 KiB
JavaScript
/**
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* Bot实际User用户类
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* 主键QQ
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*
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* User可以注册UID,通过 getRegUid / setRegUid
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* 一个User可以绑定多个MysUser CK,绑定MysUser
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*/
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import BaseModel from './BaseModel.js'
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import lodash from 'lodash'
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import MysUser from './MysUser.js'
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import MysUtil from './MysUtil.js'
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import gsCfg from '../gsCfg.js'
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import { UserDB } from '../db/index.js'
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import { Data } from '#miao'
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export default class NoteUser extends BaseModel {
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constructor (qq) {
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super()
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// 检查实例缓存
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let cacheObj = this._getThis('user', qq)
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if (cacheObj) {
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return cacheObj
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}
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this.qq = qq
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return this._cacheThis()
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}
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/**
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* 当前用户是否具备CK
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*/
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get hasCk () {
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return !lodash.isEmpty(this.mysUsers)
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}
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/**
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* 获取绑定CK的UID列表,如未绑定CK则返回空数组
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*/
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get ckUids () {
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if (!this.hasCk) {
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return []
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}
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return lodash.map(this.ckData, 'uid')
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}
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/**
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* 获取当前生效CK
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*
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* 返回isMain的uid,没有的话返回首位
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*/
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get mainCk () {
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if (this.hasCk) {
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return lodash.filter(this.ckData, (ck) => ck.isMain)[0] || lodash.values(this.ckData)[0]
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}
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return false
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}
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/**
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* 获取当前用户的所有ck
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* @returns { {ltuid:{ckData, ck, uids}} }
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*/
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get cks () {
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console.log('NoteUser.cks 即将废弃')
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let game = 'gs'
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let cks = {}
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if (!this.hasCk) {
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return cks
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}
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for (let ltuid in this.mysUsers) {
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let mys = this.mysUsers[ltuid]
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if (mys && mys.ltuid && mys.uid) {
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cks[ltuid] = cks[ltuid] || {
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ckData: mys.getCkInfo(game),
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ck: mys.ck,
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uids: mys.getUids(game)
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}
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}
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}
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return cks
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}
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/**
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* 创建NoteUser实例
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* @param qq NoterUser对应id(qq)
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* @param db
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* * 若传入e对象则会识别e.user_id,并将user对象添加至e.user
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* @param data 用户对应MysCookie数据,为空则自动读取
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* @returns {Promise<NoteUser|*>}
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*/
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static async create (qq, db = false) {
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// 兼容处理传入e
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if (qq && qq.user_id) {
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let e = qq
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let user = await NoteUser.create(e.user_id)
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e.user = user
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return user
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}
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let user = new NoteUser(qq)
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await user.initDB(db)
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// 传入data则使用,否则读取
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return user
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}
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static async forEach (fn) {
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let dbs = await UserDB.findAll()
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await Data.forEach(users, async (db) => {
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let user = await NoteUser.create(db.id, db)
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return await fn(user)
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})
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}
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// 初始化数据
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async initDB (db = false) {
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if (this.db && !db) {
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return
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}
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// 为后续多类型用户兼容
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this.db = db && db !== true ? db : await UserDB.find(this.qq, 'qq')
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await this.initMysUser()
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this.initUids()
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}
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// 初始化MysUser对象
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async initMysUser () {
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let ltuids = this.db?.ltuids || ''
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this.mysUsers = {}
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for (let ltuid of ltuids.split(',')) {
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let mys = await MysUser.create(ltuid)
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if (mys) {
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this.mysUsers[ltuid] = mys
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}
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}
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}
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// 初始化Uid
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initUids (mys = false) {
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let self = this
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self.uid = {}
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self.uids = {}
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self.uidMap = {}
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self.games = {}
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const { db, uids, games, uidMap, mysUsers } = self
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let gameDBs = {}
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lodash.forEach(db?.games, (gameDB) => {
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gameDBs[gameDB.game] = gameDB
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})
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MysUtil.eachGame((key) => {
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let gameDB = gameDBs[key]
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uidMap[key] = {}
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uids[key] = []
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games[key] = gameDB
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// 优先设置CK UID
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lodash.forEach(mysUsers, (mys) => {
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lodash.forEach(mys.uids[key] || [], (uid) => {
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if (uid && !uidMap[key][uid]) {
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uidMap[key][uid] = { uid, type: 'ck', ltuid: mys.ltuid }
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uids[key].push(uid)
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}
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})
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})
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// 存在数据库记录则进行设置
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if (gameDB) {
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let regUids = gameDB.data
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// 依次设置verify、reg uid数据
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lodash.forEach(['verify', 'reg'], (uidType) => {
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lodash.forEach(regUids, (ds, uid) => {
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if (uid && ds.type === uidType && !uidMap[key][uid]) {
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uidMap[key][uid] = { uid, type: ds.type }
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uids[key].push(uid)
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}
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})
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})
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// 如果当前选中uid未在记录中,则补充为reg数据
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let uid = gameDB.uid
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if (uid && !uidMap[key][uid]) {
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uidMap[key][uid] = { uid, type: 'reg' }
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uids[key].push(uid)
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}
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}
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// 设置选中uid
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if (mys && mys.uids[key]?.[0]) {
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self.uid[key] = mys.uids[key]?.[0] || self.uid[key] || ''
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} else {
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self.uid[key] = self.uid[key] || gameDB?.uid || uids[key]?.[0] || ''
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}
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})
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}
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async save () {
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await this.db.saveDB(this)
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}
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// 获取当前UID
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getUid (game = 'gs') {
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let gameKey = this.gameKey(game)
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return this.uid[gameKey] || this.uids[gameKey][0] || ''
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}
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getSelfUid (game = 'gs') {
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let gameKey = this.gameKey(game)
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let uids = this.uidMap[gameKey].filter((v) => v.type === 'ck')
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if (uids.length === 0) {
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return false
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}
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let find = lodash.find(uids, (v) => v.uid + '' === uid + '', 0)
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return find ? find.uid : uids[0].uid
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}
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// 获取UID列表
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getUidList (game = 'gs') {
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let ret = []
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let gameKey = this.gameKey(game)
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lodash.forEach(this.uids[gameKey], (uid) => {
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ret.push(this.uidMap[gameKey][uid])
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})
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return ret
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}
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// 获取当前UID数据
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getUidData (game = 'gs') {
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let gameKey = this.gameKey(game)
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let uid = this.getUid(game)
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return this.uidMap[gameKey]?.[uid]
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}
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// 获取当前的MysUser对象
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getMysUser (game = 'gs') {
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if (lodash.isEmpty(this.mysUsers)) {
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return false
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}
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let uidData = this.getUidData(game)
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let ltuid = lodash.keys(this.mysUsers)[0]
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if (uidData.type === 'ck') {
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ltuid = uidData.ltuid
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}
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return this.mysUsers[ltuid]
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}
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// 添加UID
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addRegUid (uid, game = 'gs') {
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let gameKey = this.gameKey(game)
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if (!this.uidMap[gameKey][uid]) {
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this.uidMap[gameKey][uid] = { uid, type: 'reg' }
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this.uids[gameKey].push(uid)
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this.setMainUid(uid, game)
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}
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}
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// 删除UID
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delRegUid (uid, game = 'gs') {
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let gameKey = this.gameKey(game)
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if (this.uidMap[gameKey][uid] && this.uidMap[gameKey][uid].type !== 'ck') {
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delete this.uidMap[gameKey][uid]
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lodash.remove(this.uids[gameKey], (u) => u === uid)
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}
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}
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/**
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* 获取当前用户的绑定UID
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* 主要供内部调用,建议使用 user.uid 获取用户uid
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* @returns {Promise<*>}
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*/
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async getRegUid (game = 'gs') {
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let gameKey = this.gameKey(game)
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return this.uid[gameKey] || ''
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}
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/**
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* 设置当前用户的绑定uid
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* @param uid 要绑定的uid
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* @param game
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* @param force 若已存在绑定uid关系是否强制更新
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*/
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async setRegUid (uid = '', game = 'gs', force = false) {
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if (this.getRegUid(game) && false) {
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return uid
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}
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await this.addRegUid(uid, game)
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return uid
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}
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// 切换绑定CK生效的UID
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setMainUid (uid = '', game = 'gs') {
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let gameKey = this.gameKey(game)
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// 兼容传入index
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if (uid < 100 && this.uids[gameKey][uid]) {
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uid = this.uids[gameKey][uid]
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}
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if (this.uidMap[gameKey][uid]) {
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this.uid[gameKey] = uid
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}
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this.initUids()
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}
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// 添加MysUser
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addMysUser (mysUser) {
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this.mysUsers[mysUser.ltuid] = mysUser
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this.initUids(mysUser)
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}
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// 删除当前用户绑定CK
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async delCk (ltuid = '', needRefreshCache = true) {
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if (!ltuid || !this.mysUsers[ltuid]) {
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return
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}
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let mys = this.mysUsers[ltuid]
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delete this.mysUsers[ltuid]
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mys.del()
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await this.initUids()
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}
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/**
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* 检查当前用户绑定的CK状态
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*/
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async checkCk () {
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// TODO:待完善文案
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let cks = this.cks
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let ret = []
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for (let ltuid in cks) {
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let ck = cks[ltuid].ck
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if (!ltuid || !ck) {
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continue
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}
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let checkRet = await MysUser.checkCkStatus(ck)
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// TODO: 若checkRet中返回了不同的uid,进行CK保存更新
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// 失效
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let mysUser = await MysUser.create(ck)
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if (mysUser) {
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let status = checkRet.status
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if (status === 0 || status === 1) {
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// status为1时无法查询天赋,但仍可查询角色,保留CK
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await mysUser.initCache()
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} else if (status === 2) {
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// status为2时无法查询角色,删除ck cache
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// 因仍能查询体力,故保留ck记录不直接删除
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await mysUser.del()
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} else if (status === 3) {
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// status为3时CK完全失效,用户删除此CK
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await this.delCk(ltuid)
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}
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}
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ret.push({
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ltuid,
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...checkRet
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})
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}
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return ret
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}
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}
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