feat: 为Steam游戏状态检查添加重复登录游戏的防重复通知机制
优化Steam游戏状态检查逻辑,增加了以下特性: 1. 记录玩家游戏退出信息 2. 实现30分钟内重复登录同一游戏时抑制通知 3. 修改checkDiffSteamGameStatus函数返回值,增加玩家信息返回 4. 更新playingMap的方式更加安全和清晰
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2eb9716d24
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@ -248,9 +248,9 @@ func checkSteamGameStatus(steamID []string) (string, error) {
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return gameStatusList, nil
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}
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func checkDiffSteamGameStatus(steamID []string, lastTimeStat map[string]string) (map[string]string, error) {
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func checkDiffSteamGameStatus(steamID []string, lastTimeStat map[string]string) (map[string]string, []PlayerSummary, error) {
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if len(steamID) == 0 {
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return nil, nil
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return nil, nil, nil
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}
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var glbErr error
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var writeMutex sync.Mutex
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@ -312,7 +312,7 @@ func checkDiffSteamGameStatus(steamID []string, lastTimeStat map[string]string)
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}
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wg.Wait()
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if glbErr != nil {
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return nil, glbErr
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return nil, nil, glbErr
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}
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gameStatusListStr := map[string]string{}
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for _, userState := range Players {
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@ -324,7 +324,7 @@ func checkDiffSteamGameStatus(steamID []string, lastTimeStat map[string]string)
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}
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lastTimeStat[userState.SteamID] = userState.GameID
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}
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return gameStatusListStr, nil
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return gameStatusListStr, Players, nil
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}
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func checkSteamIDValid(steamID string) (bool, error) {
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@ -13,6 +13,12 @@ import (
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"git.lxtend.com/qqbot/util"
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)
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// 用于记录玩家退出游戏的信息
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type GameExitInfo struct {
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GameID string // 游戏ID
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ExitTime time.Time // 退出时间
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}
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func init() {
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// Register the handler with the server
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handler.RegisterHandler("绑steam", bindSteam, constants.LEVEL_USER)
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@ -177,6 +183,9 @@ func checkSteamPlaying(msg model.Message) model.Reply {
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func RoundCheckSteamPlaying() {
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once := true
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playingMap := map[string]string{}
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// 记录玩家退出游戏的信息
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exitInfoMap := map[string]GameExitInfo{}
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util.AddCycleTask("checkSteamPlaying", 15*time.Second, 15*time.Second, func() {
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allSteamIDs, err := getAllSteamID()
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if err != nil {
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@ -188,12 +197,32 @@ func RoundCheckSteamPlaying() {
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fmt.Println("获取群列表失败: ", err)
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return
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}
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gamePlayingMap, err := checkDiffSteamGameStatus(allSteamIDs, playingMap)
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gamePlayingMap, players, err := checkDiffSteamGameStatus(allSteamIDs, playingMap)
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if err != nil {
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fmt.Println("获取游戏列表失败: ", err)
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return
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}
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// 更新退出游戏信息
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for steamId, oldGameStatus := range playingMap {
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if newGameStatus, exists := gamePlayingMap[steamId]; !exists {
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// 玩家退出游戏,记录退出信息
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// 从API响应中获取玩家信息以获取GameID
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for _, player := range players {
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if player.SteamID == steamId {
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exitInfoMap[steamId] = GameExitInfo{
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GameID: player.GameID,
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ExitTime: time.Now(),
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}
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break
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}
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}
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} else if oldGameStatus != newGameStatus {
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// 玩家切换了游戏,清除退出记录
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delete(exitInfoMap, steamId)
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}
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}
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for _, group := range groups {
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time.Sleep(15 * time.Second)
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users, err := getSteamUsersInGroup(group)
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@ -209,6 +238,23 @@ func RoundCheckSteamPlaying() {
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var gameList []string
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for _, steamId := range steamIds {
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if gameStatus, ok := gamePlayingMap[steamId]; ok {
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// 检查是否是30分钟内重新登录同一游戏
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if exitInfo, exists := exitInfoMap[steamId]; exists {
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// 从API响应中获取当前游戏ID
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var currentGameID string
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for _, player := range players {
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if player.SteamID == steamId {
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currentGameID = player.GameID
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break
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}
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}
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if exitInfo.GameID == currentGameID && time.Since(exitInfo.ExitTime) <= 30*time.Minute {
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// 30分钟内重新登录同一游戏,不发送通知
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continue
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}
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// 清除退出记录
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delete(exitInfoMap, steamId)
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}
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gameList = append(gameList, gameStatus)
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}
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}
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@ -222,6 +268,13 @@ func RoundCheckSteamPlaying() {
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action.ActionManager.SendMsg(msg)
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}
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}
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// 更新playingMap
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playingMap = make(map[string]string)
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for k, v := range gamePlayingMap {
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playingMap[k] = v
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}
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once = false
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})
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}
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