public ActionResult UpdateState(int keyValue, int state) { // statue 0-正常 1-冻结 var data = new { userId = keyValue, statue = state }; string json = JSONHelper.ObjectToJSON(data); Entity.Common.ResponseRet ret_data = WebSecurityHelper.GameServerApi.ToPost("setUserFrozenStatue", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Entity.OperationType.Update, (ret_data.ret == 0 ? "1" : "0"), "用户管理", keyValue + " Frozen =>" + state); switch (ret_data.ret) { case 0: return(Success("设置成功")); case 303: return(Fail("设置失败,玩家已经在好友场游戏房间桌子坐下,冻结失败,请在玩家玩完本局之后再冻结")); case 304: return(Fail("设置失败,玩家在俱乐部游戏房间坐下,冻结失败,请在玩家玩完本局游戏之后再冻结")); default: return(Fail("设置失败")); } }
/// <summary> /// 设置俱乐部成员 可用积分上限 /// </summary> /// <param name="josn"></param> /// <returns></returns> public _Response AddClubMemberScoreLimit(string json) { JObject obj = JObject.Parse(json); int clubid = Convert.ToInt32(obj["nClubId"]); int userid = Convert.ToInt32(obj["userId"]); int value = Convert.ToInt32(obj["val"]); var data = new { clubId = clubid, userId = userid, addScore = value }; json = JSONHelper.ObjectToJSON(data); Entity.Common.ResponseRet dataResult = WebSecurityHelper.GameServerApi.ToPost("addClubMemberScoreLimit", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (dataResult.result ? "1" : "0"), "俱乐部设置", "俱乐部" + clubid + "的" + userid + "积分额度追加" + value); _Response result = new _Response(dataResult.result); T_Club_member club = this._club.GetClubUserInfo(clubid, userid); result.body = club; return(result); }
public ActionResult CKfangka(string user, decimal num, int type, string remark) { if (WebSecurityHelper.Passport.Current == null || WebSecurityHelper.Passport.Current.UserId <= 0) { return(Fail("未登录")); } string url = Config.GetValue("BackGroundServer"); var data = new { userId = user, diamond = num, remark = remark }; string json = JSONHelper.ObjectToJSON(data); Entity.Common.ResponseRet result = null; //0成功,非0表示失败 if (type == 1) { result = WebSecurityHelper.GameServerApi.ToPost("rechargeDiamond", json); //充值钻石协议 } else { result = WebSecurityHelper.GameServerApi.ToPost("deductDiamond", json);//扣除钻石协议 } string str = ""; if (result.result) { str = (result.result ? "接口成功" : "接口失败") + "::" + user + (type == 1 ? " 充值 " : " 扣除 ") + num + " ps::" + remark; } else if (result.ret == 101) { str = "服务检查不到账号:" + user; } else if (result.ret == 215) { str = "扣除超出余额"; } else { str = "服务请求失败"; } WebSecurityHelper.LogCommon.Current.WriteLog_Operation(OperationType.Submit, result.result ? "1" : "0", "充/扣钻石", str); return(result.result ? Success("操作成功。") : Fail(str)); }
/// <summary> /// 设置积分俱乐部底分 倍率 expandRate scoreRate /// </summary> /// <param name="json"></param> /// <returns></returns> public _Response setClubRate(string json) { JObject obj = JObject.Parse(json); int clubid = Convert.ToInt32(obj["clubId"]); int expandRate = Convert.ToInt32(obj["expandRate"]); int scoreRate = Convert.ToInt32(obj["scoreRate"]); var data = new { clubId = clubid, expandRate = expandRate, scoreRate = scoreRate }; Entity.Common.ResponseRet dataResult = WebSecurityHelper.GameServerApi.ToPost("setClubRate", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (dataResult.result ? "1" : "0"), "俱乐部设置", "俱乐部" + clubid + "的底分倍率" + expandRate + "最小带入积分倍率" + scoreRate); _Response result = new _Response(dataResult.result); return(result); }
public ActionResult SetuUserDiamondLimit(int clubid, int userid, int value, int type) { //0成功,非0表示失败 Entity.Common.ResponseRet result = null; if (type == 0) // 0 俱乐部扣钻比值 { #region 俱乐部扣钻比值 var data = new { clubId = clubid, percent = value }; string json = JSONHelper.ObjectToJSON(data); result = WebSecurityHelper.GameServerApi.ToPost("setClubDiamondPercent", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (result.result ? "1" : "0"), "俱乐部设置", clubid + "俱乐部扣钻比值" + value); #endregion } else if (type == 1) // 1 成员钻石消耗上线 { #region 成员钻石消耗上线 var data = new { clubId = clubid, userId = userid, value = value }; string json = JSONHelper.ObjectToJSON(data); result = WebSecurityHelper.GameServerApi.ToPost("addPrivateClubUserCostLimit", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (result.result ? "1" : "0"), "俱乐部设置", "俱乐部" + clubid + "的" + userid + "可用额度追加" + value); #endregion } else if (type == 2) // 2 成员积分额度 { #region 成员积分额度 var data = new { clubId = clubid, userId = userid, addScore = value }; string json = JSONHelper.ObjectToJSON(data); result = WebSecurityHelper.GameServerApi.ToPost("addClubMemberScoreLimit", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (result.result ? "1" : "0"), "俱乐部设置", "俱乐部" + clubid + "的" + userid + "积分额度追加" + value); #endregion } else if (type == 3 || type == 4) // 增加/减少俱乐部金币池 { // 3:ADD 4:Reduce if (type == 3) { if (value < 0) { return(Fail("请输入正整数")); } } else // Reduce { if (value > 0) { value = 0 - value; } } var data = new { clubId = clubid, addCoin = value }; string json = JSONHelper.ObjectToJSON(data); result = WebSecurityHelper.GameServerApi.ToPost("addClubCoinPool", json); WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (result.result ? "1" : "0"), "俱乐部设置", "俱乐部" + clubid + "的" + userid + "积分额度追加" + value); } return(Response(result.result)); }
/// <summary> /// 设置俱乐部成员 可用积分上限 /// </summary> /// <param name="josn"></param> /// <returns></returns> public _Response AddClubMemberCoinLimit(string json) { JObject obj = JObject.Parse(json); int clubid = Convert.ToInt32(obj["nClubId"]); int userid = Convert.ToInt32(obj["userId"]); int value = Convert.ToInt32(obj["val"]); var data = new { clubId = clubid, userId = userid, addCoin = value }; json = JSONHelper.ObjectToJSON(data); Entity.Common.ResponseRet dataResult = WebSecurityHelper.GameServerApi.ToPost("addClubMemberCoinLimit", json); #region 返回错误信息 /* * 101 用户不存在 * 206 俱乐部不存在 * 210 该俱乐部成员不存在 * 252 金币池余额不足 * 253 回收金币时玩家余额不足 * 250 积分池不足 * 251 回收积分时成员的现有积分不足 */ string msg = ""; switch (dataResult.ret) { case 101: msg = "用户不存在"; break; case 206: msg = "俱乐部不存在"; break; case 210: msg = "该俱乐部成员不存在"; break; case 252: msg = "金币池余额不足"; break; case 253: msg = "回收金币时玩家余额不足"; break; case 250: msg = "积分池不足"; break; case 251: msg = "回收积分时成员的现有积分不足"; break; default: break; } #endregion WebSecurityHelper.LogCommon.Current.WriteLog_Operation(Game.Entity.OperationType.Update, (dataResult.result ? "1" : "0"), "俱乐部设置", "请求返回状态码" + dataResult.ret + ";" + msg + ";俱乐部" + clubid + "的" + userid + "金币 请求 " + value); _Response result = new _Response(dataResult.result); result.msg = msg; T_Club_member club = this._club.GetClubUserInfo(clubid, userid); result.body = club; return(result); }