feat(role): 增加用户绑定角色信息查询与作战表展示
- 逆向并实现虎牙活动绑角色接口 webActUI.checkUserBindGameAccount,支持精准解析游戏角色名、区服和平台 - 增加本地持久化 roles.json 存储,启动即回显角色信息无需重复请求 - 前端账号作战表与 CK 管理列表整合角色展示([微信-安卓] 角色名),直观区分账号归属 - 工具栏增加「查询角色」按钮,并以兑换记录中的历史账号作为双重兜底 - 升级版本至 v0.5.5 并成功交叉编译 Windows 产物
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@@ -52,6 +52,9 @@ type App struct {
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// scoreBaselines 记录每个账号抢购前的积分基线,抢购后用于刚性扣分对账。
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scoreBaselines *score.BaselineStore
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// roleStore 记录各账号绑定的角色信息,并在本地持久化保存。
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roleStore *RoleStore
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runMu sync.Mutex
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monitorCancel context.CancelFunc
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@@ -0,0 +1,288 @@
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package gui
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import (
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"encoding/json"
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"errors"
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"fmt"
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"os"
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"path/filepath"
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"strconv"
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"strings"
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"sync"
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"time"
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"huya-go/internal/huya"
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"huya-go/internal/sniper"
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)
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const RoleStoreFileName = "roles.json"
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// RoleInfo 描述一个账号绑定的角色详情,供本地持久化及前端展示。
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type RoleInfo struct {
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UID int64 `json:"uid"`
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RoleName string `json:"role_name"`
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AreaName string `json:"area_name"`
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PlatName string `json:"plat_name"`
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DisplayName string `json:"display_name"`
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GameName string `json:"game_name"`
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IsBound bool `json:"is_bound"`
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UpdatedAt int64 `json:"updated_at"`
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}
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// RoleResult 是批量查询角色时的单账号结果。
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type RoleResult struct {
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UID int64 `json:"uid"`
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RoleName string `json:"role_name"`
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AreaName string `json:"area_name"`
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PlatName string `json:"plat_name"`
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DisplayName string `json:"display_name"`
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GameName string `json:"game_name"`
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IsBound bool `json:"is_bound"`
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Resp *huya.CheckUserBindGameAccountResp `json:"resp,omitempty"`
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Error string `json:"error,omitempty"`
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}
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// RoleStore 在各实例数据目录下持久化保存各账号的角色信息。
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type RoleStore struct {
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path string
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mu sync.RWMutex
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roles map[int64]RoleInfo
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}
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func NewRoleStore(path string) *RoleStore {
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return &RoleStore{
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path: path,
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roles: make(map[int64]RoleInfo),
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}
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}
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func (s *RoleStore) Load() error {
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.path == "" {
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return nil
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}
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data, err := os.ReadFile(s.path)
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if err != nil {
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if os.IsNotExist(err) {
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return nil
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}
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return err
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}
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var raw map[string]RoleInfo
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if err := json.Unmarshal(data, &raw); err != nil {
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return err
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}
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s.roles = make(map[int64]RoleInfo, len(raw))
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for k, v := range raw {
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if uid, err := strconv.ParseInt(k, 10, 64); err == nil {
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s.roles[uid] = v
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}
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}
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return nil
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}
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func (s *RoleStore) Save() error {
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s.mu.RLock()
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raw := make(map[string]RoleInfo, len(s.roles))
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for k, v := range s.roles {
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raw[strconv.FormatInt(k, 10)] = v
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}
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s.mu.RUnlock()
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if s.path == "" {
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return nil
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}
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data, err := json.MarshalIndent(raw, "", " ")
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if err != nil {
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return err
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}
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dir := filepath.Dir(s.path)
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if err := os.MkdirAll(dir, 0o755); err != nil {
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return err
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}
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tmpFile := fmt.Sprintf("%s.tmp.%d", s.path, time.Now().UnixNano())
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if err := os.WriteFile(tmpFile, data, 0o644); err != nil {
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return err
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}
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return os.Rename(tmpFile, s.path)
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}
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func (s *RoleStore) Get(uid int64) (RoleInfo, bool) {
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s.mu.RLock()
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defer s.mu.RUnlock()
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info, ok := s.roles[uid]
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return info, ok
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}
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func (s *RoleStore) Set(info RoleInfo) {
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s.mu.Lock()
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if info.UpdatedAt == 0 {
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info.UpdatedAt = time.Now().Unix()
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}
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s.roles[info.UID] = info
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s.mu.Unlock()
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}
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func (s *RoleStore) SetMany(list []RoleInfo) {
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s.mu.Lock()
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now := time.Now().Unix()
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for _, info := range list {
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if info.UpdatedAt == 0 {
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info.UpdatedAt = now
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}
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s.roles[info.UID] = info
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}
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s.mu.Unlock()
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}
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func (s *RoleStore) GetAll() map[string]RoleInfo {
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s.mu.RLock()
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defer s.mu.RUnlock()
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out := make(map[string]RoleInfo, len(s.roles))
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for k, v := range s.roles {
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out[strconv.FormatInt(k, 10)] = v
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}
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return out
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}
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// GetCachedRoles 获取已持久化的角色缓存字典,供前端初始化加载。
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func (a *App) GetCachedRoles() (map[string]RoleInfo, error) {
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a.ensureRoleStore()
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if a.roleStore == nil {
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return map[string]RoleInfo{}, nil
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}
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return a.roleStore.GetAll(), nil
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}
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func (a *App) ensureRoleStore() {
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if a.roleStore == nil && a.dataDir != "" {
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a.roleStore = NewRoleStore(filepath.Join(a.dataDir, RoleStoreFileName))
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_ = a.roleStore.Load()
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}
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}
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// QueryAccountRoles 并发查询当前账号绑定的角色信息。
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// 优先调用虎牙 webActUI.checkUserBindGameAccount;
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// QueryRoles 并发查询当前账号绑定的角色信息。
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// 优先调用虎牙 webActUI.checkUserBindGameAccount;
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// 若未绑定角色但历史兑换记录中存在 UserPrizeInfo.Account,以此作为兜底展示;
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// 查询成功后自动持久化存盘到 roles.json。
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func (a *App) QueryRoles(cfg Config) ([]RoleResult, error) {
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return a.QueryAccountRoles(cfg)
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}
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func (a *App) QueryAccountRoles(cfg Config) ([]RoleResult, error) {
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cfg = normalizeConfig(cfg)
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accounts, err := parseAccounts(cfg)
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if err != nil {
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return nil, err
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}
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if len(accounts) == 0 {
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return nil, errors.New("没有有效的账号凭据")
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}
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client, closeClient, err := a.newClient(cfg)
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if err != nil {
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return nil, err
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}
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defer closeClient()
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a.ensureRoleStore()
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ctx, cancel := requestContext(cfg.TimeoutSec)
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defer cancel()
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concurrency := cfg.Concurrency
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if concurrency <= 0 {
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concurrency = 3
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}
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if concurrency > len(accounts) {
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concurrency = len(accounts)
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}
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results := make([]RoleResult, len(accounts))
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sem := make(chan struct{}, concurrency)
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var wg sync.WaitGroup
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a.addLog("info", "开始查询绑定角色: accounts=%d 并发=%d", len(accounts), concurrency)
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for i, acct := range accounts {
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wg.Add(1)
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go func(idx int, targetAcct sniper.Account) {
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defer wg.Done()
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sem <- struct{}{}
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defer func() { <-sem }()
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res := RoleResult{UID: targetAcct.UID}
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// 1. 发起 checkUserBindGameAccount 查询
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// bActID: 和平精英腾讯互联活动 ID,抓包确认为 9271
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resp, callErr := client.CheckUserBindGameAccount(ctx, targetAcct.UID, targetAcct.Cookie, 9271)
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if callErr != nil {
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res.Error = callErr.Error()
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} else if resp != nil {
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res.Resp = resp
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res.DisplayName = resp.RoleDisplayName()
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res.RoleName = resp.AccountData.GameRole.RoleName
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res.AreaName = resp.AccountData.GameRole.AreaName
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res.PlatName = resp.AccountData.GameRole.PlatName
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res.GameName = resp.GameName
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res.IsBound = resp.AccountData.IsBindRole == 1
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}
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// 2. 兜底策略:如果主接口未查到角色名,尝试用 getUserPrizeRecords 里的历史记录兜底
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if res.RoleName == "" && cfg.SID > 0 {
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if recResp, recErr := client.GetUserPrizeRecords(ctx, targetAcct.UID, targetAcct.Cookie, cfg.SID); recErr == nil && recResp != nil {
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for _, rec := range recResp.Records {
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if strings.TrimSpace(rec.Account) != "" {
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res.RoleName = strings.TrimSpace(rec.Account)
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res.DisplayName = res.RoleName + " (历史)"
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res.IsBound = true
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break
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}
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}
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}
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}
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results[idx] = res
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}(i, acct)
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}
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wg.Wait()
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// 更新到 RoleStore 并持久化存盘
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if a.roleStore != nil {
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toSave := make([]RoleInfo, 0, len(results))
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for _, r := range results {
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if r.DisplayName != "" || r.RoleName != "" {
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toSave = append(toSave, RoleInfo{
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UID: r.UID,
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RoleName: r.RoleName,
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AreaName: r.AreaName,
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PlatName: r.PlatName,
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DisplayName: r.DisplayName,
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GameName: r.GameName,
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IsBound: r.IsBound,
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})
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}
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}
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if len(toSave) > 0 {
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a.roleStore.SetMany(toSave)
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if saveErr := a.roleStore.Save(); saveErr != nil {
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a.addLog("warn", "保存 roles.json 失败: %v", saveErr)
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}
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}
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}
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boundCount := 0
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for _, r := range results {
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if r.IsBound && r.DisplayName != "" {
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boundCount++
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}
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}
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a.addLog("info", "查询绑定角色完成: accounts=%d 已绑定=%d", len(accounts), boundCount)
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return results, nil
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}
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@@ -0,0 +1,43 @@
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package gui
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import (
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"path/filepath"
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"testing"
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)
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func TestRoleStoreCRUDAndSave(t *testing.T) {
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tmpDir := t.TempDir()
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path := filepath.Join(tmpDir, "roles.json")
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store := NewRoleStore(path)
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store.Set(RoleInfo{
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UID: 1199668605121,
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RoleName: "白菜被拱了呀",
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AreaName: "微信",
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PlatName: "安卓",
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DisplayName: "白菜被拱了呀 [微信-安卓]",
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GameName: "和平精英",
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IsBound: true,
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})
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if err := store.Save(); err != nil {
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t.Fatalf("save: %v", err)
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}
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// 重新 Load
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store2 := NewRoleStore(path)
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if err := store2.Load(); err != nil {
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t.Fatalf("load: %v", err)
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}
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info, ok := store2.Get(1199668605121)
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if !ok {
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t.Fatalf("expected role for 1199668605121")
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}
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if info.RoleName != "白菜被拱了呀" {
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t.Errorf("expected roleName 白菜被拱了呀, got %s", info.RoleName)
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}
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if info.DisplayName != "白菜被拱了呀 [微信-安卓]" {
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t.Errorf("expected displayName 白菜被拱了呀 [微信-安卓], got %s", info.DisplayName)
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}
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}
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