feat: add total player count and total playtime logic
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- Implemented TotalPlayerCountLogic to retrieve the total number of unique players within a specified time range.
- Implemented TotalPlayTimeLogic to calculate the total playtime of players within a specified time range.
- Created ServiceContext to manage database connections and initialize necessary tables.
- Added types for total player count and total playtime requests and responses.
- Set up the main server file to start the application with the necessary configurations.
- Updated go.mod and go.sum for new dependencies.
This commit is contained in:
2025-10-12 11:20:34 +08:00
parent 18f1f6f38c
commit ecf835068a
37 changed files with 89 additions and 89 deletions

View File

@@ -0,0 +1,63 @@
package logic
import (
"context"
"git.cialloo.com/CiallooWeb/ServerStatistics/app/internal/svc"
"git.cialloo.com/CiallooWeb/ServerStatistics/app/internal/types"
"github.com/zeromicro/go-zero/core/logx"
)
type RecentJoinPlayerLogic struct {
logx.Logger
ctx context.Context
svcCtx *svc.ServiceContext
}
// Get recent players who joined within a specified time range
func NewRecentJoinPlayerLogic(ctx context.Context, svcCtx *svc.ServiceContext) *RecentJoinPlayerLogic {
return &RecentJoinPlayerLogic{
Logger: logx.WithContext(ctx),
ctx: ctx,
svcCtx: svcCtx,
}
}
func (l *RecentJoinPlayerLogic) RecentJoinPlayer(req *types.RecentJoinPlayerReq) (resp *types.RecentJoinPlayerResp, err error) {
query := `
SELECT c.steamid64,
EXTRACT(EPOCH FROM c.log_time)::BIGINT * 1000 as join_time,
c.player_name as username,
COALESCE(s.playtime, 0) as playtime
FROM steam_union.connection_log c
LEFT JOIN steam_union.steam_user s ON c.steamid64 = s.steamid64
WHERE c.connection_type = 1
AND c.log_time >= TO_TIMESTAMP($1 / 1000.0)
AND c.log_time <= TO_TIMESTAMP($2 / 1000.0)
AND c.steamid64 > 1
ORDER BY c.log_time DESC
LIMIT $3
`
rows, err := l.svcCtx.DB.QueryContext(l.ctx, query, req.TimeRangeStart, req.TimeRangeEnd, req.Limit)
if err != nil {
l.Errorf("Failed to query recent join players: %v", err)
return nil, err
}
defer rows.Close()
var players []types.RecentJoinPlayerRespPlayer
for rows.Next() {
var player types.RecentJoinPlayerRespPlayer
if err := rows.Scan(&player.SteamID64, &player.JoinTime, &player.UserName, &player.PlayTime); err != nil {
l.Errorf("Failed to scan join player: %v", err)
continue
}
players = append(players, player)
}
return &types.RecentJoinPlayerResp{
Players: players,
}, nil
}