-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathuser_data_manager.py
More file actions
275 lines (230 loc) · 9.24 KB
/
Copy pathuser_data_manager.py
File metadata and controls
275 lines (230 loc) · 9.24 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
"""
用户数据管理器
负责管理多用户环境下的角色数据和游戏存档
"""
import json
import os
import uuid
from datetime import datetime
from typing import Dict, List, Optional, Any
from dataclasses import dataclass, asdict
import threading
# 用户数据存储路径
USER_DATA_DIR = "user_data"
SAVES_DIR = "saves"
# 确保目录存在
os.makedirs(USER_DATA_DIR, exist_ok=True)
os.makedirs(SAVES_DIR, exist_ok=True)
@dataclass
class UserProfile:
"""用户档案"""
user_id: str
username: str
created_at: str
last_login: str
total_playtime: int = 0 # 总游戏时间(分钟)
character_count: int = 0 # 角色数量
@dataclass
class GameSave:
"""游戏存档"""
save_id: str
user_id: str
character_id: str
session_data: Dict[str, Any]
save_name: str
created_at: str
playtime_minutes: int
chapter_info: Optional[str] = None
screenshot: Optional[str] = None
class UserDataManager:
"""用户数据管理器"""
def __init__(self):
self.lock = threading.RLock() # 线程安全锁
self._users: Dict[str, UserProfile] = {}
self._user_characters: Dict[str, List[Dict]] = {} # user_id -> [characters]
self._user_saves: Dict[str, List[GameSave]] = {} # user_id -> [saves]
self._load_data()
def _load_data(self):
"""加载用户数据"""
try:
# 加载用户档案
users_file = os.path.join(USER_DATA_DIR, "users.json")
if os.path.exists(users_file):
with open(users_file, 'r', encoding='utf-8') as f:
users_data = json.load(f)
for user_id, data in users_data.items():
self._users[user_id] = UserProfile(**data)
# 加载角色数据
for user_id in self._users.keys():
chars_file = os.path.join(USER_DATA_DIR, f"characters_{user_id}.json")
if os.path.exists(chars_file):
with open(chars_file, 'r', encoding='utf-8') as f:
self._user_characters[user_id] = json.load(f)
else:
self._user_characters[user_id] = []
# 加载存档数据
for user_id in self._users.keys():
saves_file = os.path.join(SAVES_DIR, f"saves_{user_id}.json")
if os.path.exists(saves_file):
with open(saves_file, 'r', encoding='utf-8') as f:
saves_data = json.load(f)
self._user_saves[user_id] = [GameSave(**save) for save in saves_data]
else:
self._user_saves[user_id] = []
except Exception as e:
print(f"加载用户数据失败: {e}")
# 初始化空数据结构
self._users = {}
self._user_characters = {}
self._user_saves = {}
def _save_data(self):
"""保存用户数据"""
try:
with self.lock:
# 保存用户档案
users_file = os.path.join(USER_DATA_DIR, "users.json")
users_data = {uid: asdict(profile) for uid, profile in self._users.items()}
with open(users_file, 'w', encoding='utf-8') as f:
json.dump(users_data, f, ensure_ascii=False, indent=2)
# 保存角色数据
for user_id, characters in self._user_characters.items():
chars_file = os.path.join(USER_DATA_DIR, f"characters_{user_id}.json")
with open(chars_file, 'w', encoding='utf-8') as f:
json.dump(characters, f, ensure_ascii=False, indent=2)
# 保存存档数据
for user_id, saves in self._user_saves.items():
saves_file = os.path.join(SAVES_DIR, f"saves_{user_id}.json")
saves_data = [asdict(save) for save in saves]
with open(saves_file, 'w', encoding='utf-8') as f:
json.dump(saves_data, f, ensure_ascii=False, indent=2)
except Exception as e:
print(f"保存用户数据失败: {e}")
def create_user(self, username: str) -> UserProfile:
"""创建新用户"""
with self.lock:
user_id = str(uuid.uuid4())
now = datetime.now().isoformat()
profile = UserProfile(
user_id=user_id,
username=username,
created_at=now,
last_login=now
)
self._users[user_id] = profile
self._user_characters[user_id] = []
self._user_saves[user_id] = []
self._save_data()
return profile
def get_user(self, user_id: str) -> Optional[UserProfile]:
"""获取用户档案"""
return self._users.get(user_id)
def update_last_login(self, user_id: str):
"""更新最后登录时间"""
with self.lock:
if user_id in self._users:
self._users[user_id].last_login = datetime.now().isoformat()
self._save_data()
def save_character(self, user_id: str, character_data: Dict) -> bool:
"""保存角色数据"""
with self.lock:
if user_id not in self._users:
return False
# 检查是否已存在相同角色
char_id = character_data.get('id')
characters = self._user_characters[user_id]
if char_id:
# 更新现有角色
for i, char in enumerate(characters):
if char.get('id') == char_id:
characters[i] = character_data
break
else:
# 添加新角色
characters.append(character_data)
else:
# 生成新ID并添加
character_data['id'] = str(uuid.uuid4())
characters.append(character_data)
# 更新角色计数
self._users[user_id].character_count = len(characters)
self._save_data()
return True
def get_user_characters(self, user_id: str) -> List[Dict]:
"""获取用户的角色列表"""
return self._user_characters.get(user_id, [])
def create_save(self, user_id: str, character_id: str, session_data: Dict,
save_name: str, playtime_minutes: int = 0,
chapter_info: str = None) -> Optional[str]:
"""创建游戏存档"""
with self.lock:
if user_id not in self._users:
return None
save_id = str(uuid.uuid4())
save = GameSave(
save_id=save_id,
user_id=user_id,
character_id=character_id,
session_data=session_data,
save_name=save_name,
created_at=datetime.now().isoformat(),
playtime_minutes=playtime_minutes,
chapter_info=chapter_info
)
if user_id not in self._user_saves:
self._user_saves[user_id] = []
self._user_saves[user_id].append(save)
# 限制存档数量(最多20个)
if len(self._user_saves[user_id]) > 20:
self._user_saves[user_id] = sorted(
self._user_saves[user_id],
key=lambda x: x.created_at,
reverse=True
)[:20]
self._save_data()
return save_id
def get_user_saves(self, user_id: str) -> List[GameSave]:
"""获取用户的存档列表"""
return sorted(
self._user_saves.get(user_id, []),
key=lambda x: x.created_at,
reverse=True
)
def load_save(self, save_id: str) -> Optional[GameSave]:
"""加载存档数据"""
with self.lock:
for user_saves in self._user_saves.values():
for save in user_saves:
if save.save_id == save_id:
return save
return None
def delete_save(self, user_id: str, save_id: str) -> bool:
"""删除存档"""
with self.lock:
if user_id not in self._user_saves:
return False
saves = self._user_saves[user_id]
for i, save in enumerate(saves):
if save.save_id == save_id:
del saves[i]
self._save_data()
return True
return False
def get_user_stats(self, user_id: str) -> Dict:
"""获取用户统计信息"""
profile = self._users.get(user_id)
if not profile:
return {}
saves = self._user_saves.get(user_id, [])
total_saves = len(saves)
return {
"username": profile.username,
"created_at": profile.created_at,
"last_login": profile.last_login,
"total_playtime": profile.total_playtime,
"character_count": profile.character_count,
"save_count": total_saves,
"characters": self.get_user_characters(user_id),
"recent_saves": saves[:5] # 最近5个存档
}
# 全局用户数据管理器实例
user_data_manager = UserDataManager()