forked from endernon/PGRData
360 lines
12 KiB
Lua
360 lines
12 KiB
Lua
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XTime = XTime or {}
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local floor = math.floor
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local CsTime = CS.UnityEngine.Time
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local ServerTimeWhenStartupList = {} --客户端启动时,服务器的时间戳
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local ServerTimeMaxCount = 10 --保存服务端时间的最大个数
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local CurrentSaveIndex = 1 --当前保存到的下标
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local ServerTimeWhenStartupAverage = 0 --客户端启动时,服务器的时间戳平局值
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local PingTimeList = {}
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local PingTimeIndex = 0
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local PingTimeLength = 10
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-- 一星期中的第几天 (3)[1 - 6 = 星期天 - 星期六]
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local WeekOfDay = {
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Sun = 0,
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Mon = 1,
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Tues = 2,
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Wed = 3,
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Thur = 4,
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Fri = 5,
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Sat = 6,
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NorSun = 7
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}
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local WeekOfDayIndex = {
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[WeekOfDay.Mon] = 1,
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[WeekOfDay.Tues] = 2,
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[WeekOfDay.Wed] = 3,
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[WeekOfDay.Thur] = 4,
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[WeekOfDay.Fri] = 5,
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[WeekOfDay.Sat] = 6,
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[WeekOfDay.Sun] = 7,
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[WeekOfDay.NorSun] = 7
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}
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local WeekLength = 7
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local sec_of_a_day = 24 * 60 * 60
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local sec_of_one_hour = 60 * 60
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local sec_of_refresh_time = 7 * 60 * 60
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--==============================--
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--desc: 获取服务器当前时间戳
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--@return 长整型时间戳,单位(秒)
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--==============================--
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function XTime.GetServerNowTimestamp()
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local sinceStartup = CsTime.realtimeSinceStartup
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return floor(ServerTimeWhenStartupAverage + sinceStartup)
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end
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--==============================--
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--desc: 同步时间
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--@serverTime: 服务器时间
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--@reqTime: 发起请求时间
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--@resTime: 收到响应时间
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--==============================--
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function XTime.SyncTime(serverTime, reqTime, resTime)
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local startup = (reqTime + resTime) * 0.5
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local span = serverTime - startup
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if CurrentSaveIndex > ServerTimeMaxCount then
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CurrentSaveIndex = CurrentSaveIndex - ServerTimeMaxCount
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end
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ServerTimeWhenStartupList[CurrentSaveIndex] = span
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CurrentSaveIndex = CurrentSaveIndex + 1
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local count = #ServerTimeWhenStartupList
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local total = 0
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for _, v in ipairs(ServerTimeWhenStartupList) do
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total = total + v
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end
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ServerTimeWhenStartupAverage = total / count
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local gap = resTime - reqTime
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PingTimeIndex = (PingTimeIndex % PingTimeLength) + 1
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PingTimeList[PingTimeIndex] = gap
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-- print(" ======= ping(ms) ... gap: " .. tostring(gap) .. ", avr:" .. tostring(XTime.GetPingTime()) .. ", i:" .. tostring(PingTimeIndex) .. ", t:" .. tostring(CS.UnityEngine.Time.realtimeSinceStartup))
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end
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-- 获取网络延时 单位: ms
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function XTime.GetPingTime()
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if #PingTimeList == 0 then
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return 0
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end
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local total = 0
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for _, v in ipairs(PingTimeList) do
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total = total + v
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end
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return math.floor(total * 1000) / #PingTimeList
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end
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function XTime.ClearPingTime()
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PingTimeList = {}
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PingTimeIndex = 0
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end
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--==============================--
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--desc: 时间字符串转服务器时区时间戳
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--@dateTimeString: 时间字符串
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--@return 转失败返回nil
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--==============================--
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function XTime.ParseToTimestamp(dateTimeString)
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if dateTimeString == nil or dateTimeString == "" then
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return
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end
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local success, timestamp = CS.XDateUtil.TryParseToTimestamp(dateTimeString)
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if not success then
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XLog.Error("XTime.TryParseToTimestamp parse to timestamp failed. try use ParseToTimestampMDY: " .. tostring(dateTimeString))
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return XTime.ParseToTimestampMDY(dateTimeString)
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end
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return timestamp
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end
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function XTime.ParseToTimestampMDY(dateTimeString)
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local arr = string.Split(dateTimeString, " ")
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local date = arr[1]
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local time = arr[2]
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local dateArr = string.Split(date, "/")
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local m = dateArr[1]
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local d = dateArr[2]
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local y = dateArr[3]
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dateTimeString = y .. "/" .. m .. "/" .. d .. " " .. time
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local success, timestamp = CS.XDateUtil.TryParseToTimestamp(dateTimeString)
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if not success then
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XLog.Error("XTime.TryParseToTimestamp parse to timestamp failed. invalid time argument: " .. tostring(dateTimeString))
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return -- 该类在CS中不存在,且在1.18版本出现时区格式问题
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-- return CS.XDate.GetTime(dateTimeString)
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end
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return timestamp
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end
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--时间戳转utc时间字符串
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function XTime.TimestampToUtcDateTimeString(timestamp, format)
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format = format or "yyyy-MM-dd HH:mm:ss"
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local dt = CS.XDateUtil.GetUtcDateTime(timestamp)
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return dt:ToString(format)
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end
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--时间戳转设备本地时间字符串
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function XTime.TimestampToLocalDateTimeString(timestamp, format)
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format = format or "yyyy-MM-dd HH:mm:ss"
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local dt = CS.XDateUtil.GetLocalDateTime(timestamp)
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return dt:ToString(format)
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end
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--时间戳转游戏指定时区时间字符串
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function XTime.TimestampToGameDateTimeString(timestamp, format)
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format = format or "yyyy-MM-dd HH:mm:ss"
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local dt = CS.XDateUtil.GetGameDateTime(timestamp)
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return dt:ToString(format)
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end
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-- c#星期枚举转整形数
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function XTime.DayOfWeekToInt(dayOfWeek, isNormlSunDay)
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if dayOfWeek == CS.System.DayOfWeek.Sunday then
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return isNormlSunDay and 7 or 0
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elseif dayOfWeek == CS.System.DayOfWeek.Monday then
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return 1
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elseif dayOfWeek == CS.System.DayOfWeek.Tuesday then
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return 2
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elseif dayOfWeek == CS.System.DayOfWeek.Wednesday then
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return 3
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elseif dayOfWeek == CS.System.DayOfWeek.Thursday then
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return 4
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elseif dayOfWeek == CS.System.DayOfWeek.Friday then
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return 5
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else
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return 6
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end
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end
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--获取今天时间
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function XTime.GetTodayTime(hour, min, sec)
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hour = hour or 0
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min = min or 0
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sec = sec or 0
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local nowTime = XTime.GetServerNowTimestamp()
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local dt = CS.XDateUtil.GetGameDateTime(nowTime)
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return dt.Date:AddHours(hour):AddMinutes(min):AddSeconds(sec):ToTimestamp()
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end
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function XTime.GeyServerTime(hour, min, sec)
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hour = hour or 0
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min = min or 0
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sec = sec or 0
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local nowTime = XTime.GetServerNowTimestamp()
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local dt = CS.XDateUtil.GetGameDateTime(nowTime)
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dt = dt.Date;
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dt = dt:AddSeconds(sec)
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dt = dt:AddMinutes(min)
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dt = dt:AddHours(hour)
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return dt:ToTimestamp()
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end
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-- 获取距离下一个星期x的时间,默认每周第一天为周一
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function XTime.GetNextWeekOfDayStartWithMon(weekOfDay, offsetTime)
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local needTime
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local nowTime = XTime.GetServerNowTimestamp()
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local dateTime = CS.XDateUtil.GetGameDateTime(nowTime)
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local weekZero = CS.XDateUtil.GetFirstDayOfThisWeek(dateTime):ToTimestamp()
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local resetTime = (WeekOfDayIndex[weekOfDay] - 1) * sec_of_a_day + offsetTime + weekZero
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if nowTime < resetTime then
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needTime = resetTime - nowTime
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else
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needTime = WeekLength * sec_of_a_day - (nowTime - resetTime)
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end
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return needTime
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end
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-- 获取最近一个未到达的星期X的服务器更新时间
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function XTime.GetSeverNextWeekOfDayRefreshTime(weekOfDay)
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local needTime = XTime.GetNextWeekOfDayStartWithMon(weekOfDay, sec_of_refresh_time)
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local nowTime = XTime.GetServerNowTimestamp()
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return nowTime + needTime
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end
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-- 获取服务器当天5点更新时间戳
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function XTime.GetSeverTodayFreshTime()
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local now = XTime.GetServerNowTimestamp()
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local dateTime = CS.XDateUtil.GetGameDateTime(now)
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local dayZero = dateTime.Date:ToTimestamp()
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return dayZero + sec_of_refresh_time
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end
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--=========================
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--获取服务器当天目标时间的时间戳
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--oclock : 目标时间,例如晚上8点为20, 8点半为 20.5
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--=========================
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function XTime.GetServerTodayTargetTime(oclock)
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local now = XTime.GetServerNowTimestamp()
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local dateTime = CS.XDateUtil.GetGameDateTime(now)
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local dayZero = dateTime.Date:ToTimestamp()
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return dayZero + (oclock * sec_of_one_hour)
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end
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-- 获取服务器明天5点更新时间戳
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function XTime.GetSeverTomorrowFreshTime()
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local dayFreshTime = XTime.GetSeverTodayFreshTime()
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return dayFreshTime + sec_of_a_day
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end
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--=========================
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--获取服务器当天目标时间的时间戳
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--oclock : 目标时间(例:晚上8点 = 20, 晚上8点30分 = 20.5)
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--=========================
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function XTime.GetServerTomorrowTargetTime(oclock)
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local dayFreshTime = XTime.GetServerTodayTargetTime(oclock)
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return dayFreshTime + sec_of_a_day
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end
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-- 获取服务器昨天5点更新时间戳
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function XTime.GetSeverYesterdayFreshTime()
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local dayFreshTime = XTime.GetSeverTodayFreshTime()
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return dayFreshTime - sec_of_a_day
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end
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--获取服务器下一次5点更新时间戳
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function XTime.GetSeverNextRefreshTime()
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local nextRefreshTime
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local dayRefreshTime = XTime.GetSeverTodayFreshTime()
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local nowTime = XTime.GetServerNowTimestamp()
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nextRefreshTime = nowTime > dayRefreshTime and XTime.GetSeverTomorrowFreshTime() or dayRefreshTime
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return nextRefreshTime
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end
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--=========================
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--获取服务器下一次目标时间的时间戳
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--oclock : 目标时间(例:晚上8点 = 20, 晚上8点30分 = 20.5)
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--=========================
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function XTime.GetServerNextTargetTime(oclock)
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local nextTargetTime
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local dayTargetTime = XTime.GetServerTodayTargetTime(oclock)
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local nowTime = XTime.GetServerNowTimestamp()
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nextTargetTime = nowTime > dayTargetTime and XTime.GetServerTomorrowTargetTime(oclock) or dayTargetTime
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return nextTargetTime
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end
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--=========================
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--获取服务器到下一次目标时间的剩余时间(单位秒)
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--oclock : 目标时间(例:晚上8点 = 20, 晚上8点30分 = 20.5)
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--=========================
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function XTime.GetServerLeftTimeToTargetTime(oclock)
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local nextTargetTime = XTime.GetServerNextTargetTime(oclock)
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local now = XTime.GetServerNowTimestamp()
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return nextTargetTime - now
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end
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-- 判断服务器当下是否是周末
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function XTime.CheckWeekend()
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local now = XTime.GetServerNowTimestamp()
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local weekday = XTime.GetWeekDay(now, false)
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if weekday == WeekOfDay.Sun then
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return true
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elseif weekday == WeekOfDay.Sat then
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local todayFreshTime = XTime.GetSeverTodayFreshTime()
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return now >= todayFreshTime
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elseif weekday == WeekOfDay.Mon then
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local todayFreshTime = XTime.GetSeverTodayFreshTime()
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return now < todayFreshTime
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else
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return false
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end
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end
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-- 判断时间戳是周几
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function XTime.GetWeekDay(time, isNormlSunDay)
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local dateTime = CS.XDateUtil.GetGameDateTime(time)
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local weekday = XTime.DayOfWeekToInt(dateTime.DayOfWeek, isNormlSunDay)
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return weekday
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end
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--获取一个时间戳的当天刷新的时间
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function XTime.GetTimeDayFreshTime(time)
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local todayRefreshTime
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local dateTime = CS.XDateUtil.GetGameDateTime(time)
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local dayZero = dateTime.Date:ToTimestamp()
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todayRefreshTime = dayZero + sec_of_refresh_time
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return todayRefreshTime
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end
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function XTime.GetWeekDayText(time)
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local weekDay = XTime.GetWeekDay(time, true)
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if weekDay == 1 then
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return CSXTextManagerGetText("Monday")
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elseif weekDay == 2 then
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return CSXTextManagerGetText("Tuesday")
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elseif weekDay == 3 then
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return CSXTextManagerGetText("Wednesday")
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elseif weekDay == 4 then
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return CSXTextManagerGetText("Thursday")
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elseif weekDay == 5 then
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return CSXTextManagerGetText("Friday")
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elseif weekDay == 6 then
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return CSXTextManagerGetText("Saturday")
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elseif weekDay == 7 then
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return CSXTextManagerGetText("Sunday")
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end
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end
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--判断两个时间戳是否在同一天
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function XTime.IsToday(formTime, toTime)
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local formDateTime = CS.XDateUtil.GetGameDateTime(formTime)
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local toDateTime = CS.XDateUtil.GetGameDateTime(toTime)
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local formDay = formDateTime.Day
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local formMonth = formDateTime.Month
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local formYear = formDateTime.Year
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local toDay = toDateTime.Day
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local toMonth = toDateTime.Month
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local toYear = toDateTime.Year
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return formDay == toDay and formMonth == toMonth and formYear == toYear
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end
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