1.增加互斥锁:保证缓存和数据库数据一致性
2.增加消费队列,保证mysql数据的正常保存
This commit is contained in:
@@ -131,7 +131,7 @@ final class GameBetSettleService
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'current_streak' => $next,
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'update_time' => $now,
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]);
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GameHotDataRedis::userForget($userId);
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GameHotDataCoordinator::afterUserCommitted($userId);
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}
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foreach ($aggregateByUser as $userId => $agg) {
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@@ -273,7 +273,7 @@ final class GameBetSettleService
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'bet_flow_coin' => Db::raw('bet_flow_coin + ' . $flow),
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'update_time' => $now,
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]);
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GameHotDataRedis::userForget($userId);
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GameHotDataCoordinator::afterUserCommitted($userId);
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}
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/**
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@@ -321,7 +321,7 @@ final class GameBetSettleService
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'coin' => $after,
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'update_time' => $now,
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]);
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GameHotDataRedis::userForget($userId);
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GameHotDataCoordinator::afterUserCommitted($userId);
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return $after;
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}
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47
app/common/service/GameHotDataCoordinator.php
Normal file
47
app/common/service/GameHotDataCoordinator.php
Normal file
@@ -0,0 +1,47 @@
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<?php
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declare(strict_types=1);
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namespace app\common\service;
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/**
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* 缓存与队列统一入口:落库后先同步回源 Redis,再入队幂等任务削峰。
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*/
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final class GameHotDataCoordinator
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{
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public static function afterUserCommitted(int $userId): void
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{
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if ($userId <= 0) {
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return;
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}
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GameHotDataRedis::userReplaceCacheFromDb($userId);
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GameHotDataWriteQueue::enqueue([
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'op' => GameHotDataWriteQueue::OP_USER_REFRESH,
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'id' => $userId,
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]);
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}
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public static function afterGameConfigKeyCommitted(string $configKey): void
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{
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if ($configKey === '') {
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return;
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}
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GameHotDataRedis::gameConfigReplaceFromDb($configKey);
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GameHotDataWriteQueue::enqueue([
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'op' => GameHotDataWriteQueue::OP_GC_REFRESH,
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'key' => $configKey,
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]);
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}
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/**
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* @param int|null $recordId 有 id 时刷新该行并清除活跃/最新聚合键;null 时仅清除聚合键
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*/
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public static function afterGameRecordCommitted(?int $recordId): void
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{
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GameHotDataRedis::gameRecordSyncCachesAfterDbWrite($recordId);
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GameHotDataWriteQueue::enqueue([
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'op' => GameHotDataWriteQueue::OP_GR_SYNC,
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'id' => $recordId,
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]);
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}
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}
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132
app/common/service/GameHotDataLock.php
Normal file
132
app/common/service/GameHotDataLock.php
Normal file
@@ -0,0 +1,132 @@
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<?php
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declare(strict_types=1);
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namespace app\common\service;
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use support\Redis;
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use Throwable;
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/**
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* 热点实体互斥锁(Redis SET NX EX),按资源串行化写入,避免多管理员/多进程同时改同一缓存键对应的数据。
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*/
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final class GameHotDataLock
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{
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public const TYPE_USER = 'user';
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public const TYPE_GAME_CONFIG = 'gc';
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public const TYPE_GAME_RECORD = 'gr';
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private const KEY_PREFIX = 'dfw:v1:lock:mut:';
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/**
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* @return array{acquired: bool, token: ?string, redis_lock: bool}
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*/
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public static function tryAcquire(string $type, string $resourceKey): array
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{
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if ($resourceKey === '') {
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return ['acquired' => false, 'token' => null, 'redis_lock' => false];
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}
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$lockKey = self::lockKey($type, $resourceKey);
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$ttl = self::lockTtl();
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$token = bin2hex(random_bytes(16));
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try {
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$client = Redis::connection()->client();
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if (!is_object($client) || !method_exists($client, 'set')) {
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return ['acquired' => true, 'token' => null, 'redis_lock' => false];
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}
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$ok = $client->set($lockKey, $token, ['nx', 'ex' => $ttl]);
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if ($ok === true) {
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return ['acquired' => true, 'token' => $token, 'redis_lock' => true];
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}
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} catch (Throwable) {
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return ['acquired' => true, 'token' => null, 'redis_lock' => false];
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}
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return ['acquired' => false, 'token' => null, 'redis_lock' => true];
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}
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/**
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* 带短等待的重试(毫秒),用于对局写入与 ensureAiLocked 等可能交叉的路径。
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*
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* @return array{acquired: bool, token: ?string, redis_lock: bool}
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*/
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public static function tryAcquireWithWait(string $type, string $resourceKey, int $maxWaitMs = 800): array
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{
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$deadline = (int) (microtime(true) * 1000) + max(0, $maxWaitMs);
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while (true) {
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$r = self::tryAcquire($type, $resourceKey);
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if ($r['acquired']) {
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return $r;
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}
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$now = (int) (microtime(true) * 1000);
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if ($now >= $deadline) {
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return $r;
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}
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usleep(25_000);
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}
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}
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public static function release(string $type, string $resourceKey, ?string $token, bool $redisLock): void
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{
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if ($resourceKey === '' || !$redisLock || $token === null || $token === '') {
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return;
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}
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$key = self::lockKey($type, $resourceKey);
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$script = <<<'LUA'
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if redis.call('get', KEYS[1]) == ARGV[1] then
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return redis.call('del', KEYS[1])
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end
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return 0
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LUA;
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try {
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$client = Redis::connection()->client();
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if (is_object($client) && method_exists($client, 'eval')) {
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$client->eval($script, [$key, $token], 1);
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}
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} catch (Throwable) {
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}
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}
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/**
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* @template T
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* @param callable(): T $fn
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* @return T|null
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*/
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public static function runExclusive(string $type, string $resourceKey, callable $fn): mixed
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{
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$lock = self::tryAcquire($type, $resourceKey);
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if (!$lock['acquired']) {
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return null;
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}
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try {
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return $fn();
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} finally {
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self::release($type, $resourceKey, $lock['token'], $lock['redis_lock']);
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}
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}
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public static function safeResourceKeyForConfig(string $configKey): string
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{
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return rtrim(strtr(base64_encode($configKey), '+/', '-_'), '=');
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}
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public static function lockKeyFromConfigKey(string $configKey): string
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{
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return self::lockKey(self::TYPE_GAME_CONFIG, self::safeResourceKeyForConfig($configKey));
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}
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private static function lockKey(string $type, string $resourceKey): string
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{
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return self::KEY_PREFIX . $type . ':' . $resourceKey;
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}
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private static function lockTtl(): int
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{
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$v = config('game_hot_cache.admin_user_mutation_lock_ttl', 30);
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$n = filter_var($v, FILTER_VALIDATE_INT);
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return ($n === false || $n < 5) ? 30 : $n;
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}
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}
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@@ -66,6 +66,45 @@ final class GameHotDataRedis
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self::redisDel(self::KEY_GC . $configKey);
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}
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/**
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* 按库中当前行覆盖 game_config 缓存(无行则删缓存)
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*/
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public static function gameConfigReplaceFromDb(string $configKey): void
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{
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if ($configKey === '' || !self::enabled()) {
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return;
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}
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$row = Db::name('game_config')->where('config_key', $configKey)->find();
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if (!$row) {
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self::gameConfigForget($configKey);
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return;
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}
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$ttl = self::intConfig('ttl_game_config', 86400);
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self::redisSetEx(self::KEY_GC . $configKey, $ttl, json_encode($row, JSON_UNESCAPED_UNICODE));
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}
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/**
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* 对局写入后:刷新指定 id 的行缓存,并删除「活跃局 / 最新局」聚合键以免脏读
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*
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* @param int|null $id 可为 null(仅清聚合键)
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*/
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public static function gameRecordSyncCachesAfterDbWrite(?int $id): void
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{
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if (!self::enabled()) {
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return;
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}
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if ($id !== null && $id > 0) {
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$row = Db::name('game_record')->where('id', $id)->find();
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if ($row) {
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$ttl = self::intConfig('ttl_game_record', 60);
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self::redisSetEx(self::KEY_GR_ID . $id, $ttl, json_encode($row, JSON_UNESCAPED_UNICODE));
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} else {
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self::redisDel(self::KEY_GR_ID . $id);
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}
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}
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self::redisDel(self::KEY_GR_ACTIVE, self::KEY_GR_LATEST);
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}
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/**
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* @return array<string, mixed>|null
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*/
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@@ -212,6 +251,49 @@ final class GameHotDataRedis
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self::redisDel(self::KEY_USER . $userId);
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}
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/**
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* 从数据库读取最新 user 行并覆盖写入 Redis(与 DB 同事务后调用,保持缓存与库一致)
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*/
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public static function userReplaceCacheFromDb(int $userId): void
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{
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if ($userId <= 0 || !self::enabled()) {
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return;
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}
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$row = Db::name('user')->where('id', $userId)->find();
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if (!$row) {
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self::userForget($userId);
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return;
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}
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$ttl = self::intConfig('ttl_user', 90);
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self::redisSetEx(self::KEY_USER . $userId, $ttl, json_encode($row, JSON_UNESCAPED_UNICODE));
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}
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/**
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* 尝试获取「后台修改该用户」互斥锁(Redis SET NX EX)。
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* 与热点缓存开关无关:只要 Redis 可用即加锁;连接失败时降级为仅依赖数据库乐观锁(WHERE coin=)。
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*
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* @return array{acquired: bool, token: ?string, redis_lock: bool}
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*/
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public static function userAdminMutationLockTry(int $userId): array
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{
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if ($userId <= 0) {
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return ['acquired' => false, 'token' => null, 'redis_lock' => false];
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}
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return GameHotDataLock::tryAcquire(GameHotDataLock::TYPE_USER, (string) $userId);
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}
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/**
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* 释放 userAdminMutationLockTry 取得的锁(仅当 redis_lock 且 token 非空)
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*/
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public static function userAdminMutationLockRelease(int $userId, ?string $token, bool $redisLock): void
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{
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if ($userId <= 0) {
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return;
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}
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GameHotDataLock::release(GameHotDataLock::TYPE_USER, (string) $userId, $token, $redisLock);
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}
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/**
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* 用缓存行构造已存在库的 User(供 Auth 等高频读)
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*/
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66
app/common/service/GameHotDataWriteQueue.php
Normal file
66
app/common/service/GameHotDataWriteQueue.php
Normal file
@@ -0,0 +1,66 @@
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<?php
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declare(strict_types=1);
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namespace app\common\service;
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use support\Redis;
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use Throwable;
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/**
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* 热点缓存回源刷新队列:LPUSH / RPOP,由独立进程消费,削峰 Redis 与 DB 回读。
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* 业务线程在落库后仍会同步刷新缓存;队列任务为幂等补偿,避免瞬时高峰打满连接。
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*/
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final class GameHotDataWriteQueue
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{
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public const OP_USER_REFRESH = 'user.refresh';
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public const OP_GC_REFRESH = 'gc.refresh';
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public const OP_GR_SYNC = 'gr.sync';
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public static function queueListKey(): string
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{
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$k = config('game_hot_cache.queue_list_key', 'dfw:q:hot_data_write');
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return is_string($k) && $k !== '' ? $k : 'dfw:q:hot_data_write';
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}
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public static function enabled(): bool
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{
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return filter_var(config('game_hot_cache.enable_cache_write_queue', true), FILTER_VALIDATE_BOOLEAN);
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}
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/**
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* @param array<string, mixed> $job 须含 op 字段
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*/
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public static function enqueue(array $job): void
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{
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if (!self::enabled()) {
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return;
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}
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if (!isset($job['op']) || !is_string($job['op']) || $job['op'] === '') {
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return;
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}
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$job['v'] = 1;
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$job['ts'] = time();
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$max = self::maxQueueLength();
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try {
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if ($max > 0) {
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$len = Redis::lLen(self::queueListKey());
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if (is_int($len) && $len >= $max) {
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Redis::rPop(self::queueListKey());
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}
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}
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Redis::lPush(self::queueListKey(), json_encode($job, JSON_UNESCAPED_UNICODE));
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} catch (Throwable) {
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}
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}
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public static function maxQueueLength(): int
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{
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$v = config('game_hot_cache.queue_max_length', 50000);
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$n = filter_var($v, FILTER_VALIDATE_INT);
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return ($n === false || $n < 0) ? 50000 : $n;
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}
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}
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@@ -5,6 +5,8 @@ declare(strict_types=1);
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namespace app\common\service;
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use app\common\library\game\StreakWinReward;
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use app\common\service\GameHotDataCoordinator;
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use app\common\service\GameHotDataLock;
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use support\think\Db;
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use Throwable;
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use Webman\Push\Api;
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@@ -253,13 +255,22 @@ final class GameLiveService
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return ['ok' => false, 'msg' => __('This period has ended; please refresh the page')];
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}
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self::ensureAiLocked((int) $record['id']);
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Db::name('game_record')->where('id', (int) $record['id'])->update([
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'pending_draw_number' => $manualNumber,
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'update_time' => time(),
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]);
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GameHotDataRedis::gameRecordForget((int) $record['id']);
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self::publishSnapshot(null);
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$rid = (int) $record['id'];
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$lock = GameHotDataLock::tryAcquireWithWait(GameHotDataLock::TYPE_GAME_RECORD, (string) $rid, 1200);
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if (!$lock['acquired']) {
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return ['ok' => false, 'msg' => __('Another operation is in progress for this period; please try again later')];
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}
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try {
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self::ensureAiLocked($rid);
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Db::name('game_record')->where('id', $rid)->update([
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'pending_draw_number' => $manualNumber,
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'update_time' => time(),
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]);
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GameHotDataCoordinator::afterGameRecordCommitted($rid);
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self::publishSnapshot(null);
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} finally {
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GameHotDataLock::release(GameHotDataLock::TYPE_GAME_RECORD, (string) $rid, $lock['token'], $lock['redis_lock']);
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}
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return [
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'ok' => true,
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@@ -289,8 +300,14 @@ final class GameLiveService
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return ['ok' => false, 'msg' => __('Period countdown has not ended; cannot draw yet')];
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}
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self::ensureAiLocked((int) $record['id']);
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$record = self::reloadRecord((int) $record['id']);
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$rid = (int) $record['id'];
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$lock = GameHotDataLock::tryAcquireWithWait(GameHotDataLock::TYPE_GAME_RECORD, (string) $rid, 2000);
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if (!$lock['acquired']) {
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return ['ok' => false, 'msg' => __('Another operation is in progress for this period; please try again later')];
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}
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try {
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self::ensureAiLocked($rid);
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$record = self::reloadRecord($rid);
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if (!$record) {
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return ['ok' => false, 'msg' => __('No active game in progress')];
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}
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@@ -346,10 +363,10 @@ final class GameLiveService
|
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return ['ok' => false, 'msg' => __('Game live: settlement error') . ': ' . $e->getMessage()];
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}
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GameHotDataRedis::gameRecordForget((int) $record['id']);
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GameHotDataCoordinator::afterGameRecordCommitted($rid);
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try {
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GameRecordStatService::refreshForRecordId((int) $record['id']);
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GameRecordStatService::refreshForRecordId($rid);
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} catch (Throwable) {
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}
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JackpotPushService::publishHits($settleOut['jackpot_hits'] ?? []);
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@@ -365,6 +382,9 @@ final class GameLiveService
|
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'estimated_loss' => $finalLoss,
|
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'payout_until' => $payoutUntil,
|
||||
];
|
||||
} finally {
|
||||
GameHotDataLock::release(GameHotDataLock::TYPE_GAME_RECORD, (string) $rid, $lock['token'], $lock['redis_lock']);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -382,22 +402,30 @@ final class GameLiveService
|
||||
return;
|
||||
}
|
||||
$id = (int) $row['id'];
|
||||
Db::startTrans();
|
||||
try {
|
||||
Db::name('game_record')->where('id', $id)->update([
|
||||
'status' => 4,
|
||||
'payout_until' => null,
|
||||
'update_time' => time(),
|
||||
]);
|
||||
GameRecordService::createNextRecordAfterDraw();
|
||||
Db::commit();
|
||||
} catch (Throwable) {
|
||||
Db::rollback();
|
||||
$lock = GameHotDataLock::tryAcquireWithWait(GameHotDataLock::TYPE_GAME_RECORD, (string) $id, 2000);
|
||||
if (!$lock['acquired']) {
|
||||
return;
|
||||
}
|
||||
GameHotDataRedis::gameRecordForget($id);
|
||||
GameRecordStatService::refreshForRecordId($id);
|
||||
self::publishSnapshot(null);
|
||||
try {
|
||||
Db::startTrans();
|
||||
try {
|
||||
Db::name('game_record')->where('id', $id)->update([
|
||||
'status' => 4,
|
||||
'payout_until' => null,
|
||||
'update_time' => time(),
|
||||
]);
|
||||
GameRecordService::createNextRecordAfterDraw();
|
||||
Db::commit();
|
||||
} catch (Throwable) {
|
||||
Db::rollback();
|
||||
return;
|
||||
}
|
||||
GameHotDataCoordinator::afterGameRecordCommitted($id);
|
||||
GameRecordStatService::refreshForRecordId($id);
|
||||
self::publishSnapshot(null);
|
||||
} finally {
|
||||
GameHotDataLock::release(GameHotDataLock::TYPE_GAME_RECORD, (string) $id, $lock['token'], $lock['redis_lock']);
|
||||
}
|
||||
}
|
||||
|
||||
public static function tickAutoDraw(): void
|
||||
@@ -609,7 +637,7 @@ final class GameLiveService
|
||||
'status' => 1,
|
||||
'update_time' => time(),
|
||||
]);
|
||||
GameHotDataRedis::gameRecordForget($recordId);
|
||||
GameHotDataCoordinator::afterGameRecordCommitted($recordId);
|
||||
$record['status'] = 1;
|
||||
self::publishPublicPeriodLocked($record);
|
||||
}
|
||||
@@ -629,7 +657,7 @@ final class GameLiveService
|
||||
$update['status'] = 1;
|
||||
}
|
||||
Db::name('game_record')->where('id', $recordId)->update($update);
|
||||
GameHotDataRedis::gameRecordForget($recordId);
|
||||
GameHotDataCoordinator::afterGameRecordCommitted($recordId);
|
||||
$record = array_merge($record, $update);
|
||||
if ($st === 0) {
|
||||
self::publishPublicPeriodLocked($record);
|
||||
|
||||
@@ -99,7 +99,7 @@ final class GameRecordService
|
||||
'create_time' => $now,
|
||||
'update_time' => $now,
|
||||
]);
|
||||
GameHotDataRedis::gameRecordForget();
|
||||
GameHotDataCoordinator::afterGameRecordCommitted(null);
|
||||
return $periodNo;
|
||||
}
|
||||
|
||||
@@ -123,7 +123,7 @@ final class GameRecordService
|
||||
'remark' => $remark,
|
||||
'update_time' => $now,
|
||||
]);
|
||||
GameHotDataRedis::gameConfigForget($key);
|
||||
GameHotDataCoordinator::afterGameConfigKeyCommitted($key);
|
||||
return;
|
||||
}
|
||||
Db::name('game_config')->insert([
|
||||
@@ -134,6 +134,6 @@ final class GameRecordService
|
||||
'create_time' => $now,
|
||||
'update_time' => $now,
|
||||
]);
|
||||
GameHotDataRedis::gameConfigForget($key);
|
||||
GameHotDataCoordinator::afterGameConfigKeyCommitted($key);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,7 +33,7 @@ final class GameRecordStatService
|
||||
'winner_user_count' => 0,
|
||||
'update_time' => $now,
|
||||
]);
|
||||
GameHotDataRedis::gameRecordForget($recordId);
|
||||
GameHotDataCoordinator::afterGameRecordCommitted($recordId);
|
||||
|
||||
return;
|
||||
}
|
||||
@@ -79,7 +79,7 @@ final class GameRecordStatService
|
||||
'winner_user_count' => count($winnerUserIds),
|
||||
'update_time' => $now,
|
||||
]);
|
||||
GameHotDataRedis::gameRecordForget($recordId);
|
||||
GameHotDataCoordinator::afterGameRecordCommitted($recordId);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user