package logic //云渲染回调 import ( "context" "encoding/json" "fmt" "fusenapi/server/websocket/internal/svc" "fusenapi/server/websocket/internal/types" "fusenapi/utils/auth" "fusenapi/utils/basic" "fusenapi/utils/file" "fusenapi/utils/websocket_data" "strings" "time" "github.com/zeromicro/go-zero/core/logx" ) type RenderNotifyLogic struct { logx.Logger ctx context.Context svcCtx *svc.ServiceContext } func NewRenderNotifyLogic(ctx context.Context, svcCtx *svc.ServiceContext) *RenderNotifyLogic { return &RenderNotifyLogic{ Logger: logx.WithContext(ctx), ctx: ctx, svcCtx: svcCtx, } } // 处理进入前逻辑w,r // func (l *RenderNotifyLogic) BeforeLogic(w http.ResponseWriter, r *http.Request) { // } // 处理逻辑后 w,r 如:重定向, resp 必须重新处理 // func (l *RenderNotifyLogic) AfterLogic(w http.ResponseWriter, r *http.Request, resp *basic.Response) { // // httpx.OkJsonCtx(r.Context(), w, resp) // } func (l *RenderNotifyLogic) RenderNotify(req *types.RenderNotifyReq, userinfo *auth.UserInfo) (resp *basic.Response) { //统计unity处理数 decreaseUnityRequestCount(req.UserId, req.GuestId) logx.Info("=====收到unity返回的渲染结果消息======") req.TaskId = strings.Trim(req.TaskId, " ") if req.TaskId == "" { logx.Error("渲染回调参数错误:任务标识") return resp.SetStatusWithMessage(basic.CodeRequestParamsErr, "invalid param task_id") } unityRenderEndTime := time.Now().UTC().UnixMilli() //解析数据 var info websocket_data.ToUnityIdStruct if err := json.Unmarshal([]byte(req.TaskId), &info); err != nil { logx.Error("解析taskId错误") return resp.SetStatusWithMessage(basic.CodeRequestParamsErr, "failed to parse param taskId !!!!") } //重新赋值(很重要) wid := info.Wid requestId := info.RequestId unityRenderBeginTime := info.RenderBeginTime //获取连接 value, wsConnectOk := mapConnPool.Load(wid) if req.Code == 0 { //渲染成功 //上传文件 var upload = file.Upload{ Ctx: l.ctx, MysqlConn: l.svcCtx.MysqlConn, AwsSession: l.svcCtx.AwsSession, } uploadRes, err := upload.UploadFileByBase64(&file.UploadBaseReq{ Source: "unity cloud render", FileHash: info.TaskId, FileData: req.Image, Metadata: "", UploadBucket: 1, ApiType: 2, UserId: req.UserId, GuestId: req.GuestId, FileByte: nil, }) if err != nil { logx.Error("渲染回调上传文件失败:", err) return resp.SetStatusWithMessage(basic.CodeFileUploadErr, "failed to upload render resource image") } uploadUnityRenderImageTakesTime := time.Now().UTC().UnixMilli() - unityRenderEndTime if wsConnectOk { //断言连接 ws, ok := value.(wsConnectItem) if !ok { logx.Error("渲染回调断言websocket连接失败") return resp.SetStatusWithMessage(basic.CodeServiceErr, "渲染回调断言websocket连接失败") } //发送到出口 ws.sendRenderResultData(websocket_data.RenderImageRspMsg{ RequestId: requestId, Image: uploadRes.ResourceUrl, RenderProcessTime: websocket_data.RenderProcessTime{ UnityRenderTakesTime: fmt.Sprintf("%dms", unityRenderEndTime-unityRenderBeginTime), UploadUnityRenderImageTakesTime: fmt.Sprintf("%dms", uploadUnityRenderImageTakesTime), }, }) logx.Info("渲染回调成功,渲染结果图片为:", uploadRes.ResourceUrl) return resp.SetStatusWithMessage(basic.CodeOK, "success") } logx.Info("渲染成功但找不到ws连接") return resp.SetStatusWithMessage(basic.CodeOK, "success:but websocket connect not found") } //渲染失败走下面 if wsConnectOk { //断言连接 ws, ok := value.(wsConnectItem) if !ok { logx.Error("渲染回调断言websocket连接失败") return resp.SetStatusWithMessage(basic.CodeServiceErr, "渲染回调断言websocket连接失败") } //发送错误信息给前端 ws.renderErrResponse(requestId, info.TemplateTag, info.TaskId, "unity云渲染错误:"+req.Msg, 0, 0, 0, 0, 0, 0, 0) //统计unity处理数 increaseUnityErrorCount(req.UserId, req.GuestId) logx.Info("渲染失败且发送了失败信息") } else { logx.Info("渲染失败且找不到ws连接") } return resp.SetStatusWithMessage(basic.CodeOK, "success") }