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@@ -30,7 +30,7 @@ local function l_is_module_table_exist(mdlName)
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return false
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end
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-- 创建模块表
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-local function l_create_module_table(mdlName, columnNameOptions, keyName)
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+local function l_create_module_table(mdlName, columnNameOptions, keyName, secondaryKeys)
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local tbName = string.format("mdl_%s", tostring(mdlName))
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local columns = ""
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for k, v in pairs(columnNameOptions) do
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@@ -43,6 +43,16 @@ local function l_create_module_table(mdlName, columnNameOptions, keyName)
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columns,
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keyName
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)
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+ if not is_empty(secondaryKeys) then
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+ sql =
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+ string.format(
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+ "CREATE TABLE %s (%s PRIMARY KEY (%s), %s) DEFAULT CHARSET=utf8mb4 COLLATE = utf8mb4_unicode_ci;",
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+ tbName,
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+ columns,
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+ keyName,
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+ secondaryKeys
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+ )
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+ end
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local ret = lib_game_mysql:query(sql)
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log.info("l_create_module_table sql[%s] ret[%s]", sql, tostring(ret))
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return true
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@@ -90,7 +100,7 @@ function root:init_db_tables()
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local data = obj:mysql_get_table_info()
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if data and not is_empty(data.mdlName) then
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if not l_is_module_table_exist(data.mdlName) then
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- l_create_module_table(data.mdlName, data.columnNameOptions, data.keyName)
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+ l_create_module_table(data.mdlName, data.columnNameOptions, data.keyName, data.secondaryKeys)
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else
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l_modify_module_table(data.mdlName, data.columnNameOptions)
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end
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