ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
@@ -47,10 +47,8 @@
import EventReport
import ItemCommon
import PyGameData
import PlayerTeam
import GameMap
import NPCRealmRefresh
import IpyGameDataPY
import GameWorldEvent
#---------------------------------------------------------------------
## 副本开启
@@ -527,6 +525,8 @@
    if not gameWorld.GetInitOK() :
        return
    
    GameWorldEvent.OnHighProcess(tick)
    __ProcessOpen(gameWorld, tick)
    
    __ProcessTimeKickPlayer(gameWorld, tick) # 处理副本生存周期强关副本
@@ -548,12 +548,6 @@
    #通知RouteServer 消息
    __ProcessRouteServer(gameWorld, tick)
    
    #每分钟触发
    curTime = GameWorld.GetCurrentTime()
    __OnMapMinute(curTime, tick)
    __RefreshOnMinute(curTime, tick)
    #五分钟触发
    __RefreshOnFiveMinute(tick)
    #定时检测关闭超时文件
    EventReport.OnTimeCloseScribeTxt()
    
@@ -592,7 +586,6 @@
#  @return None
#  @remarks 函数详细说明 每条分线都会触发该函数
def InitGameWorld(tick):
    GameWorldEvent.InitGameWorld(tick)
    gameWorld = GameWorld.GetGameWorld()
    ItemCommon.InitPyItem()
    EventShell.DoReloadRefresh()
@@ -741,96 +734,3 @@
    return
#---------------------------------------------------------------------
## 五分钟刷新
# @param tick
# @return None
def __RefreshOnFiveMinute(tick):
    gameWorld = GameWorld.GetGameWorld()
    lastTick = gameWorld.GetTickByType(ChConfig.TYPE_Map_Tick_ProcessFiveMinute)
    tickInterval = ChConfig.TYPE_Map_Tick_Time[ChConfig.TYPE_Map_Tick_ProcessFiveMinute]
    if tick - lastTick < tickInterval:
        return
    gameWorld.SetTickByType(ChConfig.TYPE_Map_Tick_ProcessFiveMinute, tick)
#    playerManager = GameWorld.GetMapCopyPlayerManager()
#    for index in xrange(playerManager.GetPlayerCount()):
#        curPlayer = playerManager.GetPlayerByIndex(index)
#        if not curPlayer:
#            continue
    return
## 按分钟刷新
# @param tick
# @return None
def __RefreshOnMinute(curTime, tick):
    gameWorld = GameWorld.GetGameWorld()
    lastTick = gameWorld.GetTickByType(ChConfig.TYPE_Map_Tick_ProcessMinute)
    tickInterval = ChConfig.TYPE_Map_Tick_Time[ChConfig.TYPE_Map_Tick_ProcessMinute]
    if tick - lastTick < tickInterval:
        return
    gameWorld.SetTickByType(ChConfig.TYPE_Map_Tick_ProcessMinute, tick)
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(index)
        if not curPlayer:
            continue
        __ProcessHalfHour(curPlayer, curTime, tick)
    return
def __OnMapMinute(curTime, tick):
    ## 地图层级每分钟处理, 每分钟最多只会处理一次, 无视虚拟分线
    if not PyGameData.g_initGameTime:
        return
    curMinute = curTime.minute
    if curMinute == PyGameData.g_mapLastProcess_Minute:
        return
    PyGameData.g_mapLastProcess_Minute = curMinute
    GameWorldEvent.OnMinute(tick)
    PlayerTeam.OnCheckTeamPlayerDisconnectTimeout(tick)
    __CheckIpyDataRecycle(curTime)
    return
def __CheckIpyDataRecycle(timeNow):
    ## 检查IpyData数据回收
    playerCount = GameWorld.GetPlayerManager().OnlineCount()
    if playerCount:
        PyGameData.g_ipyDataRecycleCheckTime = 0
        #GameWorld.DebugLog("地图还有玩家在线! playerCount=%s" % playerCount)
        return
    curTime = GameWorld.ChangeDatetimeToNum(timeNow)
    if not PyGameData.g_ipyDataRecycleCheckTime:
        PyGameData.g_ipyDataRecycleCheckTime = curTime
        #GameWorld.DebugLog("地图没有玩家在线")
        return
    if PyGameData.g_ipyDataRecycleCheckTime == 1:
        # 已经回收了
        #GameWorld.DebugLog("本次已经回收过了")
        return
    if curTime - PyGameData.g_ipyDataRecycleCheckTime < 24 * 3600:
        #GameWorld.DebugLog("还未到达回收时间, passSeconds=%s" % (curTime - PyGameData.g_ipyDataRecycleCheckTime))
        return
    PyGameData.g_ipyDataRecycleCheckTime = 1
    IpyGameDataPY.IPYData.Recycle()
    return
## 整半小时触发 <00和30分钟时触发>
# @param curPlayer
# @param curTime 当前时间对象
# @param tick
# @return None
def __ProcessHalfHour(curPlayer, curTime, tick):
    if curTime.minute not in [0, 30]:
        return
    EventShell.EventResponse_OnHalfHour(curPlayer)
    return