hxp
2019-02-26 07d1d607ef08d0e455064a0cb30f7c623cf32085
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
@@ -39,6 +39,8 @@
import GameWorld
import ChConfig
import PlayerControl
import FamilyRobBoss
import NPCCustomRefresh
import EventShell
import FBLogic
import FBCommon
@@ -92,7 +94,8 @@
    gameFBMgr.SetPlayerLogoffTick(0)
    gameFBMgr.SetIsSafeClose(0)
    GameWorld.Log("FB Close! lineID = %s, openState = %s"%(gameWorld.GetLineID(), gameWorld.GetOpenState()))
    lineID = gameWorld.GetLineID()
    GameWorld.Log("FB Close! lineID = %s, openState = %s"%(lineID, gameWorld.GetOpenState()))
    
    gameWorld.SetOpenState(IPY_GameWorld.fbosClosed)
    gameMap = gameWorld.GetMap()
@@ -101,9 +104,23 @@
    if fbType == 0:
        return
    
    if fbType == IPY_GameWorld.fbtSingle:
        ownerID = gameFBMgr.GetGameFBDictByKey(ChConfig.Def_FB_SingleFBPlayerID)
        if ownerID in PyGameData.g_fbHelpBattlePlayerDict:
            PyGameData.g_fbHelpBattlePlayerDict.pop(ownerID)
            GameWorld.DebugLog("清除单人副本镜像助战信息: ownerID=%s" % ownerID)
    elif fbType == IPY_GameWorld.fbtTeam:
        teamID = gameWorld.GetPropertyID()
        if teamID in PyGameData.g_teamFBMemRelationDict:
            PyGameData.g_teamFBMemRelationDict.pop(teamID)
            GameWorld.DebugLog("清除组队副本队员关系信息: teamID=%s" % teamID)
    #副本关闭时统一清怪
    FBCommon.ClearFBNPC()
    
    if lineID in PyGameData.g_fbRobotJobDict:
        PyGameData.g_fbRobotJobDict.pop(lineID)
    mapID = FBCommon.GetRecordMapID(gameMap.GetMapID())
    #清理物品
    unPickItemDict = {}
@@ -307,19 +324,39 @@
        return
    
    #特殊副本,不执行这个逻辑
    if not GameWorld.GetMap().GetAutoSize():
    if not IsNoPlayerNeedCloseFB():
        return
    
    gameFB = GameWorld.GetGameFB()
    logOffTick = gameFB.GetPlayerLogoffTick()
    fbIndex = gameWorld.GetCurGameWorldIndex()
    if fbIndex in PyGameData.g_lastExitFBType:
        '''老模式根据 GetPlayerLogoffTick()、GetIsSafeClose()判断的话在某些情况下会有隐藏bug
                            因为当副本中玩家同时退出时可能出现  GameWorld.GetMapCopyPlayerManager().GetPlayerCount() != 1 的情况
                            所以老逻辑存在副本无法关闭的bug,这里只使用新模式,老模式暂不做修改,仅做兼容后备处理
        '''
        exitFBType, exitTick = PyGameData.g_lastExitFBType[fbIndex]
        if exitFBType == 1:
            passTick = tick - exitTick
            if passTick < ChConfig.Def_EmptyFBKeepTime:
                #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护中!tick=%s,exitTick=%s,passTick=%s"
                #                   % (tick, exitTick, passTick), fbIndex)
                return
            #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护超时,关闭副本!tick=%s,exitTick=%s,passTick=%s"
            #                   % (tick, exitTick, passTick), fbIndex)
        #else:
        #    GameWorld.DebugLog("最后一个玩家主动退出的,直接关闭副本!", fbIndex)
        PyGameData.g_lastExitFBType.pop(fbIndex)
        #GameWorld.DebugLog("PyGameData.g_lastExitFBType=%s" % PyGameData.g_lastExitFBType, fbIndex)
    else:
        logOffTick = gameFB.GetPlayerLogoffTick()
    if logOffTick == 0:
        return
    if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
        #GameWorld.Log(str(tick - logOffTick))
        #不是安全断线的情况下, 返回
        return
        if logOffTick == 0:
            return
        if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
            #GameWorld.Log(str(tick - logOffTick))
            #不是安全断线的情况下, 返回
            return
    #输出调试信息
    GameWorld.Log('__ProcessClose! LineID = %s, openState = %s, isSafeClose = %s'%(
@@ -402,9 +439,13 @@
            return IPY_GameWorld.cmePlayerFull
    #检查副本状态是否可以登录
    if not FBCommon.CheckFBStateCanEnter(askStruct):
    checkRet = FBCommon.CheckFBStateCanEnter(askStruct)
    if type(checkRet) not in [tuple, list]:
        checkRet = (checkRet, "FB_andyshao_861048")
    canEnter, notifyMark = checkRet
    if not canEnter:
        #副本关闭中, 请稍后
        return IPY_GameWorld.cmeCustom, 'FB_andyshao_861048'
        return IPY_GameWorld.cmeCustom, notifyMark
    
    changeMapAskResult = FBLogic.OnChangeMapAsk(askStruct, tick)
@@ -452,11 +493,11 @@
    
    __ProcessOpen(gameWorld, tick)
    
    __ProcessTimeKickPlayer(gameWorld, tick)
    __ProcessTimeKickPlayer(gameWorld, tick) # 处理副本生存周期强关副本
    
    __ProcessFBDelayKickPlayer(gameWorld, tick)
    __ProcessFBDelayKickPlayer(gameWorld, tick) # 关闭副本延迟踢出玩家
    
    __ProcessClose(gameWorld, tick)
    __ProcessClose(gameWorld, tick) # 自伸缩副本关闭逻辑
    
    __ProcessMapServerAcPlayer(tick)
    
@@ -477,6 +518,12 @@
    __RefreshOnFiveMinute(tick)
    #定时检测关闭超时文件
    EventReport.OnTimeCloseScribeTxt()
    #仙盟归属boss定时处理
    FamilyRobBoss.OnFamilyOwnerBossProcess(tick)
    #地图自定义随机刷怪
    NPCCustomRefresh.ProcessMapRandomRefreshNPC(gameWorld, tick)
    return
## 通知RouteServer 消息
@@ -564,8 +611,7 @@
    if gameMap.GetMapFBType() == 0:
        return
    
    if gameMap.GetAutoSize() == 0:
        #只处理自动是否的地图
    if not IsNoPlayerNeedCloseFB():
        return
    
    playerManager = gameWorld.GetMapCopyPlayerManager()
@@ -574,6 +620,9 @@
        __CloseFB(GameWorld.GetGameWorld(), GameWorld.GetGameWorld().GetTick())    
def IsNoPlayerNeedCloseFB():
    ## 副本中无玩家是否需要自动关闭的副本
    return GameWorld.GetMap().GetAutoSize() and GameWorld.GetMap().GetMapID() not in ChConfig.Def_NoPlayerNotCloseAutoSizeMap
#//08 06 根据国家统计的玩家数目#tagMPlayerCountByCountry
#tagMPlayerCountByCountry       *   GettagMPlayerCountByCountry();