ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
@@ -74,46 +74,30 @@
#  @return None or True
#  @remarks 函数详细说明.
def GameServer_OnTeam(index, tick):
    GameWorld.GetPsycoFunc(__Func_GameServer_OnTeam)(index, tick)
    '''废弃该逻辑,由0502、0503封包结合处理
    废弃原因:
    因为当玩家有队伍时,加入别人的队伍,此时该玩家需要先退出队伍(OnTeam同步),再加入队伍(0502同步)
    而地图会先收到0502包,导致地图队伍管理出现异常,所以暂时废弃OnTeam
    '''
    return
## 游戏服务器刷新队伍(封包参数)
#  @param index 玩家索引
#  @param tick 当前时间
#  @return None or True
#  @remarks 函数详细说明.
def __Func_GameServer_OnTeam(index, tick):
    recvPack = IPY_GameWorld.IPY_MTeamRefresh()
    packPlayerID = recvPack.GetPlayerID()
    teamID = recvPack.GetTeamID()
    teamLV = recvPack.GetTeamLV()
    dataDict = {"packPlayerID":packPlayerID, "teamLV":teamLV, "index":index}
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    if curPlayer == None:
        GameWorld.Log("地图服务器寻找组队玩家失败index = "+str(index))
        DR_Team("OnTeamError", teamID, dataDict, "curPlayer is None")
        return
    if curPlayer.IsEmpty():
        GameWorld.Log("地图服务器寻找组队玩家失败index = %d, 玩家为空"%index)
        DR_Team("OnTeamError", teamID, dataDict, "curPlayer IsEmpty")
        return
    if packPlayerID != curPlayer.GetID():
        #不是给自己的封包
        GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % packPlayerID, curPlayer.GetPlayerID())
        DR_Team("OnTeam", teamID, dataDict, "packPlayerID != curPlayerID(%s)" % curPlayer.GetID())
        return
    # 这个封包只处理teamID为0的情况, teamID不为0的情况在py包 GameServer_TeamInfo 处理
    if teamID:
        #GameWorld.DebugLog("OnTeam teamID=%s, 大于0不处理!" % teamID, curPlayer.GetPlayerID())
        return
    GameWorld.DebugLog("OnTeam teamID=%s, 玩家无队伍更新!" % teamID, curPlayer.GetPlayerID())
    RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
    return True
#// 05 03 玩家离开队伍 #tagGMPlayerLeaveTeam
#
#struct    tagGMPlayerLeaveTeam
#{
#    tagHead        Head;
#    DWORD        PlayerID;
#    DWORD        CopyMapID;
#    DWORD        TeamID;
#};
def GameServer_PlayerLeaveTeam(curPackData, tick):
    playerID = curPackData.PlayerID
    copyMapID = curPackData.CopyMapID # 这里不依赖玩家来取copyMapID,防止找不到玩家导致无法正常管理分线队伍
    leaveTeamID = curPackData.TeamID
    GameWorld.DebugLog("GameServer_PlayerLeaveTeam playerID=%s,copyMapID=%s,leaveTeamID=%s"
                       % (playerID, copyMapID, leaveTeamID), playerID)
    __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick)
    return
#// 05 02 队伍信息刷新 #tagGMTeamInfo
#
@@ -137,15 +121,25 @@
    playerID = curPackData.PlayerID
    teamID = curPackData.TeamID
    teamLV = curPackData.TeamLV
    memCnt = curPackData.MemCnt
    dataDict = {"playerID":playerID, "teamLV":teamLV}
    
    GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s" % (playerID, teamID, teamLV), playerID)
    GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s,memCnt=%s" % (playerID, teamID, teamLV, memCnt), playerID)
    curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
    if not curPlayer or curPlayer.IsEmpty():
        DR_Team("TeamInfo", teamID, dataDict, "curPlayer is None or empty")
        return
    
    playerTeamID = curPlayer.GetTeamID()
    # 切图时GameServer玩家无队伍时会同步teamID为0,这里进一步处理,防止地图玩家在某些异常情况下teamID与GameServer不同步
    if teamID == 0:
        if playerTeamID:
            __OnPlayerLeaveTeam(curPlayer.GetCopyMapID(), playerID, playerTeamID, tick)
        return
    RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
    curPlayer.SetDict(ChConfig.Def_PlayerKey_TeamMemCount, memCnt)
    
    sameMapMemCount = 0 # 同地图队员数
    sameMapVIPLV = 0 # 同地图VIP加成等级
@@ -229,16 +223,7 @@
                "playerTeamLV":playerTeamLV, "teamLV":teamLV}
    #--------------世界服务器组队表中无队伍
    if not teamID:
        if not playerTeamID and not curTeam:
            DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict, "not playerTeamID and not curTeam")
            #GameWorld.DebugLog("    玩家无队伍,无需处理!", playerID)
            pass
        else:
            #GameWorld.DebugLog("    玩家有队伍,处理玩家离队!", playerID)
            DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict)
            __OnLeaveTeam(curPlayer, tick)
        RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
        # 这里不再处理离开队伍
        return
    
    #--------------世界服务器组队表中有队伍
@@ -260,40 +245,8 @@
        #GameWorld.DebugLog("    玩家当前无队伍,处理玩家进队!isNewTeam=%s" % isNewTeam, playerID)
        __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict)
    else:
        dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
        DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
    return
## 玩家退出队伍
#  @param curPlayer 当前玩家
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def __OnLeaveTeam(curPlayer, tick):
    curTeam = curPlayer.GetTeam()
    if curTeam:
        #玩家脱离队伍
        curTeam.DeleteMember(curPlayer.GetID())
        #旧队伍无人,删除旧队伍
        if curTeam.GetMemberCount() == 0:
            GameWorld.GetTeamManager().DeleteTeam(curTeam.GetTeamID())
    curPlayer.SetTeam(None)
    curPlayer.SetTeamID(0)
    curPlayer.SetTeamLV(0)
    __DelPlayerIDFromTeamPlayer(curPlayer.GetPlayerID(), False)
    #改变镖车身上记录的主人信息
    #PlayerTruck.ChangeTruckNoteInfo(curPlayer)
    #自己离开队伍, 删除自己的buff
    __CleanTeamEffect(curPlayer, tick)
    #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
    if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
        curPlayer.SetCurrentFBProperty(0)
        
    return
@@ -334,6 +287,51 @@
        return
    return
 
def __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick):
    GameWorld.DebugLog("__OnPlayerLeaveTeam copyMapID=%s, playerID=%s, leaveTeamID=%s" % (copyMapID, playerID, leaveTeamID))
    # !!!队伍管理器在分线内的  需要获取分线的队伍管理器
    curGameWorld = IPY_GameWorld.IPY_GameWorld(copyMapID)
    curMapTeam = curGameWorld.GetTeamManager().FindTeam(leaveTeamID)
    if curMapTeam:
        #玩家脱离队伍
        curMapTeam.DeleteMember(playerID)
        #旧队伍无人,删除旧队伍
        if curMapTeam.GetMemberCount() == 0:
            curGameWorld.GetTeamManager().DeleteTeam(leaveTeamID)
    __DelPlayerIDFromTeamPlayer(playerID, False)
    dataDict = {"playerID":playerID, "copyMapID":copyMapID}
    ### =========================== 以下逻辑是玩家存在时才需要处理的 =================================
    curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
    if not curPlayer or curPlayer.IsEmpty():
        DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict, "curPlayer is None or empty")
        return
    playerTeamID = curPlayer.GetTeamID()
    playerCopyMapID = curPlayer.GetCopyMapID()
    curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
    dataDict.update({"playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID})
    DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict)
    # 处理玩家离队
    if playerTeamID == leaveTeamID:
        curPlayer.SetTeam(None)
        curPlayer.SetTeamID(0)
        curPlayer.SetTeamLV(0)
        #自己离开队伍, 删除自己的buff
        __CleanTeamEffect(curPlayer, tick)
        #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
        if curGameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
            curPlayer.SetCurrentFBProperty(0)
    RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
    return
## 清除组队buff
#  @param 
#  @return None