ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
@@ -25,6 +25,7 @@
import ChConfig
import SkillCommon
import IPY_GameWorld
import DataRecordPack
#import PlayerTruck
import ShareDefine
import SkillShell
@@ -73,40 +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):
    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))
        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)
        return
    recvPack = IPY_GameWorld.IPY_MTeamRefresh()
    if recvPack.GetPlayerID() != curPlayer.GetID():
        #不是给自己的封包
        GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % recvPack.GetPlayerID(), curPlayer.GetPlayerID())
        return
    teamID = recvPack.GetTeamID()
    # 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, recvPack.GetTeamLV(), 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
#
@@ -130,13 +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
@@ -188,6 +191,17 @@
        GameWorld.DebugLog("__AddTeamVIPBuff sameMapVIPLV=%s,isOK=%s" % (sameMapVIPLV, isOK), playerID)
    return
def RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick):
    ## 刷新队伍VIPbuff,注意该函数只能无队伍时触发
    sameMapVIPLV = 0
    playerVIPLV = curPlayer.GetVIPLv()
    teamVIPBuffIpyData = PlayerVip.GetVipPrivilegeData(ChConfig.VIPPrivilege_TeamVIPBuff)
    if teamVIPBuffIpyData and hasattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV) \
        and getattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV)():
        sameMapVIPLV += 1
    __RefreshTeamVIPBuff(curPlayer, sameMapVIPLV, tick)
    return
## 刷新玩家队伍ID 
#  @param curPlayer 当前玩家
#  @param teamID 队伍ID
@@ -195,34 +209,27 @@
#  @return None
#  @remarks 函数详细说明.
def RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick):
    #playerID = curPlayer.GetPlayerID()
    playerID = curPlayer.GetPlayerID()
    playerTeamID = curPlayer.GetTeamID()
    #GameWorld.DebugLog("刷新玩家队伍信息: teamID=%s,playerTeamID=%s,teamLV=%s" % (teamID, playerTeamID, teamLV), playerID)
    playerCopyMapID = curPlayer.GetCopyMapID()
    playerTeamLV = curPlayer.GetTeamLV()
    GameWorld.DebugLog("刷新玩家队伍信息: playerTeamID=%s,playerCopyMapID=%s,teamID=%s,teamLV=%s"
                       % (playerTeamID, playerCopyMapID, teamID, teamLV), playerID)
    curTeam = curPlayer.GetTeam()
    curPlayer.SetTeamID(teamID)
    curPlayer.SetTeamLV(teamLV)
    dataDict = {"playerID":playerID, "playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID,
                "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:
            #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)
            __OnLeaveTeam(curPlayer, tick)
        sameMapVIPLV = 0
        playerVIPLV = curPlayer.GetVIPLv()
        teamVIPBuffIpyData = PlayerVip.GetVipPrivilegeData(ChConfig.VIPPrivilege_TeamVIPBuff)
        if teamVIPBuffIpyData and hasattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV) \
            and getattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV)():
            sameMapVIPLV += 1
        __RefreshTeamVIPBuff(curPlayer, sameMapVIPLV, tick)
        # 这里不再处理离开队伍
        return
    
    #--------------世界服务器组队表中有队伍
    
    # !!!队伍管理器在分线内的  需要获取分线的队伍管理器,不然队伍都是在1线创建
    curGameWorld = IPY_GameWorld.IPY_GameWorld(curPlayer.GetCopyMapID())
    curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
    curMapTeam = curGameWorld.GetTeamManager().FindTeam(teamID)
    
    if curMapTeam == None:
@@ -231,44 +238,15 @@
        if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtTeam:
            curPlayer.SetCurrentFBProperty(teamID)
        #curMapTeam.SetTeamType(recvPack.GetTeamType())
        DR_Team("RefreshPlayerTeamID_Create", teamID, dataDict)
            
    if playerTeamID != teamID or not curTeam:
        isNewTeam = playerTeamID != teamID # 切地图/上线时teamID可能不变,但是team为None
        #GameWorld.DebugLog("    玩家当前无队伍,处理玩家进队!isNewTeam=%s" % isNewTeam, playerID)
        __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick)
    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)
        __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict)
    else:
        dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
        DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
        
    return
@@ -277,11 +255,12 @@
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick):
def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict):
    teamID = curMapTeam.GetTeamID()
    memCount = curMapTeam.GetMemberCount()
    if memCount >= ShareDefine.Def_Team_MaxPlayerCount:
        GameWorld.ErrLog("队伍人数已满,玩家入队失败!teamID=%s,memCount=%s" % (teamID, memCount), curPlayer.GetPlayerID())
        DR_Team("RefreshPlayerTeamID_EnterError", teamID, dataDict, "memCount(%s) >= %s" % (memCount, ShareDefine.Def_Team_MaxPlayerCount))
        return
    
    #告诉GameServer自己的副本状态
@@ -291,6 +270,8 @@
    curPlayer.SetTeam(curMapTeam)
    curPlayer.SetTeamID(teamID)
    curMapTeam.AddMember(curPlayer)
    dataDict["MemberCount"] = curMapTeam.GetMemberCount()
    DR_Team("RefreshPlayerTeamID_Enter", teamID, dataDict)
    playerID = curPlayer.GetPlayerID()
    teamPlayerIDList = PyGameData.g_teamPlayerDict.get(teamID, [])
    if playerID not in teamPlayerIDList:
@@ -306,6 +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
@@ -343,6 +369,7 @@
        #无队伍玩家,不处理
        return
    
    GameWorld.DebugLog("队伍成员离开地图: temaID=%s,isDisconnect=%s,copyMapID=%s" % (curTeam.GetTeamID(), isDisconnect, curPlayer.GetCopyMapID()), curPlayer.GetPlayerID())
    __CleanTeamEffect(curPlayer, tick)
    #设定当前玩家队伍为None, 否则在玩家状态刷新的时候, 可能取到乱指针
    curPlayer.SetTeam(None)
@@ -351,13 +378,18 @@
    
    teamID = curTeam.GetTeamID()
    playerID = curPlayer.GetPlayerID()
    dataDict = {"playerID":playerID, "isDisconnect":isDisconnect, "playerCopyMapID":curPlayer.GetCopyMapID()}
    #如果队伍无人,MapServer中删除队伍
    if curTeam.GetMemberCount() <= 1:
        GameWorld.GetTeamManager().DeleteTeam(teamID)
        dataDict["MemberCount"] = 0
        dataDict["DeleteTeam"] = 1
    else:
        #如果队伍还有其他人,离开队伍
        curTeam.DeleteMember(playerID)
        dataDict["MemberCount"] = curTeam.GetMemberCount()
        #GameWorld.Log("玩家下线 %d, 从队伍 %d 中删除玩家"%(curPlayer.GetPlayerID(), curTeam.GetTeamID()))
    DR_Team("PlayerLeaveMap", teamID, dataDict)
        
    if not isDisconnect:
        __DelPlayerIDFromTeamPlayer(playerID, True)
@@ -417,4 +449,9 @@
    FBLogic.GameServer_LeaveFB(curPlayer, tick)
    return
def DR_Team(eventName, teamID, dataDict, info=""):
    drDict = {"EventName":eventName, "TeamID":teamID, "Info":info}
    drDict.update(dataDict)
    DataRecordPack.SendEventPack("Team_%s" % GameWorld.GetMap().GetMapID(), drDict)
    return