hxp
2019-10-29 2941a7635bb04ca59afa820b51a23aca9dc70eb9
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py
@@ -52,7 +52,8 @@
AuctionRecordResult_BidOK, # 竞价成功
AuctionRecordResult_BidFail, # 竞价失败
AuctionRecordResult_MoveToWorld, # 仙盟拍品转移到全服拍品
) = range(6)
AuctionRecordResult_Unsell, # 下架
) = range(7)
# 当前拍品归类 0-全服拍品 1-仙盟私有拍品
AuctionType_World = 0
@@ -218,7 +219,9 @@
def __InitAuctionAttentionAttrEx(attentionData):
    ## 初始化拍卖关注实例附加属性
    setattr(attentionData, "AttentionItemIDList", [] if not attentionData.AttentionInfo else json.loads(attentionData.AttentionInfo))
    setattr(attentionData, "AttentionItemIDList", [])
    if attentionData.AttentionInfo.startswith("[") and attentionData.AttentionInfo.endswith("]"):
        attentionData.AttentionItemIDList = json.loads(attentionData.AttentionInfo)
    return
##-------------------------------------------------------------------------------------------------
@@ -245,6 +248,7 @@
    
    if dbData.AuctionType == AuctionType_World:
        pyAuctionItemMgr.worldAuctionItemList.append(dbData)
        __OnCalcWorldAuctionItemCount(dbData, 1)
        
    if familyID:
        familyItemList = pyAuctionItemMgr.familyAuctionItemDict.get(familyID, [])
@@ -404,6 +408,37 @@
            return True
    return False
def __OnCalcWorldAuctionItemCount(auctionItem, changeCount):
    ## 世界拍品数量变更统计处理
    if auctionItem.AuctionType != AuctionType_World:
        return
    auctionItemMgr = PyDataManager.GetAuctionItemManager()
    itemID = auctionItem.ItemID
    #GameWorld.DebugLog("世界拍品数量变更统计: itemID=%s,changeCount=%s" % (itemID, changeCount))
    itemIDStr = str(itemID)
    classLV = auctionItem.ItemClassLV
    jobLimit = auctionItem.ItemJobLimit
    # 统计有职业限制的境界装备
    if jobLimit and classLV and len(itemIDStr) == 7:
        color = int(itemIDStr[3:4])
        isSuit = int(itemIDStr[-1])
        jobEquipKey = (jobLimit, classLV, color, isSuit) # 职业,阶,颜色,是否套装
        befCount = auctionItemMgr.worldAuctionJobEquipCountDict.get(jobEquipKey, 0)
        updCount = max(befCount + changeCount, 0)
        auctionItemMgr.worldAuctionJobEquipCountDict[jobEquipKey] = updCount
        #GameWorld.DebugLog("    职业境界装备数量变更: jobLimit=%s,classLV=%s,color=%s,isSuit=%s,befCount=%s,updCount=%s"
        #                   % (jobLimit, classLV, color, isSuit, befCount, updCount))
    # 其他的直接用itemID统计
    else:
        befCount = auctionItemMgr.worldAuctionItemCountDict.get(itemID, 0)
        updCount = max(befCount + changeCount, 0)
        auctionItemMgr.worldAuctionItemCountDict[itemID] = updCount
        #GameWorld.DebugLog("    物品ID数量变更: itemID=%s,befCount=%s,updCount=%s" % (itemID, befCount, updCount))
    return
def __GetAuctionSystemItemInfo():
    key = "AuctionSystemItem"
@@ -432,9 +467,10 @@
        endTimeStr = ipyData.GetEndTime()
        auctionCount = ipyData.GetAuctionCount()
        randMinuteRange = ipyData.GetRandMinuteRange()
        replenishAuctionCount = ipyData.GetReplenishAuctionCount()
        
        GameWorld.DebugLog("cfgID=%s,startDateStr=%s,endDateStr=%s,startTimeStr=%s,endTimeStr=%s,auctionCount=%s,randMinuteRange=%s"
                           % (cfgID, startDateStr, endDateStr, startTimeStr, endTimeStr, auctionCount, randMinuteRange))
        GameWorld.DebugLog("cfgID=%s,startDateStr=%s,endDateStr=%s,startTimeStr=%s,endTimeStr=%s,auctionCount=%s,randMinuteRange=%s,replenishAuctionCount=%s"
                           % (cfgID, startDateStr, endDateStr, startTimeStr, endTimeStr, auctionCount, randMinuteRange, replenishAuctionCount))
        
        if not startDateStr:
            startDateStr = curDateStr
@@ -483,10 +519,15 @@
            GameWorld.DebugLog("    添加上架系统拍品时间: nextAddMinutes=%s %s" % (nextAddMinutes, nextAddAuctionItemDatetime))
            addAuctionItemDatetimeList.append(nextAddAuctionItemDatetime)
            
        if not addAuctionItemDatetimeList:
        # 动态补充拍品模式
        if replenishAuctionCount:
            GameWorld.DebugLog("    添加动态补充系统拍品计划: %s" % replenishAuctionCount)
        # 指定上架拍品模式
        elif addAuctionItemDatetimeList:
            GameWorld.DebugLog("    添加上架系统拍品时间计划: %s" % addAuctionItemDatetimeList)
        else:
            continue
        GameWorld.DebugLog("    添加上架系统拍品时间: %s" % addAuctionItemDatetimeList)
        addSystemAuctionItemInfo.append([cfgID, ipyData, addAuctionItemDatetimeList])
        addSystemAuctionItemInfo.append([cfgID, ipyData, startDatetime, endDatetime, addAuctionItemDatetimeList])
        
    AuctionSystemItem = IpyGameDataPY.SetConfigEx(key, [reloadSign, addSystemAuctionItemInfo])
    GameWorld.Log("本日系统拍品信息加载完毕!reloadSign=%s" % (reloadSign))
@@ -494,7 +535,7 @@
    GameWorld.Log("=============================================================")
    return AuctionSystemItem[1]
def OnAuctionItemMinuteProcess():
def OnAuctionItemMinuteProcess(tick):
    ## 拍卖行拍品定时处理,每整分钟触发一次
    
    # 这里时间需精确到分钟,不然后面的比较会匹配不到
@@ -503,28 +544,99 @@
                                                                    curDateTime.hour, curDateTime.minute), ChConfig.TYPE_Time_Format)
    
    randMailKey = ""
    sysAuctionItemList = []
    sysAuctionItemListDict = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemListDict") # 系统等待上架的拍品列表字典 {cfgID:[待上架拍品列表], ...}
    if not sysAuctionItemListDict:
        sysAuctionItemListDict = {}
    curTime = int(time.time())
    addItemTime = curTime
    openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1)
    auctionItemMgr = PyDataManager.GetAuctionItemManager()
    curWorldLV = PlayerDBGSEvent.GetDBGSTrig_ByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    addSystemAuctionItemInfo = __GetAuctionSystemItemInfo()
    for cfgID, ipyData, addAuctionItemDatetimeList in addSystemAuctionItemInfo:
        if curDateTime not in addAuctionItemDatetimeList:
            continue
    for cfgID, ipyData, startDatetime, endDatetime, addAuctionItemDatetimeList in addSystemAuctionItemInfo:
        #cfgID = ipyData.GetCfgID()
        addCountWeightList = ipyData.GetItemCountWeightList()
        auctionItemWeightList = ipyData.GetAuctionItemWeightList()
        addCount = GameWorld.GetResultByWeightList(addCountWeightList)
        addSysItemList = []
        for _ in xrange(addCount):
            itemInfo = GameWorld.GetResultByWeightList(auctionItemWeightList)
            if itemInfo != None:
                addSysItemList.append(itemInfo)
        GameWorld.Log("增加上架系统拍品信息: cfgID=%s,addCount=%s, %s" % (cfgID, addCount, addSysItemList))
        sysAuctionItemList += addSysItemList
        randMailKeyList = ipyData.GetRandMailKeyList()
        if randMailKeyList:
            randMailKey = random.choice(randMailKeyList)
        if cfgID in sysAuctionItemListDict:
            #GameWorld.DebugLog("    队列中还有未处理的拍品时不处理,防止重复添加!cfgID=%s" % (cfgID))
            continue
        worldLVRange = ipyData.GetWorldLVRange()
        if worldLVRange and len(worldLVRange) == 2:
            worldLVMin, worldLVMax = worldLVRange
            if curWorldLV < worldLVMin or curWorldLV > worldLVMax:
                #GameWorld.DebugLog("    不满足当前世界等级范围条件,不处理该系统上架拍品计划!cfgID=%s,curWorldLV=%s" % (cfgID, curWorldLV))
                continue
            
        if curDateTime < startDatetime or curDateTime > endDatetime:
            #GameWorld.DebugLog("    不在规定的时间内,不处理该系统上架拍品计划!cfgID=%s" % (cfgID))
            continue
        randSecondRange = ipyData.GetAddRandSecondRange()
        if len(randSecondRange) != 2:
            #GameWorld.DebugLog("    随机上架秒数格式错误,不处理该系统上架拍品计划!cfgID=%s" % (cfgID))
            continue
        addItemInfoList = []
        replenishAuctionCount = ipyData.GetReplenishAuctionCount()
        # 动态模式
        if replenishAuctionCount:
            replenishCDSeconds = ipyData.GetReplenishCDMinutes() * 60
            lastReplenishTime = auctionItemMgr.worldAuctionReplenishTimeDict.get(cfgID, 0)
            if curTime - lastReplenishTime < replenishCDSeconds:
                continue
            auctionItemMgr.worldAuctionReplenishTimeDict[cfgID] = curTime
            replenishItemID = ipyData.GetReplenishItemID()
            if replenishItemID:
                curItemIDCount = auctionItemMgr.worldAuctionItemCountDict.get(replenishItemID, 0)
                if curItemIDCount >= replenishAuctionCount:
                    continue
                addItemIDCount = replenishAuctionCount - curItemIDCount
                GameWorld.DebugLog("    动态补充拍品队列: cfgID=%s,replenishItemID=%s,addItemIDCount=%s" % (cfgID, replenishItemID, addItemIDCount))
                for _ in xrange(addItemIDCount):
                    addItemInfoList.append(replenishItemID)
            else:
                replenishEquipPlaces = ipyData.GetReplenishEquipPlaces()
                rpClassLV, rpColor, rpIsSuit = ipyData.GetReplenishEquipInfo()
                rpStar = 0
                for job in openJobList:
                    jobEquipKey = (job, rpClassLV, rpColor, rpIsSuit)
                    curJobEquipCount = auctionItemMgr.worldAuctionJobEquipCountDict.get(jobEquipKey, 0)
                    if curJobEquipCount >= replenishAuctionCount:
                        continue
                    addEquipCount = replenishAuctionCount - curJobEquipCount
                    GameWorld.DebugLog("    动态补充拍品队列: cfgID=%s,addEquipCount=%s,job=%s" % (cfgID, addEquipCount, job))
                    for _ in xrange(addEquipCount):
                        addItemInfoList.append([rpClassLV, rpColor, replenishEquipPlaces, rpIsSuit, rpStar, [job]])
            random.shuffle(addItemInfoList) # 动态模式待添加拍品打乱下顺序,防止批量添加同一职业物品
        # 指定模式
        elif curDateTime in addAuctionItemDatetimeList:
            addCountWeightList = ipyData.GetItemCountWeightList()
            auctionItemWeightList = ipyData.GetAuctionItemWeightList()
            addCount = GameWorld.GetResultByWeightList(addCountWeightList)
            GameWorld.DebugLog("    指定补充拍品队列: cfgID=%s,addCount=%s" % (cfgID, addCount))
            for _ in xrange(addCount):
                itemInfo = GameWorld.GetResultByWeightList(auctionItemWeightList)
                if itemInfo != None:
                    addItemInfoList.append(itemInfo)
            randMailKeyList = ipyData.GetRandMailKeyList()
            if randMailKeyList:
                randMailKey = random.choice(randMailKeyList)
        sysWaitAuctionItemList = []
        for itemInfo in addItemInfoList:
            randSeconds = random.randint(randSecondRange[0], randSecondRange[1])
            addItemTime = addItemTime + randSeconds
            sysWaitAuctionItemList.append([addItemTime, itemInfo])
        sysAuctionItemListDict[cfgID] = sysWaitAuctionItemList
    IpyGameDataPY.SetConfigEx("SysWaitAuctionItemListDict", sysAuctionItemListDict)
    #GameWorld.DebugLog("等待系统上架的拍品列表: %s" % sysAuctionItemListDict)
    # 随机邮件通知 
    if randMailKey:
        playerIDList = []
@@ -538,15 +650,38 @@
                continue
            playerIDList.append(player.GetPlayerID())
        PlayerCompensation.SendMailByKey(randMailKey, playerIDList, addItemList)
    if sysAuctionItemList:
        DoAddSystemAuctionItem(sysAuctionItemList)
    return
def __DoSysWaitAddAuctionItem(tick):
    SysWaitAuctionItemListDict = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemListDict") # 系统等待上架的拍品列表
    if not SysWaitAuctionItemListDict:
        return
    curTime = int(time.time())
    for cfgID, sysAuctionItemList in SysWaitAuctionItemListDict.items():
        doCount = len(sysAuctionItemList)
        while doCount > 0 and sysAuctionItemList:
            doCount -= 1
            addItemTime, itemInfo = sysAuctionItemList[0]
            if curTime < addItemTime:
                #GameWorld.DebugLog("未到系统等待上架的拍品时间,不处理! curTime=%s,sysAuctionItemList=%s" % (curTime, sysAuctionItemList))
                break
            sysAuctionItemList.pop(0)
            GameWorld.DebugLog("系统等待上架的拍品时间已到,可上架! curTime=%s >= addItemTime=%s,itemInfo=%s,sysAuctionItemList=%s" % (curTime, addItemTime, itemInfo, sysAuctionItemList))
            DoAddSystemAuctionItem([itemInfo])
        if not sysAuctionItemList:
            SysWaitAuctionItemListDict.pop(cfgID)
    return
def OnAuctionItemTimeProcess(curTime, tick):
    ## 拍卖行拍品定时处理,每秒触发一次
    
    __DoSysBuyoutItemByTime(curTime)
    __DoSysWaitAddAuctionItem(tick)
    
    allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList
    if not allAuctionItemByEndTimeList:
@@ -629,6 +764,7 @@
        openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1)
        for job in openJobList:
            jobPlayerCount = len(PyGameData.g_onedayJobPlayerLoginoffTimeDict.get(job, {}))
            jobPlayerCount = max(1, jobPlayerCount) # 人数默认至少1个
            totalPlayerCount += jobPlayerCount
            jobWeightList.append([jobPlayerCount, job])
            GameWorld.DebugLog("职业人数: job=%s,count=%s" % (job, jobPlayerCount))
@@ -682,6 +818,7 @@
        
        auctionItemMgr.allAuctionItemByEndTimeList.append(auctionItem)
        auctionItemMgr.worldAuctionItemList.append(auctionItem)
        __OnCalcWorldAuctionItemCount(auctionItem, 1)
        notifyWorldAddItemList.append([itemGUID, itemID, playerID])
        
        AddAuctionRecord(auctionItem, AuctionRecordResult_MoveToWorld)
@@ -780,7 +917,7 @@
                    # 仙盟拍品收益邮件
                    detail = {"ItemGUID":itemGUID, "ItemID":itemID, "Count":itemCount, "BidderPrice":bidderPrice, "FamilyPlayerIDList":familyPlayerIDList}
                    paramList = [itemID, itemID, bidderPrice, taxRate, giveGoldAverage, personMaxRate]
                    PlayerCompensation.SendMailByKey("PaimaiMail8", familyPlayerIDList, [], paramList, gold=giveGoldAverage,
                    PlayerCompensation.SendMailByKey("PaimaiMail8", familyPlayerIDList, [], paramList, goldPaper=giveGoldAverage,
                                                     detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionGain)
                else:
                    GameWorld.ErrLog("仙盟拍品没有人获得收益!familyID=%s,itemID=%s,itemGUID=%s" % (familyID, itemID, itemGUID))
@@ -793,7 +930,7 @@
                # 个人拍卖收益邮件
                detail = {"ItemGUID":itemGUID, "ItemID":itemID, "Count":itemCount, "BidderPrice":bidderPrice}
                paramList = [itemID, itemID, bidderPrice, taxRate, givePlayerGold]
                PlayerCompensation.SendMailByKey("PaimaiMail7", [playerID], [], paramList, gold=givePlayerGold,
                PlayerCompensation.SendMailByKey("PaimaiMail7", [playerID], [], paramList, goldPaper=givePlayerGold,
                                                 detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionGain)
                
            else:
@@ -814,13 +951,17 @@
            elif playerID:
                endType = "Return"
                
                # 流拍返还物品邮件
                # 返还物品邮件
                paramList = []
                detail = {"ItemGUID":itemGUID}
                addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":True, "UserData":auctionItem.UserData}]
                PlayerCompensation.SendMailByKey("PaimaiMail4", [playerID], addItemList, paramList, detail=detail)
                AddAuctionRecord(auctionItem, AuctionRecordResult_SellFail)
                # 下架
                if endEvent == "Unsell":
                    PlayerCompensation.SendMailByKey("PaimaiMail9", [playerID], addItemList, paramList, detail=detail)
                    AddAuctionRecord(auctionItem, AuctionRecordResult_Unsell)
                else:
                    PlayerCompensation.SendMailByKey("PaimaiMail4", [playerID], addItemList, paramList, detail=detail)
                    AddAuctionRecord(auctionItem, AuctionRecordResult_SellFail)
            else:
                endType = "SystemDelete"
                GameWorld.Log("系统拍品流拍: itemGUID=%s,itemID=%s" % (itemGUID, itemID))
@@ -838,6 +979,7 @@
            
        if auctionItem in auctionItemMgr.worldAuctionItemList:
            auctionItemMgr.worldAuctionItemList.remove(auctionItem)
            __OnCalcWorldAuctionItemCount(auctionItem, -1)
            
        for queryItemList in auctionItemMgr.worldAuctionItemQueryDict.values():
            if auctionItem in queryItemList:
@@ -939,6 +1081,12 @@
            
        return
    
    # 下架拍品
    elif queryType == "UnsellAuctionItem":
        itemGUID = queryData[0]
        __DoUnsellAuctionItem(curPlayer, itemGUID)
        return
    elif queryType == "ClearAuctionItem":
        __DoGMClearAuctionItem(curPlayer)
        return
@@ -1041,6 +1189,7 @@
        auctionItemMgr.familyAuctionItemDict[familyID] = familyItemList
    else:
        auctionItemMgr.worldAuctionItemList.append(auctionItem)
        __OnCalcWorldAuctionItemCount(auctionItem, 1)
        
        # 添加进我的拍卖
        if playerID:
@@ -1099,6 +1248,31 @@
        if infoPack:
            infoPack.AddCount = len(infoPack.AddAuctionItemList)
            NetPackCommon.SendFakePack(player, infoPack)
    return
def __DoUnsellAuctionItem(curPlayer, itemGUID):
    ## 下架拍品
    auctionItem = GetAuctionItem(itemGUID)
    if not auctionItem:
        # 拍品不存在
        PlayerControl.NotifyCode(curPlayer, "Paimai3")
        return
    playerID = curPlayer.GetPlayerID()
    itemID = auctionItem.ItemID
    if auctionItem.FamilyID:
        GameWorld.ErrLog("仙盟拍品无法下架!itemGUID=%s,itemID=%s,itemFamilyID=%s"
                         % (itemGUID, itemID, auctionItem.FamilyID), playerID)
        return
    if auctionItem.PlayerID != playerID:
        GameWorld.ErrLog("不是玩家自己的拍品无法下架!itemGUID=%s,itemID=%s,itemPlayerID=%s"
                         % (itemGUID, itemID, auctionItem.PlayerID), playerID)
        return
    if auctionItem.BidderPrice:
        # 竞价中的拍品不能下架
        PlayerControl.NotifyCode(curPlayer, "Paimai9")
        return
    __EndAuctionItem([auctionItem], "Unsell")
    return
def __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, isOnlyCheck):
@@ -1188,12 +1362,12 @@
        if isBuyout:
            # 竞拍失败,仅通知
            paramList = [itemID, itemID, lastBidderPrice]
            PlayerCompensation.SendMailByKey("PaimaiMail2", [lastBidderID], [], paramList, gold=lastBidderPrice,
            PlayerCompensation.SendMailByKey("PaimaiMail2", [lastBidderID], [], paramList, goldPaper=lastBidderPrice,
                                             detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionBidReturn)
        else:
            # 竞拍失败,可继续竞价邮件
            paramList = [itemID, itemID, lastBidderPrice, itemGUID]
            PlayerCompensation.SendMailByKey("PaimaiMail1", [lastBidderID], [], paramList, gold=lastBidderPrice,
            PlayerCompensation.SendMailByKey("PaimaiMail1", [lastBidderID], [], paramList, goldPaper=lastBidderPrice,
                                             detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionBidReturn)
        AddAuctionRecord(auctionItem, AuctionRecordResult_BidFail)