ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossRealmPK.py
@@ -673,6 +673,8 @@
        PyGameData.g_crossPKZoneMatchPlayerDict = {}
        PyGameData.g_crossPKZoneMatchRobotPlayerDict = {}
        PyGameData.g_crossPKRoomDict = {}
        PyGameData.g_crossPKTodayPKRecordInfo = {}
        PyGameData.g_crossPKBesureMatchRobotInfo = {}
        GameWorld.Log("跨服PK匹配状态开启,重置相关匹配数据!")
        
    crossZoneName = GameWorld.GetCrossZoneName()
@@ -931,7 +933,31 @@
    danIpyData = IpyGameDataPY.GetIpyGameData("CrossRealmPKDan", danLV)
    if danIpyData:
        matchRobotRate = danIpyData.GetMatchRobotRate() + danIpyData.GetMatchRobotRateEx() * cLoseCount
        if matchRobotRate and GameWorld.CanHappen(matchRobotRate, 100):
    # 判断是否必定匹配机器人: 连输X局必定连续匹配机器人Y局
    cLoseCount = 0
    todayPKRecordList = PyGameData.g_crossPKTodayPKRecordInfo.get(playerID, [])
    for pkRecord in todayPKRecordList[::-1]:
        _, winnerID = pkRecord
        if playerID == winnerID:
            break
        cLoseCount += 1
    cLoseBesureMatchRobot, besureMatchRobotCount = IpyGameDataPY.GetFuncEvalCfg("CrossRealmPKRobot", 2)
    if cLoseCount >= cLoseBesureMatchRobot:
        PyGameData.g_crossPKBesureMatchRobotInfo[playerID] = besureMatchRobotCount
        GameWorld.DebugLog("连输X局必定连续匹配机器人Y局! playerID=%s,cLoseCount(%s) >= X(%s),Y(%s)"
                           % (playerID, cLoseCount, cLoseBesureMatchRobot, besureMatchRobotCount))
    matchRobotMaxRate = 100
    # 还有必定匹配机器人次数
    nowBesureMatchRobotCount = PyGameData.g_crossPKBesureMatchRobotInfo.get(playerID, 0)
    if nowBesureMatchRobotCount > 0:
        matchRobotRate = matchRobotMaxRate
        PyGameData.g_crossPKBesureMatchRobotInfo[playerID] = nowBesureMatchRobotCount - 1
        GameWorld.DebugLog("玩家必定匹配机器人! playerID=%s,nowBesureMatchRobotCount=%s" % (playerID, nowBesureMatchRobotCount))
    if matchRobotRate and GameWorld.CanHappen(matchRobotRate, matchRobotMaxRate):
            pkPlayer.notifyMatchRobotTick = tick + random.randint(3, 5) * 1000
            PyGameData.g_crossPKZoneMatchRobotPlayerDict[playerID] = pkPlayer
            GameWorld.DebugLog("玩家加入匹配: seasonID=%s,pkZoneID=%s,serverGroupID=%s,accID=%s,playerID=%s,pkScore=%s,fightPower=%s,cWinCount=%s" 
@@ -978,7 +1004,7 @@
        return
    matchRobotTick = random.randint(matchRobotTimeoutInfo[0], matchRobotTimeoutInfo[1]) * 1000 # 超时匹配机器人时间tick
    
    for i, matchPlayer in enumerate(matchTickSortList):
    for matchPlayer in matchTickSortList:
        
        playerID = matchPlayer.playerID
        if playerID not in matchPlayerIDList:
@@ -1134,7 +1160,8 @@
        
    return
#
#def TestAddMatch(tick, addCount, maxDanLV=None, isClear=False):
#def TestAddMatch(addCount, maxDanLV=None, isClear=False):
#    tick = GameWorld.GetGameWorld().GetTick()
#    if isClear:
#        PyGameData.g_crossPKPlayerDict = {}
#        PyGameData.g_crossPKZoneMatchPlayerDict = {}
@@ -1226,16 +1253,16 @@
            matchPlayerList.append(PyGameData.g_crossPKPlayerDict[matchPlayerID])
        # 按匹配时间、积分升序排序
        matchTickSortList = sorted(matchPlayerList, key=operator.attrgetter("matchTick"))
        scoreSortList = sorted(matchPlayerList, key=operator.attrgetter("pkScore"))
        #scoreSortList = sorted(matchPlayerList, key=operator.attrgetter("pkScore")) # 新匹配规则暂时用不到积分排序的
        
        matchPlayerVSList = [] # 成功匹配玩家对战列表
        
        # 优先匹配等待超时玩家
        __DoMatch_OutTimePlayer(matchTickSortList, scoreSortList, outTimeTick, matchPlayerVSList, tick)
        __DoMatchPlayer(matchTickSortList, matchPlayerVSList, maxGroupCnt, tick, outTimeTick)
        
        if len(matchPlayerVSList) < maxGroupCnt:
            # 再按积分段匹配玩家
            __DoMatch_DanScorePlayer(scoreSortList, maxGroupCnt, matchPlayerVSList)
            __DoMatchPlayer(matchTickSortList, matchPlayerVSList, maxGroupCnt, tick)
            
        # 给成功匹配的玩家非配对战房间
        matchPlayerVSList = matchPlayerVSList[:maxGroupCnt]
@@ -1247,182 +1274,148 @@
        __DoTimeOutPlayerMatchRobot(matchTickSortList, matchPlayerIDList, tick)
    return
def __DoMatch_OutTimePlayer(matchTickSortList, scoreSortList, outTimeTick, matchPlayerVSList, tick):
    '''匹配超时玩家
        匹配中的玩家按积分排序,最后一个默认匹配上一个,第一个默认匹配下一个,其他匹配前后积分差绝对值较小的一个
def __DoMatchPlayer(matchTickSortList, matchPlayerVSList, maxGroupCnt, tick, outTimeTick=0):
    ''' 匹配玩家
    @param matchTickSortList: 按匹配时间升序排序后的匹配玩家列表
    @param maxGroupCnt: 最大匹配组数
    @param matchPlayerVSList: 已经匹配的PK组列表
    @param outTimeTick: 超时tick设定,0为匹配非超时玩家
    '''
    GameWorld.DebugLog(" ==优先匹配超时等待玩家==最大等待时间:%s, tick=%s" % (outTimeTick, tick))
    GameWorld.DebugLog(" scoreSortListLen=%s" % len(scoreSortList))
    for i, matchPlayer in enumerate(matchTickSortList):
        # 只有一个玩家
        if len(scoreSortList) <= 1:
            #GameWorld.DebugLog("    当前玩家数%s<=1,不再匹配!" % len(scoreSortList))
    matchPlayerCount = 0
    danPlayerListDict = {}
    for matchPlayer in matchTickSortList:
        if outTimeTick and tick - matchPlayer.matchTick < outTimeTick:
            # 未超时,不再匹配,因为只有一个玩家
            break
        if tick - matchPlayer.matchTick < outTimeTick:
            #GameWorld.DebugLog("    i=%s,玩家未超时,不再匹配!" % (i))
            break
        GameWorld.DebugLog("    i=%s,超时玩家, %s-%s=%s >= outTimeTick(%s)"
                           % (i, tick, matchPlayer.matchTick, tick - matchPlayer.matchTick, outTimeTick))
        # 已经被匹配走了
        if matchPlayer not in scoreSortList:
            GameWorld.DebugLog("        已经被匹配走了!")
            continue
        outTimeIndex = scoreSortList.index(matchPlayer)
        # 最后一个默认匹配上一个
        if outTimeIndex == len(scoreSortList) - 1:
            vsIndex = outTimeIndex - 1
            GameWorld.DebugLog("        超时玩家积分排序索引%s,最后一个,默认匹配上一个索引%s!" % (outTimeIndex, vsIndex))
        # 第一个默认匹配下一个
        elif outTimeIndex == 0:
            vsIndex = outTimeIndex + 1
            GameWorld.DebugLog("        超时玩家积分排序索引%s,第一个,默认匹配下一个索引%s!" % (outTimeIndex, vsIndex))
        # 其他情况匹配积分较近的一个
        else:
            preIndex = outTimeIndex - 1
            nextIndex = outTimeIndex + 1
            prePlayer = scoreSortList[preIndex]
            nextPlayer = scoreSortList[nextIndex]
            preDiff = abs(prePlayer.pkScore - matchPlayer.pkScore)
            nextDiff = abs(matchPlayer.pkScore - nextPlayer.pkScore)
            vsIndex = preIndex if preDiff <= nextDiff else nextIndex
            GameWorld.DebugLog("        超时玩家积分排序索引-积分(%s-%s),上一个(%s-%s),下一个(%s-%s),preDiff=%s,nextDiff=%s,vsIndex=%s"
                               % (outTimeIndex, matchPlayer.pkScore, preIndex, prePlayer.pkScore,
                                  nextIndex, nextPlayer.pkScore, preDiff, nextDiff, vsIndex))
        if outTimeIndex > vsIndex:
            scoreSortList.pop(outTimeIndex)
            vsPlayer = scoreSortList.pop(vsIndex)
        elif outTimeIndex < vsIndex:
            vsPlayer = scoreSortList.pop(vsIndex)
            scoreSortList.pop(outTimeIndex)
        else:
            continue
        # 加入成功匹配列表
        matchPlayerVSList.append([matchPlayer, vsPlayer])
    return
def __DoMatch_DanScorePlayer(scoreSortList, maxGroupCnt, matchPlayerVSList):
    ''' 匹配积分分段玩家
            匹配中的玩家按段位积分归组,归组后,随机段位顺序,每个段位组中的玩家随机两两PK
    '''
    GameWorld.DebugLog(" ==匹配积分分段玩家== maxGroupCnt=%s,scoreSortListLen=%s" % (maxGroupCnt, len(scoreSortList)))
    danPlayerListDict = {} # 按积分分段列表分散玩家
    for matchPlayer in scoreSortList:
        danLV = matchPlayer.danLV
        danPlayerList = danPlayerListDict.get(danLV, [])
        danPlayerList.append(matchPlayer)
        danPlayerListDict[danLV] = danPlayerList
        matchPlayerCount += 1
        
    # 按分段玩家随机匹配
    if outTimeTick:
        GameWorld.DebugLog(" ==优先匹配超时等待玩家==最大等待时间:%s, matchPlayerCount=%s" % (outTimeTick, matchPlayerCount))
    else:
        GameWorld.DebugLog(" ==常规段位玩家== maxGroupCnt=%s,matchPlayerCount=%s" % (maxGroupCnt, matchPlayerCount))
    if matchPlayerCount < 2:
        #GameWorld.DebugLog("    匹配玩家不足!不处理!matchPlayerCount=%s" % matchPlayerCount)
        return
    danList = danPlayerListDict.keys()
    random.shuffle(danList) # 打乱段位顺序
    random.shuffle(danList) # 打乱段位处理顺序
    
    GameWorld.DebugLog("    积分分段个数: %s, %s" % (len(danList), danList))
    matchProtectRound = IpyGameDataPY.GetFuncCfg("CrossRealmPKMatch2", 1) # 几局内不能匹配到同一个玩家
    matchDanDiffList = IpyGameDataPY.GetFuncEvalCfg("CrossRealmPKMatch2", 2) # 初始匹配段位差|超时匹配段位差
    matchDanDiff = matchDanDiffList[1] if outTimeTick else matchDanDiffList[0]
    
    # 优先匹配相同段位
    doCount = 0
    while len(matchPlayerVSList) < maxGroupCnt and doCount < maxGroupCnt:
        doCount += 1
        isMatchOK = False
#        # 日志输出分组明细
#        GameWorld.DebugLog("    -------------")
#        for danLV in danList:
#            strList = []
#            for player in danPlayerListDict[danLV]:
#                strList.append((player.playerID, player.pkScore, player.fightPower))
#            GameWorld.DebugLog("    积分段组, danLV=%s, %s" % (danLV, str(strList)))
#        # -------------------------------
    #GameWorld.DebugLog(" 匹配玩家数=%s,同对手匹配保护局数=%s,匹配段位差=%s,danList=%s"
    #                   % (matchPlayerCount, matchProtectRound, matchDanDiff, danList))
        
        for danLV in danList:
            danPlayerList = danPlayerListDict[danLV]
            danPlayerCount = len(danPlayerList)
            if danPlayerCount < 2:
                #GameWorld.DebugLog("    段位人数少于2个,不处理!doCount=%s,danLV=%s" % (doCount, danLV))
        lowDanPlayerList, highDanPlayerList = [], [] # 相对danLV的高低段位玩家需要分开处理,如果一起处理的话可能导致匹配到不应该匹配到的段位
        for vsDanLV in xrange(max(0, danLV - matchDanDiff), danLV + matchDanDiff + 1):
            if danLV == vsDanLV:
                continue
            vsIndexList = random.sample(xrange(danPlayerCount), 2) # 随机取两个索引对战
            vsIndexList.sort()
            aPlayer = danPlayerList.pop(vsIndexList[1])
            bPlayer = danPlayerList.pop(vsIndexList[0])
            matchPlayerVSList.append([aPlayer, bPlayer])
            isMatchOK = True
            GameWorld.DebugLog("    成功匹配相同段位玩家: aPlayerID=%s,aDanLV=%s VS bPlayerID=%s,bDanLV=%s" % (aPlayer.playerID, aPlayer.danLV, bPlayer.playerID, bPlayer.danLV))
            if len(matchPlayerVSList) >= maxGroupCnt:
                GameWorld.DebugLog("    已经达到最大匹配数! 已匹配对战数=%s, 不再匹配!doCount=%s" % (len(matchPlayerVSList), doCount))
                break
        if not isMatchOK:
            GameWorld.DebugLog("    已经没有满足匹配条件的玩家! 不再匹配!doCount=%s" % (doCount))
            break
    # 不足再匹配范围段位
    doCount = 0
    while len(matchPlayerVSList) < maxGroupCnt and doCount < maxGroupCnt:
        doCount += 1
        isMatchOK = False
#        # 日志输出分组明细
#        GameWorld.DebugLog("    -------------")
#        for danLV in danList:
#            strList = []
#            for player in danPlayerListDict[danLV]:
#                strList.append((player.playerID, player.pkScore, player.fightPower))
#            GameWorld.DebugLog("    积分段组, danLV=%s, %s" % (danLV, str(strList)))
#        # -------------------------------
        for danLV in danList:
            danMatchRange = []
            danMatchPlayerList = []
            danIpyData = IpyGameDataPY.GetIpyGameData("CrossRealmPKDan", danLV)
            matchDanRange = [] if not danIpyData else danIpyData.GetMatchRange()
            if matchDanRange and len(matchDanRange) == 2:
                danMatchRange = range(matchDanRange[0], matchDanRange[1] + 1)
            if danLV not in danMatchRange:
                danMatchRange.append(danLV)
            for matchDanLV in danMatchRange:
                if matchDanLV not in danPlayerListDict:
            if vsDanLV not in danPlayerListDict:
                    continue
                danMatchPlayerList += danPlayerListDict[matchDanLV]
            #matchPlayerIDList = [matchPlayer.playerID for matchPlayer in danMatchPlayerList]
            #GameWorld.DebugLog("danLV=%s,danMatchRange=%s,matchPlayerIDList=%s" % (danLV, danMatchRange, matchPlayerIDList))
            matchPlayerCount = len(danMatchPlayerList)
            if matchPlayerCount < 2:
                #GameWorld.DebugLog("    段位范围人数少于2个,不处理!doCount=%s,danLV=%s,danMatchRange=%s" % (doCount, danLV, danMatchRange))
                continue
            vsIndexList = random.sample(xrange(matchPlayerCount), 2) # 随机取两个索引对战
            aPlayer, bPlayer = danMatchPlayerList[vsIndexList[0]], danMatchPlayerList[vsIndexList[1]]
            aDanPlayerList = danPlayerListDict.get(aPlayer.danLV, [])
            bDanPlayerList = danPlayerListDict.get(bPlayer.danLV, [])
            if aPlayer in aDanPlayerList and bPlayer in bDanPlayerList:
                aDanPlayerList.remove(aPlayer)
                bDanPlayerList.remove(bPlayer)
            if vsDanLV < danLV:
                lowDanPlayerList += danPlayerListDict[vsDanLV]
            else:
                highDanPlayerList += danPlayerListDict[vsDanLV]
        #GameWorld.DebugLog(" danLV=%s,danPlayerCount=%s,lowPlayerCount=%s,highPlayerCount=%s"
        #                   % (danLV, len(danPlayerList), len(lowDanPlayerList), len(highDanPlayerList)))
        # 非超时的,优先匹配同段位玩家
        if not outTimeTick:
            __MatchDanPlayerList(matchTickSortList, matchPlayerVSList, danPlayerList, danPlayerListDict, matchProtectRound, maxGroupCnt)
        # 分别匹配低段位、高段位
        __MatchDanPlayerList(matchTickSortList, matchPlayerVSList, danPlayerList + lowDanPlayerList, danPlayerListDict, matchProtectRound, maxGroupCnt)
        __MatchDanPlayerList(matchTickSortList, matchPlayerVSList, danPlayerList + highDanPlayerList, danPlayerListDict, matchProtectRound, maxGroupCnt)
    return
def __MatchDanPlayerList(matchTickSortList, matchPlayerVSList, matchPlayerList, danPlayerListDict, matchProtectRound, maxGroupCnt):
    ## 执行匹配段位玩家列表
    matchPlayerCount = len(matchPlayerList)
    if matchPlayerCount < 2:
        return
    random.shuffle(matchPlayerList) # 打乱匹配顺序,相当于随机两两分组,然后下面直接按顺序处理即可
    #GameWorld.DebugLog("    总未匹配人数=%s,已匹配组数=%s,待匹配人数=%s" % (len(matchTickSortList), len(matchPlayerVSList), len(matchPlayerList)))
    #for i, mPlayer in enumerate(matchPlayerList):
    #    GameWorld.DebugLog("    i=%s,playerID=%s,danLV=%s" % (i, mPlayer.playerID, mPlayer.danLV))
    #maxGroupCnt = 99999 # 测试批量匹配用
    nextIndex = 0
    doCount = matchPlayerCount
    # 至少需要两个  且 未达到最大成功匹配组数 且 限制最大可循环次数大于0
    while nextIndex < len(matchPlayerList) - 1 and len(matchPlayerVSList) < maxGroupCnt and doCount > 0:
        doCount -= 1
        i = nextIndex
        aPlayer = matchPlayerList[i]
        nextIndex += 1
        aPlayerID = aPlayer.playerID
        aDanLV = aPlayer.danLV
        #if maxGroupCnt == 99999 and random.randint(1, 10) > 5:
        #    GameWorld.DebugLog("        i=%s,aPlayerID=%s,aDanLV=%s 测试随机不匹配" % (i, aPlayerID, aDanLV))
        #    continue
        if aPlayer not in matchTickSortList:
            #GameWorld.DebugLog("        i=%s,aPlayerID=%s,aDanLV=%s 已经被匹配走了" % (i, aPlayerID, aDanLV))
            continue
        aTodayPKRecordList = PyGameData.g_crossPKTodayPKRecordInfo.get(aPlayerID, [])
        aMatchProtectPlayerIDList = [pkRecord[0] for pkRecord in aTodayPKRecordList[:-matchProtectRound - 1:-1]] # 最近X局匹配的玩家ID
        #GameWorld.DebugLog("        i=%s,aPlayerID=%s,aMatchProtectPlayerIDList=%s" % (i, aPlayerID, aMatchProtectPlayerIDList))
        isMatchOK = False
        for j, bPlayer in enumerate(matchPlayerList[nextIndex:], nextIndex):
            bPlayerID = bPlayer.playerID
            bDanLV = bPlayer.danLV
            #if maxGroupCnt == 99999 and random.randint(1, 10) > 5:
            #    GameWorld.DebugLog("            j=%s,bPlayerID=%s,bDanLV=%s 测试随机不匹配" % (j, bPlayerID, bDanLV))
            #    continue
            if bPlayer not in matchTickSortList:
                #GameWorld.DebugLog("            j=%s,bPlayerID=%s,bDanLV=%s 已经被匹配走了" % (j, bPlayerID, bDanLV))
                continue
            if bPlayerID in aMatchProtectPlayerIDList:
                GameWorld.DebugLog("            j=%s,bPlayerID=%s,bDanLV=%s %s局内不匹配同对手! bPlayerID=%s in aMatchProtectPlayerIDList=%s"
                                   % (j, bPlayerID, bDanLV, matchProtectRound, bPlayerID, aMatchProtectPlayerIDList))
                continue
            
            matchPlayerVSList.append([aPlayer, bPlayer])
            bTodayPKRecordList = PyGameData.g_crossPKTodayPKRecordInfo.get(bPlayerID, [])
            bMatchProtectPlayerIDList = [pkRecord[0] for pkRecord in bTodayPKRecordList[:-matchProtectRound - 1:-1]] # 最近X局匹配的玩家ID
            if aPlayerID in bMatchProtectPlayerIDList:
                GameWorld.DebugLog("            j=%s,bPlayerID=%s,bDanLV=%s %s局内不匹配同对手! aPlayerID=%s in bMatchProtectPlayerIDList=%s"
                                   % (j, bPlayerID, bDanLV, matchProtectRound, aPlayerID, bMatchProtectPlayerIDList))
                continue
            matchTickSortList.remove(aPlayer)
            matchTickSortList.remove(bPlayer)
            matchPlayerList.remove(aPlayer)
            matchPlayerList.remove(bPlayer)
            aDanPlayerList = danPlayerListDict.get(aDanLV, [])
            if aPlayer in aDanPlayerList:
                aDanPlayerList.remove(aPlayer)
            bDanPlayerList = danPlayerListDict.get(bDanLV, [])
            if bPlayer in bDanPlayerList:
                bDanPlayerList.remove(bPlayer)
            # 加入成功匹配列表
            isMatchOK = True
            GameWorld.DebugLog("    成功匹配范围段位玩家: aPlayerID=%s,aDanLV=%s VS bPlayerID=%s,bDanLV=%s | danLV=%s,danMatchRange=%s"
                               % (aPlayer.playerID, aPlayer.danLV, bPlayer.playerID, bPlayer.danLV, danLV, danMatchRange))
            if len(matchPlayerVSList) >= maxGroupCnt:
                GameWorld.DebugLog("    已经达到最大匹配数! 已匹配对战数=%s, 不再匹配!doCount=%s" % (len(matchPlayerVSList), doCount))
            matchPlayerVSList.append([aPlayer, bPlayer])
            GameWorld.DebugLog("            i=%s,j=%s,aPlayerID=%s(danLV:%s) VS bPlayerID=%s(danLV:%s) 匹配成功!"
                               % (i, j, aPlayerID, aDanLV, bPlayerID, bDanLV))
                break
            
        if not isMatchOK:
            GameWorld.DebugLog("    已经没有满足匹配条件的玩家! 不再匹配! doCount=%s" % (doCount))
            break
        if isMatchOK:
            nextIndex -= 1
        
    return
@@ -1634,6 +1627,18 @@
    # 更新排行榜
    UpdateCrossPKBillboard(zoneID, seasonID, winner, loser)
    
    # 更新今日PK记录
    if winnerID not in PyGameData.g_crossPKTodayPKRecordInfo:
        PyGameData.g_crossPKTodayPKRecordInfo[winnerID] = []
    winnerPKRecordList = PyGameData.g_crossPKTodayPKRecordInfo[winnerID]
    winnerPKRecordList.append([loserID, winnerID])
    if loserID not in PyGameData.g_crossPKTodayPKRecordInfo:
        PyGameData.g_crossPKTodayPKRecordInfo[loserID] = []
    loserPKRecordList = PyGameData.g_crossPKTodayPKRecordInfo[loserID]
    loserPKRecordList.append([winnerID, winnerID])
    #GameWorld.DebugLog("PyGameData.g_crossPKTodayPKRecordInfo=%s" % PyGameData.g_crossPKTodayPKRecordInfo)
    timeStr = GameWorld.GetCurrentDataTimeStr()
    playerOverDict = {}
    # 通知客户端战斗结果
@@ -1778,6 +1783,12 @@
    # 同步子服
    CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PKOverInfo, playerOverDict, serverGroupIDList)
    
    if playerID not in PyGameData.g_crossPKTodayPKRecordInfo:
        PyGameData.g_crossPKTodayPKRecordInfo[playerID] = []
    pkRecordList = PyGameData.g_crossPKTodayPKRecordInfo[playerID]
    pkRecordList.append([0, winnerID])
    #GameWorld.DebugLog("PyGameData.g_crossPKTodayPKRecordInfo=%s" % PyGameData.g_crossPKTodayPKRecordInfo)
    # 记录流向
    dataDict = {"zoneID":zoneID, "seasonID":seasonID, "pkPlayer":pkPlayer.GetDRInfo()}
    DR_CrossReamlPK("PKOverRobot", dataDict)