ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerPackData.py
@@ -24,25 +24,25 @@
#            如切磋一下,玩家可以在任意场景对任意本服或跨服玩家发起切磋,与其镜像进行一场友谊PK,纯娱乐
#            这种为被动式,即目标玩家可能不存在打包数据表中,需要取拉取
#
# 由于打包数据较大,影响开关服及备档的速度,还会导致内存不足,故改为db直接管理打包数据获取及入库
# GameServer仅保留单次启动后有同步/获取的玩家数据,一般比db少,只保留打包数据信息,玩家基本信息改为从ViewCahce中获取
#-------------------------------------------------------------------------------
#"""Version = 2024-10-17 15:00"""
#-------------------------------------------------------------------------------
import CommFunc
import GameWorld
import PyDataManager
import PlayerViewCache
import PyGameDataStruct
import CrossChampionship
import CrossRealmMsg
import PlayerControl
import ShareDefine
import PyGameData
import ChConfig
import time
import base64
Def_CahceCountMax = 100 # 最大缓存个数,注:GameServer缓不缓存这个数据都无所谓(改为在db缓存),保留原取数据逻辑不变,暂时缓存个x条,方便本服的直接取
TempDBPlayer = PyGameDataStruct.tagDBPlayer()
def GetDBPlayerByPackData(packData):
@@ -51,249 +51,48 @@
    if packData:
        TempDBPlayer.readData(base64.b64decode(packData))
    return TempDBPlayer
class PlayerPackDataObj():
    def __init__(self):
        self.dbPlayerPackData = None
        self.playerID = 0
        self.playerName = ""
        self.accID = ""
        self.lv = 0
        self.job = 0
        self.realmLV = 0
        self.face = 0
        self.facePic = 0
        self.fightPower = 0
        self.serverID = 0
        return
    def GetBaseDict(self):
        return {"playerID":self.playerID, "playerName":self.playerName, "lv":self.lv, "job":self.job,
                "realmLV":self.realmLV, "face":self.face, "facePic":self.facePic, "fightPower":self.fightPower}
    def UpdPackData(self, packData):
        if not packData:
            return
        if not self.dbPlayerPackData:
            self.dbPlayerPackData = PyGameDataStruct.tagDBPlayerPackData()
        self.dbPlayerPackData.PlayerID = self.playerID
        self.dbPlayerPackData.PackData = packData
        self.dbPlayerPackData.PackDataSize = len(self.dbPlayerPackData.PackData)
        self.dbPlayerPackData.UpdTime = int(time.time())
        self.Unpack()
        return
    def Unpack(self):
        if not self.dbPlayerPackData:
            return
        dbPlayer = GetDBPlayerByPackData(self.dbPlayerPackData.PackData)
        self.playerID = dbPlayer.PlayerID
        self.accID = dbPlayer.AccID
        self.playerName = dbPlayer.PlayerName
        self.lv = dbPlayer.LV
        self.job = dbPlayer.Job
        self.realmLV = dbPlayer.OfficialRank
        self.face = dbPlayer.Face
        self.facePic = dbPlayer.FacePic
        self.fightPower = dbPlayer.FightPowerEx * ChConfig.Def_PerPointValue + dbPlayer.FightPower
        self.serverID = GameWorld.GetAccIDServerID(self.accID)
        return
    def GetPackData(self): return self.dbPlayerPackData.PackData if self.dbPlayerPackData else ""
    def GetUpdTime(self): return self.dbPlayerPackData.UpdTime if self.dbPlayerPackData else 0
    
class DBPlayerPackDataManager():
    ## 玩家打包数据管理
    ## 玩家打包数据管理 - 这里仅管理本次启动后的热数据缓存,不入库
    
    def __init__(self):
        self.Clear()
        return
    
    def Clear(self):
        self.__packDataList = [] # [PlayerPackDataObj, ...]
        self.__idIndexDict = {} # {playerID:index, ...}
        self.__needSort = False
        self.__serverIDRangePlayerIDDict = {} # {serverIDRangeTuple:[playerID, ...], ....}
        self.__packDataDcit = {} # {playerID:packData, ...}
        self.__packDataPlayerIDList = [] # [playerID, ...] # 限制缓存数,先进先出
        return
    def GetPlayerPackObj(self, playerID, isAddNew=False):
        packDataObj = None
        self.__refreshIDIndex()
        if playerID in self.__idIndexDict:
            index = self.__idIndexDict[playerID]
            if index < len(self.__packDataList):
                packDataObj = self.__packDataList[index]
        if not packDataObj and isAddNew:
            packDataObj = PlayerPackDataObj()
            packDataObj.playerID = playerID
            self.__packDataList.append(packDataObj)
            self.__idIndexDict[playerID] = len(self.__packDataList) - 1
            self.__needSort = True
        return packDataObj
    def GetPlayerIDListByServerIDInfo(self, serverIDList):
        ## 根据服务器ID列表信息获取对应服务器ID范围的玩家ID战力排序列表
        self.Sort()
        key = tuple(serverIDList)
        if key not in self.__serverIDRangePlayerIDDict:
            playerIDList = []
            for dataObj in self.__packDataList:
                playerID = dataObj.playerID
                serverID = dataObj.serverID
                for idInfo in serverIDList:
                    if (isinstance(idInfo, int) and serverID == idInfo) \
                        or ((isinstance(idInfo, tuple) or isinstance(idInfo, list)) \
                            and len(idInfo) == 2 and idInfo[0] <= serverID <= idInfo[1]):
                        playerIDList.append(playerID)
            GameWorld.DebugLog("重新加载区服打包玩家ID列表: %s, %s, %s" % (key, len(playerIDList), playerIDList))
            self.__serverIDRangePlayerIDDict[key] = playerIDList
        return self.__serverIDRangePlayerIDDict[key]
    def IsPlayerIn(self, playerID):
        self.__refreshIDIndex()
        return playerID in self.__idIndexDict
        return playerID in self.__packDataDcit
    
    def __refreshIDIndex(self):
        if not self.__idIndexDict:
            self.__idIndexDict = {}
            for index, dataObj in enumerate(self.__packDataList):
                self.__idIndexDict[dataObj.playerID] = index
        return self.__idIndexDict
    def GetCount(self): return len(self.__packDataDcit)
    def GetPlayerPackdata(self, playerID):
        if playerID not in self.__packDataDcit:
            return ""
        # 恢复数据热度
        if playerID in self.__packDataPlayerIDList:
            self.__packDataPlayerIDList.remove(playerID)
        self.__packDataPlayerIDList.append(playerID)
        GameWorld.DebugLog("获取打包数据缓存数更新: %s,%s" % (len(self.__packDataPlayerIDList), self.__packDataPlayerIDList))
        return self.__packDataDcit[playerID]
    
    def UpdPlayerPackData(self, playerID, packData):
        if not packData:
            return
        packObj = self.GetPlayerPackObj(playerID, True)
        packObj.UpdPackData(packData)
        self.__needSort = True
        return packObj
    def DelPlayerPackData(self, playerID):
        self.__refreshIDIndex()
        index = self.__idIndexDict.pop(playerID, -1)
        if index >= 0 and index < len(self.__packDataList):
            self.__packDataList.pop(index)
        for playerIDList in self.__serverIDRangePlayerIDDict.values():
            if playerID in playerIDList:
                playerIDList.remove(playerID)
        #只要有删除,需重置index映射
        self.__idIndexDict = {}
        self.__serverIDRangePlayerIDDict = {}
        self.__packDataDcit[playerID] = packData
        if playerID in self.__packDataPlayerIDList:
            # 添加热度,重复更新的不影响热度
            self.__packDataPlayerIDList.append(playerID)
            if len(self.__packDataPlayerIDList) > Def_CahceCountMax:
                delPlayerID = self.__packDataPlayerIDList.pop(0)
                if delPlayerID in self.__packDataDcit:
                    del self.__packDataDcit[delPlayerID]
                GameWorld.DebugLog("删除打包数据缓存: delPlayerID=%s" % delPlayerID)
            GameWorld.DebugLog("添加打包数据缓存数更新: %s,%s" % (len(self.__packDataPlayerIDList), self.__packDataPlayerIDList))
        return
    def GetCount(self): return len(self.__packDataList)
    def At(self, index):
        dataObj = self.__packDataList[index]
        if not dataObj and False:
            dataObj = PlayerPackDataObj() # 不会执行到,只为了.出代码提示
        return dataObj
    def Sort(self):
        ## 默认按战力倒序排
        if not self.__needSort:
            return
        self.__needSort = False
        self.__packDataList.sort(key=lambda d: (d.fightPower), reverse=True)
        self.__idIndexDict = {}
        self.__serverIDRangePlayerIDDict = {}
        self.__refreshIDIndex()
        return
    # 保存数据 存数据库和realtimebackup
    def GetSaveData(self):
        savaData = ""
        cntData = ""
        cnt = 0
        for index in xrange(self.GetCount()):
            dataObj = self.At(index)
            if not dataObj.dbPlayerPackData:
                continue
            cnt += 1
            savaData += dataObj.dbPlayerPackData.getBuffer()
            if cnt >= 10:
                break
        GameWorld.Log("Save DBPlayerPackData count :%s len=%s" % (cnt, len(savaData)))
        return CommFunc.WriteDWORD(cntData, cnt) + savaData
    # 从数据库载入数据
    def LoadPyGameData(self, datas, pos, dataslen):
        cnt, pos = CommFunc.ReadDWORD(datas, pos)
        GameWorld.Log("Load DBPlayerPackData count :%s" % cnt)
        self.Clear()
        for _ in xrange(cnt):
            dbData = PyGameDataStruct.tagDBPlayerPackData()
            pos += dbData.readData(datas, pos, dataslen)
            playerID = dbData.PlayerID
            packObj = self.GetPlayerPackObj(playerID, True)
            packObj.dbPlayerPackData = dbData
            packObj.Unpack()
        self.Sort()
        return pos
def IsSaveDB(packDataObj):
    ## 是否入库
    if not packDataObj:
        return False
    playerID = packDataObj.playerID
    if CrossChampionship.IsChampionshipPlayer(playerID):
        return True
    #跨服榜单上的默认保留
    if GameWorld.IsCrossServer():
        billboardMgr = PyDataManager.GetCrossBillboardManager()
        for billboardType in ShareDefine.CrossBillboardTypeList:
            groupList = billboardMgr.GetBillboardGroupList(billboardType)
            for billboardType, groupValue1, groupValue2 in groupList:
                billboardObj = billboardMgr.GetCrossBillboard(billboardType, groupValue1, groupValue2)
                if billboardObj.FindByID(playerID):
                    return True
    else:
        pass
#        NeedCheckBillBoardType = IpyGameDataPY.GetFuncEvalCfg("PlayerViewCache", 2)
#        #校验玩家是否上排行榜
#        billboardMgr = GameWorld.GetBillboard()
#        for BillBoardType in NeedCheckBillBoardType:
#            curBillboard = billboardMgr.FindBillboard(BillBoardType)
#            if not curBillboard:
#                continue
#            if curBillboard.FindByID(playerID):
#                return True
    # 以上是相关功能需要用到的数据,必定不能删除的
    maxDays = 7 # 默认7天
    MaxTime = maxDays * 3600 * 24
    curTime = int(time.time())
    passTime = curTime - packDataObj.GetUpdTime()
    if passTime < MaxTime:
        return True
    return False
def DelOutofTimePackData():
    ## 删除过期
    packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
    for index in range(packDataMgr.GetCount())[::-1]: # 可能删数据,倒序遍历
        packDataObj = packDataMgr.At(index)
        if IsSaveDB(packDataObj):
            continue
        packDataMgr.DelPlayerPackData(packDataObj.playerID)
    return
def IsPackDataPlayer(playerID):
    return PyDataManager.GetDBPlayerPackDataManager().IsPlayerIn(playerID)
@@ -341,6 +140,7 @@
    
    # pullFrom 0-跨服拉子服; >0-子服通过跨服拉子服
    if GameWorld.IsCrossServer():
        PlayerViewCache.SetNeedViewCache(pullPlayerIDList) # 拉打包数据的时候默认需要缓存数据
        # 广播给子服拉数据
        msgInfo["pullFrom"] = 0
        dataMsg = {"pullPlayerIDList":pullPlayerIDList, "msgInfo":msgInfo}
@@ -371,7 +171,7 @@
    if not curPlayer:
        GameWorld.DebugLog("玩家不在线的调用打包db数据! playerID=%s" % (playerID), playerID)
        data = str(msgInfo)
        GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackData, playerID, data, len(data))
        GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackDataReq, playerID, data, len(data))
        return
    GameWorld.DebugLog("玩家在线的发给地图打包数据! playerID=%s" % (playerID), playerID)
    # 在线的转发给地图
@@ -442,9 +242,6 @@
    ## 收到子服同步的玩家打包数据
    playerID = msgData["playerID"]
    packData = msgData["packData"]
    cacheBase = msgData.get("cacheBase", {})
    if cacheBase:
        PlayerViewCache.UpdCrossCacheBase(playerID, cacheBase)
    PyDataManager.GetDBPlayerPackDataManager().UpdPlayerPackData(playerID, packData)
    
    msgInfo = msgData.get("msgInfo", {})
@@ -469,21 +266,23 @@
    
    msgInfo = msgData["msgInfo"]
    pullPlayerIDList = msgData["pullPlayerIDList"]
    dbPackDataIDList = msgData.get("dbPackDataIDList", []) # db标记的有打包数据的玩家ID
    
    otherServerPlayerIDList = []
    packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
    for playerID in pullPlayerIDList:
        packObj = packDataMgr.GetPlayerPackObj(playerID)
        packData = packDataMgr.GetPlayerPackdata(playerID)
        # 已经有的数据先推送回去
        if packObj:
            GameWorld.DebugLog("跨服有缓存玩家打包数据,直接推给子服! playerID=%s" % playerID)
            dataMsg = {"playerID":playerID, "packData":packObj.GetPackData(), "msgInfo":msgInfo}
        if packData or playerID in dbPackDataIDList:
            GameWorld.DebugLog("跨服GameServer或db有缓存玩家打包数据,直接推给子服! playerID=%s" % playerID)
            dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
            CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PushPlayerPackData, dataMsg, [serverGroupID])
        else:
            otherServerPlayerIDList.append(playerID)
            
    # 还没有数据的,广播给其他子服拉数据
    if otherServerPlayerIDList:
        PlayerViewCache.SetNeedViewCache(otherServerPlayerIDList) # 拉打包数据的时候默认需要缓存数据
        dataMsg = {"pullPlayerIDList":otherServerPlayerIDList, "msgInfo":msgInfo}
        CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_PullPlayerPackData, dataMsg)
        
@@ -508,10 +307,10 @@
    
    packDataMgr = PyDataManager.GetDBPlayerPackDataManager()
    for playerID in pullPlayerIDList:
        packObj = packDataMgr.GetPlayerPackObj(playerID)
        if packObj:
        packData = packDataMgr.GetPlayerPackdata(playerID)
        if packData:
            GameWorld.DebugLog("本服有缓存玩家打包数据,直接推给跨服! playerID=%s" % playerID)
            dataMsg = {"playerID":playerID, "packData":packObj.GetPackData(), "msgInfo":msgInfo}
            dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
            CrossRealmMsg.SendMsgToCrossServer(ShareDefine.ClientServerMsg_PlayerPackData, dataMsg)
        else:
            DoPullPlayerPackData(playerID, msgInfo)
@@ -541,14 +340,14 @@
    if not packDataSyncState or not packData:
        return
    
    # 本服需要,先更新数据
    if packDataSyncState&pow(2, 0):
    # 本服需要,先更新数据;跨服需要则也默认本服需要
    if packDataSyncState&pow(2, 0) or packDataSyncState&pow(2, 1):
        PyDataManager.GetDBPlayerPackDataManager().UpdPlayerPackData(playerID, packData)
        GameWorld.GetGameWorld().SendDBLogic(ChConfig.gstDBLogic_PlayerPackDataUpd, playerID, packData, len(packData))
        
    # 跨服需要,同步给跨服,由跨服服务器再进一步处理
    if packDataSyncState&pow(2, 1):
        cacheBase = PlayerViewCache.GetSyncCrossCacheBase(curPlayer) if curPlayer else {}
        dataMsg = {"playerID":playerID, "packData":packData, "cacheBase":cacheBase, "msgInfo":msgInfo}
        dataMsg = {"playerID":playerID, "packData":packData, "msgInfo":msgInfo}
        CrossRealmMsg.SendMsgToCrossServer(ShareDefine.ClientServerMsg_PlayerPackData, dataMsg)
        
    # 本服需要的功能
@@ -585,9 +384,9 @@
    requestID = msgInfo["requestID"]
    mirrorIDList = msgInfo["mirrorIDList"]
    for mirrorID in mirrorIDList:
        packObj = packDataMgr.GetPlayerPackObj(mirrorID)
        if packObj:
            packDataDict[mirrorID] = packObj.GetPackData()
        packData = packDataMgr.GetPlayerPackdata(mirrorID)
        if packData:
            packDataDict[mirrorID] = packData
            continue
        pullPlayerIDList.append(mirrorID)