xdh
2018-11-19 5b97f700fa5613e07e4e0954b983e278eae8e432
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py
@@ -22,6 +22,7 @@
import IPY_GameServer
import ChGameToMapPyPack
import ChPyNetSendPack
import DataRecordPack
import PlayerControl
import ShareDefine
import PyGameData
@@ -301,13 +302,14 @@
    #设置当前玩家为队长
    curNewTeamMenber = curNewTeam.GetMemberByID(curPlayerID)
    if curNewTeamMenber == None:
        GameWorld.ErrLog("设置当前创建队伍玩家为队长, 找不到玩家!", curPlayerID)
        GameWorld.ErrLog("设置当前创建队伍玩家为队长, 找不到玩家!teamID=%s" % teamID, curPlayerID)
        DR_Team("CreateError", teamID, {"Leader":curPlayerID, "tagMapID":tagMapID, "tagMapEx":tagMapEx, "reqMinLV":reqMinLV, "reqMaxLV":reqMaxLV})
        return
    
    __SetTeamLV(curNewTeamMenber, IPY_GameServer.tmlLeader, False)
    if isSync:
        Sync_TeamMemberInfo(curNewTeam)
        SyncMapServerTeamInfo(curNewTeam)
        SyncMapServerTeamInfo(curNewTeam, "Create", {"Leader":curPlayerID, "tagMapID":tagMapID, "tagMapEx":tagMapEx, "reqMinLV":reqMinLV, "reqMaxLV":reqMaxLV})
        
    DelPlayerIDFromMatchingList(curPlayer)
    return curNewTeam
@@ -340,7 +342,8 @@
    #邀请组队的时候,双方都有队伍不处理
    if curPlayerTeam != None and tagPlayerTeam != None:
        #InviteEnterLost02  <n color="255,255,0">`o很抱歉,目标玩家已在他人队伍中,邀请入队失败!</n>  25  -   -
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick)
        return
    
    if tagPlayerTeam == None:
@@ -445,7 +448,7 @@
    GameWorld.DebugLog("邀请组队, tagMapID=%s,tagMapEx=%s,tagPlayerID=%s" % (tagMapID, tagMapEx, tagPlayerID), curPlayerID)
    
    isTjg = PlayerControl.GetIsTJG(tagPlayer)
    if isTjg or not IsTeamInvateNeedCheck(tagPlayer):
    if (isTjg or not IsTeamInvateNeedCheck(tagPlayer)) and not tagPlayer.GetTeamID():
        GameWorld.DebugLog("被邀请的玩家处于脱机状态或不需要审核的,直接入队! tagPlayerID=%s,isTjg=%s" 
                           % (tagPlayerID, isTjg), curPlayerID)
        DoPlayerJoinTeam(tagPlayer, curPlayer, curPlayerTeam, tick, curPlayer)
@@ -654,7 +657,7 @@
        return
    
    #双方的队伍
    curPlayerTeam = curPlayer.GetTeam()
    #curPlayerTeam = curPlayer.GetTeam()
    tagPlayerTeam = tagPlayer.GetTeam()
    
    if tagPlayerTeam == None:
@@ -662,10 +665,12 @@
        PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
        return
    
    if curPlayerTeam != None:
        #InviteEnterLost02  组队失败,双方都有队伍!
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        return
    #===============================================================================================
    # if curPlayerTeam != None:
    #    #InviteEnterLost02  组队失败,双方都有队伍!
    #    PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
    #    return
    #===============================================================================================
    
    #组队类型
    #teamType = sendPack.GetTeamType()
@@ -802,11 +807,15 @@
    
    #玩家本身有队伍时
    if joinPlayer.GetTeam():
        if notifyPlayer:
            # AcceptTeamLost 该玩家已有队伍
            PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
        return
        #===========================================================================================
        # if notifyPlayer:
        #    # AcceptTeamLost 该玩家已有队伍
        #    PlayerControl.NotifyCode(notifyPlayer, "AcceptTeamLost")
        # return
        #===========================================================================================
        #先退队
        DoPlayerLeaveTeam(joinPlayer, joinPlayer.GetTeam(), tick)
    teamID = tagTeam.GetTeamID()
    GameWorld.Log("%s(%d)加入队伍 %s(%d), teamID=%s!" % (joinPlayer.GetName(), joinPlayer.GetPlayerID(), 
                                                     teamPlayer.GetName(), teamPlayer.GetPlayerID(), teamID))
@@ -821,7 +830,7 @@
    #通知MapServerd队伍变更
    #teamPlayer.MapServer_Sync_Team(__GetPlayerTeamLV(teamPlayer))
    #joinPlayer.MapServer_Sync_Team(__GetPlayerTeamLV(joinPlayer))
    SyncMapServerTeamInfo(tagTeam)
    SyncMapServerTeamInfo(tagTeam, "Join", {"teamPlayer":teamPlayer.GetPlayerID(), "joinPlayer":joinPlayer.GetPlayerID()})
    
    #֪ͨ
    #EnterProcession    <%S%>加入了队伍!  改为 GeRen_chenxin_543685
@@ -859,22 +868,29 @@
    teamMember = curTeam.GetMemberByID(curPlayer.GetPlayerID())
    return teamMember.GetTeamLV()
def SyncMapServerTeamInfo(curTeam):
def SyncMapServerTeamInfo(curTeam, eventName="", drDict={}):
    '''同步队伍信息到 MapServer 给所有在线队员
    @note: 需要全队同步的情况:创建队伍、队员加入、退出、上线、下线、切换地图、VIP等级变更、VIP到期时间更新
    '''
    if not curTeam:
        DR_Team("%s_Error" % eventName, 0, drDict)
        return
    teamID = curTeam.GetTeamID()
    syncPlayerList = []
    memInfoList = []
    memList = []
    for index in xrange(curTeam.GetMemberCount()):
        memPlayer = curTeam.GetMemberPlayer(index)
        memberInfo = curTeam.GetMemberInfo(index)
        if not memPlayer or not memberInfo:
        if not memberInfo:
            memList.append(["not memberInfo"])
            continue
        if not memPlayer:
            memList.append(["not memPlayer"])
            continue
        memPlayerID = memPlayer.GetPlayerID()
        if not memPlayerID:
            memList.append(["not memPlayerID"])
            continue
        memInfo = ChGameToMapPyPack.tagGMTeamMemInfo()
        memInfo.PlayerID = memPlayerID
@@ -882,6 +898,7 @@
        memInfo.VIPLV = PlayerControl.GetValidVIPLV(memPlayer)
        memInfoList.append(memInfo)
        syncPlayerList.append([memPlayer, memberInfo.GetTeamLV()])
        memList.append([memPlayerID, memPlayer.GetTeamID(), memberInfo.GetTeamLV(), memPlayer.GetMapID(), memPlayer.GetFBID()])
        
    for player, teamLV in syncPlayerList:
        teamInfo = ChGameToMapPyPack.tagGMTeamInfo()
@@ -892,6 +909,28 @@
        teamInfo.MemCnt = len(teamInfo.MemInfoList)
        NetPackCommon.SendPyPackToMapServer(player.GetLineNO(), player.GetRealMapID(), teamInfo)
        
    drDict.update({"MemList":memList})
    DR_Team(eventName, teamID, drDict)
    return
def SyncMapServerPlayerNoTeam(curPlayer):
    ## 同步地图玩家没有队伍,切图时调用
    teamInfo = ChGameToMapPyPack.tagGMTeamInfo()
    teamInfo.PlayerID = curPlayer.GetPlayerID()
    teamInfo.TeamID = 0
    teamInfo.TeamLV = 0
    teamInfo.MemInfoList = []
    teamInfo.MemCnt = len(teamInfo.MemInfoList)
    NetPackCommon.SendPyPackToMapServer(curPlayer.GetLineNO(), curPlayer.GetRealMapID(), teamInfo)
    return
def SyncMapServerPlayerLeaveTeam(curPlayer, teamID):
    ## 同步地图玩家离开队伍
    leavePack = ChGameToMapPyPack.tagGMPlayerLeaveTeam()
    leavePack.PlayerID = curPlayer.GetPlayerID()
    leavePack.CopyMapID = curPlayer.GetFBID()
    leavePack.TeamID = teamID
    NetPackCommon.SendPyPackToMapServer(curPlayer.GetLineNO(), curPlayer.GetRealMapID(), leavePack)
    return
#---------------------------------------------------------------------
@@ -1190,7 +1229,7 @@
    #通知客户端队伍成员属性变更
    #curTeam.Sync_TeamState()
    Sync_TeamMemberInfo(curTeam)
    SyncMapServerTeamInfo(curTeam)
    SyncMapServerTeamInfo(curTeam, "ChangeMemTeamLV", {"tagPlayerID":tagPlayerID, "memberLV":memberLV})
    return
#---------------------------------------------------------------------
#===============================================================================
@@ -1320,7 +1359,8 @@
        #GameServer清除玩家队伍ID为空
        delPlayer.SetTeam(None)
        #通知MapServerd队伍变更, 在mapserver构建目前队伍
        delPlayer.MapServer_Sync_Team(0)
        #delPlayer.MapServer_Sync_Team(0)
        SyncMapServerPlayerLeaveTeam(delPlayer, curTeam.GetTeamID())
        #玩家离开副本
        delPlayer.MapServer_LeaveFB()
        if IsTeamMatchingPlayer(curTeam.GetTeamID()):
@@ -1330,7 +1370,7 @@
    #广播队伍刷新
    #curTeam.Sync_TeamState()
    Sync_TeamMemberInfo(curTeam)
    SyncMapServerTeamInfo(curTeam)
    SyncMapServerTeamInfo(curTeam, "Leave", {"delPlayerID":delPlayerID, "msg":msg})
    
    #无人在线
    if curTeam.GetTeamPlayerCount() <= 0:
@@ -1374,7 +1414,8 @@
        #GameServer玩家队伍为空
        curPlayer.SetTeam(None)
        #通知MapServerd队伍变更
        curPlayer.MapServer_Sync_Team(0)
        #curPlayer.MapServer_Sync_Team(0)
        SyncMapServerPlayerLeaveTeam(curPlayer, curTeam.GetTeamID())
        __DoLogic_PlayerTeamChange(curPlayer)
        if curMember.GetTeamLV() != IPY_GameServer.tmlLeader:
@@ -1505,7 +1546,7 @@
    playerMgr = GameWorld.GetPlayerManager()
    
    scenePlayerIDDict = GetScenePlayerIDDict()
    scenePlayerIDList = scenePlayerIDDict.get(mapID, [])
    scenePlayerIDList = copy.deepcopy(scenePlayerIDDict.get(mapID, []))
    # 场景队伍数超过同步的个数才进行排序,否则直接同步给客户端,由客户端自行排序
    if len(scenePlayerIDList) > Def_SyncPlayerCount:
        playerIDSortList = []
@@ -1516,9 +1557,13 @@
            player = playerMgr.FindPlayerByID(playerID)
            if not player:
                continue
            if player.GetTeamID():
                # 有队伍的不推荐
            if PlayerControl.GetIsTJG(player):
                continue
            if not __CheckCanTeamComm(player):
                continue
            #if player.GetTeamID():
            #    # 有队伍的不推荐
            #    continue
            playerLV = player.GetLV()
            playerIDSortList.append([abs(curPlayerLV - playerLV), -playerLV, playerID])
        playerIDSortList.sort() # 等级差绝对值升序排, 绝对值相同的等级高的排前面
@@ -1536,9 +1581,13 @@
        player = playerMgr.FindPlayerByID(playerID)
        if not player:
            continue
        if player.GetTeamID():
            # 有队伍的不推荐
        if PlayerControl.GetIsTJG(player):
            continue
        if not __CheckCanTeamComm(player):
            continue
        #if player.GetTeamID():
        #    # 有队伍的不推荐
        #    continue
        count += 1
        nearbyPlayer = ChPyNetSendPack.tagGCRecommendNearbyPlayer()
        nearbyPlayer.PlayerID = playerID
@@ -1736,7 +1785,7 @@
            DelTeamIDFromTagMapTeamDict(curTeamID)
            DelTeamIDFromMatchingList(curTeam)
                
    SyncMapServerTeamInfo(curTeam)
    SyncMapServerTeamInfo(curTeam, "LogOff", {"playerID":playerID})
    return
def OnPlayerLoginRefreshTeam(curPlayer, tick):
@@ -1766,11 +1815,12 @@
        if curTeam == None:
            return
        
        if curTeam.GetTeamPlayerCount() <= 1:
            #补救完毕, 队伍中只有一个人, 删除这个队伍
            GameWorld.Log('玩家(%s)仍然有队伍(%s), 补救完毕, 队伍中只有一个人, 删除这个队伍' % (playerID, curTeamID))
            DeleteTeam(curTeam, tick)
            return
        #允许存在单人队伍,暂屏蔽该逻辑
#        if curTeam.GetTeamPlayerCount() <= 1:
#            #补救完毕, 队伍中只有一个人, 删除这个队伍
#            GameWorld.Log('玩家(%s)仍然有队伍(%s), 补救完毕, 队伍中只有一个人, 删除这个队伍' % (playerID, curTeamID))
#            DeleteTeam(curTeam, tick)
#            return
        GameWorld.Log('玩家(%s)仍然有队伍(%s), 补救' % (playerID, curTeamID))
        curPlayer.SetTeamID(curTeamID)
@@ -1781,7 +1831,8 @@
        curPlayer.SetTeam(None)
        curPlayer.Sync_LeaveTeam(1)
        #通知MapServer, 玩家已经队伍了, 刷新玩家的TeamID
        curPlayer.MapServer_Sync_Team(0)
        #curPlayer.MapServer_Sync_Team(0)
        SyncMapServerPlayerLeaveTeam(curPlayer, curTeamID)
        gameMap = GameWorld.GetMap(curPlayer.GetMapID())
        if gameMap and gameMap.GetMapFBType() == ChConfig.fbtTeam:
            curPlayer.MapServer_LeaveFB()
@@ -1811,7 +1862,7 @@
    #通知队伍成员玩家信息
    #curTeam.Sync_TeamState()
    Sync_TeamMemberInfo(curTeam)
    SyncMapServerTeamInfo(curTeam)
    SyncMapServerTeamInfo(curTeam, "Login", {"playerID":playerID})
    
    if not PlayerControl.GetIsTJG(curPlayer):
        #通知自己队伍玩家上线
@@ -1877,7 +1928,7 @@
    curTeam = curPlayer.GetTeam()
    
    if curTeam != None:
        SyncMapServerTeamInfo(curTeam)
        SyncMapServerTeamInfo(curTeam, "ChangeMap", {"playerID":playerID, "mapID":mapID})
        #通知客户端更新
        curPlayer.Sync_TeamMemberChangeMap() # 09 13 队伍成员切换地图#tagTeamMemberChangeMap
        
@@ -1902,7 +1953,8 @@
        # 玩家进入组队副本,则停止匹配
        if gameMap.GetMapFBType() == ChConfig.fbtTeam:
            DelPlayerIDFromMatchingList(curPlayer)
        SyncMapServerPlayerNoTeam(curPlayer) # 没有队伍的时候切图也通知地图
    return
def PlayerTeamMemberRefresh(curPlayer, refreshType, value, tick):
@@ -1936,7 +1988,7 @@
    elif refreshType == IPY_GameServer.CDBPlayerRefresh_OfficialRank:
        teamMember.SetPlayerRealmLV(value)
    elif refreshType in [IPY_GameServer.CDBPlayerRefresh_VIPLv, IPY_GameServer.CDBPlayerRefresh_ExAttr9]:
        SyncMapServerTeamInfo(curTeam)
        SyncMapServerTeamInfo(curTeam, "Refresh", {"refreshType":refreshType, "value":value})
    else:
        return
    
@@ -2659,6 +2711,7 @@
                curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamAsk", resultName, len(resultName))
            # 多人队伍,队伍加入准备队列,通知队员准备
            else:
                DelTeamIDFromMatchingList(curTeam) # 进入准备阶段停止匹配
                GameWorld.DebugLog("队伍验证通过,通知队员准备进入副本: memStateDict=%s" % memStateDict, playerID)
                PyGameData.g_prepareTeamDict[teamID] = [retAskMapID, retAskMapEx, memStateDict, tick]
                SyncTeamEnterFBPrepareInfo(curTeam, retAskMapID, retAskMapEx, memStateDict)
@@ -2765,6 +2818,12 @@
            
            if memPlayerID in causePlayerDict:
                PlayerControl.NotifyCode(memPlayer, notifyList[0], [askMapID])
                if notifyRet in [ShareDefine.EntFBAskRet_NoEnterCnt, ShareDefine.EntFBAskRet_EnterCD, ShareDefine.EntFBAskRet_NoTicket]:
                    failPack = ChPyNetSendPack.tagGCEnterTeamFBFailReason()
                    failPack.MapID = askMapID
                    failPack.AskType = retAskType
                    failPack.Reason = notifyRet
                    NetPackCommon.SendFakePack(memPlayer, failPack)
            else:
                PlayerControl.NotifyCode(memPlayer, notifyList[1], [askMapID, causePlayerName])
    return
@@ -3039,4 +3098,11 @@
        if curInviteCnt >= inviteCnt:
            break
        
    return
    return
def DR_Team(eventName, teamID, dataDict):
    drDict = {"EventName":eventName, "TeamID":teamID}
    drDict.update(dataDict)
    DataRecordPack.SendEventPack("Team_GameServer", drDict)
    return