ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
@@ -2049,27 +2049,28 @@
        return
    
    if isAll:
        # 目前仅针对拍品
        GameWorld.DebugLog("=== 一键处理所有过期物品 ===")
        curTime = int(time.time())
        auctionItemTimeout = IpyGameDataPY.GetFuncCfg("AuctionItem", 1)
        for i in xrange(backPack.GetCount()):
            curItem = backPack.GetAt(i)
            if not ItemCommon.CheckItemCanUse(curItem):
                continue
            if not ItemControler.GetIsAuctionItem(curItem):
                continue
            auctionItemCreateTime = curItem.GetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime)
            if not auctionItemCreateTime:
                continue
            if curTime - auctionItemCreateTime < auctionItemTimeout * 3600:
                # 未过期
                continue
            GameWorld.DebugLog("玩家拍品过期: i=%s,itemID=%s" % (i, curItem.GetItemTypeID()), curPlayer.GetPlayerID())
            ItemControler.SetIsAuctionItem(curItem, False, curPlayer)
        # 整理背包
        ItemControler.ResetItem(curPlayer, packType, 0, 0, tick)
        # 20201223 主干取消拍品有效时长设定
#        # 目前仅针对拍品
#        GameWorld.DebugLog("=== 一键处理所有过期物品 ===")
#        curTime = int(time.time())
#        auctionItemTimeout = IpyGameDataPY.GetFuncCfg("AuctionItem", 1)
#        for i in xrange(backPack.GetCount()):
#            curItem = backPack.GetAt(i)
#            if not ItemCommon.CheckItemCanUse(curItem):
#                continue
#            if not ItemControler.GetIsAuctionItem(curItem):
#                continue
#            auctionItemCreateTime = curItem.GetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime)
#            if not auctionItemCreateTime:
#                continue
#            if curTime - auctionItemCreateTime < auctionItemTimeout * 3600:
#                # 未过期
#                continue
#            GameWorld.DebugLog("玩家拍品过期: i=%s,itemID=%s" % (i, curItem.GetItemTypeID()), curPlayer.GetPlayerID())
#            ItemControler.SetIsAuctionItem(curItem, False, curPlayer)
#
#        # 整理背包
#        ItemControler.ResetItem(curPlayer, packType, 0, 0, tick)
        return
    
    curItem = backPack.GetAt(itemIndex)