|  |  | 
 |  |  | #  @return None or True
 | 
 |  |  | #  @remarks 函数详细说明.
 | 
 |  |  | def GameServer_OnTeam(index, tick):
 | 
 |  |  |     GameWorld.GetPsycoFunc(__Func_GameServer_OnTeam)(index, tick)
 | 
 |  |  |     '''废弃该逻辑,由0502、0503封包结合处理
 | 
 |  |  |     废弃原因:
 | 
 |  |  |     因为当玩家有队伍时,加入别人的队伍,此时该玩家需要先退出队伍(OnTeam同步),再加入队伍(0502同步)
 | 
 |  |  |     而地图会先收到0502包,导致地图队伍管理出现异常,所以暂时废弃OnTeam
 | 
 |  |  |     '''
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | ## 游戏服务器刷新队伍(封包参数)
 | 
 |  |  | #  @param index 玩家索引
 | 
 |  |  | #  @param tick 当前时间  | 
 |  |  | #  @return None or True
 | 
 |  |  | #  @remarks 函数详细说明.
 | 
 |  |  | def __Func_GameServer_OnTeam(index, tick):
 | 
 |  |  |     recvPack = IPY_GameWorld.IPY_MTeamRefresh()
 | 
 |  |  |     packPlayerID = recvPack.GetPlayerID()
 | 
 |  |  |     teamID = recvPack.GetTeamID()
 | 
 |  |  |     teamLV = recvPack.GetTeamLV()
 | 
 |  |  |     dataDict = {"packPlayerID":packPlayerID, "teamLV":teamLV, "index":index}
 | 
 |  |  |      | 
 |  |  |     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
 | 
 |  |  |     if curPlayer == None:
 | 
 |  |  |         GameWorld.Log("地图服务器寻找组队玩家失败index = "+str(index))
 | 
 |  |  |         DR_Team("OnTeamError", teamID, dataDict, "curPlayer is None")
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     if curPlayer.IsEmpty():
 | 
 |  |  |         GameWorld.Log("地图服务器寻找组队玩家失败index = %d, 玩家为空"%index)
 | 
 |  |  |         DR_Team("OnTeamError", teamID, dataDict, "curPlayer IsEmpty")
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     if packPlayerID != curPlayer.GetID():
 | 
 |  |  |         #不是给自己的封包
 | 
 |  |  |         GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % packPlayerID, curPlayer.GetPlayerID())
 | 
 |  |  |         DR_Team("OnTeam", teamID, dataDict, "packPlayerID != curPlayerID(%s)" % curPlayer.GetID())
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     # 这个封包只处理teamID为0的情况, teamID不为0的情况在py包 GameServer_TeamInfo 处理
 | 
 |  |  |     if teamID:
 | 
 |  |  |         #GameWorld.DebugLog("OnTeam teamID=%s, 大于0不处理!" % teamID, curPlayer.GetPlayerID())
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     GameWorld.DebugLog("OnTeam teamID=%s, 玩家无队伍更新!" % teamID, curPlayer.GetPlayerID())
 | 
 |  |  |     RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
 | 
 |  |  |     return True
 | 
 |  |  | #// 05 03 玩家离开队伍 #tagGMPlayerLeaveTeam
 | 
 |  |  | #
 | 
 |  |  | #struct    tagGMPlayerLeaveTeam
 | 
 |  |  | #{
 | 
 |  |  | #    tagHead        Head;
 | 
 |  |  | #    DWORD        PlayerID;
 | 
 |  |  | #    DWORD        CopyMapID;
 | 
 |  |  | #    DWORD        TeamID;
 | 
 |  |  | #};
 | 
 |  |  | def GameServer_PlayerLeaveTeam(curPackData, tick):
 | 
 |  |  |     playerID = curPackData.PlayerID
 | 
 |  |  |     copyMapID = curPackData.CopyMapID # 这里不依赖玩家来取copyMapID,防止找不到玩家导致无法正常管理分线队伍
 | 
 |  |  |     leaveTeamID = curPackData.TeamID
 | 
 |  |  |     GameWorld.DebugLog("GameServer_PlayerLeaveTeam playerID=%s,copyMapID=%s,leaveTeamID=%s"  | 
 |  |  |                        % (playerID, copyMapID, leaveTeamID), playerID)
 | 
 |  |  |     __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | #// 05 02 队伍信息刷新 #tagGMTeamInfo
 | 
 |  |  | #
 | 
 |  |  | 
 |  |  |     playerID = curPackData.PlayerID
 | 
 |  |  |     teamID = curPackData.TeamID
 | 
 |  |  |     teamLV = curPackData.TeamLV
 | 
 |  |  |     memCnt = curPackData.MemCnt
 | 
 |  |  |     dataDict = {"playerID":playerID, "teamLV":teamLV}
 | 
 |  |  |     
 | 
 |  |  |     GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s" % (playerID, teamID, teamLV), playerID)
 | 
 |  |  |     GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s,memCnt=%s" % (playerID, teamID, teamLV, memCnt), playerID)
 | 
 |  |  |     curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
 | 
 |  |  |     if not curPlayer or curPlayer.IsEmpty():
 | 
 |  |  |         DR_Team("TeamInfo", teamID, dataDict, "curPlayer is None or empty")
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     playerTeamID = curPlayer.GetTeamID()
 | 
 |  |  |     # 切图时GameServer玩家无队伍时会同步teamID为0,这里进一步处理,防止地图玩家在某些异常情况下teamID与GameServer不同步
 | 
 |  |  |     if teamID == 0:
 | 
 |  |  |         if playerTeamID:
 | 
 |  |  |             __OnPlayerLeaveTeam(curPlayer.GetCopyMapID(), playerID, playerTeamID, tick)
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
 | 
 |  |  |      | 
 |  |  |     curPlayer.SetDict(ChConfig.Def_PlayerKey_TeamMemCount, memCnt)
 | 
 |  |  |     
 | 
 |  |  |     sameMapMemCount = 0 # 同地图队员数
 | 
 |  |  |     sameMapVIPLV = 0 # 同地图VIP加成等级
 | 
 |  |  | 
 |  |  |                 "playerTeamLV":playerTeamLV, "teamLV":teamLV}
 | 
 |  |  |     #--------------世界服务器组队表中无队伍
 | 
 |  |  |     if not teamID:
 | 
 |  |  |         if not playerTeamID and not curTeam:
 | 
 |  |  |             DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict, "not playerTeamID and not curTeam")
 | 
 |  |  |             #GameWorld.DebugLog("    玩家无队伍,无需处理!", playerID)
 | 
 |  |  |             pass
 | 
 |  |  |         else:
 | 
 |  |  |             #GameWorld.DebugLog("    玩家有队伍,处理玩家离队!", playerID)
 | 
 |  |  |             DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict)
 | 
 |  |  |             __OnLeaveTeam(curPlayer, tick)
 | 
 |  |  |              | 
 |  |  |         RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
 | 
 |  |  |         # 这里不再处理离开队伍
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     #--------------世界服务器组队表中有队伍
 | 
 |  |  | 
 |  |  |     else:
 | 
 |  |  |         dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
 | 
 |  |  |         DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
 | 
 |  |  |          | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 玩家退出队伍
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | #  @param tick 当前时间
 | 
 |  |  | #  @return None
 | 
 |  |  | #  @remarks 函数详细说明.
 | 
 |  |  | def __OnLeaveTeam(curPlayer, tick):
 | 
 |  |  |     curTeam = curPlayer.GetTeam()
 | 
 |  |  |     if curTeam:
 | 
 |  |  |         #玩家脱离队伍
 | 
 |  |  |         curTeam.DeleteMember(curPlayer.GetID())
 | 
 |  |  |          | 
 |  |  |         #旧队伍无人,删除旧队伍
 | 
 |  |  |         if curTeam.GetMemberCount() == 0:
 | 
 |  |  |             GameWorld.GetTeamManager().DeleteTeam(curTeam.GetTeamID())
 | 
 |  |  |              | 
 |  |  |     curPlayer.SetTeam(None)
 | 
 |  |  |     curPlayer.SetTeamID(0)
 | 
 |  |  |     curPlayer.SetTeamLV(0)
 | 
 |  |  |     __DelPlayerIDFromTeamPlayer(curPlayer.GetPlayerID(), False)
 | 
 |  |  |      | 
 |  |  |     #改变镖车身上记录的主人信息
 | 
 |  |  |     #PlayerTruck.ChangeTruckNoteInfo(curPlayer)
 | 
 |  |  |      | 
 |  |  |     #自己离开队伍, 删除自己的buff
 | 
 |  |  |     __CleanTeamEffect(curPlayer, tick)
 | 
 |  |  |          | 
 |  |  |     #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
 | 
 |  |  |     if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
 | 
 |  |  |         curPlayer.SetCurrentFBProperty(0)
 | 
 |  |  |         
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  |         return
 | 
 |  |  |     return
 | 
 |  |  |  
 | 
 |  |  | def __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick):
 | 
 |  |  |     GameWorld.DebugLog("__OnPlayerLeaveTeam copyMapID=%s, playerID=%s, leaveTeamID=%s" % (copyMapID, playerID, leaveTeamID))
 | 
 |  |  |          | 
 |  |  |     # !!!队伍管理器在分线内的  需要获取分线的队伍管理器
 | 
 |  |  |     curGameWorld = IPY_GameWorld.IPY_GameWorld(copyMapID)
 | 
 |  |  |     curMapTeam = curGameWorld.GetTeamManager().FindTeam(leaveTeamID)
 | 
 |  |  |     if curMapTeam:
 | 
 |  |  |         #玩家脱离队伍
 | 
 |  |  |         curMapTeam.DeleteMember(playerID)
 | 
 |  |  |         #旧队伍无人,删除旧队伍
 | 
 |  |  |         if curMapTeam.GetMemberCount() == 0:
 | 
 |  |  |             curGameWorld.GetTeamManager().DeleteTeam(leaveTeamID)
 | 
 |  |  |              | 
 |  |  |     __DelPlayerIDFromTeamPlayer(playerID, False)
 | 
 |  |  |      | 
 |  |  |     dataDict = {"playerID":playerID, "copyMapID":copyMapID}
 | 
 |  |  |     ### =========================== 以下逻辑是玩家存在时才需要处理的 =================================
 | 
 |  |  |     curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
 | 
 |  |  |     if not curPlayer or curPlayer.IsEmpty():
 | 
 |  |  |         DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict, "curPlayer is None or empty")
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     playerTeamID = curPlayer.GetTeamID()
 | 
 |  |  |     playerCopyMapID = curPlayer.GetCopyMapID()
 | 
 |  |  |     curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
 | 
 |  |  |      | 
 |  |  |     dataDict.update({"playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID})
 | 
 |  |  |     DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict)
 | 
 |  |  |      | 
 |  |  |     # 处理玩家离队
 | 
 |  |  |     if playerTeamID == leaveTeamID:
 | 
 |  |  |         curPlayer.SetTeam(None)
 | 
 |  |  |         curPlayer.SetTeamID(0)
 | 
 |  |  |         curPlayer.SetTeamLV(0)
 | 
 |  |  |          | 
 |  |  |         #自己离开队伍, 删除自己的buff
 | 
 |  |  |         __CleanTeamEffect(curPlayer, tick)
 | 
 |  |  |          | 
 |  |  |         #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
 | 
 |  |  |         if curGameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
 | 
 |  |  |             curPlayer.SetCurrentFBProperty(0)
 | 
 |  |  |              | 
 |  |  |     RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | ## 清除组队buff
 | 
 |  |  | #  @param 
 | 
 |  |  | #  @return None
 |