ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
@@ -39,9 +39,12 @@
import GameWorld
import ChConfig
import PlayerControl
import FamilyRobBoss
import NPCCustomRefresh
import EventShell
import FBLogic
import FBCommon
import ShareDefine
import EventReport
import ItemCommon
import PyGameData
@@ -73,6 +76,8 @@
    
    #调用副本开启触发器
    FBLogic.OnOpenFB(tick)
    GameServer_DynamicLineMapStateChange(gameWorld, IPY_GameWorld.fbosOpen)
    return
## 副本关闭
@@ -91,8 +96,10 @@
    gameFBMgr = gameWorld.GetGameFB() 
    gameFBMgr.SetPlayerLogoffTick(0)
    gameFBMgr.SetIsSafeClose(0)
    GameWorld.Log("FB Close! lineID = %s, openState = %s"%(gameWorld.GetLineID(), gameWorld.GetOpenState()))
    lineID = gameWorld.GetLineID()
    copyMapID = gameWorld.GetCopyMapID()
    GameWorld.Log("FB Close! lineID = %s, openState = %s"%(lineID, gameWorld.GetOpenState()))
    
    gameWorld.SetOpenState(IPY_GameWorld.fbosClosed)
    gameMap = gameWorld.GetMap()
@@ -101,9 +108,23 @@
    if fbType == 0:
        return
    
    if fbType == IPY_GameWorld.fbtSingle:
        ownerID = gameFBMgr.GetGameFBDictByKey(ChConfig.Def_FB_SingleFBPlayerID)
        if ownerID in PyGameData.g_fbHelpBattlePlayerDict:
            PyGameData.g_fbHelpBattlePlayerDict.pop(ownerID)
            GameWorld.DebugLog("清除单人副本镜像助战信息: ownerID=%s" % ownerID)
    elif fbType == IPY_GameWorld.fbtTeam:
        teamID = gameWorld.GetPropertyID()
        if teamID in PyGameData.g_teamFBMemRelationDict:
            PyGameData.g_teamFBMemRelationDict.pop(teamID)
            GameWorld.DebugLog("清除组队副本队员关系信息: teamID=%s" % teamID)
    #副本关闭时统一清怪
    FBCommon.ClearFBNPC()
    
    if lineID in PyGameData.g_fbRobotJobDict:
        PyGameData.g_fbRobotJobDict.pop(lineID)
    mapID = FBCommon.GetRecordMapID(gameMap.GetMapID())
    #清理物品
    unPickItemDict = {}
@@ -134,9 +155,15 @@
        
    #发送未拾取的物品给玩家
    if mapID in ChConfig.Def_SendUnPickItemMailMapIDList and unPickItemDict:
        isCrossServer = GameWorld.IsCrossServer()
        playerServerGroupIDDict = PyGameData.g_crossPlayerServerGroupIDInfo.get(copyMapID, {})
        for ownerID, mailItemList in unPickItemDict.items():
            GameWorld.Log("发送未拾取的物品给玩家: %s" % mailItemList, ownerID)
            PlayerControl.SendMailByKey("ItemNoPickUp", [ownerID], mailItemList, [gameWorld.GetMapID()])
            if isCrossServer:
                serverGroupID = playerServerGroupIDDict.get(ownerID, 0)
                PlayerControl.SendCrossMail(serverGroupID, "ItemNoPickUp", [ownerID], mailItemList, [gameWorld.GetMapID()])
            else:
                PlayerControl.SendMailByKey("ItemNoPickUp", [ownerID], mailItemList, [gameWorld.GetMapID()])
        
    playerManager = gameWorld.GetMapCopyPlayerManager()
    
@@ -150,6 +177,26 @@
    #根据是否收缩型FB处理
    FreeOrClearFBByAutoSize(gameWorld)
    
    GameServer_DynamicLineMapStateChange(gameWorld, IPY_GameWorld.fbosClosed)
    gameWorld.SetPropertyID(0)
    PyGameData.g_crossPlayerServerGroupIDInfo.pop(copyMapID, None)
    return
def GameServer_DynamicLineMapStateChange(gameWorld, state):
    if gameWorld.GetMapID() not in ChConfig.Def_CrossDynamicLineMap:
        return
    realMapID, copyMapID = gameWorld.GetRealMapID(), gameWorld.GetCopyMapID()
    if state == IPY_GameWorld.fbosWaitForClose:
        crossFuncLineDataCache = FBLogic.OnGetCrossFuncLineDataCache()
        msgInfo = [realMapID, copyMapID, state, crossFuncLineDataCache]
    else:
        msgInfo = [realMapID, copyMapID, state]
    msgInfo = str(msgInfo)
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "DynamicLineMapStateChange", msgInfo, len(msgInfo))
    GameWorld.Log("DynamicLineMapStateChange realMapID=%s, copyMapID=%s, PropertyID=%s, state=%s" % (realMapID, copyMapID, gameWorld.GetPropertyID(), state))
    return
##根据表中的收缩类型释放或者清空副本状态
@@ -231,6 +278,7 @@
    
    ##踢人
    __KickAllPlayerAndCloseFB(gameWorld, tick)
    GameServer_DynamicLineMapStateChange(gameWorld, IPY_GameWorld.fbosClosed)
    return
## 副本踢出玩家逻辑
@@ -307,19 +355,39 @@
        return
    
    #特殊副本,不执行这个逻辑
    if not GameWorld.GetMap().GetAutoSize():
    if not IsNoPlayerNeedCloseFB():
        return
    
    gameFB = GameWorld.GetGameFB()
    logOffTick = gameFB.GetPlayerLogoffTick()
    fbIndex = gameWorld.GetCurGameWorldIndex()
    if fbIndex in PyGameData.g_lastExitFBType:
        '''老模式根据 GetPlayerLogoffTick()、GetIsSafeClose()判断的话在某些情况下会有隐藏bug
                            因为当副本中玩家同时退出时可能出现  GameWorld.GetMapCopyPlayerManager().GetPlayerCount() != 1 的情况
                            所以老逻辑存在副本无法关闭的bug,这里只使用新模式,老模式暂不做修改,仅做兼容后备处理
        '''
        exitFBType, exitTick = PyGameData.g_lastExitFBType[fbIndex]
        if exitFBType == 1:
            passTick = tick - exitTick
            if passTick < ChConfig.Def_EmptyFBKeepTime:
                #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护中!tick=%s,exitTick=%s,passTick=%s"
                #                   % (tick, exitTick, passTick), fbIndex)
                return
            #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护超时,关闭副本!tick=%s,exitTick=%s,passTick=%s"
            #                   % (tick, exitTick, passTick), fbIndex)
        #else:
        #    GameWorld.DebugLog("最后一个玩家主动退出的,直接关闭副本!", fbIndex)
        PyGameData.g_lastExitFBType.pop(fbIndex)
        #GameWorld.DebugLog("PyGameData.g_lastExitFBType=%s" % PyGameData.g_lastExitFBType, fbIndex)
    else:
        logOffTick = gameFB.GetPlayerLogoffTick()
    if logOffTick == 0:
        return
    if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
        #GameWorld.Log(str(tick - logOffTick))
        #不是安全断线的情况下, 返回
        return
        if logOffTick == 0:
            return
        if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
            #GameWorld.Log(str(tick - logOffTick))
            #不是安全断线的情况下, 返回
            return
    #输出调试信息
    GameWorld.Log('__ProcessClose! LineID = %s, openState = %s, isSafeClose = %s'%(
@@ -402,9 +470,13 @@
            return IPY_GameWorld.cmePlayerFull
    #检查副本状态是否可以登录
    if not FBCommon.CheckFBStateCanEnter(askStruct):
    checkRet = FBCommon.CheckFBStateCanEnter(askStruct)
    if type(checkRet) not in [tuple, list]:
        checkRet = (checkRet, "FB_andyshao_861048")
    canEnter, notifyMark = checkRet
    if not canEnter:
        #副本关闭中, 请稍后
        return IPY_GameWorld.cmeCustom, 'FB_andyshao_861048'
        return IPY_GameWorld.cmeCustom, notifyMark
    
    changeMapAskResult = FBLogic.OnChangeMapAsk(askStruct, tick)
@@ -452,11 +524,11 @@
    
    __ProcessOpen(gameWorld, tick)
    
    __ProcessTimeKickPlayer(gameWorld, tick)
    __ProcessTimeKickPlayer(gameWorld, tick) # 处理副本生存周期强关副本
    
    __ProcessFBDelayKickPlayer(gameWorld, tick)
    __ProcessFBDelayKickPlayer(gameWorld, tick) # 关闭副本延迟踢出玩家
    
    __ProcessClose(gameWorld, tick)
    __ProcessClose(gameWorld, tick) # 自伸缩副本关闭逻辑
    
    __ProcessMapServerAcPlayer(tick)
    
@@ -477,6 +549,12 @@
    __RefreshOnFiveMinute(tick)
    #定时检测关闭超时文件
    EventReport.OnTimeCloseScribeTxt()
    #仙盟归属boss定时处理
    FamilyRobBoss.OnFamilyOwnerBossProcess(tick)
    #地图自定义随机刷怪
    NPCCustomRefresh.ProcessMapRandomRefreshNPC(gameWorld, tick)
    return
## 通知RouteServer 消息
@@ -541,6 +619,11 @@
    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull:
        msgInfo = str([gameWorld.GetMapID(), gameWorld.GetLineID(), gameWorld.GetRealMapID(), gameWorld.GetCopyMapID()])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CommMapServerInitOK", msgInfo, len(msgInfo))
    if gameWorld.GetMapID() in ChConfig.Def_CrossDynamicLineMap and gameWorld.GetCopyMapID() == gameWorld.GetGameWorldCount() - 1:
        msgInfo = str([gameWorld.GetRealMapID(), gameWorld.GetGameWorldCount()])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "DynamicLineMapInitOK", msgInfo, len(msgInfo))
    return
@@ -550,6 +633,9 @@
#  @remarks 函数详细说明.
def CloseFB(tick):
    GameWorld.GetGameWorld().SetCloseFBTick(tick)
    gameWorld = GameWorld.GetGameWorld()
    GameServer_DynamicLineMapStateChange(gameWorld, IPY_GameWorld.fbosWaitForClose)
    return
## 玩家离开地图时,尝试关闭副本
@@ -564,8 +650,7 @@
    if gameMap.GetMapFBType() == 0:
        return
    
    if gameMap.GetAutoSize() == 0:
        #只处理自动是否的地图
    if not IsNoPlayerNeedCloseFB():
        return
    
    playerManager = gameWorld.GetMapCopyPlayerManager()
@@ -574,7 +659,17 @@
        __CloseFB(GameWorld.GetGameWorld(), GameWorld.GetGameWorld().GetTick())    
def IsNoPlayerNeedCloseFB():
    ## 副本中无玩家是否需要自动关闭的副本
    if GameWorld.GetMap().GetAutoSize():
        if GameWorld.GetMap().GetMapID() in ChConfig.Def_NoPlayerNotCloseAutoSizeMap:
            return False
        return True
    else:
        if GameWorld.GetMap().GetMapID() in ChConfig.Def_NoPlayerCloseNotAutoSizeMap:
            return True
        return False
#//08 06 根据国家统计的玩家数目#tagMPlayerCountByCountry
#tagMPlayerCountByCountry       *   GettagMPlayerCountByCountry();
#