| | |
| | | import PlayerTeam
|
| | | import GameWorld
|
| | | import ChConfig
|
| | | import IPY_PlayerDefine
|
| | | import CrossBattlefield
|
| | | import CrossRealmPlayer
|
| | | import CrossChampionship
|
| | | import DataRecordPack
|
| | | import CrossRealmMsg
|
| | | import ShareDefine
|
| | | import CrossBoss
|
| | | import time
|
| | |
|
| | | import random
|
| | | DynamicShuntType_No = 0 # 不分流
|
| | | DynamicShuntType_Fill = 1 # 填满式分流,按存在的线路人数多的优先填充,都满后开启新线路
|
| | | DynamicShuntType_Equally = 2 # 均摊式分流,按存在的线路人数少的优先填充,都满后开启新线路
|
| | | #---------------------------------------------------------------------
|
| | |
|
| | | ## 跨服地图动态分配的功能线路,如果有人数上限的,则同分区同地图玩法的可能同时存在多个相同功能线路的数据
|
| | | ## {dataMapID:{(zoneID, funcLineID):[CrossFuncLineInfo, CrossFuncLineInfo, ...], ...}, ...}
|
| | | class CrossFuncLineInfo():
|
| | |
|
| | | def __init__(self):
|
| | | self.mapID = 0
|
| | | self.realMapID = 0
|
| | | self.copyMapID = 0
|
| | | self.newFuncLineNum = 0
|
| | | self.funcLineDataCache = None # 功能线路自定义缓存数据
|
| | | return
|
| | |
|
| | | def OnCopyMapClose(self, funcLineDataCache):
|
| | | self.mapID = 0
|
| | | def OnCopyMapClose(self):
|
| | | self.realMapID = 0
|
| | | self.copyMapID = 0
|
| | | self.funcLineDataCache = funcLineDataCache
|
| | | return
|
| | |
|
| | | ## 跨服地图动态分配的虚拟线路信息
|
| | | ## 跨服地图动态分配的虚拟线路信息 {(mapID, copyMapID):CrossCopyMapInfo, ...}
|
| | | class CrossCopyMapInfo():
|
| | |
|
| | | def __init__(self, zoneID, funcLineID):
|
| | | self.zoneID = zoneID
|
| | | self.funcLineID = funcLineID
|
| | | self.openState = 0
|
| | | self.newFuncLineNum = 0
|
| | | self.realMapID = 0
|
| | | self.copyMapID = 0
|
| | | self.openState = IPY_PlayerDefine.fbosClosed
|
| | | self.fbPlayerDict = {} # 副本中的玩家信息 {playerID:serverGroupID, ...}
|
| | | self.waitPlayerDict = {} # 等待进入的玩家信息 {playerID:[serverGroupID, tick], ...}
|
| | | self.offlinePlayerDict = {} # 掉线的玩家信息,非主动退出的 {playerID:serverGroupID, ...}
|
| | | self.enterPlayerIDList = [] # 有进入过此分线的玩家ID列表,不会清除 [playerID, ...]
|
| | | return
|
| | |
|
| | | def OnRequestEnterCrossCopyMap(self, playerID, serverGroupID, tick, copyMapPlayerMax):
|
| | | # 已经在请求队列里,可进入
|
| | | if playerID in self.waitPlayerDict or not copyMapPlayerMax:
|
| | | self.waitPlayerDict[playerID] = [serverGroupID, tick]
|
| | | return True
|
| | | def GetCopyMapPlayerCount(self, includeOffline, tick):
|
| | | ## 获取该分线玩家数
|
| | | # @param includeOffline: 是否包含离线玩家
|
| | |
|
| | | # 移除请求进入超时的玩家
|
| | | for waitPlayerID, playerInfo in self.waitPlayerDict.items():
|
| | | serverGroupID, requestTick = playerInfo
|
| | | _, requestTick = playerInfo
|
| | | if tick - requestTick > 60000: # 请求进入时间保留1分钟
|
| | | self.waitPlayerDict.pop(waitPlayerID)
|
| | |
|
| | | # 判断是否超过人数上限
|
| | | fbPlayerCount, waitPlayerCount = len(self.fbPlayerDict), len(self.waitPlayerDict)
|
| | | if fbPlayerCount + waitPlayerCount >= copyMapPlayerMax:
|
| | | return False
|
| | | totalPlayerCount = fbPlayerCount + waitPlayerCount
|
| | | if includeOffline:
|
| | | totalPlayerCount += len(self.offlinePlayerDict)
|
| | | |
| | | return totalPlayerCount
|
| | | |
| | | def IsMustCopyMapPlayer(self, playerID):
|
| | | ## 是否必定在此分线的玩家, 在请求队列里 或 曾经进入到该分线的,都强制认为属于该分线的玩家
|
| | | return playerID in self.waitPlayerDict or playerID in self.enterPlayerIDList
|
| | |
|
| | | self.waitPlayerDict[playerID] = [serverGroupID, tick]
|
| | | return True
|
| | | def OnRequestEnterCrossCopyMap(self, playerID, tick, copyMapPlayerMax, includeOffline):
|
| | | if not copyMapPlayerMax or self.IsMustCopyMapPlayer(playerID):
|
| | | return True
|
| | | return self.GetCopyMapPlayerCount(includeOffline, tick) < copyMapPlayerMax
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | def GetFBLineIpyData(mapID, lineID, isDefaultLine=True):
|
| | |
| | | def ClientServerMsg_EnterFB(serverGroupID, msgData, tick):
|
| | | ## 收到子服请求进入动态分配的跨服副本
|
| | | playerID = msgData["PlayerID"]
|
| | | dataMapID = msgData["DataMapID"]
|
| | | mapID = msgData["MapID"]
|
| | | funcLineID = msgData["FuncLineID"]
|
| | | playerLV = msgData["LV"]
|
| | |
|
| | | zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByServerGroupID(dataMapID, serverGroupID)
|
| | | if mapID == ChConfig.Def_FBMapID_CrossChampionship:
|
| | | CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
|
| | | return
|
| | | |
| | | zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByServerGroupID(mapID, serverGroupID)
|
| | | if not zoneIpyData:
|
| | | return
|
| | | zoneID = zoneIpyData.GetZoneID()
|
| | |
|
| | | copyMapPlayerMax = 0 # 0为不限制人数,默认不限制
|
| | | if dataMapID == ChConfig.Def_FBMapID_CrossDemonKing:
|
| | | openHour, openMinute = None, None
|
| | | dynamicShuntType = DynamicShuntType_Fill
|
| | | includeOffline = False
|
| | | tagCopyMapObj = None
|
| | | |
| | | # 基础验证是否可进入等 及 数据准备
|
| | | if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
|
| | | bossID = msgData["BossID"]
|
| | | if not CrossBoss.GetCrossBossIsAliveOrCanReborn(zoneID, bossID):
|
| | | GameWorld.DebugLog("当前跨服妖王死亡状态,不可进入! serverGroupID=%s,funcLineID=%s,zoneID=%s,bossID=%s" % (serverGroupID, funcLineID, zoneID, bossID))
|
| | | GameWorld.ErrLog("当前跨服妖王死亡状态,不可进入! funcLineID=%s,zoneID=%s,bossID=%s" % (funcLineID, zoneID, bossID), playerID)
|
| | | return
|
| | |
|
| | | elif dataMapID in [ChConfig.Def_FBMapID_CrossGrasslandLing, ChConfig.Def_FBMapID_CrossGrasslandXian]:
|
| | | copyMapPlayerMax = 10
|
| | | |
| | | elif mapID in [ChConfig.Def_FBMapID_CrossGrasslandLing, ChConfig.Def_FBMapID_CrossGrasslandXian]:
|
| | | pass
|
| | | |
| | | elif mapID == ChConfig.Def_FBMapID_CrossBattlefield:
|
| | | openTimeInfo = CrossBattlefield.GetCrossBattlefieldOpenTime(serverGroupID, zoneID, playerID)
|
| | | if not openTimeInfo:
|
| | | #GameWorld.ErrLog("非活动时间或未开启! funcLineID=%s,zoneID=%s" % (funcLineID, zoneID), playerID)
|
| | | return
|
| | | dynamicShuntType = DynamicShuntType_Equally
|
| | | isCallBattle, openHour, openMinute = openTimeInfo
|
| | | if isCallBattle:
|
| | | # 召集场次默认 funcLineID 为0,不分等级,不分流
|
| | | funcLineID = 0
|
| | | dynamicShuntType = DynamicShuntType_No
|
| | | includeOffline = True
|
| | | else:
|
| | | return
|
| | |
|
| | | mapCopyLineInfo = __GetCrossDynamicLineInfo(playerID, serverGroupID, dataMapID, funcLineID, zoneID, copyMapPlayerMax, tick)
|
| | | if not mapCopyLineInfo:
|
| | | dynamicLineMaxPlayerCountDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 2)
|
| | | copyMapPlayerMin, copyMapPlayerMax = dynamicLineMaxPlayerCountDict.get(mapID, [0, 0]) # 0为不限制人数,默认不限制
|
| | | |
| | | # 除个别地图外,最优先进入上次进入的未关闭分线
|
| | | if mapID not in []:
|
| | | for _, copyMapObj in PyGameData.g_crossDynamicLineCopyMapInfo.items():
|
| | | if copyMapObj.IsMustCopyMapPlayer(playerID):
|
| | | tagCopyMapObj = copyMapObj
|
| | | break
|
| | | |
| | | # 如果没有进入过,则按功能看是否有特殊指定规则
|
| | | if tagCopyMapObj == None:
|
| | | if mapID == ChConfig.Def_FBMapID_CrossBattlefield:
|
| | | if isCallBattle:
|
| | | copyMapPlayerMax = IpyGameDataPY.GetFuncCfg("CrossBattlefieldCall", 2)
|
| | | tagCopyMapObj = CrossBattlefield.GetCallPlayerCopymapObj(playerID, serverGroupID, mapID, funcLineID, zoneID, copyMapPlayerMax, includeOffline, tick)
|
| | | |
| | | # 如果还没有取到对应的分流线,则按默认规则处理
|
| | | if tagCopyMapObj == None and dynamicShuntType:
|
| | | # 非特殊动态规则,走常规逻辑
|
| | | dynamicLineLVRangeDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 4)
|
| | | if mapID in dynamicLineLVRangeDict:
|
| | | lvRangeList = dynamicLineLVRangeDict[mapID]
|
| | | for lvFuncLineID, lvRange in enumerate(lvRangeList):
|
| | | if lvRange[0] <= playerLV <= lvRange[1]:
|
| | | funcLineID = lvFuncLineID
|
| | | copyMapPlayerMin, copyMapPlayerMax = lvRange[2], lvRange[3]
|
| | | GameWorld.DebugLog("进入跨服地图等级自动适配功能线路ID: mapID=%s,playerLV=%s,funcLineID=%s,copyMapPlayerMin=%s,copyMapPlayerMax=%s" |
| | | % (mapID, playerLV, funcLineID, copyMapPlayerMin, copyMapPlayerMax))
|
| | | break
|
| | | |
| | | shuntPlayerMax = copyMapPlayerMax
|
| | | |
| | | minCountTimeDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 3) # 分流下限人数有效时间配置,单位秒,{dataMapID:秒, ...}
|
| | | if mapID in minCountTimeDict:
|
| | | playerMinTimeSet = minCountTimeDict[mapID]
|
| | | curTime = GameWorld.GetServerTime()
|
| | | if openHour == None or openMinute == None:
|
| | | GameWorld.ErrLog("副本开启时间未知! mapID=%s,funcLineID=%s,zoneID=%s" % (mapID, funcLineID, zoneID), playerID)
|
| | | return
|
| | | |
| | | openDateTimeStr = "%d-%02d-%02d %02d:%02d:00" % (curTime.year, curTime.month, curTime.day, openHour, openMinute)
|
| | | openDateTime = GameWorld.ChangeStrToDatetime(openDateTimeStr)
|
| | | passTime = curTime - openDateTime
|
| | | '''
|
| | | 在线(包含请求中) <= 单场下限值
|
| | | 在线(包含请求中)+ 离线 <= 单场上限值
|
| | | |
| | | 前X秒大于 单场下限值 开新一场
|
| | | 任意时刻大于 单场上限值 必开新一场
|
| | | '''
|
| | | if passTime.seconds <= playerMinTimeSet:
|
| | | shuntPlayerMax = copyMapPlayerMin
|
| | | includeOffline = False
|
| | | else:
|
| | | shuntPlayerMax = copyMapPlayerMax
|
| | | includeOffline = True
|
| | | |
| | | tagCopyMapObj = __GetCrossDynamicLineInfo(playerID, serverGroupID, mapID, funcLineID, zoneID, |
| | | shuntPlayerMax, copyMapPlayerMax, includeOffline, tick, dynamicShuntType)
|
| | | |
| | | if not tagCopyMapObj:
|
| | | PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBFull")
|
| | | GameWorld.ErrLog("找不到可分流的副本线路! mapID=%s,funcLineID=%s,zoneID=%s" % (mapID, funcLineID, zoneID), playerID)
|
| | | return
|
| | | mapID, copyMapID, openState = mapCopyLineInfo
|
| | | if not openState:
|
| | | |
| | | realMapID, copyMapID, openState = tagCopyMapObj.realMapID, tagCopyMapObj.copyMapID, tagCopyMapObj.openState
|
| | | |
| | | if openState == IPY_PlayerDefine.fbosWaitForClose:
|
| | | PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
|
| | | GameWorld.ErrLog("分流的副本线路关闭中! mapID=%s,funcLineID=%s,zoneID=%s,realMapID=%s,copyMapID=%s,openState=%s" |
| | | % (mapID, funcLineID, zoneID, realMapID, copyMapID, openState), playerID)
|
| | | return
|
| | |
|
| | | playerIDList = [playerID]
|
| | | retInfo = [playerIDList, dataMapID, mapID, copyMapID, funcLineID]
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterFBRet, retInfo, [serverGroupID])
|
| | | return
|
| | | tagCopyMapObj.waitPlayerDict[playerID] = [serverGroupID, tick]
|
| | | GameWorld.DebugLog(" 分配进入跨服场景: realMapID=%s, copyMapID=%s, openState=%s" % (realMapID, copyMapID, openState), playerID)
|
| | | if openState == IPY_PlayerDefine.fbosOpen:
|
| | | funcLineID = tagCopyMapObj.funcLineID
|
| | | playerIDList = [playerID]
|
| | | # 分流地图的地图数据ID直接使用场景ID,因为分流地图实际上是两张不同的地图,所以直接使用场景ID,不然会导致上传跨服玩家数据时坐标为0
|
| | | retInfo = [playerIDList, mapID, realMapID, realMapID, copyMapID, funcLineID]
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterFBRet, retInfo, [serverGroupID])
|
| | | |
| | | dataDict = {}
|
| | | dataDict.update(msgData)
|
| | | dataDict.update({"mapID":mapID, "realMapID":realMapID, "copyMapID":copyMapID, "realFuncLineID":funcLineID, "openState":openState})
|
| | | DataRecordPack.SendEventPack("CrossFBRequest", dataDict)
|
| | | return tagCopyMapObj
|
| | |
|
| | | def CrossServerMsg_EnterFBRet(msgData, tick):
|
| | | ## 收到跨服服务器动态分配的跨服副本进入信息
|
| | | playerIDList, dataMapID, mapID, realMapID, copyMapID, funcLineID = msgData
|
| | |
|
| | | playerIDList, dataMapID, mapID, copyMapID, funcLineID = msgData
|
| | | |
| | | dynamicLineMapDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 1)
|
| | | if dataMapID not in dynamicLineMapDict:
|
| | | return
|
| | | mapPosInfo = dynamicLineMapDict[dataMapID][0]
|
| | | posX, posY = mapPosInfo[:2]
|
| | | dist = mapPosInfo[2] if len(mapPosInfo) > 2 else 0
|
| | | if dist > 0:
|
| | | posX, posY = random.randint(posX - dist, posX + dist), random.randint(posY - dist, posY + dist)
|
| | | |
| | | for playerID in playerIDList:
|
| | | curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
|
| | | if not curPlayer:
|
| | | continue
|
| | | CrossRealmPlayer.SendCrossRealmReg(curPlayer, dataMapID, mapID, dataMapID, copyMapID, posX, posY, lineID=funcLineID)
|
| | | CrossRealmPlayer.SendCrossRealmReg(curPlayer, dataMapID, realMapID, mapID, copyMapID, lineID=funcLineID)
|
| | |
|
| | | return
|
| | |
|
| | | def __GetCrossDynamicLineInfo(playerID, serverGroupID, dataMapID, funcLineID, zoneID, copyMapPlayerMax, tick):
|
| | | def __GetCrossDynamicLineInfo(playerID, serverGroupID, mapID, funcLineID, zoneID, shuntPlayerMax, copyMapPlayerMax, includeOffline, tick, dynamicShuntType):
|
| | | '''获取跨服分区对应动态分配的副本地图虚拟线路信息, 由于需要支持多地图分流,所以直接由GameServer管理分配
|
| | | 每个功能线路支持按人数分流,超过最大人数后可开启一条相同功能线路的虚拟线路进行分流,所以同一分区同一地图的功能线路ID可能对应多条虚拟线路
|
| | | 分流方式:
|
| | | DynamicShuntType_Fill = 1 # 填满式分流,按存在的线路人数多的优先填充,都满后开启新线路
|
| | | DynamicShuntType_Equally = 2 # 均摊式分流,按存在的线路人数少的优先填充,都满后开启新线路
|
| | | 分流规则:
|
| | | 时间仅决定分流人数,不影响常规分配逻辑
|
| | | 1. 优先分配到人数小于分流人数的场次
|
| | | 2. 超过分流人数的场次依次往人数少的场次分配
|
| | | 3. 当当前已开放的场次都达到人数分流人数,则开启新场次,没有空闲的场,则往未达到人数上限的场次依次分配,直到达到所有场次上限
|
| | | |
| | | 关于 shuntPlayerMax 的选择: 可根据副本规则制定
|
| | | 如前X分钟内可设定一个小于 copyMapPlayerMax 的分流人数值快速铺满各分流场次
|
| | | 当大于X分钟后则可设置 shuntPlayerMax = copyMapPlayerMax 进行饱和分流
|
| | | |
| | | 当所有分流场次达到 shuntPlayerMax 后,可尝试开启新分流线路,进行分流
|
| | | shuntPlayerMax < copyMapPlayerMax 的情况,如果没有办法开启新分流线路,则可继续强制根据分流类型分配线路,只要未达到 copyMapPlayerMax 人数,还是可以进入副本的
|
| | | shuntPlayerMax >= copyMapPlayerMax 的情况,如果没有办法开启新分流线路,则标识副本所有线路已达到饱和状态,不能再进入副本了
|
| | | |
| | | 当 shuntPlayerMax 为 0 时,达标不限制人数上限,及不分流,都在同一条线路,一般跨服副本不建议设置为0,人数太多,不合理
|
| | | |
| | | @param shuntPlayerMax: 分流最大人数限制
|
| | | @param copyMapPlayerMax: 实际最大可容纳的人数限制,一般大于等于分流人数限制
|
| | | @param includeOffline: 是否包含本线路离线玩家
|
| | | @param dynamicShuntType: 分流类型,可选择 填满式分流 或 均摊式分流
|
| | | '''
|
| | |
|
| | | zoneLineKey = (zoneID, funcLineID)
|
| | | if dataMapID not in PyGameData.g_crossDynamicLineInfo:
|
| | | PyGameData.g_crossDynamicLineInfo[dataMapID] = {}
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo[dataMapID] # 跨服动态线路信息 {dataMapID:{(zoneID, funcLineID):[CrossFuncLineInfo, CrossFuncLineInfo, ...], ...}, ...}
|
| | | if zoneLineKey not in zoneLineDict:
|
| | | zoneLineDict[zoneLineKey] = []
|
| | | funcLineObjList = zoneLineDict[zoneLineKey]
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
|
| | | funcLineObjList = zoneLineDict.get(zoneLineKey, [])
|
| | | isPlayerFullMax = (shuntPlayerMax >= copyMapPlayerMax)
|
| | |
|
| | | newFuncLineNum = None
|
| | | newFuncLineObj = None
|
| | | for index, funcLineObj in enumerate(funcLineObjList, 1):
|
| | | mapID, copyMapID = funcLineObj.mapID, funcLineObj.copyMapID
|
| | | if not mapID:
|
| | | newFuncLineNum, newFuncLineObj = index, funcLineObj
|
| | | break
|
| | | GameWorld.DebugLog("获取动态分流线路: serverGroupID=%s,mapID=%s,funcLineID=%s,zoneID=%s,shuntPlayerMax=%s,copyMapPlayerMax=%s,includeOffline=%s,dynamicShuntType=%s" |
| | | % (serverGroupID, mapID, funcLineID, zoneID, shuntPlayerMax, copyMapPlayerMax, includeOffline, dynamicShuntType), playerID)
|
| | | #GameWorld.DebugLog(" funcLineObjList=%s" % funcLineObjList, playerID)
|
| | | |
| | | canUseShuntLine = False # 是否直接使用分流线路,如果否的话,当人数未达到真正饱和时,则还可直接分配对应分流类型的线路
|
| | | minPlayerCount, maxPlayerCount = 0, 0
|
| | | minCopyMapObj, maxCopyMapObj = None, None
|
| | | for _, funcLineObj in enumerate(funcLineObjList, 1):
|
| | | realMapID, copyMapID = funcLineObj.realMapID, funcLineObj.copyMapID
|
| | | #GameWorld.DebugLog(" realMapID=%s, copyMapID=%s" % (realMapID, copyMapID))
|
| | | if not realMapID:
|
| | | continue
|
| | |
|
| | | key = (mapID, copyMapID)
|
| | | key = (realMapID, copyMapID)
|
| | | if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
|
| | | GameWorld.ErrLog("已经分配的虚拟线路不存在缓存对应关系里!zoneID=%s,funcLineID=%s,mapID=%s,copyMapID=%s" |
| | | % (zoneID, funcLineID, mapID, copyMapID))
|
| | | GameWorld.ErrLog("已经分配的虚拟线路不存在缓存对应关系里!zoneID=%s,funcLineID=%s,realMapID=%s,copyMapID=%s" |
| | | % (zoneID, funcLineID, realMapID, copyMapID))
|
| | | continue
|
| | |
|
| | | copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
|
| | | openState = copyMapObj.openState
|
| | | canEnter = copyMapObj.OnRequestEnterCrossCopyMap(playerID, serverGroupID, tick, copyMapPlayerMax)
|
| | | if canEnter:
|
| | | #GameWorld.DebugLog("可进入动态分布的虚拟线路! mapID=%s,copyMapID=%s,openState=%s" % (mapID, copyMapID, openState))
|
| | | #GameWorld.DebugLog(" 副本中的玩家ID: %s" % copyMapObj.fbPlayerDict)
|
| | | #GameWorld.DebugLog(" 等待中的玩家ID: %s" % copyMapObj.waitPlayerDict)
|
| | | return mapID, copyMapID, openState
|
| | | if openState == IPY_PlayerDefine.fbosWaitForClose:
|
| | | # 没有限制分流人数的情况,代表都在同一场,这种情况下当副本已经在关闭的状态下,则代表已经结束了,不可再进入
|
| | | if not shuntPlayerMax:
|
| | | PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
|
| | | return
|
| | | #GameWorld.DebugLog(" 虚拟线路等待关闭中! realMapID=%s,copyMapID=%s" % (realMapID, copyMapID))
|
| | | continue
|
| | |
|
| | | dynamicLineMapDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 1)
|
| | | if dataMapID not in dynamicLineMapDict:
|
| | | if not shuntPlayerMax or copyMapObj.IsMustCopyMapPlayer(playerID):
|
| | | return copyMapObj
|
| | | |
| | | playerCount = copyMapObj.GetCopyMapPlayerCount(includeOffline, tick)
|
| | | if minCopyMapObj == None or playerCount < minPlayerCount:
|
| | | minPlayerCount = playerCount
|
| | | minCopyMapObj = copyMapObj
|
| | | |
| | | if maxCopyMapObj == None or playerCount > maxPlayerCount:
|
| | | maxPlayerCount = playerCount
|
| | | maxCopyMapObj = copyMapObj
|
| | | |
| | | # 存在线路未达到规定的分流人数,则可直接使用分流线路
|
| | | if playerCount < shuntPlayerMax:
|
| | | canUseShuntLine = True
|
| | | |
| | | #GameWorld.DebugLog(" isPlayerFullMax=%s,canUseShuntLine=%s" % (isPlayerFullMax, canUseShuntLine))
|
| | | dynamicShuntCopyMap = None # 分流类型决定的分流线路
|
| | | |
| | | # 均摊式
|
| | | if dynamicShuntType == DynamicShuntType_Equally:
|
| | | dynamicShuntCopyMap = minCopyMapObj
|
| | | # 填满式
|
| | | elif dynamicShuntType == DynamicShuntType_Fill:
|
| | | dynamicShuntCopyMap = maxCopyMapObj
|
| | | else:
|
| | | return
|
| | | mapIDList = dynamicLineMapDict[dataMapID][1]
|
| | | |
| | | shuntCopyMap = None
|
| | | if canUseShuntLine:
|
| | | shuntCopyMap = dynamicShuntCopyMap
|
| | | |
| | | #GameWorld.DebugLog(" shuntCopyMap=%s" % shuntCopyMap)
|
| | | if not shuntCopyMap:
|
| | | isLog = isPlayerFullMax
|
| | | shuntCopyMap = __OpenNewFuncLine(mapID, zoneID, funcLineID, isLog)
|
| | | |
| | | # 即 shuntPlayerMax < copyMapPlayerMax 的情况
|
| | | if not shuntCopyMap and not isPlayerFullMax:
|
| | | shuntCopyMap = dynamicShuntCopyMap
|
| | | |
| | | if not shuntCopyMap:
|
| | | return
|
| | | |
| | | shuntCopyMap.waitPlayerDict[playerID] = [serverGroupID, tick]
|
| | | |
| | | return shuntCopyMap
|
| | |
|
| | | def __OpenNewFuncLine(mapID, zoneID, funcLineID, isLog=True):
|
| | | ## 新开功能线路分流
|
| | | |
| | | if mapID not in PyGameData.g_crossDynamicLineInfo:
|
| | | PyGameData.g_crossDynamicLineInfo[mapID] = {}
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo[mapID] # 跨服动态线路信息 {dataMapID:{(zoneID, funcLineID):[CrossFuncLineInfo, CrossFuncLineInfo, ...], ...}, ...}
|
| | | zoneLineKey = (zoneID, funcLineID)
|
| | | if zoneLineKey not in zoneLineDict:
|
| | | zoneLineDict[zoneLineKey] = []
|
| | | funcLineObjList = zoneLineDict[zoneLineKey]
|
| | | |
| | | dynamicLineMapDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 1)
|
| | | dynamicMapIDList = dynamicLineMapDict.get(mapID, [mapID])
|
| | |
|
| | | openMapID, openCopyMapID = 0, 0
|
| | | for mapID in mapIDList:
|
| | | maxCopyMapCount = PyGameData.g_crossMapCopyMapCountDict.get(mapID, 0)
|
| | | for copyMapID in xrange(maxCopyMapCount):
|
| | | if (mapID, copyMapID) not in PyGameData.g_crossDynamicLineCopyMapInfo:
|
| | | openMapID, openCopyMapID = mapID, copyMapID
|
| | | maxCopyMapCount = PyGameData.g_crossMapCopyMapCountDict.get(dynamicMapIDList[0], 0)
|
| | | # 外层为虚拟线路总数遍历,内层为分流地图,这样可以均匀分流到各个分流地图,减少单地图压力
|
| | | for copyMapID in xrange(maxCopyMapCount):
|
| | | for realMapID in dynamicMapIDList:
|
| | | if copyMapID >= PyGameData.g_crossMapCopyMapCountDict.get(realMapID, 0):
|
| | | continue
|
| | | if (realMapID, copyMapID) not in PyGameData.g_crossDynamicLineCopyMapInfo:
|
| | | openMapID, openCopyMapID = realMapID, copyMapID
|
| | | break
|
| | | if openMapID:
|
| | | break
|
| | | |
| | | if not openMapID:
|
| | | GameWorld.ErrLog("没有空余的虚拟线路,无法动态开启跨服副本!dataMapID=%s, funcLineID=%s, zoneID=%s, mapIDList=%s" |
| | | % (dataMapID, funcLineID, zoneID, mapIDList))
|
| | | if isLog:
|
| | | GameWorld.ErrLog("没有空余的虚拟线路,无法动态开启跨服副本! mapID=%s,zoneID=%s,funcLineID=%s,dynamicMapIDList=%s" |
| | | % (mapID, zoneID, funcLineID, dynamicMapIDList))
|
| | | return
|
| | |
|
| | | realMapID, copyMapID = openMapID, openCopyMapID
|
| | | |
| | | newFuncLineObj = None
|
| | | for funcLineObj in funcLineObjList:
|
| | | if not funcLineObj.realMapID:
|
| | | newFuncLineObj = funcLineObj
|
| | | break
|
| | | |
| | | if newFuncLineObj == None:
|
| | | newFuncLineObj = CrossFuncLineInfo()
|
| | | funcLineObjList.append(newFuncLineObj)
|
| | | newFuncLineNum = len(funcLineObjList)
|
| | | mapID, copyMapID = openMapID, openCopyMapID
|
| | | newFuncLineObj.mapID = mapID
|
| | | |
| | | newFuncLineNum = 1
|
| | | lineNumList = [lineObj.newFuncLineNum for lineObj in funcLineObjList]
|
| | | for num in xrange(1, len(lineNumList) + 1):
|
| | | if num not in lineNumList:
|
| | | newFuncLineNum = num
|
| | | break
|
| | | GameWorld.DebugLog(" lineNumList=%s,newFuncLineNum=%s" % (lineNumList, newFuncLineNum))
|
| | | |
| | | newFuncLineObj.realMapID = realMapID
|
| | | newFuncLineObj.copyMapID = copyMapID
|
| | | funcLineDataCache = newFuncLineObj.funcLineDataCache
|
| | | newFuncLineObj.newFuncLineNum = newFuncLineNum
|
| | |
|
| | | key = (mapID, copyMapID)
|
| | | copyMapObj = CrossCopyMapInfo(zoneID, funcLineID)
|
| | | PyGameData.g_crossDynamicLineCopyMapInfo[key] = copyMapObj
|
| | | copyMapObj.waitPlayerDict[playerID] = [serverGroupID, tick]
|
| | | openState = copyMapObj.openState
|
| | | copyMapObj.realMapID = realMapID
|
| | | copyMapObj.copyMapID = copyMapID
|
| | | copyMapObj.newFuncLineNum = newFuncLineNum
|
| | |
|
| | | propertyID = int("%d%03d%d" % (zoneID, funcLineID, newFuncLineNum))
|
| | | GameWorld.DebugLog("不存在该分区功能线路ID,重新分配: zoneID=%s,funcLineID=%s,mapID=%s,copyMapID=%s,propertyID=%s" |
| | | % (zoneID, funcLineID, mapID, copyMapID, propertyID))
|
| | | key = (realMapID, copyMapID)
|
| | | PyGameData.g_crossDynamicLineCopyMapInfo[key] = copyMapObj
|
| | | |
| | | propertyID = int("%d%03d%02d" % (zoneID, funcLineID, newFuncLineNum))
|
| | | GameWorld.Log(" 新开分区动态副本功能线路: zoneID=%s,funcLineID=%s,newFuncLineNum=%s,realMapID=%s,copyMapID=%s,propertyID=%s" |
| | | % (zoneID, funcLineID, newFuncLineNum, realMapID, copyMapID, propertyID))
|
| | |
|
| | | # 通知地图开启新的地图虚拟分线
|
| | | funcLineDataCache = newFuncLineObj.funcLineDataCache
|
| | | msgInfo = str([copyMapID, propertyID, funcLineDataCache])
|
| | | GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, 0, mapID, "OpenFB", msgInfo, len(msgInfo))
|
| | | return mapID, copyMapID, openState
|
| | | GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, 0, realMapID, "OpenFB", msgInfo, len(msgInfo))
|
| | | return copyMapObj
|
| | |
|
| | | def SendMapOpenFBEx(realMapID, copyPropertyList):
|
| | | ## 通知地图开启副本线路
|
| | | # @param realMapID: 地图ID
|
| | | # @param copyPropertyList: [[copyMapID, propertyID], ...]
|
| | | msgInfo = str(copyPropertyList)
|
| | | GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, 0, realMapID, "OpenFBEx", msgInfo, len(msgInfo))
|
| | | GameWorld.Log("SendMapOpenFBEx: realMapID=%s,msgInfo=%s" % (realMapID, msgInfo))
|
| | | return
|
| | |
|
| | | def OpenCrossDynamicLineBySys(zoneID, mapID, funcLineIDList, checkExist):
|
| | | ## 系统开启跨服动态线路
|
| | | |
| | | GameWorld.Log(" 系统开启跨服动态线路: zoneID=%s, mapID=%s, funcLineIDList=%s, checkExist=%s" % (zoneID, mapID, funcLineIDList, checkExist))
|
| | | |
| | | for funcLineID in funcLineIDList:
|
| | | |
| | | if checkExist: |
| | | fincLineObj = None
|
| | | zoneLineKey = (zoneID, funcLineID)
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
|
| | | funcLineObjList = zoneLineDict.get(zoneLineKey, [])
|
| | | for funcLineObj in funcLineObjList:
|
| | | if funcLineObj.realMapID:
|
| | | fincLineObj = funcLineObj
|
| | | break
|
| | | |
| | | if fincLineObj:
|
| | | GameWorld.ErrLog("已经存在开放中的线路,不重复开启动态副本线路! mapID=%s, funcLineID=%s, zoneID=%s, realMapID=%s, copyMapID=%s" |
| | | % (mapID, funcLineID, zoneID, funcLineObj.realMapID, funcLineObj.copyMapID))
|
| | | continue
|
| | | |
| | | __OpenNewFuncLine(mapID, zoneID, funcLineID)
|
| | | |
| | | return
|
| | |
|
| | | def GetCrossDynamicLineZoneID(mapID, realMapID, copyMapID):
|
| | | ## 获取跨服动态分配的虚拟线路对应分区ID
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
|
| | | for key, funcLineObjList in zoneLineDict.items():
|
| | | for funcLineObj in funcLineObjList:
|
| | | if funcLineObj.mapID == realMapID and funcLineObj.copyMapID == copyMapID:
|
| | | if funcLineObj.realMapID == realMapID and funcLineObj.copyMapID == copyMapID:
|
| | | zoneID = key[0]
|
| | | return zoneID
|
| | | return 0
|
| | |
|
| | | def OnCrossDynamicLineOpen(mapID, copyMapID):
|
| | | def OnCrossDynamicLineStateChange(msgList):
|
| | | mapID, realMapID, copyMapID, state = msgList[:4]
|
| | | |
| | | if state == IPY_PlayerDefine.fbosWaitForClose:
|
| | | funcLineDataCache = msgList[3]
|
| | | OnCrossDynamicLineWaitForClose(realMapID, copyMapID, funcLineDataCache)
|
| | | elif state == IPY_PlayerDefine.fbosClosed:
|
| | | OnCrossDynamicLineClose(realMapID, copyMapID)
|
| | | elif state == IPY_PlayerDefine.fbosOpen:
|
| | | OnCrossDynamicLineOpen(mapID, realMapID, copyMapID)
|
| | | |
| | | return
|
| | |
|
| | | def OnCrossDynamicLineOpen(mapID, realMapID, copyMapID):
|
| | | ## 动态分配线路的地图虚拟线路启动成功
|
| | |
|
| | | key = (mapID, copyMapID)
|
| | | key = (realMapID, copyMapID)
|
| | | if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
|
| | | return
|
| | | copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
|
| | | copyMapObj.openState = 1
|
| | | copyMapObj.openState = IPY_PlayerDefine.fbosOpen
|
| | | funcLineID = copyMapObj.funcLineID
|
| | |
|
| | | # 通知子服等待中的玩家可以进入副本
|
| | |
| | | playerIDList = serverPlayerIDListDict[serverGroupID]
|
| | | playerIDList.append(playerID)
|
| | |
|
| | | dataMapID = GetRecordMapID(mapID)
|
| | | GameWorld.Log("动态分配虚拟线路启动成功,通知子服等待玩家可进入: dataMapID=%s,mapID=%s,copyMapID=%s,serverPlayerIDListDict=%s" |
| | | % (dataMapID, mapID, copyMapID, serverPlayerIDListDict))
|
| | | recordMapID = GetRecordMapID(realMapID)
|
| | | GameWorld.Log("动态分配虚拟线路启动成功,通知子服等待玩家可进入: recordMapID=%s,mapID=%s,realMapID=%s,copyMapID=%s,serverPlayerIDListDict=%s" |
| | | % (recordMapID, mapID, realMapID, copyMapID, serverPlayerIDListDict))
|
| | | for serverGroupID, playerIDList in serverPlayerIDListDict.items():
|
| | | retInfo = [playerIDList, dataMapID, mapID, copyMapID, funcLineID]
|
| | | retInfo = [playerIDList, recordMapID, mapID, realMapID, copyMapID, funcLineID]
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterFBRet, retInfo, [serverGroupID])
|
| | |
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
|
| | | return
|
| | |
|
| | | def OnCrossDynamicLineClose(mapID, copyMapID, funcLineDataCache):
|
| | | def OnCrossDynamicLineWaitForClose(realMapID, copyMapID, funcLineDataCache):
|
| | | ## 动态分配线路的地图虚拟线路关闭
|
| | |
|
| | | mapID = GetRecordMapID(realMapID)
|
| | | GameWorld.Log("动态分配虚拟线路等待关闭 mapID=%s,realMapID=%s,copyMapID=%s,funcLineDataCache=%s" % (mapID, realMapID, copyMapID, funcLineDataCache))
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {}) |
| | | for key, funcLineObjList in zoneLineDict.items():
|
| | | for funcLineObj in funcLineObjList:
|
| | | if funcLineObj.realMapID == realMapID and funcLineObj.copyMapID == copyMapID:
|
| | | funcLineObj.funcLineDataCache = funcLineDataCache
|
| | | zoneID, funcLineID = key
|
| | | GameWorld.Log(" 分区对应功能线路虚拟分线等待关闭: zoneID=%s,mapID=%s,funcLineID=%s" % (zoneID, mapID, funcLineID))
|
| | | break
|
| | | |
| | | key = (realMapID, copyMapID)
|
| | | if key in PyGameData.g_crossDynamicLineCopyMapInfo:
|
| | | copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
|
| | | copyMapObj.openState = IPY_PlayerDefine.fbosWaitForClose
|
| | | |
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
|
| | | return
|
| | |
|
| | | def OnCrossDynamicLineClose(mapID, copyMapID):
|
| | | ## 动态分配线路的地图虚拟线路关闭
|
| | | |
| | | dataMapID = GetRecordMapID(mapID)
|
| | | GameWorld.Log("动态分配虚拟线路关闭 dataMapID=%s,mapID=%s,copyMapID=%s" % (dataMapID, mapID, copyMapID))
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(dataMapID, {})
|
| | | for key, funcLineObjList in zoneLineDict.items():
|
| | | for funcLineObj in funcLineObjList:
|
| | | if funcLineObj.mapID == mapID and funcLineObj.copyMapID == copyMapID:
|
| | | funcLineObj.OnCopyMapClose(funcLineDataCache)
|
| | | if funcLineObj.realMapID == mapID and funcLineObj.copyMapID == copyMapID:
|
| | | funcLineObj.OnCopyMapClose()
|
| | | zoneID, funcLineID = key
|
| | | GameWorld.Log(" 分区对应功能线路虚拟分线关闭: zoneID=%s,dataMapID%s,funcLineID=%s" % (zoneID, dataMapID, funcLineID))
|
| | | if not funcLineObj.funcLineDataCache:
|
| | | funcLineObjList.remove(funcLineObj)
|
| | | break
|
| | |
|
| | | key = (mapID, copyMapID)
|
| | | PyGameData.g_crossDynamicLineCopyMapInfo.pop(key, {})
|
| | | |
| | | copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo.pop(key, None)
|
| | | if not copyMapObj:
|
| | | return
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
|
| | | |
| | | playerCount = 0
|
| | | zoneID = copyMapObj.zoneID
|
| | | funcLineID = copyMapObj.funcLineID
|
| | | playerCountInfo = [playerCount]
|
| | | SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo)
|
| | | |
| | | #如果虚拟分线关闭时,有掉线的玩家,则通知子服重置这些玩家的跨服状态
|
| | | for playerID, serverGroupID in copyMapObj.offlinePlayerDict.items():
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_ExitCrossServer, playerID, [serverGroupID])
|
| | | |
| | | return
|
| | |
|
| | | def OnCrossDynamicMapReset(mapID, copyMapCount):
|
| | | def OnCrossDynamicMapReset(msgList):
|
| | | ## 动态分配线路的地图重置
|
| | | realMapID, copyMapCount = msgList
|
| | | mapID = GetRecordMapID(realMapID)
|
| | | GameWorld.Log("动态分配虚拟线路地图重置 mapID=%s,realMapID=%s,copyMapCount=%s" % (mapID, realMapID, copyMapCount))
|
| | | PyGameData.g_crossMapCopyMapCountDict[realMapID] = copyMapCount
|
| | |
|
| | | dataMapID = GetRecordMapID(mapID)
|
| | | GameWorld.Log("动态分配虚拟线路地图重置 dataMapID=%s,mapID=%s,copyMapCount=%s" % (dataMapID, mapID, copyMapCount))
|
| | | PyGameData.g_crossMapCopyMapCountDict[mapID] = copyMapCount
|
| | | |
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(dataMapID, {})
|
| | | zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
|
| | | for key, funcLineObjList in zoneLineDict.items():
|
| | | for funcLineObj in funcLineObjList:
|
| | | if funcLineObj.mapID == mapID:
|
| | | funcLineObj.OnCopyMapClose(None)
|
| | | if funcLineObj.realMapID == realMapID:
|
| | | funcLineObj.OnCopyMapClose()
|
| | |
|
| | | for key in PyGameData.g_crossDynamicLineCopyMapInfo.keys():
|
| | | if key[0] == mapID:
|
| | | if key[0] == realMapID:
|
| | | PyGameData.g_crossDynamicLineCopyMapInfo.pop(key)
|
| | |
|
| | | #GameWorld.DebugLog(" PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
|
| | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
|
| | | copyMapObj.waitPlayerDict.pop(playerID, None)
|
| | | copyMapObj.offlinePlayerDict.pop(playerID, None)
|
| | | copyMapObj.fbPlayerDict[playerID] = serverGroupID
|
| | | if playerID not in copyMapObj.enterPlayerIDList:
|
| | | copyMapObj.enterPlayerIDList.append(playerID)
|
| | |
|
| | | #GameWorld.DebugLog("玩家登录动态分配的跨服地图: GetMapID=%s,GetRealMapID=%s,GetFBID()=%s,serverGroupID=%s"
|
| | | # % (curPlayer.GetMapID(), mapID, copyMapID, serverGroupID), playerID)
|
| | | #GameWorld.DebugLog(" 副本中的玩家ID: %s" % copyMapObj.fbPlayerDict)
|
| | | #GameWorld.DebugLog(" 等待中的玩家ID: %s" % copyMapObj.waitPlayerDict)
|
| | | #GameWorld.DebugLog(" 离线中的玩家ID: %s" % copyMapObj.offlinePlayerDict)
|
| | | |
| | | playerCount = len(copyMapObj.fbPlayerDict) # 等待进入的暂时不算
|
| | | zoneID = copyMapObj.zoneID
|
| | | funcLineID = copyMapObj.funcLineID
|
| | | playerCountInfo = [playerCount]
|
| | | SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo)
|
| | | return
|
| | |
|
| | | def SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo):
|
| | | ## 同步子服跨服副本功能线路人数
|
| | | ## 注意: 此人数不是一个精确人数值,只是一个大概人数值,不用很精确,暂时只玩家进入时同步人数信息,玩家退出暂不处理 |
| | | mapID = GetRecordMapID(mapID)
|
| | | if mapID not in ChConfig.Def_NeedCountFBFuncLinePlayerCrossMap:
|
| | | return
|
| | | zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByZoneID(mapID, zoneID)
|
| | | if not zoneIpyData:
|
| | | return
|
| | | serverGroupIDList = zoneIpyData.GetServerGroupIDList()
|
| | | playerCountInfo = [mapID, funcLineID, playerCountInfo]
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_FBPlayerCount, playerCountInfo, serverGroupIDList)
|
| | | return
|
| | |
|
| | | def OnPlayerDisconnectCrossServer(curPlayer):
|
| | |
| | | copyMapObj.waitPlayerDict.pop(playerID, None)
|
| | | copyMapObj.fbPlayerDict.pop(playerID, None)
|
| | |
|
| | | #GameWorld.DebugLog("玩家退出动态分配的跨服地图: GetMapID=%s,GetRealMapID=%s,GetFBID()=%s" |
| | | # % (curPlayer.GetMapID(), mapID, copyMapID), playerID)
|
| | | crossMapID = PlayerControl.GetCrossMapID(curPlayer)
|
| | | # 不是主动退出的
|
| | | if crossMapID:
|
| | | copyMapObj.offlinePlayerDict[playerID] = PlayerControl.GetPlayerServerGroupID(curPlayer)
|
| | | |
| | | #GameWorld.DebugLog("玩家退出动态分配的跨服地图: GetMapID=%s,GetRealMapID=%s,GetFBID()=%s,crossMapID=%s" |
| | | # % (curPlayer.GetMapID(), mapID, copyMapID, crossMapID), playerID)
|
| | | #GameWorld.DebugLog(" 副本中的玩家ID: %s" % copyMapObj.fbPlayerDict)
|
| | | #GameWorld.DebugLog(" 等待中的玩家ID: %s" % copyMapObj.waitPlayerDict)
|
| | | #GameWorld.DebugLog(" 离线中的玩家ID: %s" % copyMapObj.offlinePlayerDict)
|
| | | return
|
| | |
|
| | | def CrossServerMsg_FBPlayerCount(msgData):
|
| | | ## 收到跨服服务器同步的副本功能线路人数信息
|
| | | |
| | | mapID, funcLineID, playerCountInfo = msgData
|
| | | if mapID not in PyGameData.g_crossFBFuncLinePlayerCountInfo:
|
| | | PyGameData.g_crossFBFuncLinePlayerCountInfo[mapID] = {}
|
| | | fbLinePlayerInfoDict = PyGameData.g_crossFBFuncLinePlayerCountInfo[mapID]
|
| | | fbLinePlayerInfoDict[funcLineID] = playerCountInfo
|
| | | return
|
| | |
|
| | | ##--------------------------------------------------------------------------------------------------
|
| | |
| | | # @param sendCMD: 请求的命令 根据请求类型和请求命令来决定最终操作
|
| | | # @return None
|
| | | def EnterFBLine(curPlayer, queryCallName, sendCMD, tick):
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | GameWorld.Log("EnterFBLine()...queryCallName=%s,sendCMD=%s" % (queryCallName, sendCMD), curPlayer.GetPlayerID())
|
| | | playerManager = GameWorld.GetPlayerManager()
|
| | | try:
|
| | |
| | |
|
| | | # 组队副本, 有队伍的情况才验证其他队员可否进入,否则代表单人进入
|
| | | if gameMap.GetMapFBType() == ChConfig.fbtTeam:
|
| | | if tagMapID == ChConfig.Def_FBMapID_Love:
|
| | | onlyDoubleTeam = IpyGameDataPY.GetFuncCfg("LoveFB", 1)
|
| | | if onlyDoubleTeam:
|
| | | if PlayerTeam.CheckTeamOnLineCount(curPlayer.GetTeam(), includeTJG=False) != 2:
|
| | | PlayerControl.NotifyCode(curPlayer, "OnlyTwoMemTeamCanEnter", [tagMapID])
|
| | | return
|
| | | PlayerTeam.OnEnterFBTeamAsk(curPlayer, PlayerTeam.TeamFBAskType_Enter, tagMapID, tagLineID, tick)
|
| | | return
|
| | |
|
| | |
| | | if not GameWorldFamilyWar.CheckPlayerCanEnterFamilyWarFBMap(curPlayer):
|
| | | return
|
| | |
|
| | | elif tagMapID == ChConfig.Def_FBMapID_FamilyBossMap:
|
| | | if not PlayerFamilyBoss.CheckIsFamilyBossFBOpen(curPlayer.GetFamilyID(), tagMapID):
|
| | | GameWorld.Log("EnterFBLine mapID=%s is familyBossFB, but is not open!" % tagMapID)
|
| | | return
|
| | | #守卫人皇 是否已参加
|
| | | elif tagMapID == ChConfig.Def_FBMapID_FamilyInvade:
|
| | | if curPlayer.GetFamilyID() in PyGameData.g_swrhJoinRecord:
|
| | |
| | | playerManager.MapServer_QueryPlayer(curPlayer.GetPlayerID(), ChConfig.queryType_EnterFB, 0, tagMapID,
|
| | | queryCallName, sendCMD, len(sendCMD), curPlayer.GetRouteServerIndex())
|
| | | return
|
| | |
|
| | | def Send_CrossServerMsg_EnterVSRoomRet(vsRoomDict, serverGroupIDList=None):
|
| | | ## 发送子服跨服对战房间请求进入结果
|
| | | # @param vsRoomDict: {roomID:{playerID:playerInfo, ...}, }
|
| | | # playerInfo key
|
| | | # serverGroupID 所属服务器分组ID
|
| | | # regMapInfo 传送跨服注册信息 [registerMap, mapID, dataMapID, copyMapID, posX, posY]
|
| | | CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterVSRoomRet, vsRoomDict, serverGroupIDList)
|
| | | return
|
| | |
|
| | | def CrossServerMsg_EnterVSRoomRet(msgData, tick):
|
| | | ## 跨服对战房间请求进入结果
|
| | | |
| | | curServerGroupID = GameWorld.GetServerGroupID()
|
| | | GameWorld.DebugLog("=== 跨服PK对战房间请求进入结果 === curServerGroupID=%s" % curServerGroupID)
|
| | | vsRoomDict = msgData
|
| | | for roomID, playerDict in vsRoomDict.items():
|
| | | GameWorld.DebugLog(" roomID=%s,playerDict=%s" % (roomID, playerDict))
|
| | | for playerID, playerInfo in playerDict.items():
|
| | | if "serverGroupID" in playerInfo:
|
| | | serverGroupID = playerInfo["serverGroupID"]
|
| | | if serverGroupID != curServerGroupID:
|
| | | GameWorld.DebugLog(" 不是本服玩家,不处理!playerID=%s,serverGroupID=%s" % (playerID, serverGroupID))
|
| | | continue
|
| | | |
| | | player = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
|
| | | if not player:
|
| | | GameWorld.DebugLog(" 玩家不在线, playerID=%s" % (playerID))
|
| | | continue
|
| | | if PlayerControl.GetIsTJG(player):
|
| | | GameWorld.DebugLog(" 玩家脱机中, playerID=%s" % (playerID))
|
| | | continue
|
| | | |
| | | if "regMapInfo" not in playerInfo:
|
| | | continue
|
| | | regMapInfo = playerInfo["regMapInfo"]
|
| | | if len(regMapInfo) != 6:
|
| | | continue
|
| | | registerMap, mapID, dataMapID, copyMapID, posX, posY = regMapInfo
|
| | | |
| | | PlayerControl.SetVsRoomId(player, roomID, True)
|
| | | # 通知地图玩家匹配成功, 上传数据, 准备进入跨服服务器
|
| | | CrossRealmPlayer.SendCrossRealmReg(player, registerMap, mapID, dataMapID, copyMapID, posX, posY)
|
| | | |
| | | return
|
| | |
|