ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py
@@ -15,6 +15,7 @@
#"""Version = 2015-07-17 13:50"""
#---------------------------------------------------------------------
import PlayerAssist
#import PlayerRequest
import GameWorldBoss
import IpyGameDataPY
@@ -22,7 +23,9 @@
import IPY_GameServer
import ChGameToMapPyPack
import ChPyNetSendPack
import DataRecordPack
import PlayerControl
import PlayerFriend
import ShareDefine
import PyGameData
import GameWorld
@@ -301,13 +304,15 @@
    #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
    curNewTeamMenber.SetFace(curPlayer.GetFace())
    curNewTeamMenber.SetFacePic(curPlayer.GetFacePic())
    __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
@@ -339,8 +344,9 @@
    
    #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  -   -
        #该玩家已在他人队伍中,邀请入队失败!
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        #InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick)
        return
    
    if tagPlayerTeam == None:
@@ -354,6 +360,24 @@
    else:
        GameWorld.Log("OnInvitePlayerJoinTeam ->组队系统异常" , curPlayer.GetPlayerID())
        
    return
#// B9 11 请求加入队伍 #tagCGRequestJoinTeam
#
#struct    tagCGRequestJoinTeam
#{
#    tagHead        Head;
#    DWORD        TeamID;        // 目标队伍ID
#};
def OnRequestJoinTeam(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    teamID = clientData.TeamID
    tagPlayerTeam = GameWorld.GetTeamManager().FindTeam(teamID)
    if tagPlayerTeam == None:
        # TeamNoExist 队伍不存在
        PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
        return
    RequestJoinTeamReq(curPlayer, tagPlayerTeam, tick)
    return
#//09 09 请求加入队伍#tagCRequestJoinTeam
@@ -385,20 +409,36 @@
        return
    
    #获得双方的队伍
    #curPlayerTeam = curPlayer.GetTeam()
    curPlayerTeam = curPlayer.GetTeam()
    tagPlayerTeam = tagPlayer.GetTeam()
        
    #请求加入的时候,双方都有队伍也可请求加入,支持退出队伍请求加入
#    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")
#        return
    if curPlayerTeam != None and tagPlayerTeam != None:
        #您已有队伍,请先退出再申请
        PlayerControl.NotifyCode(curPlayer, "Friend_HaveTeam")
        return
    if tagPlayerTeam == None:
        # TeamNoExist 队伍不存在
        PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
        #PlayerControl.NotifyCode(curPlayer, "TeamNoExist")
        #目标玩家没有队伍, 邀请玩家加入, 支持无队伍双方无队伍邀请
        #InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick)
        #支持双方无队伍请求加入,直接发送给被请求方确认
        #通知客户端弹窗口(目标弹框)
        requestPack = ChPyNetSendPack.tagGCRequestJoinTeam()
        requestPack.PlayerID = playerID
        requestPack.Name = curPlayer.GetName()
        requestPack.NameLen = len(requestPack.Name)
        requestPack.LV = curPlayer.GetLV()
        requestPack.Job = curPlayer.GetJob()
        requestPack.RealmLV = curPlayer.GetOfficialRank()
        requestPack.Face = curPlayer.GetFace()
        requestPack.FacePic = curPlayer.GetFacePic()
        NetPackCommon.SendFakePack(tagPlayer, requestPack)
        #TeamAskSuccess: 已成功发送入队申请
        PlayerControl.NotifyCode(curPlayer, "TeamAskSuccess")
    else:
        # 请求加入队伍(#被请求的玩家有队,请求加入其队伍)
        RequestJoinTeamReq(curPlayer, tagPlayerTeam, tick)
@@ -445,7 +485,7 @@
    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)
@@ -459,7 +499,6 @@
    invitePack.NameLen = len(invitePack.Name)
    invitePack.LV = curPlayer.GetLV()
    invitePack.Job = curPlayer.GetJob()
    invitePack.JobLevel = PlayerControl.GetJobRank(curPlayer)
    invitePack.RealmLV = curPlayer.GetOfficialRank()
    invitePack.TagMapID = tagMapID
    invitePack.TagMapEx = tagMapEx
@@ -520,8 +559,9 @@
    requestPack.NameLen = len(requestPack.Name)
    requestPack.LV = curPlayer.GetLV()
    requestPack.Job = curPlayer.GetJob()
    requestPack.JobLevel = PlayerControl.GetJobRank(curPlayer)
    requestPack.RealmLV = curPlayer.GetOfficialRank()
    requestPack.Face = curPlayer.GetFace()
    requestPack.FacePic = curPlayer.GetFacePic()
    NetPackCommon.SendFakePack(tagPlayer, requestPack)
    
    #TeamAskSuccess: 已成功发送入队申请
@@ -552,6 +592,8 @@
        member.Job = memberInfo.GetPlayerJob()
        member.JobLevel = memberInfo.GetPlayerJobLevel()
        member.RealmLV = memberInfo.GetPlayerRealmLV()
        member.Face = memberInfo.GetFace()
        member.FacePic = memberInfo.GetFacePic()
        memberPlayer = curTeam.GetMemberPlayer(i)
        if memberPlayer and memberPlayer.GetPlayerID():
@@ -588,6 +630,11 @@
        PlayerControl.NotifyCode(curPlayer, "TeamEnterForbid")
        return False
    
    if PlayerControl.GetAssistTagPlayerID(curPlayer):
        #协助中无法执行此操作
        PlayerControl.NotifyCode(curPlayer, "InAssistForbid")
        return False
    if tagPlayer:
        tagPlayerID = tagPlayer.GetPlayerID()
        #检查ID
@@ -610,6 +657,11 @@
            return False
        if IsInEnterFBTeamPrepare(tagTeamID):
            PlayerControl.NotifyCode(curPlayer, "TeamEnterForbid")
            return False
        if PlayerControl.GetAssistTagPlayerID(tagPlayer):
            #对方协助中,无法执行此操作
            PlayerControl.NotifyCode(curPlayer, "TagInAssistForbid")
            return False
        
    return True
@@ -663,8 +715,8 @@
        return
    
    if curPlayerTeam != None:
        #InviteEnterLost02  组队失败,双方都有队伍!
        PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02")
        #您已有队伍,请先退出再申请
        PlayerControl.NotifyCode(curPlayer, "Friend_HaveTeam")
        return
    
    #组队类型
@@ -737,17 +789,20 @@
    #被邀请的玩家队伍
    curPlayerTeam = curPlayer.GetTeam()
    if curPlayerTeam == None:
        GameWorld.DebugLog("玩家无队伍,无法审核加入队伍请求!" , playerID)
        PlayerControl.NotifyCode(tagPlayer, "TeamNoExist")
        return
        pass
        #屏蔽,修改为支持无队伍被请求加入
        #GameWorld.DebugLog("玩家无队伍,无法审核加入队伍请求!" , playerID)
        #PlayerControl.NotifyCode(tagPlayer, "TeamNoExist")
        #return
    
    #申请入队的允许双方都有队伍
#    #发出申请的玩家的队伍
#    tagPlayerTeam = tagPlayer.GetTeam()
#    if tagPlayerTeam != None:
#        #InviteEnterLost02  组队失败,双方都有队伍!
#        PlayerControl.NotifyCode(tagPlayer, "InviteEnterLost02")
#        return
    #发出申请的玩家的队伍
    tagPlayerTeam = tagPlayer.GetTeam()
    if tagPlayerTeam != None:
        #该玩家已有队伍,同意时才提示对方有队伍
        if isAgree == 1:
            PlayerControl.NotifyCode(curPlayer, "AcceptTeamLost")
        return
    
    #===============================================================================================
    # #请求检查,是否有这个请求
@@ -802,15 +857,23 @@
    
    #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))
    tagTeam.AddMember(joinPlayer)
    tagMember = tagTeam.GetMemberByID(joinPlayer.GetPlayerID())
    if tagMember:
        tagMember.SetFace(joinPlayer.GetFace())
        tagMember.SetFacePic(joinPlayer.GetFacePic())
    #UpdSceneTeamVersion(teamPlayer.GetMapID(), tick)
    
    #tagTeam.Sync_TeamState()
@@ -821,7 +884,7 @@
    #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 +922,29 @@
    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 +952,7 @@
        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 +963,28 @@
        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 +1283,7 @@
    #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 +1413,8 @@
        #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 +1424,7 @@
    #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:
@@ -1351,6 +1445,7 @@
    '''
    #GameWorld.DebugLog("玩家队伍变更通用处理,curTeamID=%s" % curPlayer.GetTeamID())
    GameWorldBoss.OnPlayerTeamChange(curPlayer)
    PlayerAssist.OnPlayerTeamChange(curPlayer)
    return
#---------------------------------------------------------------------
@@ -1374,7 +1469,8 @@
        #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:
@@ -1473,13 +1569,16 @@
    return (teamLV == IPY_GameServer.tmlMemberCanCall or 
             teamLV == IPY_GameServer.tmlLeader)
    
def CheckTeamOnLineCount(curTeam):
def CheckTeamOnLineCount(curTeam, includeTJG=True):
    ##获得队伍剩余在线人数
    if not curTeam:
        return 0
    count = 0
    for i in xrange(curTeam.GetMemberCount()):
        curPlayer = curTeam.GetMemberPlayer(i)
        if curPlayer == None:
            continue
        if not includeTJG and PlayerControl.GetIsTJG(curPlayer):
            continue
        count += 1
    return count
@@ -1505,7 +1604,7 @@
    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 +1615,13 @@
            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 +1639,13 @@
        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
@@ -1546,8 +1653,9 @@
        nearbyPlayer.NameLen = len(nearbyPlayer.Name)
        nearbyPlayer.LV = player.GetLV()
        nearbyPlayer.Job = player.GetJob()
        nearbyPlayer.JobLevel = PlayerControl.GetJobRank(player)
        nearbyPlayer.RealmLV = player.GetOfficialRank()
        nearbyPlayer.Face = player.GetFace()
        nearbyPlayer.FacePic = player.GetFacePic()
        nearbyPlayerInfo.PlayerList.append(nearbyPlayer)
        
    playerCount = len(nearbyPlayerInfo.PlayerList)
@@ -1635,7 +1743,6 @@
        sceneTeam.NameLen = len(sceneTeam.PlayerName)
        sceneTeam.LV = leader.GetLV()
        sceneTeam.Job = leader.GetJob()
        sceneTeam.JobLevel = PlayerControl.GetJobRank(leader)
        sceneTeam.RealmLV = leader.GetOfficialRank()
        sceneTeam.MemberCount = team.GetTeamPlayerCount()
        sceneTeam.TagMapID = team.GetTagMapID()
@@ -1736,7 +1843,7 @@
            DelTeamIDFromTagMapTeamDict(curTeamID)
            DelTeamIDFromMatchingList(curTeam)
                
    SyncMapServerTeamInfo(curTeam)
    SyncMapServerTeamInfo(curTeam, "LogOff", {"playerID":playerID})
    return
def OnPlayerLoginRefreshTeam(curPlayer, tick):
@@ -1766,11 +1873,12 @@
        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 +1889,8 @@
        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 +1920,7 @@
    #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
@@ -1825,6 +1934,7 @@
    #如果队伍正在匹配中,则通知状态
    if IsTeamMatchingPlayer(curTeamID):
        Sync_TeamMatchState(curPlayer, True)
    OnTeamMemFamilyRefresh(curPlayer, curPlayer.GetFamilyID())
    return True
#---------------------------------------------------------------------
@@ -1835,22 +1945,26 @@
    
    GameWorld.DebugLog("Team.OnPlayerReadMapOK", curPlayer.GetPlayerID())
    
    # 登录逻辑已处理,这里不重复处理
    #===============================================================================================
    # if curPlayer.GetTeamID() == 0:
    #    return
    #
    # curTeam = GameWorld.GetTeamManager().FindTeam(curPlayer.GetTeamID())
    # if curTeam == None:
    #    #通知MapServer, 玩家已经队伍了, 刷新玩家的TeamID
    #    curPlayer.MapServer_Sync_Team(0)
    #    return
    #
    # SyncMapServerTeamInfo(curTeam)
    # #curTeamMember = curTeam.GetMemberByID(curPlayer.GetPlayerID())
    # ##通知MapServerd队伍变更
    # #curPlayer.MapServer_Sync_Team(curTeamMember.GetTeamLV())
    #===============================================================================================
    if curPlayer.GetTeamID() == 0:
        return
    curTeam = GameWorld.GetTeamManager().FindTeam(curPlayer.GetTeamID())
    if curTeam == None:
        #通知MapServer, 玩家已经队伍了, 刷新玩家的TeamID
        #curPlayer.MapServer_Sync_Team(0)
        return
    mapID = curPlayer.GetMapID()
    loginMapID = curPlayer.GetDictByKey(ChConfig.Def_PDict_LoginMapID)
    if loginMapID and mapID != loginMapID:
        GameWorld.Log("Team.OnPlayerReadMapOK 地图与登录时地图不一致,重新同步一次!loginMapID=%s,mapID=%s"
                      % (loginMapID, mapID), curPlayer.GetPlayerID())
        Sync_TeamMemberInfo(curTeam)
        SyncMapServerTeamInfo(curTeam, "ReadMapOK", {"playerID":curPlayer.GetPlayerID()})
    #curTeamMember = curTeam.GetMemberByID(curPlayer.GetPlayerID())
    ##通知MapServerd队伍变更
    #curPlayer.MapServer_Sync_Team(curTeamMember.GetTeamLV())
    return True
#---------------------------------------------------------------------
##组队玩家切换地图
@@ -1877,7 +1991,7 @@
    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 +2016,8 @@
        # 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):
@@ -1935,8 +2050,12 @@
        teamMember.SetPlayerJobLevel(value)
    elif refreshType == IPY_GameServer.CDBPlayerRefresh_OfficialRank:
        teamMember.SetPlayerRealmLV(value)
    elif refreshType == IPY_GameServer.CDBPlayerRefresh_Face:
        teamMember.SetFace(value)
    elif refreshType == IPY_GameServer.CDBPlayerRefresh_HairColor:
        teamMember.SetFacePic(value)
    elif refreshType in [IPY_GameServer.CDBPlayerRefresh_VIPLv, IPY_GameServer.CDBPlayerRefresh_ExAttr9]:
        SyncMapServerTeamInfo(curTeam)
        SyncMapServerTeamInfo(curTeam, "Refresh", {"refreshType":refreshType, "value":value})
    else:
        return
    
@@ -2000,7 +2119,6 @@
        tagMapTeam.NameLen = len(tagMapTeam.PlayerName)
        tagMapTeam.LV = leader.GetLV()
        tagMapTeam.Job = leader.GetJob()
        tagMapTeam.JobLevel = PlayerControl.GetJobRank(leader)
        tagMapTeam.RealmLV = leader.GetOfficialRank()
        tagMapTeam.MemberCount = team.GetTeamPlayerCount()
        tagMapTeam.ReqMinLV = team.GetReqMinLV()
@@ -2261,7 +2379,8 @@
        return
    
    playerLV = curPlayer.GetLV()
    matchMapIDList = [ChConfig.Def_FBMapID_DuJie, ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_QueenRelics, ChConfig.Def_FBMapID_ChaosDemon]
    matchMapIDList = [ChConfig.Def_FBMapID_DuJie, ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_QueenRelics, ChConfig.Def_FBMapID_ChaosDemon,
                      ChConfig.Def_FBMapID_KillDevil]
    
    teamMgr = GameWorld.GetTeamManager()
    for matchMapID in matchMapIDList:
@@ -2659,6 +2778,7 @@
                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)
@@ -2718,8 +2838,6 @@
                                                      ["TeamEnterCDMe", "TeamEnterCDAll"], "SingleEnterCD"],
                     ShareDefine.EntFBAskRet_LVLimit:[["TeamMatchingLVMe", "TeamMatchingLVAll"], 
                                                      ["TeamEnterLVMe", "TeamEnterLVAll"], "FbLV"],
                     ShareDefine.EntFBAskRet_JobRankLimit:[["TeamMatchingJobMe", "TeamMatchingJobAll"],
                                                           ["TeamEnterJobMe", "TeamEnterJobAll"], "SingleEnterJob"],
                     ShareDefine.EntFBAskRet_NoTicket:[["TeamMatchingTicketMe", "TeamMatchingTicketAll"], 
                                                       ["TeamEnterTicketMe", "TeamEnterTicketAll"], "GeRen_chenxin_157069"],
                     ShareDefine.EntFBAskRet_Dead:[["TeamMatchingDeadMe", "TeamMatchingDeadAll"], 
@@ -2736,6 +2854,10 @@
                                                   ["TeamEnterDefaultMe", "TeamEnterDefaultAll"], "SingleEnterDefaul"],
                     ShareDefine.EntFBAskRet_Sit:[["TeamMatchingSITMe", "TeamMatchingSITAll"], 
                                                  ["TeamEnterSITMe", "TeamEnterSITAll"], "Carry_lhs_697674"],
                     ShareDefine.EntFBAskRet_CrossPKMatching:[["CrossMatching9", "CrossMatching10"],
                                                  ["CrossMatching11", "CrossMatching12"], "CrossMatching8"],
                     ShareDefine.EntFBAskRet_InCrossMap:[["CrossMap6", "CrossMap7"],
                                                  ["CrossMap8", "CrossMap9"], "CrossMap5"],
                     ShareDefine.EntFBAskRet_Other:[["TeamMatchingDefaultMe", "TeamMatchingDefaultAll"], 
                                                   ["TeamEnterDefaultMe", "TeamEnterDefaultAll"], "SingleEnterDefaul"],
                     }
@@ -2765,6 +2887,12 @@
            
            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
@@ -2842,6 +2970,23 @@
    askMapID, askMapEx, memStateDict = PyGameData.g_prepareTeamDict[teamID][:3]
    enterInfo = GetTeamFBEnterInfo(leader, curTeam, askMapID, askMapEx)
    
    leaderID = leader.GetPlayerID()
    friendList = []
    memFamilyIDDict = {}
    memNameDict = {}
    #队长与队员的关系
    for index in xrange(curTeam.GetMemberCount()):
        memPlayer = curTeam.GetMemberPlayer(index)
        if not memPlayer or not memPlayer.GetPlayerID():
            continue
        memPlayerID = memPlayer.GetPlayerID()
        if memPlayerID not in memStateDict:
            continue
        memFamilyIDDict[memPlayerID] = memPlayer.GetFamilyID() # 存储各队员的家族ID
        memNameDict[memPlayerID] = memPlayer.GetName()
        if leaderID != memPlayerID and PlayerFriend.IsFriend(leaderID, memPlayerID):
            friendList.append([leaderID, memPlayerID])
    #踢出所有在此类副本,但不同线路的玩家
    for index in xrange(curTeam.GetMemberCount()):
        memPlayer = curTeam.GetMemberPlayer(index)
@@ -2863,8 +3008,66 @@
            resultName = str([askMapID, askMapEx] + enterInfo)
            memPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamAsk", resultName, len(resultName))
            GameWorld.Log("队长成功进入组队副本, 队员开始进入副本: teamID=%s,memPlayerID=%s" % (teamID, memPlayerID), leader.GetPlayerID())
            for preMemPlayerID in memStateDict.keys():
                if memPlayerID == preMemPlayerID:
                    continue
                if PlayerFriend.IsFriend(memPlayerID, preMemPlayerID) and [memPlayerID, preMemPlayerID] not in friendList:
                    friendList.append([memPlayerID, preMemPlayerID])
    PyGameData.g_prepareTeamDict.pop(teamID)
    # 同步进入组队副本的队员关系到目标地图
    relationInfo = str(["InitRelation", teamID, friendList, memFamilyIDDict, memNameDict])
    leader.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamRelation", relationInfo, len(relationInfo))
    return
def OnTeamMemFriendChange(curPlayer, tagPlayerID, isFriend):
    ## 队员好友关系变更,离线也同步
    teamID = curPlayer.GetTeamID()
    if not teamID:
        GameWorld.DebugLog("好友变更,无队伍不管!")
        return
    curMapData = GameWorld.GetMap(curPlayer.GetMapID())
    if not curMapData or curMapData.GetMapFBType() != ChConfig.fbtTeam:
        GameWorld.DebugLog("好友变更,不在组队副本不管!")
        return
    isSameTeam = False
    playerID = curPlayer.GetPlayerID()
    curTeam = curPlayer.GetTeam()
    for index in xrange(curTeam.GetMemberCount()):
        memberInfo = curTeam.GetMemberInfo(index)
        if not memberInfo:
            continue
        memPlayerID = memberInfo.GetPlayerID()
        if tagPlayerID == memPlayerID:
            isSameTeam = True
            break
    if not isSameTeam:
        GameWorld.DebugLog("好友关系变更,不是同队伍不管!")
        return
    relationInfo = str(["FriendChange", teamID, playerID, tagPlayerID, isFriend])
    curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamRelation", relationInfo, len(relationInfo))
    return
def OnTeamMemFamilyRefresh(curPlayer, familyID):
    ## 队员仙盟变更,仅在线同步,上线同步
    if not curPlayer:
        return
    teamID = curPlayer.GetTeamID()
    if not teamID:
        GameWorld.DebugLog("家族变更,无队伍不管!")
        return
    curMapData = GameWorld.GetMap(curPlayer.GetMapID())
    if not curMapData or curMapData.GetMapFBType() != ChConfig.fbtTeam:
        GameWorld.DebugLog("家族变更,不在组队副本不管!")
        return
    playerID = curPlayer.GetPlayerID()
    familyID = curPlayer.GetFamilyID()
    relationInfo = str(["FamilyChange", teamID, playerID, familyID])
    curPlayer.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamRelation", relationInfo, len(relationInfo))
    return
def __CheckTeamFBPlayerExist(curTeam):
@@ -3039,4 +3242,11 @@
        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