10350 【后端】【越南】【英文】【BT】【砍树】跨服竞技场优化(跨服排位)
15个文件已修改
1282 ■■■■■ 已修改文件
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 56 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossBillboard.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossChampionship.py 440 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossRealmMsg.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldProcess.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerQuery.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/MirrorAttack.py 73 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 56 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PlayerMirror.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetCrossPK.py 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossChampionship.py 609 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerCrossRealmPK.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -17231,48 +17231,74 @@
# C0 15 跨服排位分区分组信息 #tagGCCrossChampionshipPKZoneGroupInfo
class  tagGCCrossChampionshipPKBattle(Structure):
    _pack_ = 1
    _fields_ = [
                  ("BattleNum", c_ubyte),    # 对战组编号 1~n
                  ("WinPlayerID", c_int),    # 获胜玩家ID
                  ("PlayerIDA", c_int),    # 玩家IDA
                  ("PlayerIDB", c_int),    # 玩家IDB
                  ]
    BattleNum = 0    #(BYTE BattleNum)// 对战组编号 1~n
    WinPlayerID = 0    #(DWORD WinPlayerID)// 获胜玩家ID
    PlayerIDA = 0    #(DWORD PlayerIDA)// 玩家IDA
    PlayerIDB = 0    #(DWORD PlayerIDB)// 玩家IDB
    BattleRetLen = 0    #(BYTE BattleRetLen)
    BattleRet = ""    #(String BattleRet)// 战斗结果明细 {"playerID":[[第1局胜负,第1局总积分,胜负基础分,hp分,时间分], ...], ...}
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
        self.BattleNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.WinPlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.PlayerIDA,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.PlayerIDB,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.BattleRetLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.BattleRet,_pos = CommFunc.ReadString(_lpData, _pos,self.BattleRetLen)
        return _pos
    def Clear(self):
        self.BattleNum = 0
        self.WinPlayerID = 0
        self.PlayerIDA = 0
        self.PlayerIDB = 0
        self.BattleRetLen = 0
        self.BattleRet = ""
        return
    def GetLength(self):
        return sizeof(tagGCCrossChampionshipPKBattle)
        length = 0
        length += 1
        length += 4
        length += 4
        length += 4
        length += 1
        length += len(self.BattleRet)
        return length
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
        data = ''
        data = CommFunc.WriteBYTE(data, self.BattleNum)
        data = CommFunc.WriteDWORD(data, self.WinPlayerID)
        data = CommFunc.WriteDWORD(data, self.PlayerIDA)
        data = CommFunc.WriteDWORD(data, self.PlayerIDB)
        data = CommFunc.WriteBYTE(data, self.BattleRetLen)
        data = CommFunc.WriteString(data, self.BattleRetLen, self.BattleRet)
        return data
    def OutputString(self):
        DumpString = '''// C0 15 跨服排位分区分组信息 //tagGCCrossChampionshipPKZoneGroupInfo:
        DumpString = '''
                                BattleNum:%d,
                                WinPlayerID:%d,
                                PlayerIDA:%d,
                                PlayerIDB:%d
                                PlayerIDB:%d,
                                BattleRetLen:%d,
                                BattleRet:%s
                                '''\
                                %(
                                self.BattleNum,
                                self.WinPlayerID,
                                self.PlayerIDA,
                                self.PlayerIDB
                                self.PlayerIDB,
                                self.BattleRetLen,
                                self.BattleRet
                                )
        return DumpString
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossBillboard.py
@@ -352,7 +352,7 @@
def CopyBillboardOnDay():
    billboardMgr = PyDataManager.GetCrossBillboardManager()
    for billboardType in ShareDefine.CrossBillboardTypeList:
        if billboardType in [ShareDefine.Def_CBT_BossTrialSubmitBak, ShareDefine.Def_CBT_BossTrialSubmitFamilyBak]:
        if billboardType in [ShareDefine.Def_CBT_BossTrialSubmitBak, ShareDefine.Def_CBT_BossTrialSubmitFamilyBak, ShareDefine.Def_CBT_CrossRealmPK]:
            continue
        groupList = billboardMgr.GetBillboardGroupList(billboardType)
        for billboardType, groupValue1, groupValue2 in groupList:
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossChampionship.py
@@ -38,6 +38,7 @@
import datetime
import random
import time
import json
Def_CrossChampionshipPlayerMax = 64 # 最大玩家数
Def_CrossChampionshipPlayerWFCount = 8 # 胜负排位所需玩家数
@@ -52,6 +53,7 @@
value3:playerIDA        玩家IDA
value4:playerIDB        玩家IDB
value5:winPlayerID      获胜玩家ID
strValue3:battleDict    镜像PK场次结果 {"玩家ID":[[第1场胜负,加积分,...], ...], ...}
'''
Def_RecType_CrossChampionshipGuess = ShareDefine.Def_UniversalGameRecType_CrossChampionshipGuess
@@ -238,6 +240,7 @@
        self.playerIDA = 0
        self.playerIDB = 0
        self.winPlayerID = 0
        self.playerBatDict = {} # 镜像PK场次结果 {"玩家ID":[[第1场胜负,加积分,...], ...], ...}
        
        # 不存档
        self.roomID = 0
@@ -247,7 +250,7 @@
    
    def GetString(self):
        return {"overTime":self.overTime, "zoneID":self.zoneID, "groupMark":self.groupMark, "battleNum":self.battleNum,
                "playerIDA":self.playerIDA, "playerIDB":self.playerIDB, "winPlayerID":self.winPlayerID}
                "playerIDA":self.playerIDA, "playerIDB":self.playerIDB, "winPlayerID":self.winPlayerID, "playerBatDict":self.playerBatDict}
        
    def SetAttr(self, attrDict):
        for k, v in attrDict.items():
@@ -287,7 +290,24 @@
            GameWorld.Log("无该跨服排位争霸赛对战场次信息: groupMark=%s,battleNum=%s" % (groupMark, battleNum))
            
        # 不可能执行的代码,方便 . 出提示代码
        if False:
        if not battle and False:
            battle = ChampionshipBattle()
        return battle
    def GetBattleByPlayerID(self, groupMark, playerID):
        battle = None
        if groupMark in self.battleInfo:
            battleDict = self.battleInfo[groupMark]
            for bat in battleDict.values():
                if playerID == bat.playerIDA or playerID == bat.playerIDB:
                    battle = bat
                    break
        if not battle:
            GameWorld.Log("无该跨服排位争霸赛对战场次信息: groupMark=%s,playerID=%s" % (groupMark, playerID))
        # 不可能执行的代码,方便 . 出提示代码
        if not battle and False:
            battle = ChampionshipBattle()
        return battle
    
@@ -331,6 +351,19 @@
    
    # 机器人
    if not obj or not hasattr(obj, "playerName"):
        return
    packDataObj = PyDataManager.GetDBPlayerPackDataManager().GetPlayerPackObj(playerID)
    # 如果有打包数据,以打包数据为准
    if packDataObj:
        obj.accID = packDataObj.accID
        obj.playerName = packDataObj.playerName
        obj.job = packDataObj.job
        obj.lv = packDataObj.lv
        obj.fightPower = packDataObj.fightPower
        obj.realmLV = packDataObj.realmLV
        obj.face = packDataObj.face
        obj.facePic = packDataObj.facePic
        return
    
    if playerID < 10000:
@@ -448,7 +481,11 @@
        playerIDA = recData.GetValue3()
        playerIDB = recData.GetValue4()
        winPlayerID = recData.GetValue5()
        strValue3 = recData.GetStrValue3()
        try:
            playerBatDict = eval(strValue3) if strValue3 else {}
        except:
            playerBatDict = {}
        #if not playerIDA and not playerIDB:
        #    continue
        
@@ -466,6 +503,7 @@
            battle.playerIDA = playerIDA
            battle.playerIDB = playerIDB
            battle.winPlayerID = winPlayerID
            battle.playerBatDict = playerBatDict
            pkZoneMgr.AddBattle(groupMark, battleNum, battle)
            GameWorld.Log("分组玩家: zoneID=%s,groupMark=%s,battleNum=%s,playerIDA=%s,playerIDB=%s,winPlayerID=%s" 
                          % (zoneID, groupMark, battleNum, playerIDA, playerIDB, winPlayerID))
@@ -608,6 +646,9 @@
                recData.SetValue3(batObj.playerIDA)
                recData.SetValue4(batObj.playerIDB)
                recData.SetValue5(batObj.winPlayerID)
                strValue3 = "%s" % batObj.playerBatDict
                strValue3 = strValue3.replace(" ", "")
                recData.SetStrValue3(strValue3)
                
    GameWorld.Log("保存跨服排位玩家竞猜记录!")
    universalRecMgr.Delete(Def_RecType_CrossChampionshipGuess)
@@ -852,14 +893,14 @@
    PlayerDBGSEvent.SetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipErrorDo, 1)
    return "OK"
def OnMinuteProcess(curMinute):
def OnMinuteProcess(curMinute=None):
    if not GameWorld.IsCrossServer():
        return
    
    Dispose_CrossChampionshipState()
    
    # 每半小时存档一次
    if curMinute % 30 == 0:
    if curMinute != None and curMinute % 30 == 0:
        SaveChampionshipData()
    return
@@ -1085,31 +1126,32 @@
    
    # 生成参赛玩家名单: 取跨服PK所有分区 championshipSeason 赛季的数据
    if championshipSeason:
        crossPKBillboardMgr = PyDataManager.GetCrossPKBillboardManager()
        crossBillboardMgr = PyDataManager.GetCrossBillboardManager()
        for zoneID in hisZoneIDList:
            billboardList = crossPKBillboardMgr.GetCrossPKBillboardInfo(zoneID, championshipSeason)[0]
            GameWorld.Log("zoneID=%s,billboardListLen=%s" % (zoneID, len(billboardList)))
            if not billboardList:
            groupValue1, groupValue2 = zoneID, championshipSeason
            billboardObj = crossBillboardMgr.GetCrossBillboard(ShareDefine.Def_CBT_CrossRealmPK, groupValue1, groupValue2)
            billboardDataLen = billboardObj.GetCount()
            GameWorld.Log("zoneID=%s,championshipSeason=%s,billboardDataLen=%s" % (zoneID, championshipSeason, billboardDataLen))
            if not billboardDataLen:
                # 没有玩家上榜的不处理
                continue
            pkZoneMgr = champMgr.GetChampPKZoneMgr(zoneID, True)
            battlePlayerList = billboardList[:Def_CrossChampionshipPlayerMax]
            for num, billboardData in enumerate(battlePlayerList, 1):
                playerID = billboardData.PlayerID
            for index in range(Def_CrossChampionshipPlayerMax):
                if index >= billboardDataLen:
                    break
                billboardData = billboardObj.At(index)
                playerID = billboardData.ID
                batPlayer = ChampionshipBatPlayer()
                batPlayer.zoneID = zoneID
                batPlayer.playerID = playerID
                batPlayer.playerName = billboardData.PlayerName
                batPlayer.job = billboardData.Job
                batPlayer.fightPower = billboardData.FightPower
                batPlayer.realmLV = billboardData.RealmLV
                pkZoneMgr.playerDict[playerID] = batPlayer
                
                getPlayer = pkZoneMgr.GetBatPlayer(playerID)
                dataDict = {"zoneID":zoneID, "playerID":playerID, "accID":getPlayer.accID, "fightPower":getPlayer.fightPower}
                DR_CrossChampionshipPK("StartPlayer", dataDict)
                
                GameWorld.Log("    AddBattlePlayer num=%s,playerID=%s,accID=%s,fightPower=%s" % (num, playerID, getPlayer.accID, getPlayer.fightPower))
                GameWorld.Log("    AddBattlePlayer index=%s,playerID=%s,accID=%s,fightPower=%s" % (index, playerID, getPlayer.accID, getPlayer.fightPower))
                
    GameWorld.Log("=============================================================")
    Send_CrossServerMsg_ChampionshipState(newAct=True)
@@ -1369,52 +1411,7 @@
def DoCrossChampionshipStartEnter(state):
    ## 开启进场处理逻辑
    if state not in ShareDefine.CrossChampionshipEnterStateInfo:
        return
    groupMark = ShareDefine.CrossChampionshipEnterStateInfo[state]
    mapIndex = 0
    mapIDList = IpyGameDataPY.GetFuncEvalCfg("CrossChamFB", 3)
    GameWorld.Log("跨服排位争霸赛开启进场副本: groupMark=%s,mapIDList=%s" % (groupMark, mapIDList))
    champMgr = GetChampionshipMgr()
    pkZoneIDList = champMgr.GetChampPKZoneIDList()
    for zoneID in pkZoneIDList:
        pkZoneMgr = champMgr.GetChampPKZoneMgr(zoneID)
        if not pkZoneMgr:
            continue
        if groupMark not in pkZoneMgr.battleInfo:
            GameWorld.Log("该跨服排位争霸赛分区没有对战组! zoneID=%s,groupMark=%s" % (zoneID, groupMark), zoneID)
            continue
        if mapIndex >= len(mapIDList):
            GameWorld.ErrLog("该跨服排位争霸赛分区没有分配对战地图! zoneID=%s,mapIndex=%s" % (zoneID, mapIndex), zoneID)
            continue
        mapID = mapIDList[mapIndex]
        mapIndex += 1
        copyMapID = 0
        copyPropertyList = []
        battleDict = pkZoneMgr.battleInfo[groupMark]
        for battleNum in battleDict.keys():
            batObj = pkZoneMgr.GetBattle(groupMark, battleNum)
            if not batObj:
                continue
            roomID = GetChampionshipPKRoomID(zoneID, groupMark, battleNum)
            copyPropertyList.append([copyMapID, roomID])
            batObj.mapID = mapID
            batObj.roomID = roomID
            batObj.copyMapID = copyMapID
            # 添加开启分线数据
            realMapID = mapID
            copyMapObj = PlayerFB.CrossCopyMapInfo(zoneID, ChConfig.Def_FBMapID_CrossChampionship, 0)
            copyMapObj.realMapID = realMapID
            copyMapObj.copyMapID = copyMapID
            key = (realMapID, copyMapID)
            PyGameData.g_crossDynamicLineCopyMapInfo[key] = copyMapObj
            GameWorld.Log("    对战房间! zoneID=%s,groupMark=%s,battleNum=%s,playerIDA=%s,playerIDB=%s,roomID=%s,mapID=%s,copyMapID=%s"
                          % (zoneID, groupMark, battleNum, batObj.playerIDA, batObj.playerIDB, roomID, mapID, copyMapID))
            copyMapID += 1
        PlayerFB.SendMapOpenFBEx(mapID, copyPropertyList)
    # 改为镜像战斗,废弃开地图房间
    return
def Sync_CrossChampionshipDataToClientServer(serverGroupID=0):
@@ -1549,6 +1546,21 @@
        GameWorld.Log("子服重置跨服排位争霸赛对战数据! dbID=%s,ID=%s,PKZoneIDList=%s,prePKZoneIDList=%s" % (dbID, ID, PKZoneIDList, prePKZoneIDList))
        for zoneID in PKZoneIDList:
            champMgr.GetChampPKZoneMgr(zoneID)
    OnMapServerInitOK()
    return
def OnMapServerInitOK():
    # 通知地图服务器状态
    if GameWorld.IsCrossServer():
        return
    State = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipState)
    StateError = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipStateError)
    GameWorld.SendMapServerMsgEx(ShareDefine.Def_Notify_WorldKey_CrossChampionshipState, State)
    GameWorld.SendMapServerMsgEx(ShareDefine.Def_Notify_WorldKey_CrossChampionshipStateError, StateError)
    return
def CrossServerMsg_ChampionshipPlayer(msgData):
@@ -1576,6 +1588,7 @@
                batPlayer.SetAttr(attrDict)
                
        if isSync:
        for zoneID in zoneBatPlayerInfo.keys():
            Sync_ChampionshipPKZoneGroupInfo(zoneID)
            
    return
@@ -1702,95 +1715,84 @@
    
    return
def OnRequestChampionshipVSRoom(playerID, serverGroupID):
    ## 请求进入排位对战房间
    stateError = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipStateError)
    if stateError:
        GameWorld.ErrLog("跨服排位状态已经异常无法进入! stateError=%s" % stateError, playerID)
        return
    state = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipState)
    if state not in ShareDefine.CrossChampionshipEnterStateInfo:
        GameWorld.ErrLog("当前状态非跨服排位战斗状态无法进入: state=%s" % state, playerID)
        return
    groupMark = ShareDefine.CrossChampionshipEnterStateInfo[state]
    mapPosList = IpyGameDataPY.GetFuncEvalCfg("CrossChamFB", 2)
    if not mapPosList:
        GameWorld.ErrLog("没有配置跨服排位对战地图进入坐标! CrossChamFB 数值2")
        return
    roomID = 0
    vsRoomDict = {}
    champMgr = GetChampionshipMgr()
    for zoneID in champMgr.GetChampPKZoneIDList():
        pkZoneMgr = champMgr.GetChampPKZoneMgr(zoneID)
        if not pkZoneMgr:
            continue
        if groupMark not in pkZoneMgr.battleInfo:
            continue
        battleDict = pkZoneMgr.battleInfo[groupMark]
        for battleNum in battleDict.keys():
            batObj = pkZoneMgr.GetBattle(groupMark, battleNum)
            if not batObj:
                continue
            if playerID == batObj.playerIDA:# or batObj.playerIDA == 496607:
                factionIndex = 0
            elif playerID == batObj.playerIDB:# or batObj.playerIDB == 489566:
                factionIndex = 1
            else:
                continue
            if not batObj.mapID:
                GameWorld.ErrLog("该跨服排位对战没有分配对战地图,无法进入! groupMark=%s,battleNum=%s" % (groupMark, battleNum), playerID)
                return
            roomID = batObj.roomID
            realMapID = batObj.mapID
            copyMapID = batObj.copyMapID
            key = (realMapID, copyMapID)
            if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
                GameWorld.ErrLog("该跨服排位对战没有分配对战地图线路,无法进入! groupMark=%s,battleNum=%s,realMapID=%s,copyMapID=%s"
                                 % (groupMark, battleNum, realMapID, copyMapID), playerID)
                return
            copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
            if copyMapObj.openState != IPY_PlayerDefine.fbosOpen:
                GameWorld.Log("该跨服排位对战分配的地图线路非开启状态,无法进入! groupMark=%s,battleNum=%s,realMapID=%s,copyMapID=%s,openState=%s"
                              % (groupMark, battleNum, realMapID, copyMapID, copyMapObj.openState), playerID)
                return
            posX, posY = mapPosList[factionIndex] if len(mapPosList) > factionIndex else mapPosList[0]
            registerMap = ChConfig.Def_FBMapID_CrossChampionship
            dataMapID = realMapID
            vsRoomDict = {roomID:{playerID:{"regMapInfo":[registerMap, realMapID, dataMapID, copyMapID, posX, posY]}}}
            GameWorld.Log("玩家请求跨服排位对战组: zoneID=%s,groupMark=%s,battleNum=%s,roomID=%s"
                          % (zoneID, groupMark, battleNum, roomID), playerID)
            break
    if not roomID or not vsRoomDict:
        GameWorld.ErrLog("找不到玩家跨服排位对战组: state=%s,groupMark=%s" % (state, groupMark), playerID)
        return
    PlayerFB.Send_CrossServerMsg_EnterVSRoomRet(vsRoomDict, [serverGroupID])
    return
#def OnRequestChampionshipVSRoom(playerID, serverGroupID):
#    ## 请求进入排位对战房间
#
#    stateError = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipStateError)
#    if stateError:
#        GameWorld.ErrLog("跨服排位状态已经异常无法进入! stateError=%s" % stateError, playerID)
#        return
#
#    state = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_CrossChampionshipState)
#    if state not in ShareDefine.CrossChampionshipEnterStateInfo:
#        GameWorld.ErrLog("当前状态非跨服排位战斗状态无法进入: state=%s" % state, playerID)
#        return
#    groupMark = ShareDefine.CrossChampionshipEnterStateInfo[state]
#
#    mapPosList = IpyGameDataPY.GetFuncEvalCfg("CrossChamFB", 2)
#    if not mapPosList:
#        GameWorld.ErrLog("没有配置跨服排位对战地图进入坐标! CrossChamFB 数值2")
#        return
#
#    roomID = 0
#    vsRoomDict = {}
#
#    champMgr = GetChampionshipMgr()
#    for zoneID in champMgr.GetChampPKZoneIDList():
#        pkZoneMgr = champMgr.GetChampPKZoneMgr(zoneID)
#        if not pkZoneMgr:
#            continue
#        if groupMark not in pkZoneMgr.battleInfo:
#            continue
#        battleDict = pkZoneMgr.battleInfo[groupMark]
#        for battleNum in battleDict.keys():
#            batObj = pkZoneMgr.GetBattle(groupMark, battleNum)
#            if not batObj:
#                continue
#
#            if playerID == batObj.playerIDA:# or batObj.playerIDA == 496607:
#                factionIndex = 0
#            elif playerID == batObj.playerIDB:# or batObj.playerIDB == 489566:
#                factionIndex = 1
#            else:
#                continue
#
#            if not batObj.mapID:
#                GameWorld.ErrLog("该跨服排位对战没有分配对战地图,无法进入! groupMark=%s,battleNum=%s" % (groupMark, battleNum), playerID)
#                return
#            roomID = batObj.roomID
#            realMapID = batObj.mapID
#            copyMapID = batObj.copyMapID
#            key = (realMapID, copyMapID)
#            if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
#                GameWorld.ErrLog("该跨服排位对战没有分配对战地图线路,无法进入! groupMark=%s,battleNum=%s,realMapID=%s,copyMapID=%s"
#                                 % (groupMark, battleNum, realMapID, copyMapID), playerID)
#                return
#            copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
#            if copyMapObj.openState != IPY_PlayerDefine.fbosOpen:
#                GameWorld.Log("该跨服排位对战分配的地图线路非开启状态,无法进入! groupMark=%s,battleNum=%s,realMapID=%s,copyMapID=%s,openState=%s"
#                              % (groupMark, battleNum, realMapID, copyMapID, copyMapObj.openState), playerID)
#                return
#
#            posX, posY = mapPosList[factionIndex] if len(mapPosList) > factionIndex else mapPosList[0]
#
#            registerMap = ChConfig.Def_FBMapID_CrossChampionship
#            dataMapID = realMapID
#
#            vsRoomDict = {roomID:{playerID:{"regMapInfo":[registerMap, realMapID, dataMapID, copyMapID, posX, posY]}}}
#            GameWorld.Log("玩家请求跨服排位对战组: zoneID=%s,groupMark=%s,battleNum=%s,roomID=%s"
#                          % (zoneID, groupMark, battleNum, roomID), playerID)
#            break
#
#    if not roomID or not vsRoomDict:
#        GameWorld.ErrLog("找不到玩家跨服排位对战组: state=%s,groupMark=%s" % (state, groupMark), playerID)
#        return
#    PlayerFB.Send_CrossServerMsg_EnterVSRoomRet(vsRoomDict, [serverGroupID])
#    return
def GetChampionshipPKRoomID(zoneID, groupMark, battleNum): return int("%d%03d%02d" % (zoneID, groupMark, battleNum))
def MapServer_CrossChampionshipPKOver(infoList, tick):
    ## 收到MapServer副本跨服排位PK结果同步
    
    roomID, winnerID, loserID, roundWinnerIDList, overType = infoList
    zoneID = roomID / 100000
    groupMark = roomID % 100000 / 100
    battleNum = roomID % 100
    GameWorld.Log("=== 收到MapServer_跨服排位PK战斗结果: zoneID=%s,groupMark=%s,battleNum=%s,roomID=%s,winnerID=%s,loserID=%s,roundWinnerIDList=%s,overType=%s"
                  % (zoneID, groupMark, battleNum, roomID, winnerID, loserID, roundWinnerIDList, overType), roomID)
    DoBattleOverLogic(zoneID, groupMark, battleNum, winnerID, loserID, roundWinnerIDList, overType)
    return
def DoBattleOverLogic(zoneID, groupMark, battleNum, winnerID=0, loserID=0, roundWinnerIDList=None, overType=0):
def DoBattleOverLogic(zoneID, groupMark, battleNum):
    ## 执行对战结算逻辑
    
    if not zoneID:
@@ -1809,10 +1811,7 @@
    if not battleObj:
        return
    
    if roundWinnerIDList == None:
        roundWinnerIDList = []
    roomID = battleObj.roomID
    roomID = GetChampionshipPKRoomID(zoneID, groupMark, battleNum) # 改版后roomID没用了,仅作为日志输出用
    if battleObj.overTime:
        GameWorld.ErrLog("跨服排位PK对战已经结算过了,不重复结算! zoneID=%s,groupMark=%s,battleNum=%s,winPlayerID=%s,overTime=%s" 
                         % (zoneID, groupMark, battleNum, battleObj.winPlayerID, GameWorld.ChangeTimeNumToStr(battleObj.overTime)), roomID)
@@ -1821,11 +1820,30 @@
    playerIDA = battleObj.playerIDA
    playerIDB = battleObj.playerIDB
    roomPlayerIDList = [playerIDA, playerIDB]
    GameWorld.Log("结算跨服排位PK战斗结果: zoneID=%s,groupMark=%s,battleNum=%s,playerIDA=%s,playerIDB=%s,roomPlayerIDList=%s"
    GameWorld.Log("结算跨服排位PK胜负结果: zoneID=%s,groupMark=%s,battleNum=%s,playerIDA=%s,playerIDB=%s,roomPlayerIDList=%s"
                  % (zoneID, groupMark, battleNum, playerIDA, playerIDB, roomPlayerIDList), roomID)
    
    winnerID, loserID = 0, 0
    if playerIDA and playerIDB:
        if not winnerID and not loserID:
        totalScoreDict = {}
        for batPlayerID, batRetList in battleObj.playerBatDict.items():
            for retInfo in batRetList:
                if not retInfo or len(retInfo) < 2:
                    continue
                addScore = retInfo[1]
                totalScoreDict[batPlayerID] = totalScoreDict.get(batPlayerID, 0) + addScore
        playerScoreA = totalScoreDict.get(playerIDA, 0)
        playerScoreB = totalScoreDict.get(playerIDB, 0)
        GameWorld.Log("    总积分: %s, %s" % (totalScoreDict, battleObj.playerBatDict), roomID)
        if playerScoreA > playerScoreB:
            winnerID = playerIDA
            loserID = playerIDB
            GameWorld.Log("    跨服排位赛玩家累计总分高者获胜! winner is playerIDA=%s,loserID=%s" % (playerIDA, loserID), roomID)
        elif playerScoreB > playerScoreA:
            winnerID = playerIDB
            loserID = playerIDA
            GameWorld.Log("    跨服排位赛玩家累计总分高者获胜! winner is playerIDB=%s,loserID=%s" % (playerIDB, loserID), roomID)
        else: # 平分
            playerA = pkZoneMgr.GetBatPlayer(playerIDA)
            playerB = pkZoneMgr.GetBatPlayer(playerIDB)
            fightPowerA = playerA.fightPower if playerA else 0
@@ -1843,17 +1861,6 @@
                winnerID, loserID = roomPlayerIDList
                GameWorld.Log("    跨服排位赛对战地图没有玩家参与或没有胜负玩家,战力相同随机玩家获胜! fightPowerA=%s(%s) = fightPowerB=%s(%s),winnerID=%s,loserID=%s" 
                              % (fightPowerA, playerIDA, fightPowerB, playerIDB, winnerID, loserID), roomID)
        elif not loserID:
            for roomPlayerID in roomPlayerIDList:
                if roomPlayerID != winnerID:
                    loserID = roomPlayerID
                    GameWorld.Log("    跨服排位赛对战地图没有失败玩家,默认对方为失败玩家! loserID=%s" % loserID, roomID)
                    break
        if not winnerID or winnerID not in roomPlayerIDList or loserID not in roomPlayerIDList:
            GameWorld.ErrLog("跨服排位赛PK房间胜负玩家异常,不结算! roomID=%s,winnerID=%s,loserID=%s,roomPlayerIDList=%s"
                             % (roomID, winnerID, loserID, roomPlayerIDList), roomID)
            return
        
    elif playerIDA:
        winnerID = playerIDA
@@ -1874,9 +1881,6 @@
    winner = pkZoneMgr.GetBatPlayer(winnerID)
    loser = pkZoneMgr.GetBatPlayer(loserID)
    
    winnerName = winner.playerName if winner else str(winnerID)
    loserName = loser.playerName if loser else str(loserID)
    # 决赛可获取最终名次
    playerRankInfo = {}
    if groupMark == 2:
@@ -1895,7 +1899,6 @@
    if wfAwardItemList and len(wfAwardItemList) == 2:
        wAwardItemList, fAwardItemList = wfAwardItemList
                
    timeStr = GameWorld.GetCurrentDataTimeStr()
    # 结算
    for playerID in [winnerID, loserID]:
        if not playerID:
@@ -1904,15 +1907,15 @@
        if playerID == winnerID:
            addItemList = wAwardItemList
            mailTypeKey = "CrossChampionshipPKWin%s" % groupMark
            tagPlayerID, tagPlayerName = loserID, loserName
            tagPlayerID = loserID
        else:
            addItemList = fAwardItemList
            mailTypeKey = "CrossChampionshipPKLose%s" % groupMark
            tagPlayerID, tagPlayerName = winnerID, winnerName
            tagPlayerID = winnerID
            
        rank = playerRankInfo.get(playerID, 0)
        GameWorld.Log("    结算跨服排位赛玩家奖励: zoneID=%s,roomID=%s,groupMark=%s,battleNum=%s,rank=%s,tagPlayerID=%s"
                           % (zoneID, roomID, groupMark, battleNum, rank, tagPlayerID), playerID)
        GameWorld.Log("    结算跨服排位赛玩家奖励: zoneID=%s,groupMark=%s,battleNum=%s,rank=%s,tagPlayerID=%s,addItemList=%s"
                           % (zoneID, groupMark, battleNum, rank, tagPlayerID, addItemList), playerID)
        if rank:
            paramList = [rank]
        else:
@@ -1920,30 +1923,84 @@
        playerIDList = [playerID]
        PlayerCompensation.SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList, crossMail=True)
        
        player = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
        if player:
            overPack = ChPyNetSendPack.tagGCCrossChampionshipPKOver()
            overPack.GroupMark = groupMark
            overPack.TimeStr = timeStr
            overPack.OverType = overType
            overPack.WinnerID = winnerID
            overPack.LoserID = loserID
            overPack.RoundWinnerID = roundWinnerIDList
            overPack.RoundCount = len(overPack.RoundWinnerID)
            overPack.TagName = tagPlayerName
            overPack.TagNameLen = len(overPack.TagName)
            overPack.Rank = rank
            NetPackCommon.SendFakePack(player, overPack)
    # 同步子服
    Send_CrossServerMsg_ChampionshipGroup(battleObj=battleObj)
    
    # 记录流向
    winnerInfo = winner.GetString() if winner else {}
    loserInfo = loser.GetString() if loser else {}
    dataDict = {"roundWinnerIDList":roundWinnerIDList, "overType":overType, "winner":winnerInfo, "loser":loserInfo,
    dataDict = {"winner":winnerInfo, "loser":loserInfo,
                "battle":battleObj.GetString(), "playerRankInfo":playerRankInfo}
    DR_CrossChampionshipPK("PKRoomOver", dataDict)    
    return True
def ClientServerMsg_ChampionshipPKOver(serverGroupID, msgData):
    ## 收到子服同步的镜像PK结果
    playerID = msgData["playerID"]
    tagPlayerID = msgData["tagPlayerID"]
    funcLineID = msgData["funcLineID"]
    isWin = msgData["isWin"]
    addScore = msgData["addScore"]
    baseScore = msgData["baseScore"]
    hpScore = msgData["hpScore"]
    timeScore = msgData["timeScore"]
    pkCountMax = msgData["pkCountMax"]
    zoneID = funcLineID / 100
    groupMark = funcLineID % 100
    groupMarkList = ShareDefine.CrossChampionshipEnterStateInfo.values()
    if groupMark not in groupMarkList:
        GameWorld.ErrLog("跨服排位镜像PK结果分组异常! groupMark=%s" % groupMark, playerID)
        return
    champMgr = GetChampionshipMgr()
    pkZoneMgr = champMgr.GetChampPKZoneMgr(zoneID)
    if not pkZoneMgr:
        return
    battleObj = pkZoneMgr.GetBattleByPlayerID(groupMark, playerID)
    if not battleObj:
        GameWorld.ErrLog("跨服排位镜像PK结果玩家不在该排位分组中! zoneID=%s,groupMark=%s" % (zoneID, groupMark), playerID)
        return
    battleNum = battleObj.battleNum
    playerIDA = battleObj.playerIDA
    playerIDB = battleObj.playerIDB
    roomPlayerIDList = [playerIDA, playerIDB]
    # 有轮空的默认不用打
    if playerID not in roomPlayerIDList or tagPlayerID not in roomPlayerIDList or not tagPlayerID or not playerIDA or not playerIDB:
        GameWorld.ErrLog("跨服排位镜像PK结果玩家ID错误! zoneID=%s,groupMark=%s,playerID=%s,tagPlayerID=%s,roomPlayerIDList=%s"
                         % (zoneID, groupMark, playerID, tagPlayerID, roomPlayerIDList), playerID)
        return
    if playerID not in battleObj.playerBatDict:
        battleObj.playerBatDict[playerID] = []
    batRetList = battleObj.playerBatDict[playerID]
    if len(batRetList) >= pkCountMax or not pkCountMax:
        GameWorld.ErrLog("跨服排位镜像PK结果已达PK次数上限! zoneID=%s,groupMark=%s,playerID=%s,tagPlayerID=%s,batRetList=%s"
                         % (zoneID, groupMark, playerID, tagPlayerID, batRetList), playerID)
        return
    if battleObj.overTime:
        GameWorld.ErrLog("跨服排位镜像PK胜负已经结算过了,不再更新PK结果! zoneID=%s,groupMark=%s,battleNum=%s,winPlayerID=%s,overTime=%s"
                         % (zoneID, groupMark, battleNum, battleObj.winPlayerID, GameWorld.ChangeTimeNumToStr(battleObj.overTime)), playerID)
        return
    isWin = 1 if isWin else 0
    batRetList.append([isWin, addScore, baseScore, hpScore, timeScore])
    GameWorld.Log("跨服排位镜像PK结果: zoneID=%s,groupMark=%s,battleNum=%s,playerIDA=%s,playerIDB=%s,batCount=%s,isWin=%s,addScore=%s,baseScore=%s,hpScore=%s,timeScore=%s"
                  % (zoneID, groupMark, battleNum, playerIDA, playerIDB, len(batRetList), isWin, addScore, baseScore, hpScore, timeScore), playerID)
    # 是否都打完所有次数,是的话直接结算胜负
    isAllOver = True
    for roomPlayerID in roomPlayerIDList:
        batList = battleObj.playerBatDict.get(roomPlayerID, [])
        if len(batList) < pkCountMax:
            isAllOver = False
            break
    if isAllOver:
        if DoBattleOverLogic(zoneID, groupMark, battleNum):
            return
    # 同步子服
    Send_CrossServerMsg_ChampionshipGroup(battleObj=battleObj)
    return
def DoCrossChampionshipFinalOver():
@@ -2947,11 +3004,14 @@
            battleObj = pkZoneMgr.GetBattle(groupMark, battleNum)
            if not battleObj:
                continue
            battleRetDict = {str(k):v for k, v in battleObj.playerBatDict.items()}
            battlePack = ChPyNetSendPack.tagGCCrossChampionshipPKBattle()
            battlePack.BattleNum = battleNum
            battlePack.WinPlayerID = battleObj.winPlayerID
            battlePack.PlayerIDA = battleObj.playerIDA
            battlePack.PlayerIDB = battleObj.playerIDB
            battlePack.BattleRet = json.dumps(battleRetDict, ensure_ascii=False).replace(" ", "")
            battlePack.BattleRetLen = len(battlePack.BattleRet)
            groupPack.BattleList.append(battlePack)
        groupPack.BattleCount = len(groupPack.BattleList)
        clientPack.GroupList.append(groupPack)
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/CrossRealmMsg.py
@@ -157,6 +157,9 @@
        elif msgType == ShareDefine.ClientServerMsg_BattlefieldCallChange:
            CrossBattlefield.ClientServerMsg_BattlefieldCallChange(serverGroupID, msgData)
            
        elif msgType == ShareDefine.ClientServerMsg_ChampionshipPKOver:
            CrossChampionship.ClientServerMsg_ChampionshipPKOver(serverGroupID, msgData)
        elif msgType == ShareDefine.ClientServerMsg_ChampionshipOfficialApply:
            CrossChampionship.ClientServerMsg_ChampionshipOfficialApply(serverGroupID, msgData)
            
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldProcess.py
@@ -1532,6 +1532,8 @@
    
    # 跨服PK
    CrossRealmPK.OnMapServerInitOK()
    # 跨服排位赛
    CrossChampionship.OnMapServerInitOK()
    #跨服战场
    CrossBattlefield.OnMapServerInitOK()
    # 本服竞技场
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
@@ -171,7 +171,7 @@
    playerLV = msgData["LV"]
    
    if mapID == ChConfig.Def_FBMapID_CrossChampionship:
        CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
        #CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
        return
    
    zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByServerGroupID(mapID, serverGroupID)
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerQuery.py
@@ -646,11 +646,6 @@
        PlayerPackData.OnMGReuestPlayerPackData(eval(resultName))
        return
        
    #跨服排位PK战斗结算
    if callName == "CrossChampionshipPKOver":
        CrossChampionship.MapServer_CrossChampionshipPKOver(eval(resultName), tick)
        return
    #跨服PK请求玩家当前排名
    if callName == "CrossPKSeasonOrder":
        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(srcPlayerID)
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -182,6 +182,9 @@
Def_Notify_WorldKey_CrossPKSeasonID = "CrossPKSeasonID"  # 本服跨服PK当前赛季
Def_Notify_WorldKey_CrossPKSeasonState = "CrossPKSeasonState"  # 本服跨服PK赛季状态 0-关闭,1-开启中
Def_Notify_WorldKey_CrossChampionshipState = "CrossChampionshipState"  # 跨服排位赛状态
Def_Notify_WorldKey_CrossChampionshipStateError = "CrossChampionshipStateError"  # 跨服排位赛状态是否已经异常
Def_Notify_WorldKey_LuckyCloudBuyInfo = "LuckyCloudBuyInfo"  # 本服幸运云购最新一期信息
Def_Notify_WorldKey_CrossBattlefieldCallTeamInfo = "CrossBattlefieldCallTeamInfo" # 跨服战场召集队伍信息
@@ -1703,6 +1706,7 @@
ClientServerMsg_BattlefieldCallKick = "BattlefieldCallKick"   # 跨服战场召集 - 踢出
ClientServerMsg_ActDropSpecItem = "ActDropSpecItem"     # 活动特殊掉落
ClientServerMsg_CrossAssist = "CrossAssist"             # 跨服协助
ClientServerMsg_ChampionshipPKOver = "ChampionshipPKOver" # 跨服排位PK结束
ClientServerMsg_ChampionshipOfficialApply = "ChampionshipOfficialApply" # 跨服排位申请官职
ClientServerMsg_ChampionshipOfficialApplyReply = "ChampionshipOfficialApplyReply" # 跨服排位官职申请回应
ClientServerMsg_ChampionshipOfficialKick = "ChampionshipOfficialKick" # 跨服排位辞退下级仙官
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/MirrorAttack.py
@@ -58,16 +58,29 @@
        self.mapID = 0 # 功能mapID,代表某一个功能
        self.funcLineID = 0
        self.batState = 0 # 状态:0-无;1-准备中;2-战斗中;3-快速结束中,4-结束
        self.startTick = 0 # 开始战斗tick
        self.fightTickMax = 0 # 战斗最大时长,tick
        self.fightTickRemain = 0 # 剩余战斗时长,tick
        self.mirrorIDDict = {} # 该场所有玩家镜像实例ID对应真实ID {playerID:realPlayerID, ...}
        self.realIDDict = {} # 该场所有真实玩家对应初始信息 {playerID:{k:v, ...}, ...}
        self.playerFactionDict = {} # 该场所有玩家阵营信息,真实玩家+镜像玩家 {playerID:faction, ...}
        self.playerAutoSkillInfo = {} # 玩家自动释放技能列表 {playerID:[skillTypeID, ...], ...}
        self.deadPlayerIDList = [] # 已被击杀的玩家ID列表
        self.tagPlayerIDList = [] # 对手真实玩家ID列表
        
        self.isLogout = False # 是否下线的
        self.isQuick = False # 是否快速战斗结束的
        self.isWin = False # 是否获胜
        self.winFaction = 0 # 获胜阵营
        return
    def GetTagPlayerID(self): return self.tagPlayerIDList[0] if self.tagPlayerIDList else 0
    def CaclFightTick(self, tick):
        ## 计算战斗时长,返回剩余时长tick
        fightTickCost = tick - self.startTick # 已过战斗时长
        self.fightTickRemain = max(0, self.fightTickMax - fightTickCost) # 剩余战斗时长
        return self.fightTickRemain
    
    def AddBattlePlayer(self, curPlayer, faction, posX=0, posY=0):
        playerID = curPlayer.GetPlayerID()
@@ -220,6 +233,8 @@
    dataFightPower = PlayerControl.GetFightPower(mirrorPlayer)
    GameWorld.DebugLog("CreateMirrorPlayer mirrorID=%s,realPlayerID=%s,mapID=%s,funcLineID=%s,posX=%s,posY=%s,faction=%s,dataFightPower=%s,,accID=%s" 
                       % (mirrorID, realPlayerID, mapID, funcLineID, posX, posY, faction, dataFightPower, mirrorPlayer.GetAccID()), playerID)
    if faction != 1:
        battle.tagPlayerIDList.append(realPlayerID)
    
    ChPlayer.InitPlayerPack(mirrorPlayer)
    PlayerHorse.PlayerRideHorseUp(mirrorPlayer, False, False)
@@ -399,7 +414,7 @@
    if cmdType == 2:
        battle = GetMirrorBattle(curPlayer)
        if battle:
            DoMirrorBattleQuick(battle.battleID)
            DoMirrorBattleQuick(battle.battleID, isClick=True)
        return
    
    # 不战斗直接跳过,即玩家没有参与,创建系统战斗场,之后扩展
@@ -426,7 +441,7 @@
    
    # 如果还在战斗中,直接快速执行战斗结果
    if battle.batState == ChConfig.Def_MirrorBatState_Fight:
        DoMirrorBattleQuick(battle.battleID, True)
        DoMirrorBattleQuick(battle.battleID, isLogout=True)
        
    # 统一退出
    if PlayerControl.GetCustomMapID(curPlayer):
@@ -534,6 +549,8 @@
        CreateMirrorPlayer(battleID, batPlayerID, packData, posX, posY, faction, curPlayer)
        
    battle.batState = ChConfig.Def_MirrorBatState_Prepare
    fightTimeLimitDict = IpyGameDataPY.GetFuncEvalCfg("MirrorAttack", 1, {})
    battle.fightTickMax = fightTimeLimitDict.get(str(mapID), 60) * 1000 # 最大战斗时长,默认60秒
    
    if not isSysbg:
        return
@@ -551,6 +568,7 @@
    if battle.batState >= ChConfig.Def_MirrorBatState_Fight:
        return
    battle.batState = ChConfig.Def_MirrorBatState_Fight
    battle.startTick = GameWorld.GetGameWorld().GetTick()
    return
def ProcessPlayerMirrorAI(curPlayer, tick):
@@ -567,6 +585,9 @@
        realPlayerID = curPlayer.GetRealPlayerID()
        if not realPlayerID:
            # 常规战斗下,真实玩家不处理,由玩家自行控制
            # 真实玩家附加判断是否PK超时
            if battle.startTick and battle.CaclFightTick(tick) <= 0:
                OnMirrorAttackOver(battle.battleID)
            return
        
    if GameObj.GetHP(curPlayer) <= 0:
@@ -709,22 +730,39 @@
    curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    return
def DoMirrorBattleQuick(battleID, isLogout=False):
def DoMirrorBattleQuick(battleID, isLogout=False, isClick=False):
    ## 执行快速战斗
    battle = GetMirrorBattleByID(battleID)
    if not battle:
        return
    if battle.batState > ChConfig.Def_MirrorBatState_Fight:
        return
    if battle.isQuick:
        #不重复触发处理
        return
    mapID = battle.mapID
    if not battle.isSysbg:
        if isClick:
            quickLimitMapIDList = IpyGameDataPY.GetFuncEvalCfg("MirrorAttack", 2)
            if mapID in quickLimitMapIDList:
                GameWorld.DebugLog("战斗中不允许点击快速战斗! mapID=%s" % mapID, battle.playerID)
                return
        if isLogout:
            logoutQuickLimitMapIDList = IpyGameDataPY.GetFuncEvalCfg("MirrorAttack", 3)
            if mapID in logoutQuickLimitMapIDList:
                GameWorld.DebugLog("掉线不允许快速战斗! mapID=%s" % mapID, battle.playerID)
                return
    tick = GameWorld.GetGameWorld().GetTick()
    battle.batState = ChConfig.Def_MirrorBatState_Fight
    battle.isQuick = True
    battle.isLogout = isLogout
    battle.CaclFightTick(tick)
    
    playerMgr = GameWorld.GetMapCopyPlayerManager()
    perLoopTick = 100 # 每次循环视为已过毫秒
    maxLoopCount = 60 * 1000 / perLoopTick # 循环次数上限,暂定最长PK时长60秒
    GameWorld.DebugLog("DoMirrorBattleQuick isLogout=%s,maxLoopCount=%s,tick=%s" % (isLogout, maxLoopCount, tick), battleID)
    maxLoopCount = battle.fightTickRemain / perLoopTick # 循环次数上限
    GameWorld.DebugLog("DoMirrorBattleQuick isLogout=%s,maxLoopCount=%s,tick=%s,fightTickRemain=%s"
                       % (isLogout, maxLoopCount, tick, battle.fightTickRemain), battleID)
    
    # 屏蔽发包
    for batPlayerID in battle.realIDDict.keys():
@@ -737,8 +775,9 @@
        if battle.batState != ChConfig.Def_MirrorBatState_Fight:
            # 可能还没循环完毕就结束了
            break
        tick += loopCount * perLoopTick # 修改每次循环的tick
        GameWorld.DebugLog("    loopCount=%s,tick=%s" % (loopCount, tick), battleID)
        tick += perLoopTick # 修改每次循环的tick
        battle.CaclFightTick(tick)
        GameWorld.DebugLog("    loopCount=%s,tick=%s,fightTickRemain=%s" % (loopCount, tick, battle.fightTickRemain), battleID)
        for batPlayerID in battle.playerFactionDict.keys():
            if batPlayerID in battle.deadPlayerIDList:
                continue
@@ -765,14 +804,11 @@
                
            ProcessPlayerMirrorAI(curPlayer, tick)
            
    if battle.winFaction:
        # 已经有获胜方了,代表已经触发过结算胜负
        return
    # 暂定没击杀算输,发起方为1
    # 没有获胜方
    if not battle.winFaction:
    GameWorld.DebugLog("没有击败对方阵营!", battleID)
    battle.winFaction = 2
    OnMirrorAttackOver(battleID)
    return
    return True
def OnPlayerDead(curPlayer):
    battleID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MirrorBattleID)
@@ -811,13 +847,20 @@
        # 已经结算过
        return
    battle.batState = ChConfig.Def_MirrorBatState_Over
    tick = GameWorld.GetGameWorld().GetTick()
    if not battle.fightTickRemain:
        battle.CaclFightTick(tick)
    # 暂定没击杀算输,发起方为1
    if not battle.winFaction:
        battle.winFaction = 2
    battle.isWin = 1 if battle.winFaction == 1 else 0
    mapID = battle.mapID
    funcLineID = battle.funcLineID
    winFaction = battle.winFaction
    isQuick = battle.isQuick
    isLogout = battle.isLogout
    GameWorld.DebugLog("镜像战斗结束: mapID=%s,funcLineID=%s,winFaction=%s,isQuick=%s,isLogout=%s"
                       % (mapID, funcLineID, winFaction, isQuick, isLogout), battleID)
    GameWorld.DebugLog("镜像战斗结束: mapID=%s,funcLineID=%s,winFaction=%s,isWin=%s,isQuick=%s,isLogout=%s"
                       % (mapID, funcLineID, winFaction, battle.isWin, isQuick, isLogout), battleID)
    
    playerMgr = GameWorld.GetMapCopyPlayerManager()
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -17231,48 +17231,74 @@
# C0 15 跨服排位分区分组信息 #tagGCCrossChampionshipPKZoneGroupInfo
class  tagGCCrossChampionshipPKBattle(Structure):
    _pack_ = 1
    _fields_ = [
                  ("BattleNum", c_ubyte),    # 对战组编号 1~n
                  ("WinPlayerID", c_int),    # 获胜玩家ID
                  ("PlayerIDA", c_int),    # 玩家IDA
                  ("PlayerIDB", c_int),    # 玩家IDB
                  ]
    BattleNum = 0    #(BYTE BattleNum)// 对战组编号 1~n
    WinPlayerID = 0    #(DWORD WinPlayerID)// 获胜玩家ID
    PlayerIDA = 0    #(DWORD PlayerIDA)// 玩家IDA
    PlayerIDB = 0    #(DWORD PlayerIDB)// 玩家IDB
    BattleRetLen = 0    #(BYTE BattleRetLen)
    BattleRet = ""    #(String BattleRet)// 战斗结果明细 {"playerID":[[第1局胜负,第1局总积分,胜负基础分,hp分,时间分], ...], ...}
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
        self.BattleNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.WinPlayerID,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.PlayerIDA,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.PlayerIDB,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.BattleRetLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.BattleRet,_pos = CommFunc.ReadString(_lpData, _pos,self.BattleRetLen)
        return _pos
    def Clear(self):
        self.BattleNum = 0
        self.WinPlayerID = 0
        self.PlayerIDA = 0
        self.PlayerIDB = 0
        self.BattleRetLen = 0
        self.BattleRet = ""
        return
    def GetLength(self):
        return sizeof(tagGCCrossChampionshipPKBattle)
        length = 0
        length += 1
        length += 4
        length += 4
        length += 4
        length += 1
        length += len(self.BattleRet)
        return length
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
        data = ''
        data = CommFunc.WriteBYTE(data, self.BattleNum)
        data = CommFunc.WriteDWORD(data, self.WinPlayerID)
        data = CommFunc.WriteDWORD(data, self.PlayerIDA)
        data = CommFunc.WriteDWORD(data, self.PlayerIDB)
        data = CommFunc.WriteBYTE(data, self.BattleRetLen)
        data = CommFunc.WriteString(data, self.BattleRetLen, self.BattleRet)
        return data
    def OutputString(self):
        DumpString = '''// C0 15 跨服排位分区分组信息 //tagGCCrossChampionshipPKZoneGroupInfo:
        DumpString = '''
                                BattleNum:%d,
                                WinPlayerID:%d,
                                PlayerIDA:%d,
                                PlayerIDB:%d
                                PlayerIDB:%d,
                                BattleRetLen:%d,
                                BattleRet:%s
                                '''\
                                %(
                                self.BattleNum,
                                self.WinPlayerID,
                                self.PlayerIDA,
                                self.PlayerIDB
                                self.PlayerIDB,
                                self.BattleRetLen,
                                self.BattleRet
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PlayerMirror.py
@@ -89,7 +89,9 @@
    elif value1 == "q":
        battle = MirrorAttack.GetMirrorBattle(curPlayer)
        if battle:
            MirrorAttack.DoMirrorBattleQuick(battle.battleID)
            if not MirrorAttack.DoMirrorBattleQuick(battle.battleID, isClick=True):
                GameWorld.DebugAnswer(curPlayer, "无法执行快速战斗,详见地图日志!")
                return
            
    elif value1 == "e":
        PlayerFB.DoExitCustomScene(curPlayer)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetCrossPK.py
@@ -36,20 +36,22 @@
        return
    
    if msgList[0] == "b":        
        danLV = msgList[1] if len(msgList) > 1 else 0
        pkScore = msgList[2] if len(msgList) > 2 else 0
        cWinCount = msgList[3] if len(msgList) > 3 else None
        zoneID = msgList[1] if len(msgList) > 1 else 0
        seasonID = msgList[2] if len(msgList) > 2 else 0
        danLV = msgList[3] if len(msgList) > 3 else 0
        pkScore = msgList[4] if len(msgList) > 4 else 0
        cWinCount = msgList[5] if len(msgList) > 5 else None
        danIpyData = IpyGameDataPY.GetIpyGameData("CrossRealmPKDan", danLV)
        if not danIpyData:
            GameWorld.DebugAnswer(curPlayer, "不存在该段位:%s" % danLV)
            return
        if pkScore <= 0:
            pkScore = danIpyData.GetLVUpScore()
        errorMsg = PlayerCrossRealmPK.GMSetPlayerCrossPKData(curPlayer, danLV, pkScore, cWinCount)
        errorMsg = PlayerCrossRealmPK.GMSetPlayerCrossPKData(curPlayer, danLV, pkScore, cWinCount, zoneID=zoneID, seasonID=seasonID)
        if errorMsg:
            GameWorld.DebugAnswer(curPlayer, "分区赛季异常!")
        else:
            GameWorld.DebugAnswer(curPlayer, "设置上榜段位:%s,积分:%s" % (danLV, pkScore))
            GameWorld.DebugAnswer(curPlayer, "设置上榜分区:%s,赛季:%s,段位:%s,积分:%s" % (zoneID, seasonID, danLV, pkScore))
        return
    
    if len(msgList) == 1:
@@ -140,7 +142,7 @@
    GameWorld.DebugAnswer(curPlayer, "设置历史记录: SetCrossPK 赛季ID 类型 数值")
    GameWorld.DebugAnswer(curPlayer, "类型:0-段位,1-名次,2-积分,3-奖励等级")
    GameWorld.DebugAnswer(curPlayer, "当前连败次数: %s" % curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_CLoseCount))
    GameWorld.DebugAnswer(curPlayer, "设置上榜: SetCrossPK b 段位 [积分 连胜]")
    GameWorld.DebugAnswer(curPlayer, "设置上榜: SetCrossPK b 分区 赛季 段位 [积分 连胜]")
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_CrossChampionship.py
@@ -15,567 +15,116 @@
#"""Version = 2022-09-21 21:30"""
#-------------------------------------------------------------------------------
import ChPlayer
import GameWorld
import MirrorAttack
import IPY_GameWorld
import PlayerControl
import GameWorldProcess
import CrossRealmPlayer
import IpyGameDataPY
import SkillCommon
import ShareDefine
import FBCommon
import ChConfig
import GameObj
(
Def_Time_MaxWait, # 最长等待时间, 秒
Def_Time_MapPrepare, # 准备时间, 秒
Def_Time_Fight, # 战斗时间, 秒
Def_Time_Protect, # 保护时间,秒,玩家战斗中掉线保护时长
Def_Time_Leave, # 结束退出时间, 秒
) = range(5)
# 当前副本地图的状态
(
FB_State_Open,
FB_State_Waiting, # 等待对手阶段
FB_State_MapPrepare, # 地图准备
FB_State_Fight, # 战斗阶段
FB_State_Reborn, # 复活阶段
FB_State_Leave, # 离开阶段
FB_State_Close, # 关闭阶段
) = range(7)
# 对战结束类型定义
(
Def_OverType_LackPlayer, # 缺少对手
Def_OverType_PlayerExit, # 对手退出(视为认输)
Def_OverType_Kill, # 击杀对手
Def_OverType_TimeOut, # PK时间超时
) = range(4)
# 副本相关字典key
GameFBDict_FBPlayerID = "FBD_FBPlayerID_%s" # 玩家ID, 参数, 进入顺序
GameFBDict_PlayerWinCnt = "FBD_PlayerWinCnt_%s" # 玩家已获胜次数, 参数[playerID]
GameFBDict_PlayerLeaveTick = "FBD_PlayerLeaveTick_%s" # 玩家已获胜次数, 参数[playerID]
FBPDict_PVPDamage = "FBPD_PVPDamage" # 玩家伤害输出
FBPDict_PVPDamUpdTick = "FBPD_PVPDamUpdTick" # 更新伤害tick
FBPDict_ResetPosX = "FBPD_ResetPosX" # 玩家重置坐标X
FBPDict_ResetPosY = "FBPD_ResetPosY" # 玩家重置坐标Y
FBPDict_RoundNum = "FBPD_RoundNum" # 玩家当前所属回合数
FB_RoundNum = "FB_RoundNum" # 副本当前回合数
FB_RoundWinPlayerID = "FB_RoundWinPlayerID_%s" # 回合获胜玩家ID, 参数[回合数]
def OnOpenFB(tick):
    # 开启副本直接进入等待阶段
    FBCommon.SetFBStep(FB_State_Waiting, tick)
    return
## 是否能够通过活动查询进入
def OnEnterFBEvent(curPlayer, mapID, lineID, tick):
###处理副本中杀死玩家逻辑
def DoFBOnKill_Player(atkobj, defender, tick):
    GameWorld.DebugLog("镜像切磋击杀玩家: defID=%s" % (defender.GetID()), atkobj.GetID())
    return True
#def OnGetFBEnterPos(curPlayer, mapID, lineId, ipyEnterPosInfo, tick):
#    posDict = {117401:(40,37), 117403:(10, 7)}
#    return posDict.get(curPlayer.GetPlayerID())
## 玩家进入副本
def DoEnterFB(curPlayer, tick):
    playerID = curPlayer.GetPlayerID()
    playerVSRoomID = curPlayer.GetVsRoomId()
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    GameWorld.Log("DoEnterFB fbRoomID=%s,playerVSRoomID=%s,fbStep=%s" % (roomID, playerVSRoomID, fbStep), playerID)
    if gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID):
        GameWorld.Log("    玩家离线保护时间内上线!", playerID)
        gameFB.SetGameFBDict(GameFBDict_PlayerLeaveTick % playerID, 0)
        playerManager = GameWorld.GetMapCopyPlayerManager()
        for index in xrange(playerManager.GetPlayerCount()):
            player = playerManager.GetPlayerByIndex(index)
            if player and player.GetPlayerID() != curPlayer.GetPlayerID():
                player.Sync_TimeTick(ChConfig.tttPlayerLeave, 0, 0, True)
    fbRoundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    playerRoundNum = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_RoundNum)
    if playerRoundNum and fbRoundNum and playerRoundNum != fbRoundNum:
        # 一般是掉线时上个回合已经结束了
        GameWorld.DebugLog("玩家进入副本时与当前副本回合数不一致时,重置状态!fbRoundNum=%s,playerRoundNum=%s"
                           % (fbRoundNum, playerRoundNum), playerID)
        gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, fbRoundNum)
        __ResetPlayerState(gameFB, curPlayer, playerID)
    if fbStep >= FB_State_Leave or not roomID or not playerVSRoomID or roomID != playerVSRoomID:
        PlayerControl.PlayerLeaveFB(curPlayer)
        return
    PlayerControl.SetSight(curPlayer, ChConfig.Def_PlayerSight_Default * 3)
    # 非战斗阶段,通知动态障碍点
    if fbStep < FB_State_Fight:
        FBCommon.SyncDynamicBarrierState(IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 2), 1, curPlayer) # 准备期间有动态障碍点
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if fbStep == FB_State_Open:
        pass
    elif fbStep == FB_State_Waiting:
        playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
        playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
        if not playerIDA and not playerIDB:
            gameFB.SetGameFBDict(GameFBDict_FBPlayerID % 1, playerID)
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosX, curPlayer.GetPosX())
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosY, curPlayer.GetPosY())
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, 1)
            GameWorld.Log("    第一个进入,阵营1,roomID=%s" % (roomID), playerID)
            __ResetPlayerState(gameFB, curPlayer, playerID)
        elif not playerIDB and playerIDA != playerID:
            gameFB.SetGameFBDict(GameFBDict_FBPlayerID % 2, playerID)
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosX, curPlayer.GetPosX())
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_ResetPosY, curPlayer.GetPosY())
            gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, 1)
            GameWorld.Log("    第二个进入,阵营2,roomID=%s" % (roomID), playerID)
            __ResetPlayerState(gameFB, curPlayer, playerID)
        playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
        playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
        if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 2 and playerIDA and playerIDB:
            GameWorld.Log("    两个人都在,设置副本进入战斗倒计时阶段!roomID=%s" % (roomID), playerID)
            FBCommon.SetFBStep(FB_State_MapPrepare, tick)
            FBCommon.Sync_Player_TimeTick(ChConfig.tttWaitStart, fbTimeList[Def_Time_MapPrepare] * 1000)
            gameFB.SetGameFBDict(FB_RoundNum, 1)
        else:
            notify_tick = fbTimeList[Def_Time_MaxWait] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
            curPlayer.Sync_TimeTick(ChConfig.tttWaitPlayer, 0, max(notify_tick, 0), True)
            GameWorld.Log("    对手不在,继续等待!roomID=%s" % (roomID), playerID)
    elif fbStep == FB_State_MapPrepare:
        notify_tick = fbTimeList[Def_Time_MapPrepare] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
        curPlayer.Sync_TimeTick(ChConfig.tttWaitStart, 0, max(notify_tick, 0), True)
    elif fbStep == FB_State_Fight:
        notify_tick = fbTimeList[Def_Time_Fight] * 1000 - (tick - GameWorld.GetGameFB().GetFBStepTick())
        curPlayer.Sync_TimeTick(ChConfig.tttTowerTake, 0, max(notify_tick, 0), True)
    FBCommon.Notify_FBHelp(curPlayer, __GetFBHelpInfo())
    PlayerControl.DelLimitSuperBuff(curPlayer, tick)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
def __GetFBHelpInfo():
    gameFB = GameWorld.GetGameFB()
    roundWinerIDList = []
    roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    for roundNum in xrange(1, roundNum + 1):
        winnerID = gameFB.GetGameFBDictByKey(FB_RoundWinPlayerID % roundNum)
        if not winnerID:
            break
        roundWinerIDList.append(winnerID)
    return {"roundNum":roundNum, "roundWinerIDList":roundWinerIDList}
## 玩家退出副本
def DoExitFB(curPlayer, tick):
    # 结算时间
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep >= FB_State_Leave:
        return
def OnMirrorBattleRequest(curPlayer, mapID, funcLineID):
    ## 镜像战斗请求
    
    playerID = curPlayer.GetPlayerID()
    gameFB.SetGameFBDict(GameFBDict_PlayerLeaveTick % playerID, tick)
    GameWorld.Log("玩家战斗阶段下线!playerID=%s,waitPlayerID=%s" % (playerID, playerID))
    ## 通知对方,对手掉线
    playerManager = GameWorld.GetMapCopyPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        player = playerManager.GetPlayerByIndex(index)
        if player and player.GetPlayerID() != curPlayer.GetPlayerID():
            fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
            player.Sync_TimeTick(ChConfig.tttPlayerLeave, 0, max(fbTimeList[Def_Time_Protect] * 1000, 0), True)
    if GameWorld.IsCrossServer():
    return
##玩家主动离开副本.
def DoPlayerLeaveFB(curPlayer, tick):
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep <= FB_State_Waiting or fbStep >= FB_State_Leave:
    if not CrossRealmPlayer.IsCrossServerOpen():
        PlayerControl.NotifyCode(curPlayer, "CrossMatching18")
        return
    
    leavePlayerID = curPlayer.GetPlayerID()
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
    playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
    loser, loserID = curPlayer, leavePlayerID
    winnerID = playerIDA if playerIDB == loserID else playerIDB
    winner = GameWorld.GetMapCopyPlayerManager().FindPlayerByID(winnerID)
    GameWorld.Log("玩家主动退出,直接算输! roomID=%s,leavePlayerID=%s,loserID=%s,winnerID=%s" % (roomID, leavePlayerID, loserID, winnerID))
    __DoFBPKAllOver(winner, winnerID, loser, loserID, Def_OverType_PlayerExit, tick)
    if curPlayer.GetPlayerAction() == IPY_GameWorld.paDie or GameObj.GetHP(curPlayer) == 0:
        GameWorld.DebugLog("已死亡,无法进行跨服排位赛!", playerID)
    return
## 获得副本帮助信息
def DoFBHelp(curPlayer, tick):
    stateError = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_CrossChampionshipStateError)
    if stateError:
        GameWorld.ErrLog("跨服排位状态已经异常无法进入! stateError=%s" % stateError, playerID)
    return
## 副本总逻辑计时器
def OnProcess(tick):
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    if fbStep == FB_State_Waiting:
        __DoLogic_Waiting(tick)
    elif fbStep == FB_State_MapPrepare:
        if not __CheckLeaveProtectTimeout(tick):
            __DoLogic_MapPrepare(tick)
    elif fbStep == FB_State_Fight:
        if not __CheckLeaveProtectTimeout(tick):
            __DoLogic_MapFight(tick)
    elif fbStep == FB_State_Reborn:
        __DoLogic_Reborn(tick)
    elif fbStep == FB_State_Leave:
        __DoLogic_LeaveTime(tick)
    state = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_CrossChampionshipState)
    if state not in ShareDefine.CrossChampionshipEnterStateInfo:
        GameWorld.ErrLog("当前状态非跨服排位战斗状态无法进入: state=%s" % state, playerID)
        return
    groupMark = ShareDefine.CrossChampionshipEnterStateInfo[state]
    reqGroupMark = funcLineID % 100
    if reqGroupMark != groupMark:
        GameWorld.ErrLog("当前状态与跨服排位战斗分组不一致无法进入: funcLineID=%s,reqGroupMark=%s != %s" % (funcLineID, reqGroupMark, groupMark), playerID)
    return
##等待玩家进入阶段处理
def __DoLogic_Waiting(tick):
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbTimeList[Def_Time_MaxWait] * 1000:
        return
    winner, winnerID, loser, loserID = __GetTimeoutWinerInfo(tick)
    # 对手没来,直接获胜
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    GameWorld.Log("战前等待对手阶段超时,直接结束!roomID=%s,winnerID=%s,loserID=%s" % (roomID, winnerID, loserID))
    __DoFBPKAllOver(winner, winnerID, loser, loserID, Def_OverType_LackPlayer, tick)
    return
def __CheckLeaveProtectTimeout(tick):
    gameFB = GameWorld.GetGameFB()
    playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
    playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
    playerLeaveTickA = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDA)
    playerLeaveTickB = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDB)
    if not playerLeaveTickA and not playerLeaveTickB:
        return
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if playerLeaveTickA > playerLeaveTickB:
        if tick - playerLeaveTickA < fbTimeList[Def_Time_Protect] * 1000:
            return
    else:
        if tick - playerLeaveTickB < fbTimeList[Def_Time_Protect] * 1000:
            return
    winner, winnerID, loser, loserID = __GetTimeoutWinerInfo(tick)
    # 对手没来,直接获胜
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    GameWorld.Log("战斗中对手离线超时,直接结束!roomID=%s,winnerID=%s,loserID=%s" % (roomID, winnerID, loserID))
    __DoFBPKAllOver(winner, winnerID, loser, loserID, Def_OverType_PlayerExit, tick)
    return True
def __GetTimeoutWinerInfo(tick):
    ''' 时间超时,获取获胜的玩家
                    战斗阶段有两个玩家时优先比较输出
                    其他情况则在线玩家获胜,如果没有玩家在线,则最迟离线的获胜
    '''
    winner, winnerID, loser, loserID = None, 0, None, 0
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    gameFB = GameWorld.GetGameFB()
    fbStep = gameFB.GetFBStep()
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
    playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
def OnMirrorBattleOver(battleID):
    ## 镜像战斗结束
    
    # 战斗阶段有两个玩家时优先比较输出
    if fbStep == FB_State_Fight and copyMapPlayerManager.GetPlayerCount() == 2:
        # 时间到还没分出胜负, 根据以下规则决定胜负,这里用玩家ID处理,防止结算时都掉线了导致没有结果
        # 伤害输出 > 优先到达时间 > 剩余HP > 最大HP > playerID
    battle = MirrorAttack.GetMirrorBattleByID(battleID)
    if not battle:
        return
    mapID = battle.mapID
    funcLineID = battle.funcLineID
    isWin = battle.isWin
    curPlayerID = battle.requestID # 副本所属玩家ID,该玩家不一定参与实际战斗
    tagPlayerID = battle.GetTagPlayerID()
    fightTickRemain = battle.fightTickRemain
    curHPPer = 0 # 自己剩余血量百分比 0~100,支持小数点
    tagHPPer = 0 # 对方剩余血量百分比 0~100,支持小数点
        
        GameWorld.Log("两个人都在线,根据超时规则判断胜负玩家! roomID=%s" % (roomID))
        playerInfoList = []
        for playerID in [playerIDA, playerIDB]:
            player = copyMapPlayerManager.FindPlayerByID(playerID)
            # 还是离线时间的,走掉线逻辑,越晚掉线的赢;需要加这个逻辑主要是因为当玩家没有触发完整登录流程导致玩家在线但是没有触发DoEnter
            playerLeaveTick = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerID)
            if playerLeaveTick:
                pvpDamage, sortTick, curHP, curMaxHP = 0, 0, 0, 0
                playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
                GameWorld.Log("PK超时: playerLeaveTick=%s" % (playerLeaveTick), playerID)
    curPlayer = None
    playerMgr = GameWorld.GetMapCopyPlayerManager()
    for playerID, faction in battle.playerFactionDict.items():
        player = playerMgr.FindPlayerByID(playerID)
        if not player:
                continue
            pvpDamage = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamage)
            pvpDamTick = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamUpdTick)
            sortTick = tick - pvpDamTick
            curHP = 0 if not player else GameObj.GetHP(player)
            curMaxHP = 0 if not player else GameObj.GetMaxHP(player)
            playerInfoList.append([pvpDamage, sortTick, curHP, curMaxHP, playerLeaveTick, playerID, player])
            GameWorld.Log("PK超时: pvpDamge=%s,pvpDamTick=%s,tick=%s,sortTick=%s,HP=%s/%s,playerLeaveTick=%s"
                          % (pvpDamage, pvpDamTick, tick, sortTick, curHP, curMaxHP, playerLeaveTick), playerID)
        realPlayerID = player.GetRealPlayerID()
        hp = GameObj.GetHP(player)
        hpMax = GameObj.GetMaxHP(player)
        hpPer = hp / float(hpMax) * 100
        GameWorld.DebugLog("    剩余血量: %s/%s,hpPer=%s%%,playerID=%s,realPlayerID=%s,faction=%s"
                           % (hp, hpMax, hpPer, playerID, realPlayerID, faction), battleID)
        if not realPlayerID and curPlayerID == playerID:
            curPlayer = player
            curHPPer = hpPer
        if tagPlayerID == realPlayerID:
            tagHPPer = hpPer
            
        playerInfoList.sort(reverse=True)
        GameWorld.Log("PK超时, 进入结算!playerInfoList=%s" % str(playerInfoList))
        winner = playerInfoList[0][-1] if len(playerInfoList) > 0 else None
        loser = playerInfoList[1][-1] if len(playerInfoList) > 1 else None
        winnerID = 0 if not winner else winner.GetPlayerID()
        loserID = 0 if not loser else loser.GetPlayerID()
        return winner, winnerID, loser, loserID
    # 其他情况则在线玩家获胜,如果没有玩家在线,则最迟离线的获胜
    for i in xrange(copyMapPlayerManager.GetPlayerCount()):
        player = copyMapPlayerManager.GetPlayerByIndex(i)
        if player == None or player.IsEmpty():
            continue
        playerID = player.GetPlayerID()
        if playerID not in [playerIDA, playerIDB]:
            GameWorld.ErrLog("副本中玩家不在进入的玩家ID里,不处理! roomID=%s,playerID=%s" % (roomID, playerID))
            continue
        winner = player
        winnerID = player.GetPlayerID()
        GameWorld.Log("超时结算,玩家在线,直接获胜: roomID=%s,winnerID=%s" % (roomID, winnerID))
        break
    if not winner:
        playerLeaveTickA = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDA)
        playerLeaveTickB = gameFB.GetGameFBDictByKey(GameFBDict_PlayerLeaveTick % playerIDB)
        GameWorld.Log("超时结算,没有玩家在线,后离线的获胜: playerLeaveTickA=%s,playerLeaveTickB=%s" % (playerLeaveTickA, playerLeaveTickB))
        # 离线tick较大的就是比较晚离线的
        if playerLeaveTickA > playerLeaveTickB:
            winnerID = playerIDA
            loserID = playerIDB
        else:
            winnerID = playerIDB
            loserID = playerIDA
    else:
        loserID = playerIDB if playerIDA == winnerID else playerIDA
    return winner, winnerID, loser, loserID
##副本准备时间
def __DoLogic_MapPrepare(tick):
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbTimeList[Def_Time_MapPrepare] * 1000:
    if not curPlayer:
        return
    
    FBCommon.SetFBStep(FB_State_Fight, tick)
    FBCommon.Sync_Player_TimeTick(ChConfig.tttTowerTake, fbTimeList[Def_Time_Fight] * 1000)
    FBCommon.SyncDynamicBarrierState(IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 2), 0)
    baseScoreList = IpyGameDataPY.GetFuncEvalCfg("CrossChamMirrorPK", 2)
    baseScore = 0
    if baseScoreList and len(baseScoreList) == 2:
        baseScore = baseScoreList[0] if battle.isWin else baseScoreList[1]
    hpScore = int(eval(IpyGameDataPY.GetFuncCompileCfg("CrossChamMirrorPK", 3)))
    GameWorld.DebugLog("    hpScore=%s,curHPPer=%s,tagHPPer=%s" % (hpScore, curHPPer, tagHPPer), battleID)
    remainTimePer = fightTickRemain / float(battle.fightTickMax) * 100 # 剩余战斗时间百分比
    timeScore = int(eval(IpyGameDataPY.GetFuncCompileCfg("CrossChamMirrorPK", 4)))
    addScore = baseScore + hpScore + timeScore
    GameWorld.DebugLog("    timeScore=%s,remainTimePer=%s%%,fightTickRemain=%s,fightTickMax=%s" % (timeScore, remainTimePer, fightTickRemain, battle.fightTickMax), battleID)
    
    # 通知回合开始
    helpDict = __GetFBHelpInfo()
    helpDict["isStart"] = 1
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    for i in xrange(copyMapPlayerManager.GetPlayerCount()):
        player = copyMapPlayerManager.GetPlayerByIndex(i)
        if player == None or player.IsEmpty():
            continue
        FBCommon.Notify_FBHelp(player, helpDict)
    return
##战斗阶段
def __DoLogic_MapFight(tick):
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbTimeList[Def_Time_Fight] * 1000:
        return
    winner, winnerID, loser, loserID = __GetTimeoutWinerInfo(tick)
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    GameWorld.Log("PK超时, 进入结算! roomID=%s,winnerID=%s,loserID=%s" % (roomID, winnerID, loserID))
    __DoLogicAddPlayerWinCnt(winner, winnerID, loser, loserID, Def_OverType_TimeOut, tick)
    return
##复活阶段阶段
def __DoLogic_Reborn(tick):
    gameFB = GameWorld.GetGameFB()
    helpDict = __GetFBHelpInfo()
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    prepareTime = fbTimeList[Def_Time_MapPrepare] * 1000
    helpDict["prepareTime"] = prepareTime
    roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    winnerID = gameFB.GetGameFBDictByKey(FB_RoundWinPlayerID % roundNum)
    nextRoundNum = gameFB.GetGameFBDictByKey(FB_RoundNum) + 1
    gameFB.SetGameFBDict(FB_RoundNum, nextRoundNum)
    copyMapPlayerManager = GameWorld.GetMapCopyPlayerManager()
    for i in xrange(copyMapPlayerManager.GetPlayerCount()):
        player = copyMapPlayerManager.GetPlayerByIndex(i)
        if player == None or player.IsEmpty():
            continue
        playerID = player.GetPlayerID()
        gameFB.SetPlayerGameFBDict(playerID, FBPDict_RoundNum, nextRoundNum)
        if player.GetPlayerAction() == IPY_GameWorld.paDie or GameObj.GetHP(player) <= 0:
            GameWorld.DebugLog("复活玩家...", player.GetPlayerID())
            ChPlayer.PlayerRebornByType(player, ChConfig.rebornType_System, tick, isAddSuperBuff=False)
            __ResetPlayerState(gameFB, player, playerID)
        elif winnerID and playerID != winnerID:
            GameWorld.DebugLog("平局,输的玩家回满血!", playerID)
            __ResetPlayerState(gameFB, player, playerID)
        else:
            __ResetPlayerState(gameFB, player, playerID, False)
        FBCommon.Notify_FBHelp(player, helpDict)
    GameWorld.Log("开始下一回合: nextRoundNum=%s" % (nextRoundNum))
    # 重置伤害输出
    playerIDA = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 1)
    playerIDB = gameFB.GetGameFBDictByKey(GameFBDict_FBPlayerID % 2)
    gameFB.SetPlayerGameFBDict(playerIDA, FBPDict_PVPDamage, 0)
    gameFB.SetPlayerGameFBDict(playerIDA, FBPDict_PVPDamUpdTick, tick)
    gameFB.SetPlayerGameFBDict(playerIDB, FBPDict_PVPDamage, 0)
    gameFB.SetPlayerGameFBDict(playerIDB, FBPDict_PVPDamUpdTick, tick)
    # 进入准备倒计时,开始下一局准备
    FBCommon.SetFBStep(FB_State_MapPrepare, tick)
    #FBCommon.Sync_Player_TimeTick(ChConfig.tttWaitStart, prepareTime)
    return
##比赛结束的空闲时间
def __DoLogic_LeaveTime(tick):
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    if tick - GameWorld.GetGameFB().GetFBStepTick() < fbTimeList[Def_Time_Leave] * 1000:
        return
    FBCommon.SetFBStep(FB_State_Close, tick)
    GameWorldProcess.CloseFB(tick)
    return
## PVP伤害相关
def OnPVPDamage(curPlayer, damageValue, tagPlayer, tick):
    pkCountMax = IpyGameDataPY.GetFuncCfg("CrossChamMirrorPK", 1)
    playerID = curPlayer.GetPlayerID()
    tagPlayerID = tagPlayer.GetPlayerID()
    gameFB = GameWorld.GetGameFB()
    curPlayerDamage = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_PVPDamage)
    updDamage = min(ChConfig.Def_UpperLimit_DWord, curPlayerDamage + damageValue)
    gameFB.SetPlayerGameFBDict(playerID, FBPDict_PVPDamage, updDamage)
    gameFB.SetPlayerGameFBDict(playerID, FBPDict_PVPDamUpdTick, tick)
    GameWorld.DebugLog("OnPVPDamage playerID=%s,tagPlayerID=%s,damageValue=%s,updDamage=%s,tick=%s"
                       % (playerID, tagPlayerID, damageValue, updDamage, tick))
    #helpDict = {"PVPDamage":[playerID, updDamage, tick]}
    #FBCommon.Notify_FBHelp(curPlayer, helpDict)
    #FBCommon.Notify_FBHelp(tagPlayer, helpDict)
    dataMsg = {
               "playerID":playerID,
               "tagPlayerID":tagPlayerID,
               "funcLineID":funcLineID,
               "isWin":isWin,
               "addScore":addScore,
               "baseScore":baseScore,
               "hpScore":hpScore,
               "timeScore":timeScore,
               "pkCountMax":pkCountMax,
               }
    GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_ChampionshipPKOver, dataMsg)
    overDict = {"isWin":isWin, "tagPlayerID":tagPlayerID, "addScore":addScore, "baseScore":baseScore, "hpScore":hpScore, "timeScore":timeScore}
    FBCommon.NotifyFBOver(curPlayer, mapID, funcLineID, isWin, overDict)
    return
##处理副本中杀死玩家逻辑
def DoFBOnKill_Player(curPlayer, defender, tick):
    winnerID = curPlayer.GetPlayerID()
    loserID = defender.GetPlayerID()
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    GameWorld.Log("DoFBOnKill_Player roomID=%s,winnerID=%s,loserID=%s" % (roomID, winnerID, loserID), winnerID)
    if GameWorld.GetGameFB().GetFBStep() != FB_State_Fight:
        return
    __DoLogicAddPlayerWinCnt(curPlayer, winnerID, defender, loserID, Def_OverType_Kill, tick)
    return True
def __DoLogicAddPlayerWinCnt(winner, winnerID, loser, loserID, overType, tick):
    gameFB = GameWorld.GetGameFB()
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    winnerWinCnt = gameFB.GetGameFBDictByKey(GameFBDict_PlayerWinCnt % winnerID)
    updWinCnt = winnerWinCnt + 1
    gameFB.SetGameFBDict(GameFBDict_PlayerWinCnt % winnerID, updWinCnt)
    roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    gameFB.SetGameFBDict(FB_RoundWinPlayerID % roundNum, winnerID)
    GameWorld.Log("回合结束: roomID=%s,roundNum=%s,winnerID=%s,loserID=%s,updWinCnt=%s" % (roomID, roundNum, winnerID, loserID, updWinCnt))
    isOver = (updWinCnt >= IpyGameDataPY.GetFuncCfg("CrossChamPKFB", 3))
    if not isOver:
        if winner:
            clearDeBuff = False
            # 胜利者马上清除负面buff,防止死亡导致回合表现异常,如中毒
            for buffType in [IPY_GameWorld.bfDeBuff, IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfActionBuff]:
                buffTuple = SkillCommon.GetBuffManagerByBuffType(winner, buffType)
                if buffTuple:
                    buffState = buffTuple[0]
                    buffCount = buffState.GetBuffCount()
                    if buffCount:
                        clearDeBuff = True
                        buffState.Clear()
                        GameWorld.DebugLog("胜者马上清除 buffType=%s,buffCount=%s" % (buffType, buffCount), winner.GetPlayerID())
            if clearDeBuff:
                PlayerControl.PlayerControl(winner).RefreshAllState()
        FBCommon.SetFBStep(FB_State_Reborn, tick)
        return
    GameWorld.Log("    已达到最大胜场,获得最终胜利!winnerID=%s" % winnerID)
    __DoFBPKAllOver(winner, winnerID, loser, loserID, overType, tick)
    return
def __ResetPlayerState(gameFB, player, playerID, resetAttr=True):
    posX = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosX)
    posY = gameFB.GetPlayerGameFBDictByKey(playerID, FBPDict_ResetPosY)
    player.ResetPos(posX, posY)
    if not resetAttr:
        return
    if GameObj.GetHP(player) != GameObj.GetMaxHP(player):
        GameObj.SetHP(player, GameObj.GetMaxHP(player))
    if PlayerControl.GetProDef(player) != PlayerControl.GetMaxProDef(player):
        PlayerControl.SetProDef(player, PlayerControl.GetMaxProDef(player))
    SkillCommon.ResetAllSkillCD(player)
    return
## 跨服PK结束处理,注意 winner、loser 参数可能为None
def __DoFBPKAllOver(winner, winnerID, loser, loserID, overType, tick):
    gameFB = GameWorld.GetGameFB()
    roundWinerIDList = []
    roundNum = gameFB.GetGameFBDictByKey(FB_RoundNum)
    for roundNum in xrange(1, roundNum + 1):
        roundWinerIDList.append(gameFB.GetGameFBDictByKey(FB_RoundWinPlayerID % roundNum))
    #副本状态进入关闭倒计时
    fbTimeList = IpyGameDataPY.GetFuncEvalCfg("CrossChamPKFB", 1)
    FBCommon.Sync_Player_TimeTick(ChConfig.tttLeaveMap, fbTimeList[Def_Time_Leave] * 1000)
    FBCommon.SetFBStep(FB_State_Leave, tick)
    #发送一条消息到GameServer通知PK对战结束,因为地图可能对手没来导致没有失败玩家ID,所以结算统一在GameServer处理
    overType = 1 if overType in [Def_OverType_LackPlayer, Def_OverType_PlayerExit] else 0
    roomID = GameWorld.GetGameWorld().GetPropertyID()
    sendMsg = str([roomID, winnerID, loserID, roundWinerIDList, overType])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CrossChampionshipPKOver", sendMsg, len(sendMsg))
    GameWorld.Log("PK结算SendToGameServer: roomID=%s,winnerID=%s,loserID=%s,roundWinerIDList=%s,overType=%s"
                  % (roomID, winnerID, loserID, roundWinerIDList, overType))
    return
#关系有3层,无-友好-敌人
def CheckPlayersRelation_IsFriend(curPlayer, curTagPlayer):
    return not CanAttackPlayer(curPlayer, curTagPlayer)
##副本中,攻击队友逻辑
def DoCanAttackTeamer(curPlayer, curTagPlayer):
    return CanAttackPlayer(curPlayer, curTagPlayer)
##副本中,是否可攻击
def CanAttackPlayer(curPlayer, curTagPlayer):
    fbStep = GameWorld.GetGameFB().GetFBStep()
    if fbStep != FB_State_Fight:
        GameWorld.DebugLog("非战斗阶段,不可攻击!")
        return False
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerCrossRealmPK.py
@@ -419,15 +419,15 @@
    GameWorld.DebugLog("同步跨服服务器PK结算: %s" % str(dataMsg), playerID)
    return
def GMSetPlayerCrossPKData(curPlayer, danLV, pkScore, cWinCount=None, resultDict=None):
def GMSetPlayerCrossPKData(curPlayer, danLV, pkScore, cWinCount=None, resultDict=None, zoneID=0, seasonID=0):
    ## GM设置玩家跨服PK数据,一般用于测试或修复外网数据
    if not zoneID or not seasonID:
    zoneID = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_CrossPKZoneID)
    seasonID = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_CrossPKSeasonID)
    seasonState = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_CrossPKSeasonState)
    
    errorMsg = "" 
    playerInfoDict = {}
    if not zoneID or not seasonID or seasonState == 2:
    if not zoneID or not seasonID:
        errorMsg = "zone season or state error."
    else:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CrossPK_DanLV, danLV)
@@ -454,7 +454,7 @@
        SyncCrossRealmPKPlayerInfo(curPlayer)
        
    if resultDict:
        resultDict.update({"zoneID":zoneID, "seasonID":seasonID, "seasonState":seasonState, "errorMsg":errorMsg, "PlayerInfo":playerInfoDict})
        resultDict.update({"zoneID":zoneID, "seasonID":seasonID, "errorMsg":errorMsg, "PlayerInfo":playerInfoDict})
    return errorMsg
#// C1 02 跨服PK购买次数 #tagCMCrossRealmPKBuy
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -182,6 +182,9 @@
Def_Notify_WorldKey_CrossPKSeasonID = "CrossPKSeasonID"  # 本服跨服PK当前赛季
Def_Notify_WorldKey_CrossPKSeasonState = "CrossPKSeasonState"  # 本服跨服PK赛季状态 0-关闭,1-开启中
Def_Notify_WorldKey_CrossChampionshipState = "CrossChampionshipState"  # 跨服排位赛状态
Def_Notify_WorldKey_CrossChampionshipStateError = "CrossChampionshipStateError"  # 跨服排位赛状态是否已经异常
Def_Notify_WorldKey_LuckyCloudBuyInfo = "LuckyCloudBuyInfo"  # 本服幸运云购最新一期信息
Def_Notify_WorldKey_CrossBattlefieldCallTeamInfo = "CrossBattlefieldCallTeamInfo" # 跨服战场召集队伍信息
@@ -1703,6 +1706,7 @@
ClientServerMsg_BattlefieldCallKick = "BattlefieldCallKick"   # 跨服战场召集 - 踢出
ClientServerMsg_ActDropSpecItem = "ActDropSpecItem"     # 活动特殊掉落
ClientServerMsg_CrossAssist = "CrossAssist"             # 跨服协助
ClientServerMsg_ChampionshipPKOver = "ChampionshipPKOver" # 跨服排位PK结束
ClientServerMsg_ChampionshipOfficialApply = "ChampionshipOfficialApply" # 跨服排位申请官职
ClientServerMsg_ChampionshipOfficialApplyReply = "ChampionshipOfficialApplyReply" # 跨服排位官职申请回应
ClientServerMsg_ChampionshipOfficialKick = "ChampionshipOfficialKick" # 跨服排位辞退下级仙官