From 1ea73e1885835466265ce788d93556b7030ee0e8 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期日, 30 十二月 2018 18:42:00 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(GM工具增加子服服务器维护,文字翻译版) --- ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py | 258 ++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 203 insertions(+), 55 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py index 5cb299c..520c040 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py @@ -22,7 +22,9 @@ import IPY_GameServer import ChGameToMapPyPack import ChPyNetSendPack +import DataRecordPack import PlayerControl +import PlayerFriend import ShareDefine import PyGameData import GameWorld @@ -301,13 +303,14 @@ #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 __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 @@ -340,7 +343,8 @@ #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 - - - PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + #PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + InvitePlayerJoinTeamReq(curPlayer, tagPlayer, curPlayerTeam, tick) return if tagPlayerTeam == None: @@ -445,7 +449,7 @@ 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) @@ -654,7 +658,7 @@ return #双方的队伍 - curPlayerTeam = curPlayer.GetTeam() + #curPlayerTeam = curPlayer.GetTeam() tagPlayerTeam = tagPlayer.GetTeam() if tagPlayerTeam == None: @@ -662,10 +666,12 @@ PlayerControl.NotifyCode(curPlayer, "TeamNoExist") return - if curPlayerTeam != None: - #InviteEnterLost02 组队失败,双方都有队伍! - PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") - return + #=============================================================================================== + # if curPlayerTeam != None: + # #InviteEnterLost02 组队失败,双方都有队伍! + # PlayerControl.NotifyCode(curPlayer, "InviteEnterLost02") + # return + #=============================================================================================== #组队类型 #teamType = sendPack.GetTeamType() @@ -802,11 +808,15 @@ #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)) @@ -821,7 +831,7 @@ #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()}) #通知 #EnterProcession <%S%>加入了队伍! 改为 GeRen_chenxin_543685 @@ -859,22 +869,29 @@ 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 +899,7 @@ 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 +910,28 @@ 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 +1230,7 @@ #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 +1360,8 @@ #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 +1371,7 @@ #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: @@ -1374,7 +1415,8 @@ #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: @@ -1505,7 +1547,7 @@ 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 +1558,13 @@ 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 +1582,13 @@ 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 @@ -1736,7 +1786,7 @@ DelTeamIDFromTagMapTeamDict(curTeamID) DelTeamIDFromMatchingList(curTeam) - SyncMapServerTeamInfo(curTeam) + SyncMapServerTeamInfo(curTeam, "LogOff", {"playerID":playerID}) return def OnPlayerLoginRefreshTeam(curPlayer, tick): @@ -1766,11 +1816,12 @@ 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 +1832,8 @@ 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 +1863,7 @@ #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 +1877,7 @@ #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 +1888,26 @@ 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 +1934,7 @@ 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 +1959,8 @@ # 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): @@ -1936,7 +1994,7 @@ elif refreshType == IPY_GameServer.CDBPlayerRefresh_OfficialRank: teamMember.SetPlayerRealmLV(value) elif refreshType in [IPY_GameServer.CDBPlayerRefresh_VIPLv, IPY_GameServer.CDBPlayerRefresh_ExAttr9]: - SyncMapServerTeamInfo(curTeam) + SyncMapServerTeamInfo(curTeam, "Refresh", {"refreshType":refreshType, "value":value}) else: return @@ -2737,6 +2795,8 @@ ["TeamEnterDefaultMe", "TeamEnterDefaultAll"], "SingleEnterDefaul"], ShareDefine.EntFBAskRet_Sit:[["TeamMatchingSITMe", "TeamMatchingSITAll"], ["TeamEnterSITMe", "TeamEnterSITAll"], "Carry_lhs_697674"], + ShareDefine.EntFBAskRet_CrossPKMatching:[["CrossMatching9", "CrossMatching10"], + ["CrossMatching11", "CrossMatching12"], "CrossMatching8"], ShareDefine.EntFBAskRet_Other:[["TeamMatchingDefaultMe", "TeamMatchingDefaultAll"], ["TeamEnterDefaultMe", "TeamEnterDefaultAll"], "SingleEnterDefaul"], } @@ -2766,6 +2826,12 @@ 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 @@ -2843,6 +2909,23 @@ 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) @@ -2864,8 +2947,66 @@ 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): @@ -3040,4 +3181,11 @@ if curInviteCnt >= inviteCnt: break - return \ No newline at end of file + return + +def DR_Team(eventName, teamID, dataDict): + drDict = {"EventName":eventName, "TeamID":teamID} + drDict.update(dataDict) + DataRecordPack.SendEventPack("Team_GameServer", drDict) + return + -- Gitblit v1.8.0