From 10a2b69436a1ebb09fa49a339655e150bfda70a8 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期六, 13 四月 2019 17:16:54 +0800
Subject: [PATCH] 6457 新增GM命令 AddFairyEvent 事件ID 事件ID。。

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py |  218 +++++++++++++++++++++++++++++++++---------------------
 1 files changed, 132 insertions(+), 86 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
index 3b60019..ccd03a4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
@@ -25,6 +25,7 @@
 import ChConfig
 import SkillCommon
 import IPY_GameWorld
+import DataRecordPack
 #import PlayerTruck
 import ShareDefine
 import SkillShell
@@ -67,13 +68,13 @@
     #玩家刚登录, 什么也不做, 等待GameServer刷新自己
     return
 
-## 游戏服务器刷新队伍(封包参数)
-#  @param index 玩家索引
-#  @param tick 当前时间 
-#  @return None or True
-#  @remarks 函数详细说明.
-def GameServer_OnTeam(index, tick):
-    GameWorld.GetPsycoFunc(__Func_GameServer_OnTeam)(index, tick)
+def OnPlayerLoginCrossServer(curPlayer):
+    ## 登录跨服服务器处理
+    
+    if curPlayer.GetTeamID():
+        curPlayer.SetTeamID(0)
+        GameWorld.DebugLog("登录跨服服务器重置队伍ID!")
+        
     return
 
 ## 游戏服务器刷新队伍(封包参数)
@@ -81,32 +82,31 @@
 #  @param tick 当前时间 
 #  @return None or True
 #  @remarks 函数详细说明.
-def __Func_GameServer_OnTeam(index, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    if curPlayer == None:
-        GameWorld.Log("地图服务器寻找组队玩家失败index = "+str(index))
-        return
-    
-    if curPlayer.IsEmpty():
-        GameWorld.Log("地图服务器寻找组队玩家失败index = %d, 玩家为空"%index)
-        return
-    
-    recvPack = IPY_GameWorld.IPY_MTeamRefresh()
-    
-    if recvPack.GetPlayerID() != curPlayer.GetID():
-        #不是给自己的封包
-        GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % recvPack.GetPlayerID(), curPlayer.GetPlayerID())
-        return
-    
-    teamID = recvPack.GetTeamID()
-    # 这个封包只处理teamID为0的情况, teamID不为0的情况在py包 GameServer_TeamInfo 处理
-    if teamID:
-        #GameWorld.DebugLog("OnTeam teamID=%s, 大于0不处理!" % teamID, curPlayer.GetPlayerID())
-        return
-    
-    GameWorld.DebugLog("OnTeam teamID=%s, 玩家无队伍更新!" % teamID, curPlayer.GetPlayerID())
-    RefreshPlayerTeamID(curPlayer, teamID, recvPack.GetTeamLV(), tick)
-    return True
+def GameServer_OnTeam(index, tick):
+    '''废弃该逻辑,由0502、0503封包结合处理
+    废弃原因:
+    因为当玩家有队伍时,加入别人的队伍,此时该玩家需要先退出队伍(OnTeam同步),再加入队伍(0502同步)
+    而地图会先收到0502包,导致地图队伍管理出现异常,所以暂时废弃OnTeam
+    '''
+    return
+
+#// 05 03 玩家离开队伍 #tagGMPlayerLeaveTeam
+#
+#struct    tagGMPlayerLeaveTeam
+#{
+#    tagHead        Head;
+#    DWORD        PlayerID;
+#    DWORD        CopyMapID;
+#    DWORD        TeamID;
+#};
+def GameServer_PlayerLeaveTeam(curPackData, tick):
+    playerID = curPackData.PlayerID
+    copyMapID = curPackData.CopyMapID # 这里不依赖玩家来取copyMapID,防止找不到玩家导致无法正常管理分线队伍
+    leaveTeamID = curPackData.TeamID
+    GameWorld.DebugLog("GameServer_PlayerLeaveTeam playerID=%s,copyMapID=%s,leaveTeamID=%s" 
+                       % (playerID, copyMapID, leaveTeamID), playerID)
+    __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick)
+    return
 
 #// 05 02 队伍信息刷新 #tagGMTeamInfo
 #
@@ -130,13 +130,25 @@
     playerID = curPackData.PlayerID
     teamID = curPackData.TeamID
     teamLV = curPackData.TeamLV
+    memCnt = curPackData.MemCnt
+    dataDict = {"playerID":playerID, "teamLV":teamLV}
     
-    GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s" % (playerID, teamID, teamLV), playerID)
+    GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s,memCnt=%s" % (playerID, teamID, teamLV, memCnt), playerID)
     curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
     if not curPlayer or curPlayer.IsEmpty():
+        DR_Team("TeamInfo", teamID, dataDict, "curPlayer is None or empty")
+        return
+    
+    playerTeamID = curPlayer.GetTeamID()
+    # 切图时GameServer玩家无队伍时会同步teamID为0,这里进一步处理,防止地图玩家在某些异常情况下teamID与GameServer不同步
+    if teamID == 0:
+        if playerTeamID:
+            __OnPlayerLeaveTeam(curPlayer.GetCopyMapID(), playerID, playerTeamID, tick)
         return
     
     RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
+    
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_TeamMemCount, memCnt)
     
     sameMapMemCount = 0 # 同地图队员数
     sameMapVIPLV = 0 # 同地图VIP加成等级
@@ -188,6 +200,17 @@
         GameWorld.DebugLog("__AddTeamVIPBuff sameMapVIPLV=%s,isOK=%s" % (sameMapVIPLV, isOK), playerID)
     return
 
+def RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick):
+    ## 刷新队伍VIPbuff,注意该函数只能无队伍时触发
+    sameMapVIPLV = 0
+    playerVIPLV = curPlayer.GetVIPLv()
+    teamVIPBuffIpyData = PlayerVip.GetVipPrivilegeData(ChConfig.VIPPrivilege_TeamVIPBuff)
+    if teamVIPBuffIpyData and hasattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV) \
+        and getattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV)():
+        sameMapVIPLV += 1
+    __RefreshTeamVIPBuff(curPlayer, sameMapVIPLV, tick)
+    return
+
 ## 刷新玩家队伍ID 
 #  @param curPlayer 当前玩家
 #  @param teamID 队伍ID
@@ -195,34 +218,27 @@
 #  @return None
 #  @remarks 函数详细说明.
 def RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick):
-    #playerID = curPlayer.GetPlayerID()
+    playerID = curPlayer.GetPlayerID()
     playerTeamID = curPlayer.GetTeamID()
-    #GameWorld.DebugLog("刷新玩家队伍信息: teamID=%s,playerTeamID=%s,teamLV=%s" % (teamID, playerTeamID, teamLV), playerID)
+    playerCopyMapID = curPlayer.GetCopyMapID()
+    playerTeamLV = curPlayer.GetTeamLV()
+    GameWorld.DebugLog("刷新玩家队伍信息: playerTeamID=%s,playerCopyMapID=%s,teamID=%s,teamLV=%s" 
+                       % (playerTeamID, playerCopyMapID, teamID, teamLV), playerID)
     curTeam = curPlayer.GetTeam()
     curPlayer.SetTeamID(teamID)
     curPlayer.SetTeamLV(teamLV)
+    
+    dataDict = {"playerID":playerID, "playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID, 
+                "playerTeamLV":playerTeamLV, "teamLV":teamLV}
     #--------------世界服务器组队表中无队伍
     if not teamID:
-        if not playerTeamID and not curTeam:
-            #GameWorld.DebugLog("    玩家无队伍,无需处理!", playerID)
-            pass
-        else:
-            #GameWorld.DebugLog("    玩家有队伍,处理玩家离队!", playerID)
-            __OnLeaveTeam(curPlayer, tick)
-            
-        sameMapVIPLV = 0
-        playerVIPLV = curPlayer.GetVIPLv()
-        teamVIPBuffIpyData = PlayerVip.GetVipPrivilegeData(ChConfig.VIPPrivilege_TeamVIPBuff)
-        if teamVIPBuffIpyData and hasattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV) \
-            and getattr(teamVIPBuffIpyData, "GetVIP%d" % playerVIPLV)():
-            sameMapVIPLV += 1
-        __RefreshTeamVIPBuff(curPlayer, sameMapVIPLV, tick)
+        # 这里不再处理离开队伍
         return
     
     #--------------世界服务器组队表中有队伍
     
     # !!!队伍管理器在分线内的  需要获取分线的队伍管理器,不然队伍都是在1线创建
-    curGameWorld = IPY_GameWorld.IPY_GameWorld(curPlayer.GetCopyMapID())
+    curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
     curMapTeam = curGameWorld.GetTeamManager().FindTeam(teamID)
     
     if curMapTeam == None:
@@ -231,44 +247,15 @@
         if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtTeam:
             curPlayer.SetCurrentFBProperty(teamID)
         #curMapTeam.SetTeamType(recvPack.GetTeamType())
+        DR_Team("RefreshPlayerTeamID_Create", teamID, dataDict)
             
     if playerTeamID != teamID or not curTeam:
         isNewTeam = playerTeamID != teamID # 切地图/上线时teamID可能不变,但是team为None
         #GameWorld.DebugLog("    玩家当前无队伍,处理玩家进队!isNewTeam=%s" % isNewTeam, playerID)
-        __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick)
-        
-    return
-
-
-## 玩家退出队伍
-#  @param curPlayer 当前玩家
-#  @param tick 当前时间
-#  @return None
-#  @remarks 函数详细说明.
-def __OnLeaveTeam(curPlayer, tick):
-    curTeam = curPlayer.GetTeam()
-    if curTeam:
-        #玩家脱离队伍
-        curTeam.DeleteMember(curPlayer.GetID())
-        
-        #旧队伍无人,删除旧队伍
-        if curTeam.GetMemberCount() == 0:
-            GameWorld.GetTeamManager().DeleteTeam(curTeam.GetTeamID())
-            
-    curPlayer.SetTeam(None)
-    curPlayer.SetTeamID(0)
-    curPlayer.SetTeamLV(0)
-    __DelPlayerIDFromTeamPlayer(curPlayer.GetPlayerID(), False)
-    
-    #改变镖车身上记录的主人信息
-    #PlayerTruck.ChangeTruckNoteInfo(curPlayer)
-    
-    #自己离开队伍, 删除自己的buff
-    __CleanTeamEffect(curPlayer, tick)
-        
-    #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
-    if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
-        curPlayer.SetCurrentFBProperty(0)
+        __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict)
+    else:
+        dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
+        DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
         
     return
 
@@ -277,11 +264,12 @@
 #  @param tick 当前时间
 #  @return None
 #  @remarks 函数详细说明.
-def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick):
+def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict):
     teamID = curMapTeam.GetTeamID()
     memCount = curMapTeam.GetMemberCount()
     if memCount >= ShareDefine.Def_Team_MaxPlayerCount:
         GameWorld.ErrLog("队伍人数已满,玩家入队失败!teamID=%s,memCount=%s" % (teamID, memCount), curPlayer.GetPlayerID())
+        DR_Team("RefreshPlayerTeamID_EnterError", teamID, dataDict, "memCount(%s) >= %s" % (memCount, ShareDefine.Def_Team_MaxPlayerCount))
         return
     
     #告诉GameServer自己的副本状态
@@ -291,6 +279,8 @@
     curPlayer.SetTeam(curMapTeam)
     curPlayer.SetTeamID(teamID)
     curMapTeam.AddMember(curPlayer)
+    dataDict["MemberCount"] = curMapTeam.GetMemberCount()
+    DR_Team("RefreshPlayerTeamID_Enter", teamID, dataDict)
     playerID = curPlayer.GetPlayerID()
     teamPlayerIDList = PyGameData.g_teamPlayerDict.get(teamID, [])
     if playerID not in teamPlayerIDList:
@@ -306,6 +296,51 @@
         return
     return
  
+def __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick):
+    GameWorld.DebugLog("__OnPlayerLeaveTeam copyMapID=%s, playerID=%s, leaveTeamID=%s" % (copyMapID, playerID, leaveTeamID))
+        
+    # !!!队伍管理器在分线内的  需要获取分线的队伍管理器
+    curGameWorld = IPY_GameWorld.IPY_GameWorld(copyMapID)
+    curMapTeam = curGameWorld.GetTeamManager().FindTeam(leaveTeamID)
+    if curMapTeam:
+        #玩家脱离队伍
+        curMapTeam.DeleteMember(playerID)
+        #旧队伍无人,删除旧队伍
+        if curMapTeam.GetMemberCount() == 0:
+            curGameWorld.GetTeamManager().DeleteTeam(leaveTeamID)
+            
+    __DelPlayerIDFromTeamPlayer(playerID, False)
+    
+    dataDict = {"playerID":playerID, "copyMapID":copyMapID}
+    ### =========================== 以下逻辑是玩家存在时才需要处理的 =================================
+    curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+    if not curPlayer or curPlayer.IsEmpty():
+        DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict, "curPlayer is None or empty")
+        return
+    
+    playerTeamID = curPlayer.GetTeamID()
+    playerCopyMapID = curPlayer.GetCopyMapID()
+    curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
+    
+    dataDict.update({"playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID})
+    DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict)
+    
+    # 处理玩家离队
+    if playerTeamID == leaveTeamID:
+        curPlayer.SetTeam(None)
+        curPlayer.SetTeamID(0)
+        curPlayer.SetTeamLV(0)
+        
+        #自己离开队伍, 删除自己的buff
+        __CleanTeamEffect(curPlayer, tick)
+        
+        #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
+        if curGameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
+            curPlayer.SetCurrentFBProperty(0)
+            
+    RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
+    return
+
 ## 清除组队buff
 #  @param 
 #  @return None
@@ -343,6 +378,7 @@
         #无队伍玩家,不处理
         return
     
+    GameWorld.DebugLog("队伍成员离开地图: temaID=%s,isDisconnect=%s,copyMapID=%s" % (curTeam.GetTeamID(), isDisconnect, curPlayer.GetCopyMapID()), curPlayer.GetPlayerID())
     __CleanTeamEffect(curPlayer, tick)
     #设定当前玩家队伍为None, 否则在玩家状态刷新的时候, 可能取到乱指针
     curPlayer.SetTeam(None)
@@ -351,13 +387,18 @@
     
     teamID = curTeam.GetTeamID()
     playerID = curPlayer.GetPlayerID()
+    dataDict = {"playerID":playerID, "isDisconnect":isDisconnect, "playerCopyMapID":curPlayer.GetCopyMapID()}
     #如果队伍无人,MapServer中删除队伍
     if curTeam.GetMemberCount() <= 1:
         GameWorld.GetTeamManager().DeleteTeam(teamID)
+        dataDict["MemberCount"] = 0
+        dataDict["DeleteTeam"] = 1
     else:
         #如果队伍还有其他人,离开队伍
         curTeam.DeleteMember(playerID)
+        dataDict["MemberCount"] = curTeam.GetMemberCount()
         #GameWorld.Log("玩家下线 %d, 从队伍 %d 中删除玩家"%(curPlayer.GetPlayerID(), curTeam.GetTeamID()))
+    DR_Team("PlayerLeaveMap", teamID, dataDict)
         
     if not isDisconnect:
         __DelPlayerIDFromTeamPlayer(playerID, True)
@@ -417,4 +458,9 @@
     FBLogic.GameServer_LeaveFB(curPlayer, tick)
     return
 
+def DR_Team(eventName, teamID, dataDict, info=""):
+    drDict = {"EventName":eventName, "TeamID":teamID, "Info":info}
+    drDict.update(dataDict)
+    DataRecordPack.SendEventPack("Team_%s" % GameWorld.GetMap().GetMapID(), drDict)
+    return
 

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