From 631cfe043789ddc76ddfbe19e0d01e21e26b5fbb Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 29 十一月 2018 01:35:03 +0800
Subject: [PATCH] 5027 法宝副本里上线副本结束则T人
---
ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py | 206 +++++++++++++++++++++++++++++++++++++-------------
1 files changed, 151 insertions(+), 55 deletions(-)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerTeam.py
index 5cb299c..3f00186 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
@@ -1835,22 +1887,26 @@
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 +1933,7 @@
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 +1958,8 @@
# 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 +1993,7 @@
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
@@ -2766,6 +2823,12 @@
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 +2906,23 @@
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 +2944,17 @@
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([teamID, friendList, memFamilyIDDict, memNameDict])
+ leader.MapServer_QueryPlayerResult(0, 0, "EnterFBTeamRelation", relationInfo, len(relationInfo))
return
def __CheckTeamFBPlayerExist(curTeam):
@@ -3040,4 +3129,11 @@
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
+
--
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