From ac4f3139e69d4671a46a299df51159f018a5da13 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 26 十一月 2019 11:35:00 +0800 Subject: [PATCH] 8346 【恺英】【后端】协助系统(封包、表) --- ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py | 2126 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 2,063 insertions(+), 63 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py index 16d3b83..dc1dabf 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py @@ -6,91 +6,2091 @@ # # @todo:拍卖行 # @author hxp -# @date 2019-02-19 +# @date 2019-03-04 # @version 1.0 # # 详细描述: 拍卖行 # #------------------------------------------------------------------------------- -#"""Version = 2019-02-19 12:00""" +#"""Version = 2019-03-04 17:00""" #------------------------------------------------------------------------------- -import CommFunc import GameWorld +import PyDataManager +import PlayerControl +import DataRecordPack +import PyGameDataStruct +import PlayerCompensation +import IPY_PlayerDefine +import ChPyNetSendPack +import PlayerDBGSEvent +import IpyGameDataPY +import NetPackCommon +import PlayerBourse +import PlayerFamily +import ShareDefine +import PyGameData +import ChConfig +import random +import datetime +import operator +import time +import math +import json -#拍卖关注管理,注意该类只处理数据逻辑,功能相关逻辑不要写在该类,不然重读脚本不会生效 -class AuctionAttentionManager(object): - - def __init__(self): +# 拍卖记录类型定义 +AuctionRecordTypeList = ( +AuctionRecordType_MyAuction, # 我的拍品 +AuctionRecordType_FamilyAuction, # 仙盟拍品 +AuctionRecordType_MyBid, # 我的竞拍 +) = range(3) + +# 拍卖记录结果定义 +AuctionRecordResultList = ( +AuctionRecordResult_SellFail, # 流拍 +AuctionRecordResult_SellOK, # 拍卖成交 +AuctionRecordResult_Recycle, # 系统回收 +AuctionRecordResult_BidOK, # 竞价成功 +AuctionRecordResult_BidFail, # 竞价失败 +AuctionRecordResult_MoveToWorld, # 仙盟拍品转移到全服拍品 +AuctionRecordResult_Unsell, # 下架 +) = range(7) + +# 当前拍品归类 0-全服拍品 1-仙盟私有拍品 +AuctionType_World = 0 +AuctionType_Family = 1 + +''' +竞价流程: +1. MapServer 先验证价格是否够 +2. GameServer 验证是否可以竞价 +3. MapServer 扣除玩家货币 +4. GameServer 进行竞价,变更下次竞价价格 + +基于以上流程,所以玩家竞价时需先锁定物品,防止竞价流程未完结时其他玩家请求竞价同一拍品判断竞价价格错误 +锁定时长同样适用于拍品竞价时间结束时的保护时间 +''' +BiddingQueryLockTick = 10000 + +#拍卖行状态开关 +def GetAuctionHouseState(): return PlayerBourse.GetOpenState() + +def OnPlayerLogin(curPlayer): + Sync_PlayerAuctionItemInfo(curPlayer) + Sync_FamilyAuctionItemInfo(curPlayer, curPlayer.GetFamilyID()) + Sync_PlayerBiddingItemInfo(curPlayer) + Sync_PlayerAttentionAuctionItemID(curPlayer, False) + return + +def OnPlayerLeaveServer(curPlayer): + playerID = curPlayer.GetPlayerID() + auctionItemMgr = PyDataManager.GetAuctionItemManager() + auctionItemMgr.myAttentionItemDict.pop(playerID, None) + return + +##--------------------------------------- 拍卖记录 ------------------------------------------------- +def GetMyAuctionItemRecord(playerID): + ## 获取我的拍品记录 + return PyDataManager.GetAuctionRecordManager().myAuctionItemRecordDict.get(playerID, []) + +def GetMyBiddingItemRecord(playerID): + ## 获取我的竞拍记录 + return PyDataManager.GetAuctionRecordManager().myBidItemRecordDict.get(playerID, []) + +def GetFamilyAuctionItemRecord(familyID): + ## 获取仙盟拍品记录 + return PyDataManager.GetAuctionRecordManager().familyAuctionItemRecordDict.get(familyID, []) + +def AddAuctionRecord(auctionItem, recordResult): + ''' 添加拍卖行记录 + @param auctionItem: 相关的拍品实例 + @param recordResult: 记录结果 0-流拍 1-拍卖成交 2-回收 3-竞价成功 4-竞价失败 + ''' + if not auctionItem: return - ## =========================================================================================== + playerID, familyID, bidderID = auctionItem.PlayerID, auctionItem.FamilyID, auctionItem.BidderID + recordPlayerID, recordFamilyID = 0, 0 - # 保存数据 存数据库和realtimebackup - def GetSaveData(self): - savaData = "" - cntData = "" - cnt = 0 - - GameWorld.Log("Save AuctionAttention count :%s" % cnt) - return CommFunc.WriteDWORD(cntData, cnt) + savaData - - # 从数据库载入数据 - def LoadPyGameData(self, datas, pos, dataslen): - cnt, pos = CommFunc.ReadDWORD(datas, pos) - GameWorld.Log("Load AuctionAttention count :%s" % cnt) - - return pos - - -#拍卖记录管理,注意该类只处理数据逻辑,功能相关逻辑不要写在该类,不然重读脚本不会生效 -class AuctionRecordManager(object): - - def __init__(self): + if recordResult in [AuctionRecordResult_BidOK, AuctionRecordResult_BidFail]: + recordType = AuctionRecordType_MyBid + recordPlayerID = bidderID + else: + if familyID: + recordType = AuctionRecordType_FamilyAuction + recordFamilyID = familyID + else: + recordType = AuctionRecordType_MyAuction + recordPlayerID = playerID + + if not recordPlayerID and not recordFamilyID: return - ## =========================================================================================== + newRecordData = PyGameDataStruct.tagDBAuctionRecord() + newRecordData.ItemGUID = auctionItem.ItemGUID + newRecordData.PlayerID = recordPlayerID + newRecordData.FamilyID = recordFamilyID + newRecordData.RecordType = recordType + newRecordData.RecordResult = recordResult + newRecordData.RecordTime = GameWorld.GetCurrentDataTimeStr() + newRecordData.BidderPrice = auctionItem.BidderPrice + newRecordData.BidderName = auctionItem.BidderName + newRecordData.ItemID = auctionItem.ItemID + newRecordData.Count = auctionItem.Count + newRecordData.UserData = auctionItem.UserData + newRecordData.UserDataLen = auctionItem.UserDataLen + AddNewAuctionRecord(newRecordData) - # 保存数据 存数据库和realtimebackup - def GetSaveData(self): - savaData = "" - cntData = "" - cnt = 0 - - GameWorld.Log("Save AuctionRecord count :%s" % cnt) - return CommFunc.WriteDWORD(cntData, cnt) + savaData - - # 从数据库载入数据 - def LoadPyGameData(self, datas, pos, dataslen): - cnt, pos = CommFunc.ReadDWORD(datas, pos) - GameWorld.Log("Load AuctionRecord count :%s" % cnt) - - return pos + if recordFamilyID: + Sync_PlayerAuctionRecordInfo(None, recordType, newRecordData, recordFamilyID) + elif recordPlayerID: + recordPlayer = GameWorld.GetPlayerManager().FindPlayerByID(recordPlayerID) + if recordPlayer and not PlayerControl.GetIsTJG(recordPlayer): + Sync_PlayerAuctionRecordInfo(recordPlayer, recordType, newRecordData) + return +def AddNewAuctionRecord(newRecordData): + playerID = newRecordData.PlayerID + familyID = newRecordData.FamilyID + recordType = newRecordData.RecordType + if recordType == AuctionRecordType_MyAuction: + keyID = playerID + recordDict = PyDataManager.GetAuctionRecordManager().myAuctionItemRecordDict + elif recordType == AuctionRecordType_FamilyAuction: + keyID = familyID + recordDict = PyDataManager.GetAuctionRecordManager().familyAuctionItemRecordDict + elif recordType == AuctionRecordType_MyBid: + keyID = playerID + recordDict = PyDataManager.GetAuctionRecordManager().myBidItemRecordDict + else: + return + recordList = recordDict.get(keyID, []) + maxCount = min(50, IpyGameDataPY.GetFuncCfg("AuctionHouse", 3)) + if len(recordList) >= maxCount: + del recordList[0] + recordList.append(newRecordData) + recordDict[keyID] = recordList + return +##-------------------------------------- 拍卖关注 ------------------------------------------------ -#拍卖物品管理,注意该类只处理数据逻辑,功能相关逻辑不要写在该类,不然重读脚本不会生效 -class AuctionItemManager(object): +def GetPlayerAuctionAttention(attentionMgr, playerID): + ## 获取玩家关注的物品ID列表 + if playerID not in attentionMgr.playerAttentionDict: + return [] + attentionObj = attentionMgr.playerAttentionDict[playerID] + attentionItemIDList = attentionObj.AttentionItemIDList + return attentionItemIDList + +def AddPlayerAuctionAttention(attentionMgr, playerID, itemID): + ## 添加玩家关注的物品ID + if playerID not in attentionMgr.playerAttentionDict: + dbData = PyGameDataStruct.tagDBAuctionAttention() + dbData.PlayerID = playerID + __InitAuctionAttentionAttrEx(dbData) + attentionMgr.playerAttentionDict[playerID] = dbData + attentionObj = attentionMgr.playerAttentionDict[playerID] + attentionItemIDList = attentionObj.AttentionItemIDList + if len(attentionItemIDList) >= IpyGameDataPY.GetFuncCfg("AuctionHouse", 5): + GameWorld.DebugLog("关注拍品数达到上限!", playerID) + return + if itemID in attentionItemIDList: + return True + attentionItemIDList.append(itemID) + attentionObj.AttentionInfo = str(attentionItemIDList) + attentionObj.AttentionLen = len(attentionObj.AttentionInfo) + return True + +def DelPlayerAuctionAttention(attentionMgr, playerID, itemID): + ## 删除玩家关注的物品ID + if playerID not in attentionMgr.playerAttentionDict: + return + attentionObj = attentionMgr.playerAttentionDict[playerID] + attentionItemIDList = attentionObj.AttentionItemIDList + if itemID not in attentionItemIDList: + return + attentionItemIDList.remove(itemID) + attentionObj.AttentionInfo = str(attentionItemIDList) + attentionObj.AttentionLen = len(attentionObj.AttentionInfo) + return True + +def OnLoadAuctionAttentionDataEx(attentionData): + ## 加载拍卖关注表时附加处理 + __InitAuctionAttentionAttrEx(attentionData) + return + +def __InitAuctionAttentionAttrEx(attentionData): + ## 初始化拍卖关注实例附加属性 + setattr(attentionData, "AttentionItemIDList", []) + if attentionData.AttentionInfo.startswith("[") and attentionData.AttentionInfo.endswith("]"): + attentionData.AttentionItemIDList = json.loads(attentionData.AttentionInfo) + return + +##------------------------------------------------------------------------------------------------- +def OnGameServerInitOK(): + ## 服务器启动成功 - def __init__(self): + allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList + # 由于服务器未启动成功时取不到正确的开服天,所以启动成功后刷新一下拍品系统回购时间 + for auctionItem in allAuctionItemByEndTimeList: + __SetAuctionItemSysBuyTime(auctionItem) + + __SortAuctionitem() + return + +def OnLoadAuctionItemDataEx(dbData): + ## 加载拍卖物品表时附加处理 + __InitAuctionItemAttrEx(dbData) + playerID = dbData.PlayerID + familyID = dbData.FamilyID + bidderID = dbData.BidderID + + pyAuctionItemMgr = PyDataManager.GetAuctionItemManager() + pyAuctionItemMgr.allAuctionItemByEndTimeList.append(dbData) + + if dbData.AuctionType == AuctionType_World: + pyAuctionItemMgr.worldAuctionItemList.append(dbData) + __OnCalcWorldAuctionItemCount(dbData, 1) + + if familyID: + familyItemList = pyAuctionItemMgr.familyAuctionItemDict.get(familyID, []) + familyItemList.append(dbData) + pyAuctionItemMgr.familyAuctionItemDict[familyID] = familyItemList + + if playerID: + myItemList = pyAuctionItemMgr.myAuctionItemDict.get(playerID, []) + myItemList.append(dbData) + pyAuctionItemMgr.myAuctionItemDict[playerID] = myItemList + + if str(playerID) in dbData.BidderIDInfo: + if playerID == bidderID: + nowBidItemList = pyAuctionItemMgr.nowBiddingAuctionItemDict.get(playerID, []) + nowBidItemList.append(dbData) + pyAuctionItemMgr.nowBiddingAuctionItemDict[playerID] = nowBidItemList + else: + hisBidItemList = pyAuctionItemMgr.hisBiddingAuctionItemDict.get(playerID, []) + hisBidItemList.append(dbData) + pyAuctionItemMgr.hisBiddingAuctionItemDict[playerID] = hisBidItemList + + return + +def OnLoadAuctionItemDataOK(): + ## 加载拍卖物品表完成后的处理 + __SortAuctionitem() + return + +def __InitAuctionItemAttrEx(auctionItem, ipyData=None): + ## 初始化拍品实例附加属性 + if not ipyData: + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", auctionItem.ItemID) + setattr(auctionItem, "Sortpriority", 99999 - (0 if not ipyData else ipyData.GetSortpriority())) # 排序优先级归组 + setattr(auctionItem, "BiddingQueryID", 0) # 当前正在竞价的玩家ID + setattr(auctionItem, "BiddingQueryTick", 0) # 当前正在竞价的tick + setattr(auctionItem, "EndTime", 0) # 结束竞价time值 + setattr(auctionItem, "SysBuyTime", 0) # 系统一口价时间 + + __SetAuctionItemSysBuyTime(auctionItem) + __SetAuctionItemEndTime(auctionItem, ipyData) + return True + +def __SetAuctionItemSysBuyTime(auctionItem): + ## 更新系统一口价该拍品时间 + if not GameWorld.GetGameWorld().GetDictByKey(ChConfig.Def_WorldKey_GameWorldInitOK): + #GameWorld.DebugLog("服务器未启动好,取不到正确的开服天,不处理拍品系统回购时间!") + return + #itemGUID = auctionItem.ItemGUID + itemID = auctionItem.ItemID + itemType = auctionItem.ItemType + playerID = auctionItem.PlayerID + familyID = auctionItem.FamilyID + if not playerID and not familyID: + #GameWorld.DebugLog("该拍品为系统上架的拍品,不设置系统一口价时间! GUID=%s,itemID=%s" % (itemGUID, itemID)) return - ## =========================================================================================== + if familyID: + #GameWorld.DebugLog("该拍品为仙盟拍品,不设置系统一口价时间! GUID=%s,itemID=%s,familyID=%s" % (itemGUID, itemID, familyID)) + return - # 保存数据 存数据库和realtimebackup - def GetSaveData(self): - savaData = "" - cntData = "" - cnt = 0 + # 注意: 因为GameServer没传是否套装,所以暂时按策划的ID规则来处理,最后一位代表是否套装 + if itemID % 10 == 1: + #GameWorld.DebugLog("该拍品为套装拍品,不设置系统一口价时间! itemID=%s" % (itemID)) + return + + if auctionItem.BidderID: + #GameWorld.DebugLog("该拍品已经有人竞价,不设置系统一口价时间! itemID=%s,bidderID=%s" % (itemID, auctionItem.BidderID)) + return + + classLV = auctionItem.ItemClassLV + classSysBuyRateDict = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 5) + if classLV in classSysBuyRateDict: + sysBuyRate = classSysBuyRateDict[classLV] + if not GameWorld.CanHappen(sysBuyRate, 100): + #GameWorld.DebugLog("该拍品阶概率不回收,不设置系统一口价时间! itemID=%s,classLV=%s,sysBuyRate=%s" % (itemID, classLV, sysBuyRate)) + return - GameWorld.Log("Save AuctionItem count :%s" % cnt) - return CommFunc.WriteDWORD(cntData, cnt) + savaData + canSysBuyItemTypeList = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 2) + if itemType not in canSysBuyItemTypeList: + #GameWorld.DebugLog("该拍品类型不可被系统一口价,不设置系统一口价时间! itemID=%s,itemType=%s" % (itemID, itemType)) + return - # 从数据库载入数据 - def LoadPyGameData(self, datas, pos, dataslen): - cnt, pos = CommFunc.ReadDWORD(datas, pos) - GameWorld.Log("Load AuctionItem count :%s" % cnt) - - return pos - + sysBuyTimeRange = {} + openServerDay = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_ServerDay) + 1 + oscDaySysBuyTimeRangeDict = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 1, {}) + openServerDayList = oscDaySysBuyTimeRangeDict.keys() + openServerDayList.sort() + for oscDay in openServerDayList: + if openServerDay <= oscDay: + sysBuyTimeRange = oscDaySysBuyTimeRangeDict[oscDay] + break + if len(sysBuyTimeRange) != 2: + #GameWorld.DebugLog("该开服天没有配置系统中间商回购支持! openServerDay=%s, %s" % (openServerDay, oscDaySysBuyTimeRangeDict)) + return + randMinutes = random.randint(sysBuyTimeRange[0], sysBuyTimeRange[1]) + addTimeStr = auctionItem.AddTime + addTime = GameWorld.ChangeTimeStrToNum(addTimeStr) + auctionItem.SysBuyTime = addTime + randMinutes * 60 + pyAuctionItemMgr = PyDataManager.GetAuctionItemManager() + pyAuctionItemMgr.sysBuyoutItemByTimeList.append(auctionItem) + #GameWorld.DebugLog("更新拍品系统一口价时间: GUID=%s,itemID=%s,addTime=%s(%s),openServerDay=%s,randMinutes=%s(%s),sysBuyTime=%s" + # % (itemGUID, itemID, addTime, addTimeStr, openServerDay, randMinutes, sysBuyTimeRange, auctionItem.SysBuyTime)) + return +def __SetAuctionItemEndTime(auctionItem, ipyData): + ## 更新拍品结束竞价time值 + if not ipyData: + return + addTimeStr = auctionItem.AddTime + auctionType = auctionItem.AuctionType + addTime = GameWorld.ChangeTimeStrToNum(addTimeStr) + noticeMinutes = ipyData.GetNoticeSaleMinutes() + saleMinutes = ipyData.GetFamilySaleMinutes() if auctionType == AuctionType_Family else ipyData.GetWorldSaleMinutes() + auctionItem.EndTime = addTime + (noticeMinutes + saleMinutes) * 60 + + __AddAuctionItemEndTimeByBid(auctionItem) + return + +def __AddAuctionItemEndTimeByBid(auctionItem): + # 根据最后一次竞价时间进行加时 + if not auctionItem.BidderPrice: + return + bidTime = GameWorld.ChangeTimeStrToNum(auctionItem.BiddingTime) + endTime = bidTime + IpyGameDataPY.GetFuncCfg("AuctionHouse", 4) + if endTime <= auctionItem.EndTime: + return + GameWorld.DebugLog("拍品加时: EndTime=%s,updEndTime=%s" % (auctionItem.EndTime, endTime)) + auctionItem.EndTime = endTime + return True + +def __GetAuctionItemDRDict(auctionItem): + drDict = {"GUID":auctionItem.ItemGUID, "PlayerID":auctionItem.PlayerID, "FamilyID":auctionItem.FamilyID, + "ItemID":auctionItem.ItemID, "Count":auctionItem.Count, "AuctionType":auctionItem.AuctionType, + "AddTime":auctionItem.AddTime, "BiddingTime":auctionItem.BiddingTime, "BidderID":auctionItem.BidderID, + "BidderPrice":auctionItem.BidderPrice, "UserData":auctionItem.UserData, + "EndTime":"" if not auctionItem.EndTime else GameWorld.ChangeTimeNumToStr(auctionItem.EndTime), + "FamilyPlayerIDInfo":auctionItem.FamilyPlayerIDInfo, "BidderIDInfo":auctionItem.BidderIDInfo} + return drDict + +def GetAuctionItem(itemGUID): + ## 获取拍品实例 + return PyDataManager.GetAuctionItemManager().allAuctionItemDict.get(itemGUID) + +def GetPlayerAuctionItemList(playerID): + ## 玩家拍卖中的拍品列表 + return PyDataManager.GetAuctionItemManager().myAuctionItemDict.get(playerID, []) + +def GetFamilyAuctionItemList(familyID): + ## 仙盟拍卖中的拍品列表 + return PyDataManager.GetAuctionItemManager().familyAuctionItemDict.get(familyID, []) + +def IsFamilyMemberBiddingAuctionItem(familyID, memberID): + ## 仙盟成员是否最高竞价拍品中 + familyAuctionItemList = GetFamilyAuctionItemList(familyID) + for auctionItem in familyAuctionItemList: + if auctionItem.BidderID == memberID: + return True + return False + +def __OnCalcWorldAuctionItemCount(auctionItem, changeCount): + ## 世界拍品数量变更统计处理 + + if auctionItem.AuctionType != AuctionType_World: + return + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + itemID = auctionItem.ItemID + #GameWorld.DebugLog("世界拍品数量变更统计: itemID=%s,changeCount=%s" % (itemID, changeCount)) + + itemIDStr = str(itemID) + classLV = auctionItem.ItemClassLV + jobLimit = auctionItem.ItemJobLimit + # 统计有职业限制的境界装备 + if jobLimit and classLV and len(itemIDStr) == 7: + color = int(itemIDStr[3:4]) + isSuit = int(itemIDStr[-1]) + jobEquipKey = (jobLimit, classLV, color, isSuit) # 职业,阶,颜色,是否套装 + befCount = auctionItemMgr.worldAuctionJobEquipCountDict.get(jobEquipKey, 0) + updCount = max(befCount + changeCount, 0) + auctionItemMgr.worldAuctionJobEquipCountDict[jobEquipKey] = updCount + #GameWorld.DebugLog(" 职业境界装备数量变更: jobLimit=%s,classLV=%s,color=%s,isSuit=%s,befCount=%s,updCount=%s" + # % (jobLimit, classLV, color, isSuit, befCount, updCount)) + # 其他的直接用itemID统计 + else: + befCount = auctionItemMgr.worldAuctionItemCountDict.get(itemID, 0) + updCount = max(befCount + changeCount, 0) + auctionItemMgr.worldAuctionItemCountDict[itemID] = updCount + #GameWorld.DebugLog(" 物品ID数量变更: itemID=%s,befCount=%s,updCount=%s" % (itemID, befCount, updCount)) + + return + +def __GetAuctionSystemItemInfo(): + key = "AuctionSystemItem" + openServerDay = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_ServerDay) + 1 + AuctionSystemItem = IpyGameDataPY.GetConfigEx(key) + reloadSign = openServerDay + if AuctionSystemItem and AuctionSystemItem[0] == reloadSign: + GameWorld.DebugLog("已经加载过本日系统拍品处理信息!openServerDay=%s" % openServerDay) + return AuctionSystemItem[1] + + # 因为后面的时间判断都是精确到分的,而处理此逻辑的时候可能不是0秒,所以这里的datetime取当前时间精确到分的 + serverTime = GameWorld.GetServerTime() + curDateStr = "%d-%d-%d" % (serverTime.year, serverTime.month, serverTime.day) + curDateTimeStr = "%d-%d-%d %02d:%02d:00" % (serverTime.year, serverTime.month, serverTime.day, serverTime.hour, serverTime.minute) + curDateTime = datetime.datetime.strptime(curDateTimeStr, ChConfig.TYPE_Time_Format) + + GameWorld.Log("===== 加载本日系统拍品信息: %s,openServerDay=%s =====" % (curDateTime, openServerDay)) + addSystemAuctionItemInfo = [] + ipyDataMgr = IpyGameDataPY.IPY_Data() + for index in xrange(ipyDataMgr.GetAuctionSystemItemCount()): + ipyData = ipyDataMgr.GetAuctionSystemItemByIndex(index) + cfgID = ipyData.GetCfgID() + startDateStr = ipyData.GetStartDate() + endDateStr = ipyData.GetEndDate() + startTimeStr = ipyData.GetStartTime() + endTimeStr = ipyData.GetEndTime() + auctionCount = ipyData.GetAuctionCount() + randMinuteRange = ipyData.GetRandMinuteRange() + replenishAuctionCount = ipyData.GetReplenishAuctionCount() + + GameWorld.DebugLog("cfgID=%s,startDateStr=%s,endDateStr=%s,startTimeStr=%s,endTimeStr=%s,auctionCount=%s,randMinuteRange=%s,replenishAuctionCount=%s" + % (cfgID, startDateStr, endDateStr, startTimeStr, endTimeStr, auctionCount, randMinuteRange, replenishAuctionCount)) + + if not startDateStr: + startDateStr = curDateStr + elif startDateStr.isdigit(): + startServerDay = int(startDateStr) + openServerDateTime = curDateTime + datetime.timedelta(days=(startServerDay-openServerDay)) + startDateStr = "%d-%d-%d" % (openServerDateTime.year, openServerDateTime.month, openServerDateTime.day) + + if not endDateStr: + endDateStr = curDateStr + elif endDateStr.isdigit(): + endServerDay = int(endDateStr) + endServerDateTime = curDateTime + datetime.timedelta(days=(endServerDay-openServerDay)) + endDateStr = "%d-%d-%d" % (endServerDateTime.year, endServerDateTime.month, endServerDateTime.day) + + startDate = datetime.datetime.strptime("%s 00:00:00" % (startDateStr), ChConfig.TYPE_Time_Format) + endDate = datetime.datetime.strptime("%s 23:59:00" % (endDateStr), ChConfig.TYPE_Time_Format) + if serverTime < startDate or serverTime > endDate: + GameWorld.DebugLog(" 不在上架日期内,不处理!") + continue + + if not startTimeStr: + startTimeStr = "00:00" + if not endTimeStr: + endTimeStr = "23:59" + startDatetime = datetime.datetime.strptime("%s %s:00" % (curDateStr, startTimeStr), ChConfig.TYPE_Time_Format) + endDatetime = datetime.datetime.strptime("%s %s:00" % (curDateStr, endTimeStr), ChConfig.TYPE_Time_Format) + if serverTime >= endDatetime: + GameWorld.DebugLog(" 已超过今日的上架时间段,不处理!") + continue + if serverTime > startDatetime: + startDatetime = curDateTime + + addAuctionItemDatetimeList = [] + nextAddAuctionItemDatetime = startDatetime + for _ in xrange(auctionCount): + if len(randMinuteRange) == 2: + nextAddMinutes = random.randint(randMinuteRange[0], randMinuteRange[1]) + elif len(randMinuteRange) == 1: + nextAddMinutes = randMinuteRange[0] + else: + continue + nextAddAuctionItemDatetime += datetime.timedelta(minutes=nextAddMinutes) + if nextAddAuctionItemDatetime > endDatetime: + break + GameWorld.DebugLog(" 添加上架系统拍品时间: nextAddMinutes=%s %s" % (nextAddMinutes, nextAddAuctionItemDatetime)) + addAuctionItemDatetimeList.append(nextAddAuctionItemDatetime) + + # 动态补充拍品模式 + if replenishAuctionCount: + GameWorld.DebugLog(" 添加动态补充系统拍品计划: %s" % replenishAuctionCount) + # 指定上架拍品模式 + elif addAuctionItemDatetimeList: + GameWorld.DebugLog(" 添加上架系统拍品时间计划: %s" % addAuctionItemDatetimeList) + else: + continue + addSystemAuctionItemInfo.append([cfgID, ipyData, startDatetime, endDatetime, addAuctionItemDatetimeList]) + + AuctionSystemItem = IpyGameDataPY.SetConfigEx(key, [reloadSign, addSystemAuctionItemInfo]) + GameWorld.Log("本日系统拍品信息加载完毕!reloadSign=%s" % (reloadSign)) + GameWorld.Log("本日系统拍品上架时间信息: %s" % addSystemAuctionItemInfo) + GameWorld.Log("=============================================================") + return AuctionSystemItem[1] + +def OnAuctionItemMinuteProcess(tick): + ## 拍卖行拍品定时处理,每整分钟触发一次 + + # 这里时间需精确到分钟,不然后面的比较会匹配不到 + curDateTime = GameWorld.GetServerTime() + curDateTime = datetime.datetime.strptime("%d-%d-%d %d:%d:00" % (curDateTime.year, curDateTime.month, curDateTime.day, + curDateTime.hour, curDateTime.minute), ChConfig.TYPE_Time_Format) + + randMailKey = "" + sysAuctionItemListDict = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemListDict") # 系统等待上架的拍品列表字典 {cfgID:[待上架拍品列表], ...} + if not sysAuctionItemListDict: + sysAuctionItemListDict = {} + + curTime = int(time.time()) + addItemTime = curTime + openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) + auctionItemMgr = PyDataManager.GetAuctionItemManager() + curWorldLV = PlayerDBGSEvent.GetDBGSTrig_ByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv) + addSystemAuctionItemInfo = __GetAuctionSystemItemInfo() + for cfgID, ipyData, startDatetime, endDatetime, addAuctionItemDatetimeList in addSystemAuctionItemInfo: + #cfgID = ipyData.GetCfgID() + if cfgID in sysAuctionItemListDict: + #GameWorld.DebugLog(" 队列中还有未处理的拍品时不处理,防止重复添加!cfgID=%s" % (cfgID)) + continue + worldLVRange = ipyData.GetWorldLVRange() + if worldLVRange and len(worldLVRange) == 2: + worldLVMin, worldLVMax = worldLVRange + if curWorldLV < worldLVMin or curWorldLV > worldLVMax: + #GameWorld.DebugLog(" 不满足当前世界等级范围条件,不处理该系统上架拍品计划!cfgID=%s,curWorldLV=%s" % (cfgID, curWorldLV)) + continue + + if curDateTime < startDatetime or curDateTime > endDatetime: + #GameWorld.DebugLog(" 不在规定的时间内,不处理该系统上架拍品计划!cfgID=%s" % (cfgID)) + continue + + randSecondRange = ipyData.GetAddRandSecondRange() + if len(randSecondRange) != 2: + #GameWorld.DebugLog(" 随机上架秒数格式错误,不处理该系统上架拍品计划!cfgID=%s" % (cfgID)) + continue + + addItemInfoList = [] + replenishAuctionCount = ipyData.GetReplenishAuctionCount() + # 动态模式 + if replenishAuctionCount: + replenishCDSeconds = ipyData.GetReplenishCDMinutes() * 60 + lastReplenishTime = auctionItemMgr.worldAuctionReplenishTimeDict.get(cfgID, 0) + if curTime - lastReplenishTime < replenishCDSeconds: + continue + auctionItemMgr.worldAuctionReplenishTimeDict[cfgID] = curTime + + replenishItemID = ipyData.GetReplenishItemID() + if replenishItemID: + curItemIDCount = auctionItemMgr.worldAuctionItemCountDict.get(replenishItemID, 0) + if curItemIDCount >= replenishAuctionCount: + continue + addItemIDCount = replenishAuctionCount - curItemIDCount + GameWorld.DebugLog(" 动态补充拍品队列: cfgID=%s,replenishItemID=%s,addItemIDCount=%s" % (cfgID, replenishItemID, addItemIDCount)) + for _ in xrange(addItemIDCount): + addItemInfoList.append(replenishItemID) + else: + replenishEquipPlaces = ipyData.GetReplenishEquipPlaces() + rpClassLV, rpColor, rpIsSuit = ipyData.GetReplenishEquipInfo() + rpStar = 0 + for job in openJobList: + jobEquipKey = (job, rpClassLV, rpColor, rpIsSuit) + curJobEquipCount = auctionItemMgr.worldAuctionJobEquipCountDict.get(jobEquipKey, 0) + if curJobEquipCount >= replenishAuctionCount: + continue + addEquipCount = replenishAuctionCount - curJobEquipCount + GameWorld.DebugLog(" 动态补充拍品队列: cfgID=%s,addEquipCount=%s,job=%s" % (cfgID, addEquipCount, job)) + for _ in xrange(addEquipCount): + addItemInfoList.append([rpClassLV, rpColor, replenishEquipPlaces, rpIsSuit, rpStar, [job]]) + + random.shuffle(addItemInfoList) # 动态模式待添加拍品打乱下顺序,防止批量添加同一职业物品 + + # 指定模式 + elif curDateTime in addAuctionItemDatetimeList: + + addCountWeightList = ipyData.GetItemCountWeightList() + auctionItemWeightList = ipyData.GetAuctionItemWeightList() + + addCount = GameWorld.GetResultByWeightList(addCountWeightList) + GameWorld.DebugLog(" 指定补充拍品队列: cfgID=%s,addCount=%s" % (cfgID, addCount)) + for _ in xrange(addCount): + itemInfo = GameWorld.GetResultByWeightList(auctionItemWeightList) + if itemInfo != None: + addItemInfoList.append(itemInfo) + + randMailKeyList = ipyData.GetRandMailKeyList() + if randMailKeyList: + randMailKey = random.choice(randMailKeyList) + + sysWaitAuctionItemList = [] + for itemInfo in addItemInfoList: + randSeconds = random.randint(randSecondRange[0], randSecondRange[1]) + addItemTime = addItemTime + randSeconds + sysWaitAuctionItemList.append([addItemTime, itemInfo]) + sysAuctionItemListDict[cfgID] = sysWaitAuctionItemList + + IpyGameDataPY.SetConfigEx("SysWaitAuctionItemListDict", sysAuctionItemListDict) + #GameWorld.DebugLog("等待系统上架的拍品列表: %s" % sysAuctionItemListDict) + + # 随机邮件通知 + if randMailKey: + playerIDList = [] + addItemList = [] + playerManager = GameWorld.GetPlayerManager() + for i in xrange(playerManager.GetActivePlayerCount()): + player = playerManager.GetActivePlayerAt(i) + if player == None: + continue + if PlayerControl.GetIsTJG(player): + continue + playerIDList.append(player.GetPlayerID()) + PlayerCompensation.SendMailByKey(randMailKey, playerIDList, addItemList) + + return + +def __DoSysWaitAddAuctionItem(tick): + SysWaitAuctionItemListDict = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemListDict") # 系统等待上架的拍品列表 + if not SysWaitAuctionItemListDict: + return + + curTime = int(time.time()) + for cfgID, sysAuctionItemList in SysWaitAuctionItemListDict.items(): + doCount = len(sysAuctionItemList) + while doCount > 0 and sysAuctionItemList: + doCount -= 1 + addItemTime, itemInfo = sysAuctionItemList[0] + if curTime < addItemTime: + #GameWorld.DebugLog("未到系统等待上架的拍品时间,不处理! curTime=%s,sysAuctionItemList=%s" % (curTime, sysAuctionItemList)) + break + sysAuctionItemList.pop(0) + GameWorld.DebugLog("系统等待上架的拍品时间已到,可上架! curTime=%s >= addItemTime=%s,itemInfo=%s,sysAuctionItemList=%s" % (curTime, addItemTime, itemInfo, sysAuctionItemList)) + DoAddSystemAuctionItem([itemInfo]) + + if not sysAuctionItemList: + SysWaitAuctionItemListDict.pop(cfgID) + + return + +def OnAuctionItemTimeProcess(curTime, tick): + ## 拍卖行拍品定时处理,每秒触发一次 + + __DoSysBuyoutItemByTime(curTime) + + __DoSysWaitAddAuctionItem(tick) + + allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList + if not allAuctionItemByEndTimeList: + return + + index = 0 + endItemList = [] # 结束竞价的拍品列表 + moveToWorldItemList = [] # 转移到全服拍卖的仙盟拍品列表 + doCount = len(allAuctionItemByEndTimeList) + while doCount > 0 and allAuctionItemByEndTimeList: + doCount -= 1 + auctionItem = allAuctionItemByEndTimeList[index] + if curTime <= auctionItem.EndTime: + break + if auctionItem.BiddingQueryTick and tick - auctionItem.BiddingQueryTick < BiddingQueryLockTick: + index += 1 + continue + allAuctionItemByEndTimeList.pop(index) + + # 没有人竞价的仙盟拍品 + if not auctionItem.BidderPrice and auctionItem.FamilyID and auctionItem.AuctionType == AuctionType_Family: + moveToWorldItemList.append(auctionItem) + else: + endItemList.append(auctionItem) + + __EndAuctionItem(endItemList, "ByTime") + __MoveFamilyAuctionItemToWorld(moveToWorldItemList) + return + +def __DoSysBuyoutItemByTime(curTime): + ## 系统一口价拍品 + + sysBuyoutItemByTimeList = PyDataManager.GetAuctionItemManager().sysBuyoutItemByTimeList + if not sysBuyoutItemByTimeList: + return + + sysAuctionItemList = [] + color = 4 # 固定橙色 + isSuit = 0 # 固定非套装 + star = 0 # 固定0星 + + endItemList = [] # 结束竞价的拍品列表 + doCount = len(sysBuyoutItemByTimeList) + while doCount > 0 and sysBuyoutItemByTimeList: + doCount -= 1 + auctionItem = sysBuyoutItemByTimeList[0] + if curTime <= auctionItem.SysBuyTime: + break + sysBuyoutItemByTimeList.pop(0) + + if auctionItem.BidderPrice or auctionItem.BidderID: + continue + + classLV = auctionItem.ItemClassLV + if not classLV: + continue + + itemID = auctionItem.ItemID + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not ipyData: + continue + buyoutPrice = ipyData.GetBuyoutPrice() + if not buyoutPrice: + continue + + buyoutPrice *= auctionItem.Count + auctionItem.BidderPrice = buyoutPrice # 没人竞价的系统直接一口价回收 + endItemList.append(auctionItem) + + # 生成系统补上架的装备信息 + randPlaceList = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 4) + if not randPlaceList: + curPlace = itemID % 1000 / 10 # 倒数2、3位代表部位 + placeList = [curPlace] + else: + placeList = randPlaceList + + totalPlayerCount = 0 + jobWeightList = [] + openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) + for job in openJobList: + jobPlayerCount = len(PyGameData.g_onedayJobPlayerLoginoffTimeDict.get(job, {})) + jobPlayerCount = max(1, jobPlayerCount) # 人数默认至少1个 + totalPlayerCount += jobPlayerCount + jobWeightList.append([jobPlayerCount, job]) + GameWorld.DebugLog("职业人数: job=%s,count=%s" % (job, jobPlayerCount)) + + maxJobPer = IpyGameDataPY.GetFuncCfg("AuctionItemSystem", 3) # 单职业最大百分比 + if maxJobPer and maxJobPer < 100 and totalPlayerCount: + minJobPer = 100 - maxJobPer # 单职业至少百分比 + for jobWeightInfo in jobWeightList: + jobPlayerCount = jobWeightInfo[0] + jobPer = int(jobPlayerCount * 100.0 / totalPlayerCount) + jobPer = min(max(minJobPer, jobPer), maxJobPer) + jobWeightInfo[0] = jobPer + GameWorld.DebugLog("随机上架职业装备比重: jobWeightList=%s" % jobWeightList) + job = GameWorld.GetResultByWeightList(jobWeightList) + itemJobList = [job] if job != None else openJobList + sysAuctionItemList.append([classLV, color, placeList, isSuit, star, itemJobList]) + + if not endItemList: + return + + __EndAuctionItem(endItemList, "SysBuyout") + + # 系统回收拍品后立即按规则补上架拍品 + if sysAuctionItemList: + DoAddSystemAuctionItem(sysAuctionItemList) + + return + + +def __MoveFamilyAuctionItemToWorld(auctionItemList): + ## 仙盟拍品转移到全服 + if not auctionItemList: + return + + curTimeStr = GameWorld.GetCurrentDataTimeStr() + attentionMgr = PyDataManager.GetAuctionAttentionManager() + auctionItemMgr = PyDataManager.GetAuctionItemManager() + notifyWorldAddItemList = [] # 新增全服拍品通知 [[itemGUID, itemID, playerID], ...] + + for auctionItem in auctionItemList: + itemGUID = auctionItem.ItemGUID + itemID = auctionItem.ItemID + itemCount = auctionItem.Count + playerID = auctionItem.PlayerID + familyID = auctionItem.FamilyID + + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + auctionItem.AuctionType = AuctionType_World + auctionItem.AddTime = curTimeStr + __SetAuctionItemEndTime(auctionItem, ipyData) + + auctionItemMgr.allAuctionItemByEndTimeList.append(auctionItem) + auctionItemMgr.worldAuctionItemList.append(auctionItem) + __OnCalcWorldAuctionItemCount(auctionItem, 1) + notifyWorldAddItemList.append([itemGUID, itemID, playerID]) + + AddAuctionRecord(auctionItem, AuctionRecordResult_MoveToWorld) + + # 添加进我的关注 + for attentionPlayerID, attentionList in auctionItemMgr.myAttentionItemDict.items(): + if itemID not in GetPlayerAuctionAttention(attentionMgr, attentionPlayerID): + continue + if auctionItem not in attentionList: + attentionList.append(auctionItem) + + if ipyData.GetNeedWorldNotify(): + PlayerControl.WorldNotify(0, "Paimai4", [itemID, ipyData.GetNoticeSaleMinutes()]) + + drDict = {"AuctionItemInfo":__GetAuctionItemDRDict(auctionItem)} + DR_AuctionHouse(None, "FamilyToWorld", drDict) + + GameWorld.DebugLog("仙盟拍品转移到全服: itemID=%s,itemCount=%s,familyID=%s,itemGUID=%s" + % (itemID, itemCount, familyID, itemGUID)) + + __SortAuctionitem() + __SyncRefreshAuctionItem(auctionItemList) + __NotifyAuctionPlayerAddItem(notifyWorldAddItemList) + return + +def __SortAuctionitem(isSortWorldItem=True): + ''' 刷新全部拍品排序 + 后端排序 + 1.全服拍品: 因为全服拍品数量比较大,采用只查询指定个数拍品,所以只能由后端排序后同步 + 2.全部拍品竞价结束时间:后端需要处理竞价结束 + + 前端排序: + 1.个人拍品:个数较少,全部同步,由前端自己排序 + 2.仙盟拍品:个数较少,全部同步,由前端自己排序 + 3.竞价拍品:个数较少,全部同步,由前端自己整合排序,区分最高竞价、历史竞价 + 4.关注拍品:个数较少,全部同步,由前端自己排序 + + 触发排序时机: + 1-上架新全服拍品 + 2-仙盟拍品转移全服拍品,相当于上架新全服拍品 + 3-竞价拍品触发加时时,需要对结束时间重排,竞价加时的只触发加时,对全服拍品的排序没有影响,故可不重拍全服拍品 + ''' + auctionItemMgr = PyDataManager.GetAuctionItemManager() + auctionItemMgr.allAuctionItemByEndTimeList.sort(key=operator.attrgetter("EndTime")) + if isSortWorldItem: + auctionItemMgr.worldAuctionItemList.sort(key=operator.attrgetter("Sortpriority", "AddTime")) + auctionItemMgr.worldAuctionItemQueryDict = {} # 重置全服拍品条件查询,下次有玩家查询时再重新刷新 + auctionItemMgr.sysBuyoutItemByTimeList.sort(key=operator.attrgetter("SysBuyTime")) + return + +def __EndAuctionItem(endItemList, endEvent, funcAutoBuyout=False, buyPlayer=None): + ''' 结束拍品竞拍 + @param delItemStateDict: 删除的拍品竞拍状态 + ''' + if not endItemList: + return 0 + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + clearAuctionItemList = [] + for auctionItem in endItemList: + if not auctionItem: + continue + + itemGUID = auctionItem.ItemGUID + itemID = auctionItem.ItemID + itemCount = auctionItem.Count + playerID = auctionItem.PlayerID + familyID = auctionItem.FamilyID + bidderID = auctionItem.BidderID # 当前竞价玩家ID + bidderPrice = auctionItem.BidderPrice # 当前竞价,有人竞价的话代表竞拍成功 + endType = "" + # 有人竞价,成交 + if bidderPrice: + endType = "OK" + + # 竞拍成功邮件,发放物品 + if bidderID: + mailTypeKey = "PaimaiMail3" + paramList = [bidderPrice] + detail = {"ItemGUID":itemGUID} + addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}] + if funcAutoBuyout: + # 功能自动购买的不给物品,由功能根据功能需求处理 + pass + ## 如果有玩家的,直接给到背包 + elif buyPlayer and buyPlayer.GetPlayerID() == bidderID: + mailInfo = [mailTypeKey, addItemList, paramList, detail] + resultMsg = str([itemGUID, itemID, itemCount, auctionItem.UserData, mailInfo]) + buyPlayer.MapServer_QueryPlayerResult(0, 0, "AuctionHouseGiveItem", resultMsg, len(resultMsg)) + else: + PlayerCompensation.SendMailByKey(mailTypeKey, [bidderID], addItemList, paramList, detail=detail) + AddAuctionRecord(auctionItem, AuctionRecordResult_BidOK) + + # 拍卖成功收益,都以玩家收益向上取整 + if familyID and auctionItem.FamilyPlayerIDInfo: + familyPlayerIDList = json.loads(auctionItem.FamilyPlayerIDInfo) + if familyPlayerIDList: + taxRate = IpyGameDataPY.GetFuncCfg("AuctionTaxrate", 2) # 仙盟拍品税率百分比 + personMaxRate = IpyGameDataPY.GetFuncCfg("AuctionTaxrate", 3) # 仙盟拍品个人最大收益百分比 + taxGold = max(1, int(bidderPrice * taxRate / 100.0)) # 最少收税1 + giveTotalGold = max(0, bidderPrice - taxGold) + giveMaxGold = int(math.ceil(giveTotalGold * personMaxRate / 100.0)) + memCount = len(familyPlayerIDList) + giveGoldAverage = min(giveMaxGold, int(math.ceil(giveTotalGold * 1.0 / memCount))) # 有收益的人平分 + + # 仙盟拍品收益邮件 + detail = {"ItemGUID":itemGUID, "ItemID":itemID, "Count":itemCount, "BidderPrice":bidderPrice, "FamilyPlayerIDList":familyPlayerIDList} + paramList = [itemID, itemID, bidderPrice, taxRate, giveGoldAverage, personMaxRate] + PlayerCompensation.SendMailByKey("PaimaiMail8", familyPlayerIDList, [], paramList, goldPaper=giveGoldAverage, + detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionGain) + else: + GameWorld.ErrLog("仙盟拍品没有人获得收益!familyID=%s,itemID=%s,itemGUID=%s" % (familyID, itemID, itemGUID)) + + elif playerID: + taxRate = IpyGameDataPY.GetFuncCfg("AuctionTaxrate", 1) # 全服拍品税率百分比 + taxGold = max(1, int(bidderPrice * taxRate / 100.0)) # 最少收税1 + givePlayerGold = max(0, bidderPrice - taxGold) + + # 个人拍卖收益邮件 + detail = {"ItemGUID":itemGUID, "ItemID":itemID, "Count":itemCount, "BidderPrice":bidderPrice} + paramList = [itemID, itemID, bidderPrice, taxRate, givePlayerGold] + PlayerCompensation.SendMailByKey("PaimaiMail7", [playerID], [], paramList, goldPaper=givePlayerGold, + detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionGain) + + else: + GameWorld.Log("系统拍品成交: itemGUID=%s,itemID=%s" % (itemGUID, itemID)) + + AddAuctionRecord(auctionItem, AuctionRecordResult_SellOK) + + #策划需求屏蔽掉成交广播 + #ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + #if ipyData and ipyData.GetNeedWorldNotify(): + # PlayerControl.WorldNotify(0, "Paimai6", [auctionItem.BidderName, bidderID, auctionItem.AuctionType, bidderPrice, itemID]) + else: + # 仙盟拍品回收 + if familyID: + endType = "Recycle" + AddAuctionRecord(auctionItem, AuctionRecordResult_Recycle) + # 个人拍品流拍,物品返还 + elif playerID: + endType = "Return" + + # 返还物品邮件 + paramList = [] + detail = {"ItemGUID":itemGUID} + addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":True, "UserData":auctionItem.UserData}] + # 下架 + if endEvent == "Unsell": + PlayerCompensation.SendMailByKey("PaimaiMail9", [playerID], addItemList, paramList, detail=detail) + AddAuctionRecord(auctionItem, AuctionRecordResult_Unsell) + else: + PlayerCompensation.SendMailByKey("PaimaiMail4", [playerID], addItemList, paramList, detail=detail) + AddAuctionRecord(auctionItem, AuctionRecordResult_SellFail) + else: + endType = "SystemDelete" + GameWorld.Log("系统拍品流拍: itemGUID=%s,itemID=%s" % (itemGUID, itemID)) + + drDict = {"AuctionItemInfo":__GetAuctionItemDRDict(auctionItem), "EndType":endType, "EndEvent":endEvent} + DR_AuctionHouse(None, "EndAuctionItem", drDict) + + GameWorld.DebugLog("结束竞拍: itemID=%s,itemCount=%s,familyID=%s,endType=%s,endEvent=%s,itemGUID=%s" + % (itemID, itemCount, familyID, endType, endEvent, itemGUID), playerID) + + auctionItemMgr.allAuctionItemDict.pop(itemGUID, None) + + if auctionItem in auctionItemMgr.allAuctionItemByEndTimeList: + auctionItemMgr.allAuctionItemByEndTimeList.remove(auctionItem) + + if auctionItem in auctionItemMgr.worldAuctionItemList: + auctionItemMgr.worldAuctionItemList.remove(auctionItem) + __OnCalcWorldAuctionItemCount(auctionItem, -1) + + for queryItemList in auctionItemMgr.worldAuctionItemQueryDict.values(): + if auctionItem in queryItemList: + queryItemList.remove(auctionItem) + + if familyID and familyID in auctionItemMgr.familyAuctionItemDict: + familyItemList = auctionItemMgr.familyAuctionItemDict[familyID] + if auctionItem in familyItemList: + familyItemList.remove(auctionItem) + + if auctionItem in auctionItemMgr.sysBuyoutItemByTimeList: + auctionItemMgr.sysBuyoutItemByTimeList.remove(auctionItem) + + for nowBiddingItemList in auctionItemMgr.nowBiddingAuctionItemDict.values(): + if auctionItem in nowBiddingItemList: + nowBiddingItemList.remove(auctionItem) + + for hisBiddingItemList in auctionItemMgr.hisBiddingAuctionItemDict.values(): + if auctionItem in hisBiddingItemList: + hisBiddingItemList.remove(auctionItem) + + if playerID and playerID in auctionItemMgr.myAuctionItemDict: + playerItemList = auctionItemMgr.myAuctionItemDict[playerID] + if auctionItem in playerItemList: + playerItemList.remove(auctionItem) + + for attentionItemList in auctionItemMgr.myAttentionItemDict.values(): + if auctionItem in attentionItemList: + attentionItemList.remove(auctionItem) + + clearItem = ChPyNetSendPack.tagGCClearAuctionItem() + clearItem.ItemGUID = itemGUID + clearAuctionItemList.append(clearItem) + + if not clearAuctionItemList: + return 0 + clearCount = len(clearAuctionItemList) + + clientPack = ChPyNetSendPack.tagGCClearAuctionItemInfo() + clientPack.ClearAuctionItemList = clearAuctionItemList + clientPack.ClearCount = len(clientPack.ClearAuctionItemList) + + playerManager = GameWorld.GetPlayerManager() + for i in xrange(playerManager.GetActivePlayerCount()): + player = playerManager.GetActivePlayerAt(i) + if player == None: + continue + if PlayerControl.GetIsTJG(player): + continue + NetPackCommon.SendFakePack(player, clientPack) + + return clearCount + +def MapServer_AuctionHouseLogic(curPlayer, msgList, tick): + ## 地图玩家拍卖处理 + + playerID = 0 if not curPlayer else curPlayer.GetPlayerID() + queryType, queryData = msgList + result = [] + + GameWorld.Log("收到地图拍卖行信息: queryType=%s,queryData=%s" % (queryType, queryData), playerID) + if not GetAuctionHouseState(): + if curPlayer: + PlayerControl.NotifyCode(curPlayer, "AuctionHouseClose") + return + + # 查询玩家可否上架 + if queryType == "AddAuctionItemQuery": + canSell = __CheckPlayerCanAddAuctionItem(curPlayer) + if not canSell: + return + result = [canSell] + + # 执行上架物品 + elif queryType == "AddAuctionItem": + addAuctionItemList = queryData + __AddAuctionItemByList(curPlayer, addAuctionItemList) + return + + # 查询玩家可否竞价物品 + elif queryType == "BidAuctionItemQuery": + itemGUID, biddingPrice = queryData + itemID, errInfo = __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, True) + GameWorld.DebugLog(" itemID=%s,errInfo=%s" % (itemID, errInfo), playerID) + if errInfo: + return + if not itemID: + return + result = [itemID] + + # 执行玩家竞价物品 + elif queryType == "BidAuctionItem": + itemGUID, biddingPrice = queryData + itemID, errInfo = __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, False) + if errInfo: + GameWorld.DebugLog(" errInfo=%s" % errInfo, playerID) + drDict = {"ItemGUID":itemGUID, "BiddingPrice":biddingPrice, "ErrInfo":errInfo} + DR_AuctionHouse(curPlayer, "BidAuctionItemError", drDict) + + return + + # 下架拍品 + elif queryType == "UnsellAuctionItem": + itemGUID = queryData[0] + __DoUnsellAuctionItem(curPlayer, itemGUID) + return + + # 升星自动购买 + elif queryType == "EquipStarAutoBuy": + buyResult = __DoEquipStarAutoBuyEquip(curPlayer, queryData, tick) + if buyResult == None: + return + result = buyResult + + elif queryType == "ClearAuctionItem": + __DoGMClearAuctionItem(curPlayer) + return + + elif queryType == "PrintAuctionItem": + __DoGMPrintAuctionItem(curPlayer) + return + + resultMsg = str([queryType, queryData, result]) + if curPlayer: + curPlayer.MapServer_QueryPlayerResult(0, 0, "AuctionHouse", resultMsg, len(resultMsg)) + return + +def __CheckPlayerCanAddAuctionItem(curPlayer): + ## 检查玩家可否上架拍品 + playerID = curPlayer.GetPlayerID() + maxSellCount = IpyGameDataPY.GetFuncCfg("AuctionHouse", 2) + if maxSellCount: + playerAuctionItemList = GetPlayerAuctionItemList(playerID) + playerSellCount = len(playerAuctionItemList) + canSell = playerSellCount < maxSellCount + if not canSell: + PlayerControl.NotifyCode(curPlayer, "SellCountLimit") + return canSell + return True + +def __AddAuctionItemByList(curPlayer, addAuctionItemList): + ''' 批量添加拍品 + @param curPlayer: 可能为None + ''' + + isSortWorldItem = False + notifyAddItemList = [] # 新增拍品通知 [[itemGUID, itemID, playerID], ...] + notifyFamilyAddItemDict = {} # 新增仙盟拍品通知 {familyID:[auctionItem, ...], ...} + for playerID, familyID, familyPlayerIDList, itemData in addAuctionItemList: + #系统拍品玩家ID、仙盟ID都为0,可上架,这里不再限制 + #if not playerID and not familyID: + # continue + + auctionItem = __DoAddAuctionItem(curPlayer, playerID, familyID, familyPlayerIDList, itemData) + if not auctionItem: + continue + + itemGUID = auctionItem.ItemGUID + itemID = auctionItem.ItemID + notifyAddItemList.append([itemGUID, itemID, playerID]) + if familyID: + familyAddItemList = notifyFamilyAddItemDict.get(familyID, []) + familyAddItemList.append(auctionItem) + notifyFamilyAddItemDict[familyID] = familyAddItemList + else: + isSortWorldItem = True + + if notifyAddItemList: + __SortAuctionitem(isSortWorldItem=isSortWorldItem) + + # 通知新增仙盟拍品 + for familyID, familyAddItemList in notifyFamilyAddItemDict.items(): + Sync_FamilyAuctionItemInfo(None, familyID, familyAddItemList) + + # 通知拍品关注玩家 + __NotifyAuctionPlayerAddItem(notifyAddItemList) + return + +def __DoAddAuctionItem(curPlayer, playerID, familyID, familyPlayerIDList, itemData): + ## 添加拍品 + itemID = itemData.get("ItemID", 0) + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not ipyData: + return + + itemGUID = itemData.get("GUID", "") + auctionItem = PyGameDataStruct.tagDBAuctionItem() + auctionItem.ItemGUID = itemGUID + auctionItem.PlayerID = playerID + auctionItem.FamilyID = familyID + auctionItem.ItemID = itemID + auctionItem.Count = itemData.get("ItemCount", 0) + auctionItem.AddTime = GameWorld.GetCurrentDataTimeStr() + auctionItem.ItemType = itemData.get("ItemType", 0) + auctionItem.ItemJobLimit = itemData.get("ItemJobLimit", 0) + auctionItem.ItemClassLV = itemData.get("ItemClassLV", 0) + auctionItem.UserData = itemData.get("UserData", "") + auctionItem.UserDataLen = len(auctionItem.UserData) + auctionItem.FamilyPlayerIDInfo = str(familyPlayerIDList) + auctionItem.FamilyPlayerIDLen = len(auctionItem.FamilyPlayerIDInfo) + auctionItem.AuctionType = AuctionType_Family if familyID else AuctionType_World + GameWorld.Log("上架拍品: playerID=%s,familyID=%s,itemID=%s,auctionType=%s" % (playerID, familyID, itemID, auctionItem.AuctionType)) + + if not __InitAuctionItemAttrEx(auctionItem): + return + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + auctionItemMgr.allAuctionItemDict[auctionItem.ItemGUID] = auctionItem + auctionItemMgr.allAuctionItemByEndTimeList.append(auctionItem) + + if familyID: + familyItemList = auctionItemMgr.familyAuctionItemDict.get(familyID, []) + familyItemList.append(auctionItem) + auctionItemMgr.familyAuctionItemDict[familyID] = familyItemList + else: + auctionItemMgr.worldAuctionItemList.append(auctionItem) + __OnCalcWorldAuctionItemCount(auctionItem, 1) + + # 添加进我的拍卖 + if playerID: + myAuctionItemList = auctionItemMgr.myAuctionItemDict.get(playerID, []) + myAuctionItemList.append(auctionItem) + auctionItemMgr.myAuctionItemDict[playerID] = myAuctionItemList + if curPlayer: + Sync_PlayerAuctionItemInfo(curPlayer, auctionItem) + + # 添加进我的关注 + attentionMgr = PyDataManager.GetAuctionAttentionManager() + for attentionPlayerID, attentionList in auctionItemMgr.myAttentionItemDict.items(): + if itemID not in GetPlayerAuctionAttention(attentionMgr, attentionPlayerID): + continue + if auctionItem not in attentionList: + attentionList.append(auctionItem) + + if ipyData.GetNeedWorldNotify(): + PlayerControl.WorldNotify(0, "Paimai4", [itemID, ipyData.GetNoticeSaleMinutes()]) + + drDict = {"AuctionItemInfo":__GetAuctionItemDRDict(auctionItem)} + DR_AuctionHouse(curPlayer, "AddAuctionItem", drDict) + GameWorld.DebugLog("上架拍品: playerID=%s,familyID=%s,%s" % (playerID, familyID, drDict), playerID) + GameWorld.DebugLog("更新拍品数: %s" % len(auctionItemMgr.allAuctionItemDict)) + return auctionItem + +def __NotifyAuctionPlayerAddItem(notifyAddItemList): + ## 通知关注物品的玩家新上架物品了 + if not notifyAddItemList: + return + attentionMgr = PyDataManager.GetAuctionAttentionManager() + playerManager = GameWorld.GetPlayerManager() + for i in xrange(playerManager.GetActivePlayerCount()): + player = playerManager.GetActivePlayerAt(i) + if player == None: + continue + if PlayerControl.GetIsTJG(player): + continue + playerAttentionIDList = GetPlayerAuctionAttention(attentionMgr, player.GetPlayerID()) + if not playerAttentionIDList: + continue + infoPack = None + for itemGUID, itemID, playerID in notifyAddItemList: + if playerID and playerID == player.GetPlayerID(): + # 自己上架的物品不通知 + continue + if itemID not in playerAttentionIDList: + continue + if not infoPack: + infoPack = ChPyNetSendPack.tagGCAddAuctionItemInfo() + itemInfo = ChPyNetSendPack.tagGCAddAuctionItem() + itemInfo.ItemGUID = itemGUID + itemInfo.ItemID = itemID + infoPack.AddAuctionItemList.append(itemInfo) + + if infoPack: + infoPack.AddCount = len(infoPack.AddAuctionItemList) + NetPackCommon.SendFakePack(player, infoPack) + return + +def __DoUnsellAuctionItem(curPlayer, itemGUID): + ## 下架拍品 + auctionItem = GetAuctionItem(itemGUID) + if not auctionItem: + # 拍品不存在 + PlayerControl.NotifyCode(curPlayer, "Paimai3") + return + playerID = curPlayer.GetPlayerID() + itemID = auctionItem.ItemID + if auctionItem.FamilyID: + GameWorld.ErrLog("仙盟拍品无法下架!itemGUID=%s,itemID=%s,itemFamilyID=%s" + % (itemGUID, itemID, auctionItem.FamilyID), playerID) + return + if auctionItem.PlayerID != playerID: + GameWorld.ErrLog("不是玩家自己的拍品无法下架!itemGUID=%s,itemID=%s,itemPlayerID=%s" + % (itemGUID, itemID, auctionItem.PlayerID), playerID) + return + if auctionItem.BidderPrice: + # 竞价中的拍品不能下架 + PlayerControl.NotifyCode(curPlayer, "Paimai9") + return + + __EndAuctionItem([auctionItem], "Unsell") + return + +def __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, isOnlyCheck, funcAutoBuyout=False): + ''' 玩家竞价物品 + @param curPlayer: 竞价的玩家 + @param itemGUID: 拍品GUID + @param biddingPrice: 竞价 + @param isOnlyCheck: 是否仅检查可否竞价 + @param funcAutoBuyout: 是否功能自动购买 + ''' + + errInfo = "" + itemID = 0 + + auctionItem = GetAuctionItem(itemGUID) + if not auctionItem: + # 拍品不存在 + PlayerControl.NotifyCode(curPlayer, "Paimai3") + errInfo = "not auctionItem" + return itemID, errInfo + itemID = auctionItem.ItemID + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not ipyData: + errInfo = "not ipyData" + return itemID, errInfo + playerID = curPlayer.GetPlayerID() + addTimeStr = auctionItem.AddTime + auctionType = auctionItem.AuctionType # 0-全服拍品,1-仙盟拍品 + addTime = GameWorld.ChangeTimeStrToNum(addTimeStr) + curTime = int(time.time()) + passMinutes = (curTime - addTime) / 60 + noticeMinutes = ipyData.GetNoticeSaleMinutes() + if passMinutes < noticeMinutes: + GameWorld.ErrLog("拍品尚未开放竞价! itemGUID=%s,itemID=%s,addTimeStr=%s" % (itemGUID, itemID, addTimeStr), playerID) + errInfo = "in notice time" + return itemID, errInfo + if auctionType == AuctionType_Family: + itemFamilyID = auctionItem.FamilyID + playerFamilyID = curPlayer.GetFamilyID() + if not playerFamilyID or playerFamilyID != itemFamilyID: + GameWorld.ErrLog("该拍品为仙盟私有拍品,非本仙盟人员不可竞拍! itemGUID=%s,itemID=%s,itemFamilyID=%s,playerFamilyID=%s" + % (itemGUID, itemID, itemFamilyID, playerFamilyID), playerID) + errInfo = "is family auction item" + return itemID, errInfo + if curTime > auctionItem.EndTime: + GameWorld.ErrLog("拍品已结束竞价! itemGUID=%s,itemID=%s,addTimeStr=%s" % (itemGUID, itemID, addTimeStr), playerID) + errInfo = "end bid" + return itemID, errInfo + + nextPrice = ipyData.GetBasePrice() * auctionItem.Count if not auctionItem.BidderPrice else (auctionItem.BidderPrice + ipyData.GetBiddingAdd() * auctionItem.Count) + buyoutPrice = ipyData.GetBuyoutPrice() * auctionItem.Count # 允许没有一口价的,代表可以一直竞价 + nextPrice = nextPrice if not buyoutPrice else min(nextPrice, buyoutPrice) # 不超过一口价 + if not (biddingPrice == nextPrice or (buyoutPrice and biddingPrice == buyoutPrice)): + # 竞价价格错误 + PlayerControl.NotifyCode(curPlayer, "Paimai2") + errInfo = "bid price error! biddingPrice=%s,nextPrice=%s,buyoutPrice=%s,itemGUID=%s,itemID=%s" % (biddingPrice, nextPrice, buyoutPrice, itemGUID, itemID) + return itemID, errInfo + + if isOnlyCheck: + queryTick = auctionItem.BiddingQueryTick + if queryTick and tick - queryTick < BiddingQueryLockTick: + # 有玩家正在竞价,请稍等 + PlayerControl.NotifyCode(curPlayer, "Paimai1") + errInfo = "other player bidding" + return itemID, errInfo + auctionItem.BiddingQueryID = playerID + auctionItem.BiddingQueryTick = tick + return itemID, errInfo + + if not funcAutoBuyout and auctionItem.BiddingQueryID != playerID: + PlayerControl.NotifyCode(curPlayer, "Paimai2") + errInfo = "bidding player error" + return itemID, errInfo + + lastBidderID = auctionItem.BidderID + lastBidderPrice = auctionItem.BidderPrice + itemCount = auctionItem.Count + + isBuyout = buyoutPrice and biddingPrice >= buyoutPrice # 大于等于一口价,直接成交 + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + nowBiddingAuctionItemDict = auctionItemMgr.nowBiddingAuctionItemDict + hisBiddingAuctionItemDict = auctionItemMgr.hisBiddingAuctionItemDict + + # 邮件返还上个竞价者 + if lastBidderID and lastBidderPrice: + detail = {"ItemID":itemID, "ItemGUID":itemGUID, "Count":itemCount} + if isBuyout: + # 竞拍失败,仅通知 + paramList = [itemID, itemID, lastBidderPrice] + PlayerCompensation.SendMailByKey("PaimaiMail2", [lastBidderID], [], paramList, goldPaper=lastBidderPrice, + detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionBidReturn) + else: + # 竞拍失败,可继续竞价邮件 + paramList = [itemID, itemID, lastBidderPrice, itemGUID] + PlayerCompensation.SendMailByKey("PaimaiMail1", [lastBidderID], [], paramList, goldPaper=lastBidderPrice, + detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionBidReturn) + AddAuctionRecord(auctionItem, AuctionRecordResult_BidFail) + + isSyncBiddingItem = False + nowBiddingAuctionItemList = nowBiddingAuctionItemDict.get(lastBidderID, []) + if auctionItem in nowBiddingAuctionItemList: + nowBiddingAuctionItemList.remove(auctionItem) + nowBiddingAuctionItemDict[lastBidderID] = nowBiddingAuctionItemList + isSyncBiddingItem = True + hisBiddingAuctionItemList = hisBiddingAuctionItemDict.get(lastBidderID, []) + if auctionItem not in hisBiddingAuctionItemList: + hisBiddingAuctionItemList.append(auctionItem) + hisBiddingAuctionItemDict[lastBidderID] = hisBiddingAuctionItemList + isSyncBiddingItem = True + if isSyncBiddingItem: + lastBidder = GameWorld.GetPlayerManager().FindPlayerByID(lastBidderID) + if lastBidder and not PlayerControl.GetIsTJG(lastBidder): + Sync_PlayerBiddingItemInfo(lastBidder, auctionItem) + + # 更新竞价信息 + auctionItem.BiddingQueryID = 0 + auctionItem.BiddingQueryTick = 0 + auctionItem.BiddingTime = GameWorld.GetCurrentDataTimeStr() + auctionItem.BidderID = playerID + auctionItem.BidderName = curPlayer.GetName() + auctionItem.BidderPrice = biddingPrice + isSyncBiddingItem = False + nowBiddingAuctionItemList = nowBiddingAuctionItemDict.get(playerID, []) + if auctionItem not in nowBiddingAuctionItemList: + nowBiddingAuctionItemList.append(auctionItem) + nowBiddingAuctionItemDict[playerID] = nowBiddingAuctionItemList + isSyncBiddingItem = True + hisBiddingAuctionItemList = hisBiddingAuctionItemDict.get(playerID, []) + if auctionItem in hisBiddingAuctionItemList: + hisBiddingAuctionItemList.remove(auctionItem) + hisBiddingAuctionItemDict[playerID] = hisBiddingAuctionItemList + isSyncBiddingItem = True + if isSyncBiddingItem: + Sync_PlayerBiddingItemInfo(curPlayer, auctionItem) + + # 添加历史竞价者 + if str(playerID) not in auctionItem.BidderIDInfo: + auctionItem.BidderIDInfo += "%s|" % playerID + auctionItem.BidderIDLen = len(auctionItem.BidderIDInfo) + + GameWorld.DebugLog("玩家竞价拍品: itemGUID=%s,itemID=%s,isBuyout=%s,lastBidderID=%s,lastBidderPrice=%s,bidderIDInfo=%s" + % (itemGUID, itemID, isBuyout, lastBidderID, lastBidderPrice, auctionItem.BidderIDInfo), playerID) + + if auctionItem in auctionItemMgr.sysBuyoutItemByTimeList: + auctionItemMgr.sysBuyoutItemByTimeList.remove(auctionItem) + #GameWorld.DebugLog("拍品有人竞价了,移除系统一口价拍品列表!") + + if isBuyout: + __EndAuctionItem([auctionItem], "Buyout", funcAutoBuyout, buyPlayer=curPlayer) + else: + if __AddAuctionItemEndTimeByBid(auctionItem): + __SortAuctionitem(isSortWorldItem=False) + + drDict = {"AuctionItemInfo":__GetAuctionItemDRDict(auctionItem)} + DR_AuctionHouse(curPlayer, "BidAuctionItem", drDict) + + __SyncRefreshAuctionItem([auctionItem]) + + return itemID, errInfo + +def __DoEquipStarAutoBuyEquip(curPlayer, queryData, tick): + ## 升星自动购买 + classLV, equipPlace, curPartStar, equipPackIndex, isAutoBuyPreview, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, playerGoldPaper = queryData + GameWorld.DebugLog("升星自动购买装备: classLV=%s, equipPlace=%s, curPartStar=%s, equipPackIndex=%s" % (classLV, equipPlace, curPartStar, equipPackIndex)) + GameWorld.DebugLog(" 是否预览 %s, curRate=%s,lackItemCostMoney=%s, playerGoldPaper=%s" % (isAutoBuyPreview, curRate, lackItemCostMoney, playerGoldPaper)) + nextStar = curPartStar + 1 + ipyData = IpyGameDataPY.GetIpyGameData("EquipStarUp", classLV, equipPlace, nextStar) + if not ipyData: + return + costEquipPlaceList = ipyData.GetCostEquipPlace() + costEquipColorList = ipyData.GetCostEquipColor() + isJobLimit = ipyData.GetIsJobLimit() + unSuitRate = ipyData.GetUnSuitRate() + + curTime = int(time.time()) + fullRate = IpyGameDataPY.GetFuncCfg("EquipStarRate", 4) + autoBuyOtherClassItemDict = {} + buyEquipCostMoney = 0 + autoBuyItemList = [] + auctionItemMgr = PyDataManager.GetAuctionItemManager() + #GameWorld.DebugLog("世界拍品个数: %s" % len(auctionItemMgr.worldAuctionItemList)) + for i, worldAuctionItem in enumerate(auctionItemMgr.worldAuctionItemList): + + itemID = worldAuctionItem.ItemID + aucItemJob = worldAuctionItem.ItemJobLimit + if not aucItemJob: + #GameWorld.DebugLog(" %s 职业通用的, 不购买!itemID=%s" % (i, itemID)) + continue + if isJobLimit and aucItemJob != curPlayer.GetJob(): + #GameWorld.DebugLog(" %s 职业不可用, 不购买!itemID=%s,aucItemJob=%s != %s" % (i, itemID, aucItemJob, curPlayer.GetJob())) + continue + + itemIDStr = str(itemID) + aucItemColor = int(itemIDStr[3:4]) + aucItemPlace = int(itemIDStr[4:6]) + aucItemIsSuit = int(itemIDStr[-1]) + + if aucItemColor not in costEquipColorList: + #GameWorld.DebugLog(" %s 颜色限制, 不购买!itemID=%s,aucItemColor=%s not in %s" % (i, itemID, aucItemColor, costEquipColorList)) + continue + if aucItemPlace not in costEquipPlaceList: + #GameWorld.DebugLog(" %s 装备位限制, 不购买!itemID=%s,aucItemPlace=%s not in %s" % (i, itemID, aucItemPlace, costEquipPlaceList)) + continue + if aucItemIsSuit: + #套装不允许自动购买 + #GameWorld.DebugLog(" %s 套装, 不购买!itemID=%s" % (i, itemID)) + continue + + aucIpyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not aucIpyData: + continue + buyoutPrice = aucIpyData.GetBuyoutPrice() + if not buyoutPrice: + #GameWorld.DebugLog(" %s 没有一口价, 不购买!itemID=%s,buyoutPrice=%s" % (i, itemID, buyoutPrice)) + continue + + if curTime > worldAuctionItem.EndTime: + #GameWorld.DebugLog(" %s 拍品已结束竞价, 不购买!itemID=%s" % (i, itemID)) + continue + + noticeMinutes = aucIpyData.GetNoticeSaleMinutes() + if noticeMinutes: + addTimeStr = worldAuctionItem.AddTime + addTime = GameWorld.ChangeTimeStrToNum(addTimeStr) + passMinutes = (curTime - addTime) / 60 + if passMinutes < noticeMinutes: + #GameWorld.DebugLog(" %s 拍品尚未开放竞价, 不购买!itemID=%s" % (i, itemID)) + continue + + aucItemClassLV = worldAuctionItem.ItemClassLV + # 本阶的直接处理 + if aucItemClassLV == classLV: + autoBuyItemList.append([worldAuctionItem, buyoutPrice]) + curRate += unSuitRate + buyEquipCostMoney += buyoutPrice + GameWorld.DebugLog(" %s 本阶优先购买!itemID=%s,classLV=%s,curRate=%s,buyoutPrice=%s,buyEquipCostMoney=%s" + % (i, itemID, classLV, curRate, buyoutPrice, buyEquipCostMoney)) + if curRate >= fullRate: + curRate = 100 + GameWorld.DebugLog(" 自动购买本阶概率已满足!curRate=%s" % (curRate)) + break + + # 其他阶的需要按阶的优先级进行处理 + else: + if aucItemClassLV not in autoBuyOtherClassItemDict: + autoBuyOtherClassItemDict[aucItemClassLV] = [] + classItemList = autoBuyOtherClassItemDict[aucItemClassLV] + classItemList.append([worldAuctionItem, buyoutPrice]) + GameWorld.DebugLog(" %s 非本阶, 暂不处理! itemID=%s,aucItemClassLV=%s" % (i, itemID, aucItemClassLV)) + + # 未满概率时再购买其他阶 + if curRate < 100: + lowClassList, highClassList = [], [] + for othClassLV in autoBuyOtherClassItemDict.keys(): + if othClassLV <= classLV: + lowClassList.append(othClassLV) + else: + highClassList.append(othClassLV) + lowClassList.sort(reverse=True) + highClassList.sort() + buyClassLVList = lowClassList + highClassList + GameWorld.DebugLog("本阶概率未满,检查购买其他阶! curRate=%s,buyClassLVList=%s" % (curRate, buyClassLVList)) + + diffClassChangeRatePerInfo = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 1) + unSuitRateRange = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 2) + for othClassLV in buyClassLVList: + classItemList = autoBuyOtherClassItemDict[othClassLV] + for worldAuctionItem, buyoutPrice in classItemList: + baseRate = unSuitRate + minRate, maxRate = unSuitRateRange + + costClassLV = worldAuctionItem.ItemClassLV + itemID = worldAuctionItem.ItemID + + #吞高阶 + if costClassLV > classLV: + diffClassChangeRatePer = diffClassChangeRatePerInfo[0] * (costClassLV - classLV) + addRate = int(math.ceil(round(baseRate * (100 + diffClassChangeRatePer) /100.0, 2))) + GameWorld.DebugLog(" 吞高阶 itemID=%s,costClassLV=%s,classLV=%s,baseRate=%s,diffClassChangeRatePer=%s,addRate=%s" + % (itemID, costClassLV, classLV, baseRate, diffClassChangeRatePer, addRate)) + #吞低阶 + elif costClassLV < classLV: + diffClassChangeRatePer = diffClassChangeRatePerInfo[1] * (classLV - costClassLV) + addRate = int(math.ceil(round(baseRate * (100 - diffClassChangeRatePer) /100.0, 2))) + GameWorld.DebugLog(" 吞低阶 itemID=%s,costClassLV=%s,classLV=%s,baseRate=%s,diffClassChangeRatePer=%s,addRate=%s" + % (itemID, costClassLV, classLV, baseRate, diffClassChangeRatePer, addRate)) + else: + addRate = baseRate + addRate = max(minRate, min(addRate, maxRate)) + + autoBuyItemList.append([worldAuctionItem, buyoutPrice]) + curRate += addRate + buyEquipCostMoney += buyoutPrice + GameWorld.DebugLog(" curRate=%s,buyoutPrice=%s,buyEquipCostMoney=%s" % (curRate, buyoutPrice, buyEquipCostMoney)) + if curRate >= fullRate: + GameWorld.DebugLog(" 自动购买补充其他阶概率已满足!curRate=%s" % (curRate)) + curRate = 100 + break + if curRate >= fullRate: + break + + totalCostMoney = lackItemCostMoney + buyEquipCostMoney + GameWorld.DebugLog(" lackItemCostMoney=%s,buyEquipCostMoney=%s,totalCostMoney=%s,curRate=%s" % (lackItemCostMoney, buyEquipCostMoney, totalCostMoney, curRate)) + if isAutoBuyPreview: + __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney) + return + + if curRate < 100: + # 自动购买必须满概率 + # 因为确认购买不是实时的,所以存在拍卖行预览消耗装备可能被其他玩家买走导致无法满赶驴,所以这里需要补同步一次 + __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney) + PlayerControl.NotifyCode(curPlayer, "AutoBuyEquipLackEquip") + return + + if playerGoldPaper < totalCostMoney: + # 因为确认购买不是实时的,所以存在拍卖行预览消耗的价格与实际购买可能出现消耗价格不一致的情况,所以这里需要补同步一次 + __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney) + PlayerControl.NotifyCode(curPlayer, "AutoBuyEquipLackMoney", [IPY_PlayerDefine.TYPE_Price_Gold_Paper]) + return + + for worldAuctionItem, buyoutPrice in autoBuyItemList: + # 这里认为一定可以购买成功,不对返回值做处理,即使无法购买也认为购买成功,玩家的消耗照常扣除 + __DoPlayerBidAuctionItem(curPlayer, worldAuctionItem.ItemGUID, buyoutPrice, tick, False, funcAutoBuyout=True) + + return classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney + +def __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney): + ## 通知自动购买预览结果 + costInfo = ChPyNetSendPack.tagGCEquipStarAutoBuyCostInfo() + costInfo.ClassLV = classLV + costInfo.EquipPlace = equipPlace + costInfo.CurStar = curPartStar + costInfo.CurRate = curRate + costInfo.AutoBuyCostMoney = totalCostMoney + NetPackCommon.SendFakePack(curPlayer, costInfo) + return + +def __SyncRefreshAuctionItem(auctionItemList): + ''' // B5 08 拍卖行刷新拍品 #tagGCRefreshAuctionItemInfo + 1-仙盟拍品转移到全服时通知; 2-拍品有人竞价时刷新 + ''' + + refreshAuctionItemList = [] + + for auctionItem in auctionItemList: + refreshItem = ChPyNetSendPack.tagGCRefreshAuctionItem() + refreshItem.ItemGUID = auctionItem.ItemGUID + refreshItem.AuctionType = auctionItem.AuctionType + refreshItem.AddTime = auctionItem.AddTime + refreshItem.BidderID = auctionItem.BidderID + refreshItem.BidderPrice = auctionItem.BidderPrice + refreshItem.BiddingTime = auctionItem.BiddingTime + refreshAuctionItemList.append(refreshItem) + + if not refreshAuctionItemList: + return + + clientPack = ChPyNetSendPack.tagGCRefreshAuctionItemInfo() + clientPack.RefreshAuctionItemList = refreshAuctionItemList + clientPack.RefreshCount = len(clientPack.RefreshAuctionItemList) + playerManager = GameWorld.GetPlayerManager() + for i in xrange(playerManager.GetActivePlayerCount()): + player = playerManager.GetActivePlayerAt(i) + if player == None: + continue + if PlayerControl.GetIsTJG(player): + continue + NetPackCommon.SendFakePack(player, clientPack) + + return + +def __DoGMClearAuctionItem(curPlayer): + if curPlayer.GetGMLevel() != 90: + return + + allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList + if not allAuctionItemByEndTimeList: + GameWorld.DebugAnswer(curPlayer, "当前没有拍品!") + return + + endItemList = [] + for auctionItem in allAuctionItemByEndTimeList: + endItemList.append(auctionItem) + + clearCount = __EndAuctionItem(endItemList, "GMClear") + + GameWorld.DebugAnswer(curPlayer, "清空拍品数=%s" % clearCount) + return + +def __DoGMPrintAuctionItem(curPlayer): + if curPlayer.GetGMLevel() != 90: + return + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + allAuctionItemByEndTimeList = auctionItemMgr.allAuctionItemByEndTimeList + GameWorld.DebugLog("TimeList总拍品数: =%s" % len(allAuctionItemByEndTimeList)) + for i, auctionItem in enumerate(allAuctionItemByEndTimeList): + GameWorld.DebugLog(" i=%s, %s" % (i, __GetAuctionItemDRDict(auctionItem))) + + GameWorld.DebugLog("AllDict总拍品数: %s" % len(auctionItemMgr.allAuctionItemDict)) + + GameWorld.DebugLog("全服拍品个数: %s" % len(auctionItemMgr.worldAuctionItemList)) + + GameWorld.DebugLog("系统一口价拍品个数: %s" % len(auctionItemMgr.sysBuyoutItemByTimeList)) + + for familyID, familyItemList in auctionItemMgr.familyAuctionItemDict.items(): + GameWorld.DebugLog("仙盟拍品个数: familyID=%s, %s" % (familyID, len(familyItemList))) + + for playerID, myItemList in auctionItemMgr.myAuctionItemDict.items(): + GameWorld.DebugLog("玩家拍品个数: playerID=%s, %s" % (playerID, len(myItemList))) + + for playerID, nowBiddingItemList in auctionItemMgr.nowBiddingAuctionItemDict.items(): + GameWorld.DebugLog("玩家最高竞价拍品个数: playerID=%s, %s" % (playerID, len(nowBiddingItemList))) + + for playerID, hisBiddingItemList in auctionItemMgr.hisBiddingAuctionItemDict.items(): + GameWorld.DebugLog("玩家历史竞价拍品个数: playerID=%s, %s" % (playerID, len(hisBiddingItemList))) + + for playerID, attentionItemList in auctionItemMgr.myAttentionItemDict.items(): + GameWorld.DebugLog("玩家关注拍品个数: playerID=%s, %s" % (playerID, len(attentionItemList))) + + return + +#// B5 10 拍卖行查询拍卖中的物品 #tagCGQueryAuctionItem +# +#struct tagCGQueryAuctionItem +#{ +# tagHead Head; +# BYTE Job; //过滤职业,0为不限制 +# BYTE ItemTypeCount; +# DWORD ItemTypeList[ItemTypeCount]; //指定的物品类型 +# BYTE ClassLV; //过滤阶数,0为不限制 +# BYTE SpecItemIDCount; //指定物品ID个数 +# DWORD SpecItemIDList[SpecItemIDCount]; //指定物品ID +# char FromItemGUID[40]; //从哪个物品开始查询 +# BYTE QueryDir; //查询方向,1-往后查,2-往前查 +# BYTE QueryCount; //查询个数,0为全部 +#}; +def OnQueryAuctionItem(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + job = clientData.Job + itemTypeList = clientData.ItemTypeList + classLV = clientData.ClassLV + specItemIDList = clientData.SpecItemIDList + fromItemGUID = clientData.FromItemGUID + queryDir = clientData.QueryDir + queryCount = clientData.QueryCount + __Sync_WorldAuctionItemQueryResult(curPlayer, job, itemTypeList, classLV, specItemIDList, fromItemGUID, queryDir, queryCount) + return + +#// B5 17 拍卖行查询定位目标拍品 #tagCGQueryTagAuctionItem +# +#struct tagCGQueryTagAuctionItem +#{ +# tagHead Head; +# char ItemGUID[40]; +# DWORD ItemID; +#}; +def OnQueryTagAuctionItem(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + tagItemGUID = clientData.ItemGUID + queryDir = 3 + __Sync_WorldAuctionItemQueryResult(curPlayer, fromItemGUID=tagItemGUID, queryDir=queryDir, isNotify=True) + return + +def __Sync_WorldAuctionItemQueryResult(curPlayer, job=0, itemTypeList=[], classLV=0, specItemIDList=[], fromItemGUID="", queryDir=1, queryCount=10, isNotify=False): + ## 根据过滤条件同步全服拍品列表,目前仅全服拍品需要通过查询服务器获得,个人拍品及仙盟拍品由于个数较少直接由上线或变更时主动同步 + + fromAuctionItem = None + if fromItemGUID: + fromAuctionItem = GetAuctionItem(fromItemGUID) + if not fromAuctionItem: + GameWorld.DebugLog("查询的目标拍品不存在! fromItemGUID=%s" % fromItemGUID) + if isNotify: + PlayerControl.NotifyCode(curPlayer, "Paimai5") + return + + # {(job, (itemType, ...), itemClassLV, (itemID, ...)):[tagDBAuctionItem, ...], ...} + queryKey = (job, tuple(itemTypeList), classLV, tuple(specItemIDList)) + auctionItemMgr = PyDataManager.GetAuctionItemManager() + worldAuctionItemQueryDict = auctionItemMgr.worldAuctionItemQueryDict + if queryKey not in worldAuctionItemQueryDict: + # 载入对应查询条件拍品缓存 + auctionItemQueryList = [] + for worldAuctionItem in auctionItemMgr.worldAuctionItemList: + if job and worldAuctionItem.ItemJobLimit != job and worldAuctionItem.ItemJobLimit: + continue + if itemTypeList and worldAuctionItem.ItemType not in itemTypeList: + continue + if classLV and worldAuctionItem.ItemClassLV != classLV: + continue + if specItemIDList and worldAuctionItem.ItemID not in specItemIDList: + continue + auctionItemQueryList.append(worldAuctionItem) + worldAuctionItemQueryDict[queryKey] = auctionItemQueryList + else: + auctionItemQueryList = worldAuctionItemQueryDict[queryKey] + queryTotalCount = len(auctionItemQueryList) + + fromIndex = 0 + if fromAuctionItem: + if fromAuctionItem not in auctionItemQueryList: + GameWorld.ErrLog("查询的目标拍品不在所在的过滤的条件里! fromItemGUID=%s" % fromItemGUID) + if isNotify: + PlayerControl.NotifyCode(curPlayer, "Paimai5") + return + fromIndex = auctionItemQueryList.index(fromAuctionItem) + + # 向前查,其他的默认向后查 + if queryDir == 2: + startIndex = max(0, fromIndex - queryCount + 1) + syncItemList = auctionItemQueryList[startIndex:fromIndex + 1] + queryRemainlCount = startIndex + # 向后查 + else: + syncItemList = auctionItemQueryList[fromIndex:fromIndex + queryCount] + queryRemainlCount = max(0, queryTotalCount - fromIndex - queryCount) + + clientPack = ChPyNetSendPack.tagGCAuctionItemInfo() + clientPack.Job = job + clientPack.ItemTypeList = itemTypeList + clientPack.ItemTypeCount = len(clientPack.ItemTypeList) + clientPack.ClassLV = classLV + clientPack.SpecItemIDList = specItemIDList + clientPack.SpecItemIDCount = len(clientPack.SpecItemIDList) + clientPack.FromItemGUID = fromItemGUID + clientPack.QueryDir = queryDir + clientPack.QueryCount = queryCount + clientPack.QueryRemainlCount = queryRemainlCount + clientPack.AuctionItemList = [] + for auctionItem in syncItemList: + itemInfo = ChPyNetSendPack.tagGCAuctionItem() + itemInfo.ItemGUID = auctionItem.ItemGUID + itemInfo.FamilyID = auctionItem.FamilyID + itemInfo.ItemID = auctionItem.ItemID + itemInfo.ItemCount = auctionItem.Count + itemInfo.AddTime = auctionItem.AddTime + itemInfo.BidderPrice = auctionItem.BidderPrice + itemInfo.BiddingTime = auctionItem.BiddingTime + itemInfo.UserData = auctionItem.UserData + itemInfo.UserDataLen = auctionItem.UserDataLen + clientPack.AuctionItemList.append(itemInfo) + clientPack.AuctionItemCount = len(clientPack.AuctionItemList) + NetPackCommon.SendFakePack(curPlayer, clientPack) + return + +#// B5 12 拍卖行查询拍卖记录 #tagCGQueryAuctionRecord +# +#struct tagCGQueryAuctionRecord +#{ +# tagHead Head; +# BYTE RecordType; //记录类型 0-我的拍品记录 1-仙盟拍品记录 2-我的竞拍记录 +#}; +def OnQueryAuctionRecord(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + recordType = clientData.RecordType + Sync_PlayerAuctionRecordInfo(curPlayer, recordType, None, curPlayer.GetFamilyID()) + return + +#// B5 16 拍卖行查询关注中的拍品 #tagCGQueryAttentionAuctionItem +# +#struct tagCGQueryAttentionAuctionItem +#{ +# tagHead Head; +#}; +def OnQueryAttentionAuctionItem(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + playerID = curPlayer.GetPlayerID() + + auctionItemMgr = PyDataManager.GetAuctionItemManager() + myAttentionItemDict = auctionItemMgr.myAttentionItemDict + if playerID in myAttentionItemDict: + attentionItemList = myAttentionItemDict[playerID] + else: + attentionItemList = [] + attentionMgr = PyDataManager.GetAuctionAttentionManager() + attentionItemIDList = GetPlayerAuctionAttention(attentionMgr, playerID) + if attentionItemIDList: + for auctionItem in auctionItemMgr.worldAuctionItemList: + if auctionItem.ItemID not in attentionItemIDList: + continue + attentionItemList.append(auctionItem) + myAttentionItemDict[playerID] = attentionItemList + + clientPack = ChPyNetSendPack.tagGCAttentionAuctionItemInfo() + clientPack.AuctionItemList = [] + for attentionItem in attentionItemList: + itemObj = ChPyNetSendPack.tagGCAttentionAuctionItem() + itemObj.ItemGUID = attentionItem.ItemGUID + itemObj.FamilyID = attentionItem.FamilyID + itemObj.ItemID = attentionItem.ItemID + itemObj.ItemCount = attentionItem.Count + itemObj.AddTime = attentionItem.AddTime + itemObj.BidderPrice = attentionItem.BidderPrice + itemObj.BiddingTime = attentionItem.BiddingTime + itemObj.UserData = attentionItem.UserData + itemObj.UserDataLen = attentionItem.UserDataLen + clientPack.AuctionItemList.append(itemObj) + clientPack.AuctionItemCount = len(clientPack.AuctionItemList) + NetPackCommon.SendFakePack(curPlayer, clientPack) + return + +#// B5 18 拍卖行修改关注物品 #tagCGAttentionAuctionItemChange +# +#struct tagCGAttentionAuctionItemChange +#{ +# tagHead Head; +# DWORD ItemID; +# BYTE IsAttention; //是否关注,取消关注发0 +#}; +def OnAttentionAuctionItemChange(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + playerID = curPlayer.GetPlayerID() + itemID = clientData.ItemID + isAttention = clientData.IsAttention + + attentionMgr = PyDataManager.GetAuctionAttentionManager() + if isAttention: + if not AddPlayerAuctionAttention(attentionMgr, playerID, itemID): + return + else: + if not DelPlayerAuctionAttention(attentionMgr, playerID, itemID): + return + Sync_PlayerAttentionAuctionItemID(curPlayer, True) + + # 关注信息变更,清空关注拍品实例缓存 + auctionItemMgr = PyDataManager.GetAuctionItemManager() + auctionItemMgr.myAttentionItemDict.pop(playerID, None) + return + +def Sync_FamilyAuctionItemInfo(curPlayer, familyID, itemInfoList=[]): + # // B5 05 拍卖行仙盟拍卖中的物品信息 #tagGCFamilyAuctionItemInfo + + if not familyID: + return + + if not itemInfoList: + itemInfoList = GetFamilyAuctionItemList(familyID) + + if not itemInfoList: + return + + itemInfoPack = ChPyNetSendPack.tagGCFamilyAuctionItemInfo() + itemInfoPack.AuctionItemList = [] + for auctionItem in itemInfoList: + packItem = ChPyNetSendPack.tagGCFamilyAuctionItem() + packItem.ItemGUID = auctionItem.ItemGUID + packItem.FamilyID = auctionItem.FamilyID + packItem.ItemID = auctionItem.ItemID + packItem.ItemCount = auctionItem.Count + packItem.AddTime = auctionItem.AddTime + packItem.BidderPrice = auctionItem.BidderPrice + packItem.BiddingTime = auctionItem.BiddingTime + packItem.UserData = auctionItem.UserData + packItem.UserDataLen = auctionItem.UserDataLen + packItem.FamilyPlayerIDInfo = auctionItem.FamilyPlayerIDInfo + packItem.FamilyPlayerIDLen = auctionItem.FamilyPlayerIDLen + packItem.AuctionType = auctionItem.AuctionType + itemInfoPack.AuctionItemList.append(packItem) + itemInfoPack.AuctionItemCount = len(itemInfoPack.AuctionItemList) + + if curPlayer: + NetPackCommon.SendFakePack(curPlayer, itemInfoPack) + else: + PlayerFamily.SendFamilyFakePack(familyID, itemInfoPack) + return + +def Sync_PlayerAuctionItemInfo(curPlayer, auctionItem=None): + # // B5 02 拍卖行玩家拍卖中的物品信息 #tagGCPlayerAuctionItemInfo + + if auctionItem: + syncItemList = [auctionItem] + else: + syncItemList = GetPlayerAuctionItemList(curPlayer.GetPlayerID()) + + if not syncItemList: + return + + itemInfoPack = ChPyNetSendPack.tagGCPlayerAuctionItemInfo() + itemInfoPack.AuctionItemList = [] + for auctionItem in syncItemList: + packItem = ChPyNetSendPack.tagGCPlayerAuctionItem() + packItem.ItemGUID = auctionItem.ItemGUID + packItem.FamilyID = auctionItem.FamilyID + packItem.ItemID = auctionItem.ItemID + packItem.ItemCount = auctionItem.Count + packItem.AddTime = auctionItem.AddTime + packItem.BidderPrice = auctionItem.BidderPrice + packItem.BiddingTime = auctionItem.BiddingTime + packItem.UserData = auctionItem.UserData + packItem.UserDataLen = auctionItem.UserDataLen + itemInfoPack.AuctionItemList.append(packItem) + itemInfoPack.AuctionItemCount = len(itemInfoPack.AuctionItemList) + NetPackCommon.SendFakePack(curPlayer, itemInfoPack) + return + +def Sync_PlayerAuctionRecordInfo(curPlayer, recordType, newRecordData=None, familyID=0): + ## B5 03 拍卖行玩家拍卖记录 #tagGCPlayerAuctionRecordInfo + if recordType == AuctionRecordType_MyAuction and curPlayer: + syncRecordList = [newRecordData] if newRecordData else GetMyAuctionItemRecord(curPlayer.GetPlayerID()) + elif recordType == AuctionRecordType_FamilyAuction and familyID: + syncRecordList = [newRecordData] if newRecordData else GetFamilyAuctionItemRecord(familyID) + elif recordType == AuctionRecordType_MyBid and curPlayer: + syncRecordList = [newRecordData] if newRecordData else GetMyBiddingItemRecord(curPlayer.GetPlayerID()) + else: + return + + clientPack = ChPyNetSendPack.tagGCPlayerAuctionRecordInfo() + clientPack.AuctionRecordList = [] + for recordData in syncRecordList: + record = ChPyNetSendPack.tagGCPlayerAuctionRecord() + record.ItemGUID = recordData.ItemGUID + record.FamilyID = recordData.FamilyID + record.RecordType = recordData.RecordType + record.RecordResult = recordData.RecordResult + record.RecordTime = recordData.RecordTime + record.BidderPrice = recordData.BidderPrice + record.BidderName = recordData.BidderName + record.ItemID = recordData.ItemID + record.ItemCount = recordData.Count + record.UserData = recordData.UserData + record.UserDataLen = recordData.UserDataLen + clientPack.AuctionRecordList.append(record) + clientPack.Count = len(clientPack.AuctionRecordList) + + if curPlayer: + NetPackCommon.SendFakePack(curPlayer, clientPack) + elif familyID and recordType == AuctionRecordType_FamilyAuction: + PlayerFamily.SendFamilyFakePack(familyID, clientPack) + return + +def Sync_PlayerBiddingItemInfo(curPlayer, auctionItem=None): + #// B5 10 拍卖行玩家竞价中的物品信息 #tagGCBiddingItemInfo + # 上线同步、玩家相关的竞价拍品竞价变更时同步 + + if auctionItem: + syncItemList = [auctionItem] + else: + playerID = curPlayer.GetPlayerID() + auctionItemMgr = PyDataManager.GetAuctionItemManager() + nowBiddingAuctionItemList = auctionItemMgr.nowBiddingAuctionItemDict.get(playerID, []) + hisBiddingAuctionItemList = auctionItemMgr.hisBiddingAuctionItemDict.get(playerID, []) + syncItemList = nowBiddingAuctionItemList + hisBiddingAuctionItemList + + if not syncItemList: + return + + itemInfoPack = ChPyNetSendPack.tagGCBiddingItemInfo() + itemInfoPack.AuctionItemList = [] + for auctionItem in syncItemList: + packItem = ChPyNetSendPack.tagGCBiddingItem() + packItem.ItemGUID = auctionItem.ItemGUID + packItem.FamilyID = auctionItem.FamilyID + packItem.ItemID = auctionItem.ItemID + packItem.ItemCount = auctionItem.Count + packItem.AddTime = auctionItem.AddTime + packItem.BidderID = auctionItem.BidderID + packItem.BidderPrice = auctionItem.BidderPrice + packItem.BiddingTime = auctionItem.BiddingTime + packItem.UserData = auctionItem.UserData + packItem.UserDataLen = auctionItem.UserDataLen + itemInfoPack.AuctionItemList.append(packItem) + itemInfoPack.AuctionItemCount = len(itemInfoPack.AuctionItemList) + NetPackCommon.SendFakePack(curPlayer, itemInfoPack) + return + +def Sync_PlayerAttentionAuctionItemID(curPlayer, isForce=False): + # // B5 07 拍卖行关注的物品ID #tagGCAttentionAuctionItemID + attentionMgr = PyDataManager.GetAuctionAttentionManager() + attentionItemIDList = GetPlayerAuctionAttention(attentionMgr, curPlayer.GetPlayerID()) + if not attentionItemIDList and not isForce: + return + clientPack = ChPyNetSendPack.tagGCAttentionAuctionItemID() + clientPack.AttentionItemIDList = attentionItemIDList + clientPack.AttentionCount = len(clientPack.AttentionItemIDList) + NetPackCommon.SendFakePack(curPlayer, clientPack) + return + +def DR_AuctionHouse(curPlayer, eventName, drDict): + accID = "" if not curPlayer else curPlayer.GetAccID() + playerID = 0 if not curPlayer else curPlayer.GetPlayerID() + dataDict = {"EventName":eventName, "PlayerID":playerID, "AccID":accID} + dataDict.update(drDict) + DataRecordPack.SendEventPack("AuctionHouse", dataDict, curPlayer) + return + +def DoAddFamilyAuctionItem(mapID, familyAuctionItemDict): + ''' 上架仙盟拍品,因为仙盟拍品默认上架,所以使用批量上架 + @param familyAuctionItemDict: {仙盟ID:[[享受收益的成员ID, ...], [[拍品ID,个数], [拍品ID,个数,是否拍品], ...]], ...} + ''' + GameWorld.Log("发送地图上架仙盟拍品: mapID=%s, %s" % (mapID, familyAuctionItemDict)) + GameWorld.SendMapServerMsgEx(ShareDefine.Def_Notify_WorldKey_AddFamilyAuctionItem, [mapID, familyAuctionItemDict]) + return + +def DoAddSystemAuctionItem(sysAuctionItemList): + ''' 上架系统拍品 + @param sysAuctionItemList: [物品ID, [阶,颜色,[部位, ...],是否套装,星级,[可选参数职业, ...]], ...] + ''' + mapID = ChConfig.Def_FBMapID_MainCity + GameWorld.Log("发送地图上架系统拍品: mapID=%s, %s" % (mapID, sysAuctionItemList)) + GameWorld.SendMapServerMsgEx(ShareDefine.Def_Notify_WorldKey_AddSystemAuctionItem, [mapID, sysAuctionItemList]) + return -- Gitblit v1.8.0