From d236760ececff7046f3a68d61f865e1edb9429c1 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期日, 22 九月 2019 18:34:00 +0800 Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode --- ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py | 296 +++++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 269 insertions(+), 27 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py index 8f155b3..fd99fd1 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py @@ -27,6 +27,7 @@ import PlayerBourse import PlayerFamily import ShareDefine +import PyGameData import ChConfig import random @@ -51,7 +52,8 @@ 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 -) = range(6) +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 @@ -217,10 +219,22 @@ def __InitAuctionAttentionAttrEx(attentionData): ## 初始化拍卖关注实例附加属性 - setattr(attentionData, "AttentionItemIDList", [] if not attentionData.AttentionInfo else json.loads(attentionData.AttentionInfo)) + 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 + + 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 @@ -270,9 +284,73 @@ 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 + + # 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 + + 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 + + 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 @@ -419,7 +497,7 @@ GameWorld.Log("=============================================================") return AuctionSystemItem[1] -def OnAuctionItemMinuteProcess(): +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 @@ -428,7 +506,10 @@ curDateTime.hour, curDateTime.minute), ChConfig.TYPE_Time_Format) randMailKey = "" - sysAuctionItemList = [] + addItemTick = tick + sysAuctionItemList = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemList") # 系统等待上架的拍品列表 + if not sysAuctionItemList: + sysAuctionItemList = [] addSystemAuctionItemInfo = __GetAuctionSystemItemInfo() for cfgID, ipyData, addAuctionItemDatetimeList in addSystemAuctionItemInfo: if curDateTime not in addAuctionItemDatetimeList: @@ -436,20 +517,29 @@ #cfgID = ipyData.GetCfgID() addCountWeightList = ipyData.GetItemCountWeightList() auctionItemWeightList = ipyData.GetAuctionItemWeightList() + randSecondRange = ipyData.GetAddRandSecondRange() addCount = GameWorld.GetResultByWeightList(addCountWeightList) - addSysItemList = [] + GameWorld.Log("增加等待上架的系统拍品信息: cfgID=%s,addCount=%s,addItemTick=%s" % (cfgID, addCount, addItemTick)) for _ in xrange(addCount): itemInfo = GameWorld.GetResultByWeightList(auctionItemWeightList) if itemInfo != None: - addSysItemList.append(itemInfo) - GameWorld.Log("增加上架系统拍品信息: cfgID=%s,addCount=%s, %s" % (cfgID, addCount, addSysItemList)) - sysAuctionItemList += addSysItemList - + randSeconds = 0 + if len(randSecondRange) == 2: + randSeconds = random.randint(randSecondRange[0], randSecondRange[1]) + elif len(randSecondRange) == 1: + randSeconds = randSecondRange[0] + addItemTick = addItemTick + randSeconds * 1000 + sysAuctionItemList.append([addItemTick, itemInfo]) + GameWorld.Log(" 增加等待上架的系统拍品: randSeconds=%s,addItemTick=%s,itemInfo=%s" % (randSeconds, addItemTick, itemInfo)) + randMailKeyList = ipyData.GetRandMailKeyList() if randMailKeyList: randMailKey = random.choice(randMailKeyList) + IpyGameDataPY.SetConfigEx("SysWaitAuctionItemList", sysAuctionItemList) + #GameWorld.DebugLog("等待系统上架的拍品列表: %s" % sysAuctionItemList) + # 随机邮件通知 if randMailKey: playerIDList = [] @@ -463,13 +553,34 @@ continue playerIDList.append(player.GetPlayerID()) PlayerCompensation.SendMailByKey(randMailKey, playerIDList, addItemList) + + return + +def __DoSysWaitAddAuctionItem(tick): + sysAuctionItemList = IpyGameDataPY.GetConfigEx("SysWaitAuctionItemList") # 系统等待上架的拍品列表 + if not sysAuctionItemList: + return + + doCount = len(sysAuctionItemList) + while doCount > 0 and sysAuctionItemList: + doCount -= 1 + addItemTick, itemInfo = sysAuctionItemList[0] + if tick < addItemTick: + #GameWorld.DebugLog("未到系统等待上架的拍品tick,不处理! tick=%s,sysAuctionItemList=%s" % (tick, sysAuctionItemList)) + break + sysAuctionItemList.pop(0) + GameWorld.DebugLog("系统等待上架的拍品tick已到,可上架! tick=%s >= addItemTick=%s,itemInfo=%s,sysAuctionItemList=%s" % (tick, addItemTick, itemInfo, sysAuctionItemList)) + DoAddSystemAuctionItem([itemInfo]) - if sysAuctionItemList: - DoAddSystemAuctionItem(sysAuctionItemList) 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 @@ -497,6 +608,89 @@ __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 @@ -569,6 +763,7 @@ 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): @@ -593,15 +788,16 @@ 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 bidderID and bidderPrice: + if bidderPrice: endType = "OK" # 竞拍成功邮件,发放物品 - paramList = [bidderPrice] - detail = {"ItemGUID":itemGUID} - addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}] - PlayerCompensation.SendMailByKey("PaimaiMail3", [bidderID], addItemList, paramList, detail=detail) - AddAuctionRecord(auctionItem, AuctionRecordResult_BidOK) + if bidderID: + paramList = [bidderPrice] + detail = {"ItemGUID":itemGUID} + addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}] + PlayerCompensation.SendMailByKey("PaimaiMail3", [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: @@ -618,7 +814,7 @@ # 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, gold=giveGoldAverage, + 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)) @@ -631,7 +827,7 @@ # 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, gold=givePlayerGold, + PlayerCompensation.SendMailByKey("PaimaiMail7", [playerID], [], paramList, goldPaper=givePlayerGold, detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionGain) else: @@ -652,13 +848,17 @@ elif playerID: endType = "Return" - # 流拍返还物品邮件 + # 返还物品邮件 paramList = [] detail = {"ItemGUID":itemGUID} addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":True, "UserData":auctionItem.UserData}] - PlayerCompensation.SendMailByKey("PaimaiMail4", [playerID], addItemList, paramList, detail=detail) - - AddAuctionRecord(auctionItem, AuctionRecordResult_SellFail) + # 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)) @@ -686,6 +886,9 @@ 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) @@ -774,6 +977,12 @@ return + # 下架拍品 + elif queryType == "UnsellAuctionItem": + itemGUID = queryData[0] + __DoUnsellAuctionItem(curPlayer, itemGUID) + return + elif queryType == "ClearAuctionItem": __DoGMClearAuctionItem(curPlayer) return @@ -936,6 +1145,31 @@ 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): ''' 玩家竞价物品 @param curPlayer: 竞价的玩家 @@ -1023,12 +1257,12 @@ if isBuyout: # 竞拍失败,仅通知 paramList = [itemID, itemID, lastBidderPrice] - PlayerCompensation.SendMailByKey("PaimaiMail2", [lastBidderID], [], paramList, gold=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, gold=lastBidderPrice, + PlayerCompensation.SendMailByKey("PaimaiMail1", [lastBidderID], [], paramList, goldPaper=lastBidderPrice, detail=detail, moneySource=ChConfig.Def_GiveMoney_AuctionBidReturn) AddAuctionRecord(auctionItem, AuctionRecordResult_BidFail) @@ -1077,6 +1311,10 @@ 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") else: @@ -1152,9 +1390,12 @@ 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("AllDict总拍品数: %s" % len(auctionItemMgr.allAuctionItemDict)) - GameWorld.DebugLog("全服拍品个数: =%s" % len(auctionItemMgr.worldAuctionItemList)) + 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))) @@ -1545,6 +1786,7 @@ 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)) -- Gitblit v1.8.0