From d9f13c5e9a02f31cad2f58357acd3140809e88c1 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 11 九月 2018 19:57:27 +0800
Subject: [PATCH] fix:3477【后端】【1.0.15】【1.1.0】娲皇遗迹新增Vip特权:副本购买次数
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py | 54 +++++++++++++++++++++++++++++++++++++++++-------------
1 files changed, 41 insertions(+), 13 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
index e31eba8..ae3e662 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/GameWorldProcess.py
@@ -39,6 +39,7 @@
import GameWorld
import ChConfig
import PlayerControl
+import FamilyRobBoss
import EventShell
import FBLogic
import FBCommon
@@ -311,15 +312,35 @@
return
gameFB = GameWorld.GetGameFB()
- logOffTick = gameFB.GetPlayerLogoffTick()
+ fbIndex = gameWorld.GetCurGameWorldIndex()
+ if fbIndex in PyGameData.g_lastExitFBType:
+ '''老模式根据 GetPlayerLogoffTick()、GetIsSafeClose()判断的话在某些情况下会有隐藏bug
+ 因为当副本中玩家同时退出时可能出现 GameWorld.GetMapCopyPlayerManager().GetPlayerCount() != 1 的情况
+ 所以老逻辑存在副本无法关闭的bug,这里只使用新模式,老模式暂不做修改,仅做兼容后备处理
+ '''
+ exitFBType, exitTick = PyGameData.g_lastExitFBType[fbIndex]
+ if exitFBType == 1:
+ passTick = tick - exitTick
+ if passTick < ChConfig.Def_EmptyFBKeepTime:
+ #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护中!tick=%s,exitTick=%s,passTick=%s"
+ # % (tick, exitTick, passTick), fbIndex)
+ return
+ #GameWorld.DebugLog("最后一个玩家离线退出的,副本保护超时,关闭副本!tick=%s,exitTick=%s,passTick=%s"
+ # % (tick, exitTick, passTick), fbIndex)
+ #else:
+ # GameWorld.DebugLog("最后一个玩家主动退出的,直接关闭副本!", fbIndex)
+ PyGameData.g_lastExitFBType.pop(fbIndex)
+ #GameWorld.DebugLog("PyGameData.g_lastExitFBType=%s" % PyGameData.g_lastExitFBType, fbIndex)
+ else:
+ logOffTick = gameFB.GetPlayerLogoffTick()
- if logOffTick == 0:
- return
-
- if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
- #GameWorld.Log(str(tick - logOffTick))
- #不是安全断线的情况下, 返回
- return
+ if logOffTick == 0:
+ return
+
+ if (not gameFB.GetIsSafeClose()) and tick - logOffTick < ChConfig.Def_EmptyFBKeepTime:
+ #GameWorld.Log(str(tick - logOffTick))
+ #不是安全断线的情况下, 返回
+ return
#输出调试信息
GameWorld.Log('__ProcessClose! LineID = %s, openState = %s, isSafeClose = %s'%(
@@ -402,9 +423,13 @@
return IPY_GameWorld.cmePlayerFull
#检查副本状态是否可以登录
- if not FBCommon.CheckFBStateCanEnter(askStruct):
+ checkRet = FBCommon.CheckFBStateCanEnter(askStruct)
+ if type(checkRet) not in [tuple, list]:
+ checkRet = (checkRet, "FB_andyshao_861048")
+ canEnter, notifyMark = checkRet
+ if not canEnter:
#副本关闭中, 请稍后
- return IPY_GameWorld.cmeCustom, 'FB_andyshao_861048'
+ return IPY_GameWorld.cmeCustom, notifyMark
changeMapAskResult = FBLogic.OnChangeMapAsk(askStruct, tick)
@@ -452,11 +477,11 @@
__ProcessOpen(gameWorld, tick)
- __ProcessTimeKickPlayer(gameWorld, tick)
+ __ProcessTimeKickPlayer(gameWorld, tick) # 处理副本生存周期强关副本
- __ProcessFBDelayKickPlayer(gameWorld, tick)
+ __ProcessFBDelayKickPlayer(gameWorld, tick) # 关闭副本延迟踢出玩家
- __ProcessClose(gameWorld, tick)
+ __ProcessClose(gameWorld, tick) # 自伸缩副本关闭逻辑
__ProcessMapServerAcPlayer(tick)
@@ -477,6 +502,9 @@
__RefreshOnFiveMinute(tick)
#定时检测关闭超时文件
EventReport.OnTimeCloseScribeTxt()
+
+ #仙盟归属boss定时处理
+ FamilyRobBoss.OnFamilyOwnerBossProcess(tick)
return
## 通知RouteServer 消息
--
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