From ee4705284b8064b4f3964dfd13c22386b7d5c20f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 26 二月 2025 15:48:24 +0800
Subject: [PATCH] 10407 【越南】【英语】【BT】【GM】【砍树】周末BUG汇总(修复排行榜功能开启时同步开服活动榜数据异常bug;)

---
 ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py |  745 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 740 insertions(+), 5 deletions(-)

diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
index dd9aa79..db4f559 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerFB.py
@@ -30,8 +30,102 @@
 import PlayerTeam
 import GameWorld
 import ChConfig
+import IPY_PlayerDefine
+import CrossBattlefield
+import CrossRealmPlayer
+import CrossChampionship
+import PlayerPackData
+import DataRecordPack
+import CrossRealmMsg
+import PyDataManager
+import ShareDefine
+import CrossBoss
+import time
+
+DynamicShuntType_No = 0 # 不分流
+DynamicShuntType_Fill = 1    # 填满式分流,按存在的线路人数多的优先填充,都满后开启新线路
+DynamicShuntType_Equally = 2 # 均摊式分流,按存在的线路人数少的优先填充,都满后开启新线路
 #---------------------------------------------------------------------
 
+## 跨服地图动态分配的功能线路,如果有人数上限的,则同分区同地图玩法的可能同时存在多个相同功能线路的数据
+##  {dataMapID:{(zoneID, funcLineID):[CrossFuncLineInfo, CrossFuncLineInfo, ...], ...}, ...}
+class CrossFuncLineInfo():
+    
+    def __init__(self):
+        self.realMapID = 0
+        self.copyMapID = 0
+        self.newFuncLineNum = 0
+        self.funcLineDataCache = None # 功能线路自定义缓存数据
+        return
+    
+    def OnCopyMapClose(self):
+        self.realMapID = 0
+        self.copyMapID = 0
+        return
+
+## 跨服地图动态分配的虚拟线路信息 {(mapID, copyMapID):CrossCopyMapInfo, ...}
+class CrossCopyMapInfo():
+    
+    def __init__(self, zoneID, funcMapID, funcLineID):
+        self.zoneID = zoneID
+        self.funcMapID = funcMapID
+        self.funcLineID = funcLineID
+        self.newFuncLineNum = 0
+        self.realMapID = 0
+        self.copyMapID = 0
+        self.openState = IPY_PlayerDefine.fbosClosed
+        self.fbPlayerDict = {} # 副本中的玩家信息 {playerID:serverGroupID, ...}
+        self.waitPlayerDict = {} # 等待进入的玩家信息 {playerID:[serverGroupID, tick], ...}
+        self.offlinePlayerDict = {} # 掉线的玩家信息,非主动退出的 {playerID:serverGroupID, ...}
+        self.enterPlayerIDList = [] # 有进入过此分线的玩家ID列表,不会清除 [playerID, ...]
+        return
+    
+    def GetCopyMapPlayerCount(self, includeOffline, tick):
+        ## 获取该分线玩家数
+        # @param includeOffline: 是否包含离线玩家
+        
+        # 移除请求进入超时的玩家
+        for waitPlayerID, playerInfo in self.waitPlayerDict.items():
+            _, requestTick = playerInfo
+            if tick - requestTick > 60000: # 请求进入时间保留1分钟
+                self.waitPlayerDict.pop(waitPlayerID)
+                
+        # 判断是否超过人数上限
+        fbPlayerCount, waitPlayerCount = len(self.fbPlayerDict), len(self.waitPlayerDict)
+        totalPlayerCount = fbPlayerCount + waitPlayerCount
+        if includeOffline:
+            totalPlayerCount += len(self.offlinePlayerDict)
+            
+        return totalPlayerCount
+    
+    def IsMustCopyMapPlayer(self, playerID, checkTeam=True):
+        ## 是否必定在此分线的玩家, 在请求队列里 或 曾经进入到该分线的,都强制认为属于该分线的玩家
+        if playerID in self.waitPlayerDict or playerID in self.enterPlayerIDList:
+            return True
+        if self.openState != IPY_PlayerDefine.fbosOpen:
+            return False
+        if not checkTeam:
+            return False
+        # 队友强制在一起
+        funcTeamMgr = PyDataManager.GetDBPyFuncTeamManager()
+        teamID = funcTeamMgr.GetPlayerTeamID(playerID, self.funcMapID)
+        if not teamID:
+            return False
+        funcTeam = funcTeamMgr.GetFuncTeam(teamID)
+        if not funcTeam:
+            return False
+        for memID in funcTeam.GetMemberIDList():
+            if memID in self.waitPlayerDict or memID in self.enterPlayerIDList:
+                GameWorld.DebugLog("强制和队友在一条线路!  funcMapID=%s,memID=%s,realMapID=%s,copyMapID=%s" 
+                                   % (self.funcMapID, memID, self.realMapID, self.copyMapID), playerID)
+                return True
+        return False
+        
+    def OnRequestEnterCrossCopyMap(self, playerID, tick, copyMapPlayerMax, includeOffline):
+        if not copyMapPlayerMax or self.IsMustCopyMapPlayer(playerID):
+            return True
+        return self.GetCopyMapPlayerCount(includeOffline, tick) < copyMapPlayerMax
+    
 #---------------------------------------------------------------------
 def GetFBLineIpyData(mapID, lineID, isDefaultLine=True):
     mapID = GetRecordMapID(mapID)
@@ -70,13 +164,598 @@
             return dataMapID
     return mapID
 
+def ClientServerMsg_EnterFB(serverGroupID, msgData, tick):
+    ## 收到子服请求进入动态分配的跨服副本
+    playerID = msgData["PlayerID"]
+    mapID = msgData["MapID"]
+    funcLineID = msgData["FuncLineID"]
+    playerLV = msgData["LV"]
+    
+    if mapID == ChConfig.Def_FBMapID_CrossChampionship:
+        #CrossChampionship.OnRequestChampionshipVSRoom(playerID, serverGroupID)
+        return
+    
+    zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByServerGroupID(mapID, serverGroupID)
+    if not zoneIpyData:
+        return
+    zoneID = zoneIpyData.GetZoneID()
+    
+    openHour, openMinute = None, None
+    dynamicShuntType = DynamicShuntType_Fill
+    includeOffline = False
+    tagCopyMapObj = None
+    
+    # 基础验证是否可进入等 及 数据准备
+    if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
+        bossID = msgData["BossID"]
+        if not CrossBoss.GetCrossBossIsAliveOrCanReborn(zoneID, bossID):
+            GameWorld.ErrLog("当前跨服妖王死亡状态,不可进入! funcLineID=%s,zoneID=%s,bossID=%s" % (funcLineID, zoneID, bossID), playerID)
+            return
+        
+    elif mapID in [ChConfig.Def_FBMapID_CrossGrasslandLing, ChConfig.Def_FBMapID_CrossGrasslandXian]:
+        pass
+    
+    elif mapID == ChConfig.Def_FBMapID_CrossBattlefield:
+        openTimeInfo = CrossBattlefield.GetCrossBattlefieldOpenTime(serverGroupID, zoneID, playerID)
+        if not openTimeInfo:
+            #GameWorld.ErrLog("非活动时间或未开启! funcLineID=%s,zoneID=%s" % (funcLineID, zoneID), playerID)
+            return
+        dynamicShuntType = DynamicShuntType_Equally
+        isCallBattle, openHour, openMinute = openTimeInfo
+        if isCallBattle:
+            # 召集场次默认 funcLineID 为0,不分等级,不分流
+            funcLineID = 0
+            dynamicShuntType = DynamicShuntType_No
+            includeOffline = True
+    else:
+        return
+    
+    dynamicLineMaxPlayerCountDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 2)
+    copyMapPlayerMin, copyMapPlayerMax = dynamicLineMaxPlayerCountDict.get(mapID, [0, 0]) # 0为不限制人数,默认不限制
+    
+    # 除个别地图外,最优先进入上次进入的未关闭分线
+    if mapID not in []:
+        for _, copyMapObj in PyGameData.g_crossDynamicLineCopyMapInfo.items():
+            if copyMapObj.IsMustCopyMapPlayer(playerID):
+                tagCopyMapObj = copyMapObj
+                break
+            
+    # 如果没有进入过,则按功能看是否有特殊指定规则
+    if tagCopyMapObj == None:
+        if mapID == ChConfig.Def_FBMapID_CrossBattlefield:
+            if isCallBattle:
+                copyMapPlayerMax = IpyGameDataPY.GetFuncCfg("CrossBattlefieldCall", 2)
+                tagCopyMapObj = CrossBattlefield.GetCallPlayerCopymapObj(playerID, serverGroupID, mapID, funcLineID, zoneID, copyMapPlayerMax, includeOffline, tick)
+            
+    # 如果还没有取到对应的分流线,则按默认规则处理
+    if tagCopyMapObj == None and dynamicShuntType:
+        # 非特殊动态规则,走常规逻辑
+        dynamicLineLVRangeDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 4)
+        if mapID in dynamicLineLVRangeDict:
+            lvRangeList = dynamicLineLVRangeDict[mapID]
+            for lvFuncLineID, lvRange in enumerate(lvRangeList):
+                if lvRange[0] <= playerLV <= lvRange[1]:
+                    funcLineID = lvFuncLineID
+                    copyMapPlayerMin, copyMapPlayerMax = lvRange[2], lvRange[3]
+                    GameWorld.DebugLog("进入跨服地图等级自动适配功能线路ID: mapID=%s,playerLV=%s,funcLineID=%s,copyMapPlayerMin=%s,copyMapPlayerMax=%s" 
+                                       % (mapID, playerLV, funcLineID, copyMapPlayerMin, copyMapPlayerMax))
+                    break
+                
+        shuntPlayerMax = copyMapPlayerMax
+        
+        minCountTimeDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 3) # 分流下限人数有效时间配置,单位秒,{dataMapID:秒, ...}
+        if mapID in minCountTimeDict:
+            playerMinTimeSet = minCountTimeDict[mapID]
+            curTime = GameWorld.GetServerTime()
+            if openHour == None or openMinute == None:
+                GameWorld.ErrLog("副本开启时间未知! mapID=%s,funcLineID=%s,zoneID=%s" % (mapID, funcLineID, zoneID), playerID)
+                return
+            
+            openDateTimeStr = "%d-%02d-%02d %02d:%02d:00" % (curTime.year, curTime.month, curTime.day, openHour, openMinute)
+            openDateTime = GameWorld.ChangeStrToDatetime(openDateTimeStr)
+            passTime = curTime - openDateTime
+            '''
+                                                在线(包含请求中)          <= 单场下限值
+                                                在线(包含请求中)+ 离线 <= 单场上限值
+                                                
+                                                前X秒大于 单场下限值 开新一场
+                                                任意时刻大于 单场上限值 必开新一场
+            '''
+            if passTime.seconds <= playerMinTimeSet:
+                shuntPlayerMax = copyMapPlayerMin
+                includeOffline = False
+            else:
+                shuntPlayerMax = copyMapPlayerMax
+                includeOffline = True
+                
+        tagCopyMapObj = __GetCrossDynamicLineInfo(playerID, serverGroupID, mapID, funcLineID, zoneID, 
+                                                  shuntPlayerMax, copyMapPlayerMax, includeOffline, tick, dynamicShuntType)
+        
+    if not tagCopyMapObj:
+        PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBFull")
+        GameWorld.ErrLog("找不到可分流的副本线路! mapID=%s,funcLineID=%s,zoneID=%s" % (mapID, funcLineID, zoneID), playerID)
+        return
+        
+    realMapID, copyMapID, openState = tagCopyMapObj.realMapID, tagCopyMapObj.copyMapID, tagCopyMapObj.openState
+    
+    if openState >= IPY_PlayerDefine.fbosWaitForClose:
+        PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
+        GameWorld.ErrLog("分流的副本线路关闭中! mapID=%s,funcLineID=%s,zoneID=%s,realMapID=%s,copyMapID=%s,openState=%s" 
+                         % (mapID, funcLineID, zoneID, realMapID, copyMapID, openState), playerID)
+        return
+    
+    tagCopyMapObj.waitPlayerDict[playerID] = [serverGroupID, tick]
+    GameWorld.DebugLog("    分配进入跨服场景: realMapID=%s, copyMapID=%s, openState=%s" % (realMapID, copyMapID, openState), playerID)
+    if openState == IPY_PlayerDefine.fbosOpen:
+        funcLineID = tagCopyMapObj.funcLineID
+        playerIDList = [playerID]
+        # 分流地图的地图数据ID直接使用场景ID,因为分流地图实际上是两张不同的地图,所以直接使用场景ID,不然会导致上传跨服玩家数据时坐标为0
+        retInfo = [playerIDList, mapID, realMapID, realMapID, copyMapID, funcLineID]
+        CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterFBRet, retInfo, [serverGroupID])
+        
+    dataDict = {}
+    dataDict.update(msgData)
+    dataDict.update({"mapID":mapID, "realMapID":realMapID, "copyMapID":copyMapID, "realFuncLineID":funcLineID, "openState":openState})
+    DataRecordPack.SendEventPack("CrossFBRequest", dataDict)
+    return tagCopyMapObj
+
+def CrossServerMsg_EnterFBRet(msgData, tick):
+    ## 收到跨服服务器动态分配的跨服副本进入信息
+    playerIDList, dataMapID, mapID, realMapID, copyMapID, funcLineID = msgData
+    
+    for playerID in playerIDList:
+        curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+        if not curPlayer:
+            continue
+        CrossRealmPlayer.SendCrossRealmReg(curPlayer, dataMapID, realMapID, mapID, copyMapID, lineID=funcLineID)
+        
+    return
+
+def __GetCrossDynamicLineInfo(playerID, serverGroupID, mapID, funcLineID, zoneID, shuntPlayerMax, copyMapPlayerMax, includeOffline, tick, dynamicShuntType):
+    '''获取跨服分区对应动态分配的副本地图虚拟线路信息, 由于需要支持多地图分流,所以直接由GameServer管理分配
+            每个功能线路支持按人数分流,超过最大人数后可开启一条相同功能线路的虚拟线路进行分流,所以同一分区同一地图的功能线路ID可能对应多条虚拟线路
+        分流方式:
+            DynamicShuntType_Fill = 1    # 填满式分流,按存在的线路人数多的优先填充,都满后开启新线路
+            DynamicShuntType_Equally = 2 # 均摊式分流,按存在的线路人数少的优先填充,都满后开启新线路
+        分流规则:
+                    时间仅决定分流人数,不影响常规分配逻辑
+        1. 优先分配到人数小于分流人数的场次
+        2. 超过分流人数的场次依次往人数少的场次分配
+        3. 当当前已开放的场次都达到人数分流人数,则开启新场次,没有空闲的场,则往未达到人数上限的场次依次分配,直到达到所有场次上限
+    
+            关于 shuntPlayerMax 的选择: 可根据副本规则制定
+            如前X分钟内可设定一个小于  copyMapPlayerMax 的分流人数值快速铺满各分流场次
+            当大于X分钟后则可设置 shuntPlayerMax = copyMapPlayerMax 进行饱和分流
+            
+            当所有分流场次达到  shuntPlayerMax 后,可尝试开启新分流线路,进行分流
+         shuntPlayerMax < copyMapPlayerMax 的情况,如果没有办法开启新分流线路,则可继续强制根据分流类型分配线路,只要未达到 copyMapPlayerMax 人数,还是可以进入副本的
+        shuntPlayerMax >= copyMapPlayerMax 的情况,如果没有办法开启新分流线路,则标识副本所有线路已达到饱和状态,不能再进入副本了
+            
+            当  shuntPlayerMax 为 0 时,达标不限制人数上限,及不分流,都在同一条线路,一般跨服副本不建议设置为0,人数太多,不合理
+            
+    @param shuntPlayerMax: 分流最大人数限制
+    @param copyMapPlayerMax: 实际最大可容纳的人数限制,一般大于等于分流人数限制
+    @param includeOffline: 是否包含本线路离线玩家
+    @param dynamicShuntType: 分流类型,可选择  填满式分流  或 均摊式分流
+    '''
+    
+    zoneLineKey = (zoneID, funcLineID)
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
+    funcLineObjList = zoneLineDict.get(zoneLineKey, [])
+    isPlayerFullMax = (shuntPlayerMax >= copyMapPlayerMax)
+    
+    GameWorld.DebugLog("获取动态分流线路: serverGroupID=%s,mapID=%s,funcLineID=%s,zoneID=%s,shuntPlayerMax=%s,copyMapPlayerMax=%s,includeOffline=%s,dynamicShuntType=%s" 
+                       % (serverGroupID, mapID, funcLineID, zoneID, shuntPlayerMax, copyMapPlayerMax, includeOffline, dynamicShuntType), playerID)
+    #GameWorld.DebugLog("    funcLineObjList=%s" % funcLineObjList, playerID)
+    
+    canUseShuntLine = False # 是否直接使用分流线路,如果否的话,当人数未达到真正饱和时,则还可直接分配对应分流类型的线路
+    minPlayerCount, maxPlayerCount = 0, 0
+    minCopyMapObj, maxCopyMapObj = None, None
+    for _, funcLineObj in enumerate(funcLineObjList, 1):
+        realMapID, copyMapID = funcLineObj.realMapID, funcLineObj.copyMapID
+        #GameWorld.DebugLog("    realMapID=%s, copyMapID=%s" % (realMapID, copyMapID))
+        if not realMapID:
+            continue
+        
+        key = (realMapID, copyMapID)
+        if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
+            GameWorld.ErrLog("已经分配的虚拟线路不存在缓存对应关系里!zoneID=%s,funcLineID=%s,realMapID=%s,copyMapID=%s" 
+                             % (zoneID, funcLineID, realMapID, copyMapID))
+            continue
+        
+        copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+        openState = copyMapObj.openState
+        if openState >= IPY_PlayerDefine.fbosWaitForClose:
+            # 没有限制分流人数的情况,代表都在同一场,这种情况下当副本已经在关闭的状态下,则代表已经结束了,不可再进入
+            if not shuntPlayerMax:
+                PlayerControl.NotifyCodeCross(serverGroupID, playerID, "CrossFBClose")
+                return
+            #GameWorld.DebugLog("    虚拟线路等待关闭中! realMapID=%s,copyMapID=%s" % (realMapID, copyMapID))
+            continue
+        
+        if not shuntPlayerMax or copyMapObj.IsMustCopyMapPlayer(playerID):
+            return copyMapObj
+        
+        playerCount = copyMapObj.GetCopyMapPlayerCount(includeOffline, tick)
+        if minCopyMapObj == None or playerCount < minPlayerCount:
+            minPlayerCount = playerCount
+            minCopyMapObj = copyMapObj
+        
+        if maxCopyMapObj == None or playerCount > maxPlayerCount:
+            maxPlayerCount = playerCount
+            maxCopyMapObj = copyMapObj
+            
+        # 存在线路未达到规定的分流人数,则可直接使用分流线路
+        if playerCount < shuntPlayerMax:
+            canUseShuntLine = True
+            
+    #GameWorld.DebugLog("    isPlayerFullMax=%s,canUseShuntLine=%s" % (isPlayerFullMax, canUseShuntLine))
+    dynamicShuntCopyMap = None # 分流类型决定的分流线路
+    
+    # 均摊式
+    if dynamicShuntType == DynamicShuntType_Equally:
+        dynamicShuntCopyMap = minCopyMapObj
+    # 填满式
+    elif dynamicShuntType == DynamicShuntType_Fill:
+        dynamicShuntCopyMap = maxCopyMapObj
+    else:
+        return
+        
+    shuntCopyMap = None
+    if canUseShuntLine:
+        shuntCopyMap = dynamicShuntCopyMap
+        
+    #GameWorld.DebugLog("    shuntCopyMap=%s" % shuntCopyMap)
+    if not shuntCopyMap:
+        isLog = isPlayerFullMax
+        shuntCopyMap = __OpenNewFuncLine(mapID, zoneID, funcLineID, isLog)
+        
+        # 即 shuntPlayerMax < copyMapPlayerMax 的情况
+        if not shuntCopyMap and not isPlayerFullMax:
+            shuntCopyMap = dynamicShuntCopyMap
+            
+    if not shuntCopyMap:
+        return
+    
+    shuntCopyMap.waitPlayerDict[playerID] = [serverGroupID, tick]
+    
+    return shuntCopyMap
+
+def __OpenNewFuncLine(mapID, zoneID, funcLineID, isLog=True):
+    ## 新开功能线路分流
+    
+    if mapID not in PyGameData.g_crossDynamicLineInfo:
+        PyGameData.g_crossDynamicLineInfo[mapID] = {}
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo[mapID] # 跨服动态线路信息 {dataMapID:{(zoneID, funcLineID):[CrossFuncLineInfo, CrossFuncLineInfo, ...], ...}, ...}
+    zoneLineKey = (zoneID, funcLineID)
+    if zoneLineKey not in zoneLineDict:
+        zoneLineDict[zoneLineKey] = []
+    funcLineObjList = zoneLineDict[zoneLineKey]
+    
+    dynamicLineMapDict = IpyGameDataPY.GetFuncEvalCfg("CrossDynamicLineMap", 1)
+    dynamicMapIDList = dynamicLineMapDict.get(mapID, [mapID])
+    
+    openMapID, openCopyMapID = 0, 0
+    maxCopyMapCount = PyGameData.g_crossMapCopyMapCountDict.get(dynamicMapIDList[0], 0)
+    # 外层为虚拟线路总数遍历,内层为分流地图,这样可以均匀分流到各个分流地图,减少单地图压力
+    for copyMapID in xrange(maxCopyMapCount):
+        for realMapID in dynamicMapIDList:
+            if copyMapID >= PyGameData.g_crossMapCopyMapCountDict.get(realMapID, 0):
+                continue
+            if (realMapID, copyMapID) not in PyGameData.g_crossDynamicLineCopyMapInfo:
+                openMapID, openCopyMapID = realMapID, copyMapID
+                break
+        if openMapID:
+            break
+        
+    if not openMapID:
+        if isLog:
+            GameWorld.ErrLog("没有空余的虚拟线路,无法动态开启跨服副本! mapID=%s,zoneID=%s,funcLineID=%s,dynamicMapIDList=%s" 
+                             % (mapID, zoneID, funcLineID, dynamicMapIDList))
+        return
+    
+    realMapID, copyMapID = openMapID, openCopyMapID
+        
+    newFuncLineObj = None
+    for funcLineObj in funcLineObjList:
+        if not funcLineObj.realMapID:
+            newFuncLineObj = funcLineObj
+            break
+        
+    if newFuncLineObj == None:
+        newFuncLineObj = CrossFuncLineInfo()
+        funcLineObjList.append(newFuncLineObj)
+        
+    newFuncLineNum = 1
+    lineNumList = [lineObj.newFuncLineNum for lineObj in funcLineObjList]
+    for num in xrange(1, len(lineNumList) + 1):
+        if num not in lineNumList:
+            newFuncLineNum = num
+            break
+    GameWorld.DebugLog("    lineNumList=%s,newFuncLineNum=%s" % (lineNumList, newFuncLineNum))
+    
+    newFuncLineObj.realMapID = realMapID
+    newFuncLineObj.copyMapID = copyMapID
+    newFuncLineObj.newFuncLineNum = newFuncLineNum
+    
+    copyMapObj = CrossCopyMapInfo(zoneID, mapID, funcLineID)
+    copyMapObj.realMapID = realMapID
+    copyMapObj.copyMapID = copyMapID
+    copyMapObj.newFuncLineNum = newFuncLineNum
+    
+    key = (realMapID, copyMapID)
+    PyGameData.g_crossDynamicLineCopyMapInfo[key] = copyMapObj
+    
+    propertyID = int("%d%03d%02d" % (zoneID, funcLineID, newFuncLineNum))
+    GameWorld.Log("    新开分区动态副本功能线路: zoneID=%s,funcLineID=%s,newFuncLineNum=%s,realMapID=%s,copyMapID=%s,propertyID=%s" 
+                  % (zoneID, funcLineID, newFuncLineNum, realMapID, copyMapID, propertyID))
+    
+    # 通知地图开启新的地图虚拟分线
+    funcLineDataCache = newFuncLineObj.funcLineDataCache
+    msgInfo = str([copyMapID, propertyID, funcLineDataCache])
+    GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, 0, realMapID, "OpenFB", msgInfo, len(msgInfo))
+    return copyMapObj
+
+def SendMapOpenFBEx(realMapID, copyPropertyList):
+    ## 通知地图开启副本线路
+    # @param realMapID: 地图ID
+    # @param copyPropertyList: [[copyMapID, propertyID], ...]
+    msgInfo = str(copyPropertyList)
+    GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, 0, realMapID, "OpenFBEx", msgInfo, len(msgInfo))
+    GameWorld.Log("SendMapOpenFBEx: realMapID=%s,msgInfo=%s" % (realMapID, msgInfo))
+    return
+
+def OpenCrossDynamicLineBySys(zoneID, mapID, funcLineIDList, checkExist):
+    ## 系统开启跨服动态线路
+    
+    GameWorld.Log("    系统开启跨服动态线路: zoneID=%s, mapID=%s, funcLineIDList=%s, checkExist=%s" % (zoneID, mapID, funcLineIDList, checkExist))
+    
+    for funcLineID in funcLineIDList:
+        
+        if checkExist:   
+            fincLineObj = None
+            zoneLineKey = (zoneID, funcLineID)
+            zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
+            funcLineObjList = zoneLineDict.get(zoneLineKey, [])
+            for funcLineObj in funcLineObjList:
+                if funcLineObj.realMapID:
+                    fincLineObj = funcLineObj
+                    break
+                
+            if fincLineObj:
+                GameWorld.ErrLog("已经存在开放中的线路,不重复开启动态副本线路! mapID=%s, funcLineID=%s, zoneID=%s, realMapID=%s, copyMapID=%s" 
+                                 % (mapID, funcLineID, zoneID, funcLineObj.realMapID, funcLineObj.copyMapID))
+                continue
+            
+        __OpenNewFuncLine(mapID, zoneID, funcLineID)
+        
+    return
+
+def GetCrossDynamicLineZoneID(mapID, realMapID, copyMapID):
+    ## 获取跨服动态分配的虚拟线路对应分区ID
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
+    for key, funcLineObjList in zoneLineDict.items():
+        for funcLineObj in funcLineObjList:
+            if funcLineObj.realMapID == realMapID and funcLineObj.copyMapID == copyMapID:
+                zoneID = key[0]
+                return zoneID
+    return 0
+
+def OnCrossDynamicLineStateChange(msgList):
+    mapID, realMapID, copyMapID, state = msgList[:4]
+    
+    if state == IPY_PlayerDefine.fbosWaitForClose:
+        funcLineDataCache = msgList[3]
+        OnCrossDynamicLineWaitForClose(realMapID, copyMapID, funcLineDataCache)
+    elif state == IPY_PlayerDefine.fbosClosed:
+        OnCrossDynamicLineClose(realMapID, copyMapID)
+    elif state == IPY_PlayerDefine.fbosOpen:
+        OnCrossDynamicLineOpen(mapID, realMapID, copyMapID)
+    else:
+        key = (realMapID, copyMapID)
+        if key in PyGameData.g_crossDynamicLineCopyMapInfo:
+            copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+            copyMapObj.openState = state
+    return
+
+def OnCrossDynamicLineOpen(mapID, realMapID, copyMapID):
+    ## 动态分配线路的地图虚拟线路启动成功
+    
+    key = (realMapID, copyMapID)
+    if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
+        return
+    copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+    copyMapObj.openState = IPY_PlayerDefine.fbosOpen
+    funcLineID = copyMapObj.funcLineID
+    
+    # 通知子服等待中的玩家可以进入副本
+    serverPlayerIDListDict = {}
+    for playerID, playerInfo in copyMapObj.waitPlayerDict.items():
+        serverGroupID = playerInfo[0]
+        if serverGroupID not in serverPlayerIDListDict:
+            serverPlayerIDListDict[serverGroupID] = []
+        playerIDList = serverPlayerIDListDict[serverGroupID]
+        playerIDList.append(playerID)
+        
+    recordMapID = GetRecordMapID(realMapID)
+    GameWorld.Log("动态分配虚拟线路启动成功,通知子服等待玩家可进入: recordMapID=%s,mapID=%s,realMapID=%s,copyMapID=%s,serverPlayerIDListDict=%s" 
+                  % (recordMapID, mapID, realMapID, copyMapID, serverPlayerIDListDict))
+    for serverGroupID, playerIDList in serverPlayerIDListDict.items():
+        retInfo = [playerIDList, recordMapID, mapID, realMapID, copyMapID, funcLineID]
+        CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterFBRet, retInfo, [serverGroupID])
+        
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
+    return
+
+def OnCrossDynamicLineWaitForClose(realMapID, copyMapID, funcLineDataCache):
+    ## 动态分配线路的地图虚拟线路关闭
+        
+    mapID = GetRecordMapID(realMapID)
+    GameWorld.Log("动态分配虚拟线路等待关闭 mapID=%s,realMapID=%s,copyMapID=%s,funcLineDataCache=%s" % (mapID, realMapID, copyMapID, funcLineDataCache))
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {}) 
+    for key, funcLineObjList in zoneLineDict.items():
+        for funcLineObj in funcLineObjList:
+            if funcLineObj.realMapID == realMapID and funcLineObj.copyMapID == copyMapID:
+                funcLineObj.funcLineDataCache = funcLineDataCache
+                zoneID, funcLineID = key
+                GameWorld.Log("    分区对应功能线路虚拟分线等待关闭: zoneID=%s,mapID=%s,funcLineID=%s" % (zoneID, mapID, funcLineID))
+                break
+    
+    key = (realMapID, copyMapID)
+    if key in PyGameData.g_crossDynamicLineCopyMapInfo:
+        copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+        copyMapObj.openState = IPY_PlayerDefine.fbosWaitForClose
+        
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
+    return
+
+def OnCrossDynamicLineClose(mapID, copyMapID):
+    ## 动态分配线路的地图虚拟线路关闭
+    
+    dataMapID = GetRecordMapID(mapID)
+    GameWorld.Log("动态分配虚拟线路关闭 dataMapID=%s,mapID=%s,copyMapID=%s" % (dataMapID, mapID, copyMapID))
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(dataMapID, {}) 
+    for key, funcLineObjList in zoneLineDict.items():
+        for funcLineObj in funcLineObjList:
+            if funcLineObj.realMapID == mapID and funcLineObj.copyMapID == copyMapID:
+                funcLineObj.OnCopyMapClose()
+                zoneID, funcLineID = key
+                GameWorld.Log("    分区对应功能线路虚拟分线关闭: zoneID=%s,dataMapID%s,funcLineID=%s" % (zoneID, dataMapID, funcLineID))
+                if not funcLineObj.funcLineDataCache:
+                    funcLineObjList.remove(funcLineObj)
+                break
+    
+    key = (mapID, copyMapID)
+    copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo.pop(key, None)
+    if not copyMapObj:
+        return
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo)
+    
+    playerCount = 0
+    zoneID = copyMapObj.zoneID
+    funcLineID = copyMapObj.funcLineID
+    playerCountInfo = [playerCount]
+    SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo)
+    
+    #如果虚拟分线关闭时,有掉线的玩家,则通知子服重置这些玩家的跨服状态
+    for playerID, serverGroupID in copyMapObj.offlinePlayerDict.items():
+        CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_ExitCrossServer, playerID, [serverGroupID])
+        
+    return
+
+def OnCrossDynamicMapReset(msgList):
+    ## 动态分配线路的地图重置
+    realMapID, copyMapCount = msgList
+    mapID = GetRecordMapID(realMapID)
+    GameWorld.Log("动态分配虚拟线路地图重置 mapID=%s,realMapID=%s,copyMapCount=%s" % (mapID, realMapID, copyMapCount))
+    PyGameData.g_crossMapCopyMapCountDict[realMapID] = copyMapCount
+    
+    zoneLineDict = PyGameData.g_crossDynamicLineInfo.get(mapID, {})
+    for key, funcLineObjList in zoneLineDict.items():
+        for funcLineObj in funcLineObjList:
+            if funcLineObj.realMapID == realMapID:
+                funcLineObj.OnCopyMapClose()
+            
+    for key in PyGameData.g_crossDynamicLineCopyMapInfo.keys():
+        if key[0] == realMapID:
+            PyGameData.g_crossDynamicLineCopyMapInfo.pop(key)
+            
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineInfo=%s" % PyGameData.g_crossDynamicLineInfo)
+    #GameWorld.DebugLog("    PyGameData.g_crossDynamicLineCopyMapInfo=%s" % PyGameData.g_crossDynamicLineCopyMapInfo) 
+    return
+
+def PlayerLoginLoadCrossMapOK(curPlayer):
+    ## 玩家登录跨服地图
+    
+    mapID, copyMapID = curPlayer.GetRealMapID(), curPlayer.GetFBID()
+    key = (mapID, copyMapID)
+    if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
+        return
+    copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+    
+    playerID = curPlayer.GetPlayerID()
+    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
+    copyMapObj.waitPlayerDict.pop(playerID, None)
+    copyMapObj.offlinePlayerDict.pop(playerID, None)
+    copyMapObj.fbPlayerDict[playerID] = serverGroupID
+    if playerID not in copyMapObj.enterPlayerIDList:
+        copyMapObj.enterPlayerIDList.append(playerID)
+    
+    #GameWorld.DebugLog("玩家登录动态分配的跨服地图: GetMapID=%s,GetRealMapID=%s,GetFBID()=%s,serverGroupID=%s" 
+    #                   % (curPlayer.GetMapID(), mapID, copyMapID, serverGroupID), playerID)
+    #GameWorld.DebugLog("    副本中的玩家ID: %s" % copyMapObj.fbPlayerDict)
+    #GameWorld.DebugLog("    等待中的玩家ID: %s" % copyMapObj.waitPlayerDict)
+    #GameWorld.DebugLog("    离线中的玩家ID: %s" % copyMapObj.offlinePlayerDict)
+    
+    playerCount = len(copyMapObj.fbPlayerDict) # 等待进入的暂时不算
+    zoneID = copyMapObj.zoneID
+    funcLineID = copyMapObj.funcLineID
+    playerCountInfo = [playerCount]
+    SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo)
+    return
+
+def SyncClientServerCrossFBFuncLinePlayerCount(zoneID, mapID, funcLineID, playerCountInfo):
+    ## 同步子服跨服副本功能线路人数
+    ## 注意: 此人数不是一个精确人数值,只是一个大概人数值,不用很精确,暂时只玩家进入时同步人数信息,玩家退出暂不处理 
+    mapID = GetRecordMapID(mapID)
+    if mapID not in ChConfig.Def_NeedCountFBFuncLinePlayerCrossMap:
+        return
+    zoneIpyData = CrossRealmPlayer.GetCrossZoneIpyDataByZoneID(mapID, zoneID)
+    if not zoneIpyData:
+        return
+    serverGroupIDList = zoneIpyData.GetServerGroupIDList()
+    playerCountInfo = [mapID, funcLineID, playerCountInfo]
+    CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_FBPlayerCount, playerCountInfo, serverGroupIDList)
+    return
+
+def OnPlayerDisconnectCrossServer(curPlayer):
+    ## 玩家离开跨服服务器
+    
+    mapID, copyMapID = curPlayer.GetRealMapID(), curPlayer.GetFBID()
+    key = (mapID, copyMapID)
+    if key not in PyGameData.g_crossDynamicLineCopyMapInfo:
+        return
+    copyMapObj = PyGameData.g_crossDynamicLineCopyMapInfo[key]
+    
+    playerID = curPlayer.GetPlayerID()
+    copyMapObj.waitPlayerDict.pop(playerID, None)
+    copyMapObj.fbPlayerDict.pop(playerID, None)
+    
+    crossMapID = PlayerControl.GetCrossMapID(curPlayer)
+    # 不是主动退出的
+    if crossMapID:
+        copyMapObj.offlinePlayerDict[playerID] = PlayerControl.GetPlayerServerGroupID(curPlayer)
+    
+    #GameWorld.DebugLog("玩家退出动态分配的跨服地图: GetMapID=%s,GetRealMapID=%s,GetFBID()=%s,crossMapID=%s" 
+    #                   % (curPlayer.GetMapID(), mapID, copyMapID, crossMapID), playerID)
+    #GameWorld.DebugLog("    副本中的玩家ID: %s" % copyMapObj.fbPlayerDict)
+    #GameWorld.DebugLog("    等待中的玩家ID: %s" % copyMapObj.waitPlayerDict)
+    #GameWorld.DebugLog("    离线中的玩家ID: %s" % copyMapObj.offlinePlayerDict)
+    return
+
+def CrossServerMsg_FBPlayerCount(msgData):
+    ## 收到跨服服务器同步的副本功能线路人数信息
+    
+    mapID, funcLineID, playerCountInfo = msgData
+    if mapID not in PyGameData.g_crossFBFuncLinePlayerCountInfo:
+        PyGameData.g_crossFBFuncLinePlayerCountInfo[mapID] = {}
+    fbLinePlayerInfoDict = PyGameData.g_crossFBFuncLinePlayerCountInfo[mapID]
+    fbLinePlayerInfoDict[funcLineID] = playerCountInfo
+    return
+
+##--------------------------------------------------------------------------------------------------
+
 ## 请求进入副本分线
 #  @param curPlayer: 请求玩家
 #  @param queryCallName: 请求回调名
 #  @param sendCMD: 请求的命令 根据请求类型和请求命令来决定最终操作
 #  @return None
 def EnterFBLine(curPlayer, queryCallName, sendCMD, tick):
-    GameWorld.Log("EnterFBLine()...queryCallName=%s,sendCMD=%s" % (queryCallName, sendCMD), curPlayer.GetPlayerID())
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.Log("EnterFBLine()...queryCallName=%s,sendCMD=%s" % (queryCallName, sendCMD), playerID)
     playerManager = GameWorld.GetPlayerManager()
     try:
         mapInfo = eval(sendCMD)
@@ -91,6 +770,7 @@
     #if mapInfo and len(mapInfo) == 2:
     tagMapID = mapInfo[0]
     tagLineID = mapInfo[1]
+    extendValue1 = mapInfo[2] if len(mapInfo) > 2 else None
     
     fbLineIpyData = GetFBLineIpyData(tagMapID, tagLineID)
     sceneMapID = tagMapID if not fbLineIpyData else fbLineIpyData.GetMapID()
@@ -99,8 +779,21 @@
         GameWorld.ErrLog("目标副本地图不存在!tagMapID=%s,sceneMapID=%s" % (tagMapID, sceneMapID), curPlayer.GetPlayerID())
         return
     
+    if isinstance(extendValue1, dict):
+        if extendValue1.get("msgType", "") == "MirrorBattle":
+            PlayerPackData.OnMGReuestPlayerPackData(extendValue1)
+            playerManager.MapServer_QueryPlayer(curPlayer.GetPlayerID(), ChConfig.queryType_EnterFB, 0, sceneMapID, 
+                                                queryCallName, sendCMD, len(sendCMD), curPlayer.GetRouteServerIndex())
+        return
+    
     # 组队副本, 有队伍的情况才验证其他队员可否进入,否则代表单人进入
     if gameMap.GetMapFBType() == ChConfig.fbtTeam:
+        if tagMapID == ChConfig.Def_FBMapID_Love:
+            onlyDoubleTeam = IpyGameDataPY.GetFuncCfg("LoveFB", 1)
+            if onlyDoubleTeam:
+                if PlayerTeam.CheckTeamOnLineCount(curPlayer.GetTeam(), includeTJG=False) != 2:
+                    PlayerControl.NotifyCode(curPlayer, "OnlyTwoMemTeamCanEnter", [tagMapID])
+                    return
         PlayerTeam.OnEnterFBTeamAsk(curPlayer, PlayerTeam.TeamFBAskType_Enter, tagMapID, tagLineID, tick)
         return
     
@@ -114,10 +807,6 @@
         if not GameWorldFamilyWar.CheckPlayerCanEnterFamilyWarFBMap(curPlayer):
             return
         
-    elif tagMapID == ChConfig.Def_FBMapID_FamilyBossMap:
-        if not PlayerFamilyBoss.CheckIsFamilyBossFBOpen(curPlayer.GetFamilyID(), tagMapID):
-            GameWorld.Log("EnterFBLine mapID=%s is familyBossFB, but is not open!" % tagMapID)
-            return
     #守卫人皇 是否已参加
     elif tagMapID == ChConfig.Def_FBMapID_FamilyInvade:
         if curPlayer.GetFamilyID() in PyGameData.g_swrhJoinRecord:
@@ -143,3 +832,49 @@
     playerManager.MapServer_QueryPlayer(curPlayer.GetPlayerID(), ChConfig.queryType_EnterFB, 0, tagMapID,
                 queryCallName, sendCMD, len(sendCMD), curPlayer.GetRouteServerIndex())
     return
+
+def Send_CrossServerMsg_EnterVSRoomRet(vsRoomDict, serverGroupIDList=None):
+    ## 发送子服跨服对战房间请求进入结果
+    # @param vsRoomDict: {roomID:{playerID:playerInfo, ...}, }
+    #      playerInfo key
+    #            serverGroupID    所属服务器分组ID
+    #            regMapInfo        传送跨服注册信息 [registerMap, mapID, dataMapID, copyMapID, posX, posY]
+    CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_EnterVSRoomRet, vsRoomDict, serverGroupIDList)
+    return
+
+def CrossServerMsg_EnterVSRoomRet(msgData, tick):
+    ## 跨服对战房间请求进入结果
+    
+    curServerGroupID = GameWorld.GetServerGroupID()
+    GameWorld.DebugLog("=== 跨服PK对战房间请求进入结果  === curServerGroupID=%s" % curServerGroupID)
+    vsRoomDict = msgData
+    for roomID, playerDict in vsRoomDict.items():
+        GameWorld.DebugLog("    roomID=%s,playerDict=%s" % (roomID, playerDict))
+        for playerID, playerInfo in playerDict.items():
+            if "serverGroupID" in playerInfo:
+                serverGroupID = playerInfo["serverGroupID"]
+                if serverGroupID != curServerGroupID:
+                    GameWorld.DebugLog("        不是本服玩家,不处理!playerID=%s,serverGroupID=%s" % (playerID, serverGroupID))
+                    continue
+                
+            player = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+            if not player:
+                GameWorld.DebugLog("        玩家不在线, playerID=%s" % (playerID))
+                continue
+            if PlayerControl.GetIsTJG(player):
+                GameWorld.DebugLog("        玩家脱机中, playerID=%s" % (playerID))
+                continue
+            
+            if "regMapInfo" not in playerInfo:
+                continue
+            regMapInfo = playerInfo["regMapInfo"]
+            if len(regMapInfo) != 6:
+                continue
+            registerMap, mapID, dataMapID, copyMapID, posX, posY = regMapInfo
+            
+            PlayerControl.SetVsRoomId(player, roomID, True)
+            # 通知地图玩家匹配成功, 上传数据, 准备进入跨服服务器
+            CrossRealmPlayer.SendCrossRealmReg(player, registerMap, mapID, dataMapID, copyMapID, posX, posY)
+            
+    return
+

--
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