From f27986d2eb32e3d2598d15b91c88479797ce5c72 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 13 三月 2019 17:48:37 +0800
Subject: [PATCH] 6328 【后端】优化代码eval - 二进制流 不能直接输出
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py | 201 ++++++++++++++++++++++++++++++--------------------
1 files changed, 121 insertions(+), 80 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
index 208913e..ccd03a4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
@@ -25,6 +25,7 @@
import ChConfig
import SkillCommon
import IPY_GameWorld
+import DataRecordPack
#import PlayerTruck
import ShareDefine
import SkillShell
@@ -67,13 +68,13 @@
#玩家刚登录, 什么也不做, 等待GameServer刷新自己
return
-## 游戏服务器刷新队伍(封包参数)
-# @param index 玩家索引
-# @param tick 当前时间
-# @return None or True
-# @remarks 函数详细说明.
-def GameServer_OnTeam(index, tick):
- GameWorld.GetPsycoFunc(__Func_GameServer_OnTeam)(index, tick)
+def OnPlayerLoginCrossServer(curPlayer):
+ ## 登录跨服服务器处理
+
+ if curPlayer.GetTeamID():
+ curPlayer.SetTeamID(0)
+ GameWorld.DebugLog("登录跨服服务器重置队伍ID!")
+
return
## 游戏服务器刷新队伍(封包参数)
@@ -81,32 +82,31 @@
# @param tick 当前时间
# @return None or True
# @remarks 函数详细说明.
-def __Func_GameServer_OnTeam(index, tick):
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- if curPlayer == None:
- GameWorld.Log("地图服务器寻找组队玩家失败index = "+str(index))
- return
-
- if curPlayer.IsEmpty():
- GameWorld.Log("地图服务器寻找组队玩家失败index = %d, 玩家为空"%index)
- return
-
- recvPack = IPY_GameWorld.IPY_MTeamRefresh()
-
- if recvPack.GetPlayerID() != curPlayer.GetID():
- #不是给自己的封包
- GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % recvPack.GetPlayerID(), curPlayer.GetPlayerID())
- return
-
- teamID = recvPack.GetTeamID()
- # 这个封包只处理teamID为0的情况, teamID不为0的情况在py包 GameServer_TeamInfo 处理
- if teamID:
- #GameWorld.DebugLog("OnTeam teamID=%s, 大于0不处理!" % teamID, curPlayer.GetPlayerID())
- return
-
- GameWorld.DebugLog("OnTeam teamID=%s, 玩家无队伍更新!" % teamID, curPlayer.GetPlayerID())
- RefreshPlayerTeamID(curPlayer, teamID, recvPack.GetTeamLV(), tick)
- return True
+def GameServer_OnTeam(index, tick):
+ '''废弃该逻辑,由0502、0503封包结合处理
+ 废弃原因:
+ 因为当玩家有队伍时,加入别人的队伍,此时该玩家需要先退出队伍(OnTeam同步),再加入队伍(0502同步)
+ 而地图会先收到0502包,导致地图队伍管理出现异常,所以暂时废弃OnTeam
+ '''
+ return
+
+#// 05 03 玩家离开队伍 #tagGMPlayerLeaveTeam
+#
+#struct tagGMPlayerLeaveTeam
+#{
+# tagHead Head;
+# DWORD PlayerID;
+# DWORD CopyMapID;
+# DWORD TeamID;
+#};
+def GameServer_PlayerLeaveTeam(curPackData, tick):
+ playerID = curPackData.PlayerID
+ copyMapID = curPackData.CopyMapID # 这里不依赖玩家来取copyMapID,防止找不到玩家导致无法正常管理分线队伍
+ leaveTeamID = curPackData.TeamID
+ GameWorld.DebugLog("GameServer_PlayerLeaveTeam playerID=%s,copyMapID=%s,leaveTeamID=%s"
+ % (playerID, copyMapID, leaveTeamID), playerID)
+ __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick)
+ return
#// 05 02 队伍信息刷新 #tagGMTeamInfo
#
@@ -130,13 +130,25 @@
playerID = curPackData.PlayerID
teamID = curPackData.TeamID
teamLV = curPackData.TeamLV
+ memCnt = curPackData.MemCnt
+ dataDict = {"playerID":playerID, "teamLV":teamLV}
- GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s" % (playerID, teamID, teamLV), playerID)
+ GameWorld.DebugLog("GameServer_TeamInfo playerID=%s,teamID=%s,teamLV=%s,memCnt=%s" % (playerID, teamID, teamLV, memCnt), playerID)
curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
if not curPlayer or curPlayer.IsEmpty():
+ DR_Team("TeamInfo", teamID, dataDict, "curPlayer is None or empty")
+ return
+
+ playerTeamID = curPlayer.GetTeamID()
+ # 切图时GameServer玩家无队伍时会同步teamID为0,这里进一步处理,防止地图玩家在某些异常情况下teamID与GameServer不同步
+ if teamID == 0:
+ if playerTeamID:
+ __OnPlayerLeaveTeam(curPlayer.GetCopyMapID(), playerID, playerTeamID, tick)
return
RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
+
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_TeamMemCount, memCnt)
sameMapMemCount = 0 # 同地图队员数
sameMapVIPLV = 0 # 同地图VIP加成等级
@@ -206,28 +218,27 @@
# @return None
# @remarks 函数详细说明.
def RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick):
- #playerID = curPlayer.GetPlayerID()
+ playerID = curPlayer.GetPlayerID()
playerTeamID = curPlayer.GetTeamID()
- #GameWorld.DebugLog("刷新玩家队伍信息: teamID=%s,playerTeamID=%s,teamLV=%s" % (teamID, playerTeamID, teamLV), playerID)
+ playerCopyMapID = curPlayer.GetCopyMapID()
+ playerTeamLV = curPlayer.GetTeamLV()
+ GameWorld.DebugLog("刷新玩家队伍信息: playerTeamID=%s,playerCopyMapID=%s,teamID=%s,teamLV=%s"
+ % (playerTeamID, playerCopyMapID, teamID, teamLV), playerID)
curTeam = curPlayer.GetTeam()
curPlayer.SetTeamID(teamID)
curPlayer.SetTeamLV(teamLV)
+
+ dataDict = {"playerID":playerID, "playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID,
+ "playerTeamLV":playerTeamLV, "teamLV":teamLV}
#--------------世界服务器组队表中无队伍
if not teamID:
- if not playerTeamID and not curTeam:
- #GameWorld.DebugLog(" 玩家无队伍,无需处理!", playerID)
- pass
- else:
- #GameWorld.DebugLog(" 玩家有队伍,处理玩家离队!", playerID)
- __OnLeaveTeam(curPlayer, tick)
-
- RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
+ # 这里不再处理离开队伍
return
#--------------世界服务器组队表中有队伍
# !!!队伍管理器在分线内的 需要获取分线的队伍管理器,不然队伍都是在1线创建
- curGameWorld = IPY_GameWorld.IPY_GameWorld(curPlayer.GetCopyMapID())
+ curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
curMapTeam = curGameWorld.GetTeamManager().FindTeam(teamID)
if curMapTeam == None:
@@ -236,44 +247,15 @@
if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtTeam:
curPlayer.SetCurrentFBProperty(teamID)
#curMapTeam.SetTeamType(recvPack.GetTeamType())
+ DR_Team("RefreshPlayerTeamID_Create", teamID, dataDict)
if playerTeamID != teamID or not curTeam:
isNewTeam = playerTeamID != teamID # 切地图/上线时teamID可能不变,但是team为None
#GameWorld.DebugLog(" 玩家当前无队伍,处理玩家进队!isNewTeam=%s" % isNewTeam, playerID)
- __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick)
-
- return
-
-
-## 玩家退出队伍
-# @param curPlayer 当前玩家
-# @param tick 当前时间
-# @return None
-# @remarks 函数详细说明.
-def __OnLeaveTeam(curPlayer, tick):
- curTeam = curPlayer.GetTeam()
- if curTeam:
- #玩家脱离队伍
- curTeam.DeleteMember(curPlayer.GetID())
-
- #旧队伍无人,删除旧队伍
- if curTeam.GetMemberCount() == 0:
- GameWorld.GetTeamManager().DeleteTeam(curTeam.GetTeamID())
-
- curPlayer.SetTeam(None)
- curPlayer.SetTeamID(0)
- curPlayer.SetTeamLV(0)
- __DelPlayerIDFromTeamPlayer(curPlayer.GetPlayerID(), False)
-
- #改变镖车身上记录的主人信息
- #PlayerTruck.ChangeTruckNoteInfo(curPlayer)
-
- #自己离开队伍, 删除自己的buff
- __CleanTeamEffect(curPlayer, tick)
-
- #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
- if GameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
- curPlayer.SetCurrentFBProperty(0)
+ __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict)
+ else:
+ dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
+ DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
return
@@ -282,11 +264,12 @@
# @param tick 当前时间
# @return None
# @remarks 函数详细说明.
-def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick):
+def __OnEnterTeam(curPlayer, curMapTeam, isNewTeam, tick, dataDict):
teamID = curMapTeam.GetTeamID()
memCount = curMapTeam.GetMemberCount()
if memCount >= ShareDefine.Def_Team_MaxPlayerCount:
GameWorld.ErrLog("队伍人数已满,玩家入队失败!teamID=%s,memCount=%s" % (teamID, memCount), curPlayer.GetPlayerID())
+ DR_Team("RefreshPlayerTeamID_EnterError", teamID, dataDict, "memCount(%s) >= %s" % (memCount, ShareDefine.Def_Team_MaxPlayerCount))
return
#告诉GameServer自己的副本状态
@@ -296,6 +279,8 @@
curPlayer.SetTeam(curMapTeam)
curPlayer.SetTeamID(teamID)
curMapTeam.AddMember(curPlayer)
+ dataDict["MemberCount"] = curMapTeam.GetMemberCount()
+ DR_Team("RefreshPlayerTeamID_Enter", teamID, dataDict)
playerID = curPlayer.GetPlayerID()
teamPlayerIDList = PyGameData.g_teamPlayerDict.get(teamID, [])
if playerID not in teamPlayerIDList:
@@ -311,6 +296,51 @@
return
return
+def __OnPlayerLeaveTeam(copyMapID, playerID, leaveTeamID, tick):
+ GameWorld.DebugLog("__OnPlayerLeaveTeam copyMapID=%s, playerID=%s, leaveTeamID=%s" % (copyMapID, playerID, leaveTeamID))
+
+ # !!!队伍管理器在分线内的 需要获取分线的队伍管理器
+ curGameWorld = IPY_GameWorld.IPY_GameWorld(copyMapID)
+ curMapTeam = curGameWorld.GetTeamManager().FindTeam(leaveTeamID)
+ if curMapTeam:
+ #玩家脱离队伍
+ curMapTeam.DeleteMember(playerID)
+ #旧队伍无人,删除旧队伍
+ if curMapTeam.GetMemberCount() == 0:
+ curGameWorld.GetTeamManager().DeleteTeam(leaveTeamID)
+
+ __DelPlayerIDFromTeamPlayer(playerID, False)
+
+ dataDict = {"playerID":playerID, "copyMapID":copyMapID}
+ ### =========================== 以下逻辑是玩家存在时才需要处理的 =================================
+ curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+ if not curPlayer or curPlayer.IsEmpty():
+ DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict, "curPlayer is None or empty")
+ return
+
+ playerTeamID = curPlayer.GetTeamID()
+ playerCopyMapID = curPlayer.GetCopyMapID()
+ curGameWorld = IPY_GameWorld.IPY_GameWorld(playerCopyMapID)
+
+ dataDict.update({"playerTeamID":playerTeamID, "playerCopyMapID":playerCopyMapID})
+ DR_Team("PlayerLeaveTeam", leaveTeamID, dataDict)
+
+ # 处理玩家离队
+ if playerTeamID == leaveTeamID:
+ curPlayer.SetTeam(None)
+ curPlayer.SetTeamID(0)
+ curPlayer.SetTeamLV(0)
+
+ #自己离开队伍, 删除自己的buff
+ __CleanTeamEffect(curPlayer, tick)
+
+ #副本中,如果只有一个玩家,这个玩家离开组队,设置副本ID为0
+ if curGameWorld.GetMapCopyPlayerManager().GetPlayerCount() == 1 and GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.tmtTeam:
+ curPlayer.SetCurrentFBProperty(0)
+
+ RefreshTeamVIPBuff_OnNoTeam(curPlayer, tick)
+ return
+
## 清除组队buff
# @param
# @return None
@@ -348,6 +378,7 @@
#无队伍玩家,不处理
return
+ GameWorld.DebugLog("队伍成员离开地图: temaID=%s,isDisconnect=%s,copyMapID=%s" % (curTeam.GetTeamID(), isDisconnect, curPlayer.GetCopyMapID()), curPlayer.GetPlayerID())
__CleanTeamEffect(curPlayer, tick)
#设定当前玩家队伍为None, 否则在玩家状态刷新的时候, 可能取到乱指针
curPlayer.SetTeam(None)
@@ -356,13 +387,18 @@
teamID = curTeam.GetTeamID()
playerID = curPlayer.GetPlayerID()
+ dataDict = {"playerID":playerID, "isDisconnect":isDisconnect, "playerCopyMapID":curPlayer.GetCopyMapID()}
#如果队伍无人,MapServer中删除队伍
if curTeam.GetMemberCount() <= 1:
GameWorld.GetTeamManager().DeleteTeam(teamID)
+ dataDict["MemberCount"] = 0
+ dataDict["DeleteTeam"] = 1
else:
#如果队伍还有其他人,离开队伍
curTeam.DeleteMember(playerID)
+ dataDict["MemberCount"] = curTeam.GetMemberCount()
#GameWorld.Log("玩家下线 %d, 从队伍 %d 中删除玩家"%(curPlayer.GetPlayerID(), curTeam.GetTeamID()))
+ DR_Team("PlayerLeaveMap", teamID, dataDict)
if not isDisconnect:
__DelPlayerIDFromTeamPlayer(playerID, True)
@@ -422,4 +458,9 @@
FBLogic.GameServer_LeaveFB(curPlayer, tick)
return
+def DR_Team(eventName, teamID, dataDict, info=""):
+ drDict = {"EventName":eventName, "TeamID":teamID, "Info":info}
+ drDict.update(dataDict)
+ DataRecordPack.SendEventPack("Team_%s" % GameWorld.GetMap().GetMapID(), drDict)
+ return
--
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