From fc2b1c80a0c1a93030aacf5ba458d04f6179071f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 13 十一月 2018 20:30:50 +0800
Subject: [PATCH] 2250 【1.2】队伍分线成员管理异常

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py |  155 ++++++++++++++++++++++++---------------------------
 1 files changed, 74 insertions(+), 81 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 b16c94b..2afd43a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTeam.py
@@ -74,46 +74,30 @@
 #  @return None or True
 #  @remarks 函数详细说明.
 def GameServer_OnTeam(index, tick):
-    GameWorld.GetPsycoFunc(__Func_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
 
-## 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 __Func_GameServer_OnTeam(index, tick):
-    recvPack = IPY_GameWorld.IPY_MTeamRefresh()
-    packPlayerID = recvPack.GetPlayerID()
-    teamID = recvPack.GetTeamID()
-    teamLV = recvPack.GetTeamLV()
-    dataDict = {"packPlayerID":packPlayerID, "teamLV":teamLV, "index":index}
-    
-    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))
-        DR_Team("OnTeamError", teamID, dataDict, "curPlayer is None")
-        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)
-        DR_Team("OnTeamError", teamID, dataDict, "curPlayer IsEmpty")
-        return
-    
-    if packPlayerID != curPlayer.GetID():
-        #不是给自己的封包
-        GameWorld.DebugLog("不是给自己的封包! packPlayerID=%s" % packPlayerID, curPlayer.GetPlayerID())
-        DR_Team("OnTeam", teamID, dataDict, "packPlayerID != curPlayerID(%s)" % curPlayer.GetID())
-        return
-    
-    # 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, teamLV, tick)
-    return True
+#// 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
 #
@@ -143,6 +127,12 @@
     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 and playerTeamID:
+        __OnPlayerLeaveTeam(curPlayer.GetCopyMapID(), playerID, playerTeamID, tick)
         return
     
     RefreshPlayerTeamID(curPlayer, teamID, teamLV, tick)
@@ -229,16 +219,7 @@
                 "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:
-            DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict, "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)
-            DR_Team("RefreshPlayerTeamID_Leave", teamID, dataDict)
-            __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
@@ -262,39 +243,6 @@
     else:
         dataDict["MemberCount"] = 0 if not curMapTeam else curMapTeam.GetMemberCount()
         DR_Team("RefreshPlayerTeamID_Update", teamID, dataDict)
-        
-    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)
         
     return
 
@@ -335,6 +283,51 @@
         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

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