From ffa8a645ed6a92a3c723bbf5c7f1eb4d5425c826 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 17 十一月 2021 15:15:34 +0800 Subject: [PATCH] 9341 【BT5】【主干】【后端】情缘系统(优化情缘系统) --- ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerSocial.py | 338 +++++++++++++++++++++++++++++++++++++------------------ 1 files changed, 225 insertions(+), 113 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerSocial.py b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerSocial.py index 3ed29f5..6b70901 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerSocial.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/Player/PlayerSocial.py @@ -139,8 +139,10 @@ inPack = ChPyNetSendPack.tagGCGroupPlayer() inPack.PlayerID = player.TagID - inPack.SortValue = player.Timestamp if hasattr(player, 'Timestamp') else 0 - inPack.Intimacy = player.Intimacy if hasattr(player, 'Intimacy') else 0 + if hasattr(player, 'Intimacy'): + inPack.SortValue = player.Intimacy + else: + inPack.SortValue = player.Timestamp if hasattr(player, 'Timestamp') else 0 pack.Players.append(inPack) pack.Count = len(pack.Players) @@ -196,48 +198,7 @@ self.Delete(delFriendID) curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(self.PlayerID) self.MapServer_SyncFriendInfo(curPlayer) - - def AddIntimacy(self, curPlayer, friendID, addValue): - ## 增加亲密度 - 支持正负 - if friendID not in self.SocialDict: - return 0 - friendObj = self.SocialDict[friendID] - friendObj.Intimacy += addValue - friendObj.Intimacy = max(0, min(friendObj.Intimacy, ShareDefine.Def_UpperLimit_DWord)) - if not curPlayer: - return friendObj.Intimacy - - friendName = "" - socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(friendID) - if socialPlayer: - friendName = socialPlayer.playerInfo.PlayerName - - if addValue > 0: - PlayerControl.NotifyCode(curPlayer, "AddIntimacy", [friendName, addValue]) - - self.Sync_SocialsInfo(curPlayer, [friendID]) - return friendObj.Intimacy - - def AddIntimacyByPer(self, curPlayer, friendID, addPer): - ## 增加亲密度 - 根据百分比,支持正负 - if friendID not in self.SocialDict: - return 0 - - friendObj = self.SocialDict[friendID] - addValue = int(friendObj.Intimacy * addPer / 100.0) - return self.AddIntimacy(curPlayer, friendID, addValue) - - def SetIntimacy(self, curPlayer, friendID, setValue): - ## 直接设置亲密度 - 一般GM测试使用 - if friendID not in self.SocialDict: - return - friendObj = self.SocialDict[friendID] - friendObj.Intimacy = setValue - if curPlayer: - self.Sync_SocialsInfo(curPlayer, [friendID]) - return friendObj.Intimacy - # 通知地图好友信息 def MapServer_SyncFriendInfo(self, curPlayer): return @@ -334,6 +295,144 @@ self.PlayerFriends[playerFriend.PlayerID].SocialDict[playerFriend.TagID] = playerFriend AddBeSocial(playerFriend.TagID, playerFriend.PlayerID) + return pos + +#-------------------亲密------------------------------ +# 某个玩家的亲密组管理 +class Intimacys(SocialPlayers): + def __init__(self, PlayerID): + super(Intimacys, self).__init__(PlayerID, PyGameDataStruct.tagDBPyPlayerIntimacy, + ChConfig.Def_SocialGroup_Intimacy) + + def GetIntimacyObj(self, tagID): + if tagID not in self.SocialDict: + self.Add(tagID) + return self.SocialDict.get(tagID) + + def GetTagIntimacy(self, tagID): + intimacyObj = self.Find(tagID) + return intimacyObj.Intimacy if intimacyObj else 0 + + def AddIntimacy(self, curPlayer, tagID, addValue): + ## 增加亲密度 - 支持正负、支持离线, curPlayer 可能为None + intimacyObj = self.GetIntimacyObj(tagID) + if not intimacyObj: + return 0 + if not intimacyObj.Intimacy and addValue < 0: + return 0 + intimacyObj.Intimacy = min(max(0, intimacyObj.Intimacy + addValue), ShareDefine.Def_UpperLimit_DWord) + nowIntimacy = intimacyObj.Intimacy + + if nowIntimacy <= 0: + self.Delete(tagID) + + if not curPlayer: + return nowIntimacy + + tagName = "" + socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(tagID) + if socialPlayer: + tagName = socialPlayer.playerInfo.PlayerName + + if addValue > 0: + PlayerControl.NotifyCode(curPlayer, "AddIntimacy", [tagName, addValue]) + elif addValue < 0: + PlayerControl.NotifyCode(curPlayer, "DelIntimacy", [tagName, abs(addValue)]) + + self.Sync_SocialsInfo(curPlayer, [tagID]) + return nowIntimacy + + def SetIntimacy(self, curPlayer, tagID, setValue): + ## 直接设置亲密度 - 一般GM测试使用 + intimacyObj = self.GetIntimacyObj(tagID) + if not intimacyObj: + return 0 + intimacyObj.Intimacy = setValue + if curPlayer: + self.Sync_SocialsInfo(curPlayer, [tagID]) + return intimacyObj.Intimacy + +# 整个游戏的亲密管理 +class IntimacyManager(object): + def __init__(self): + self.PlayerIntimacys = {} # PyGameDataStruct.tagDBPyPlayerIntimacy + return + + # 增加双方亲密度 + def AddIntimacyBoth(self, aID, bID, addValue): + + for playerID, tagPlayerID in {aID:bID, bID:aID}.items(): + intimacys = self.GetIntimacys(playerID) + if not intimacys: + continue + intimacyObj = intimacys.GetIntimacyObj(tagPlayerID) + if not intimacyObj: + continue + + curIntimacy = intimacyObj.Intimacy + curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) + updIntimacy = intimacys.AddIntimacy(curPlayer, tagPlayerID, addValue) + + GameWorld.DebugLog("增加亲密度: playerID=%s,tagPlayerID=%s,curIntimacy=%s,addValue=%s,updIntimacy=%s" + % (playerID, tagPlayerID, curIntimacy, addValue, updIntimacy), playerID) + return + + # 扣除双方亲密度 - 按百分比 + def DelIntimacyBothPer(self, aID, bID, delPer): + + for playerID, tagPlayerID in {aID:bID, bID:aID}.items(): + intimacys = self.GetIntimacys(playerID) + if not intimacys: + continue + intimacyObj = intimacys.GetIntimacyObj(tagPlayerID) + if not intimacyObj: + continue + + curIntimacy = intimacyObj.Intimacy + delValue = -max(1, int(curIntimacy * delPer / 100.0)) + curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) + updIntimacy = intimacys.AddIntimacy(curPlayer, tagPlayerID, delValue) + GameWorld.DebugLog("扣除亲密度: playerID=%s,tagPlayerID=%s,curIntimacy=%s,delPer=%s,delValue=%s,updIntimacy=%s" + % (playerID, tagPlayerID, curIntimacy, delPer, delValue, updIntimacy), playerID) + + return + + # 获取亲密组 + def GetIntimacys(self, playerID): + if playerID not in self.PlayerIntimacys: + self.PlayerIntimacys[playerID] = Intimacys(playerID) + return self.PlayerIntimacys[playerID] + + # 保存亲密数据 存数据库和realtimebackup + def GetSaveData(self): + savaData = "" + cntData = "" + cnt = 0 + for intimacys in self.PlayerIntimacys.values(): + for playerIntimacy in intimacys.SocialDict.values(): + cnt += 1 + savaData += playerIntimacy.getBuffer() + + GameWorld.Log("Save DBPyPlayerIntimacy cnt :%s len=%s" % (cnt, len(savaData))) + return CommFunc.WriteDWORD(cntData, cnt) + savaData + + # 从数据库载入亲密数据 + def LoadPyGameData(self, datas, pos, dataslen): + cnt, pos = CommFunc.ReadDWORD(datas, pos) + GameWorld.Log("Load DBPyPlayerIntimacy cnt :%s"%cnt) + + self.PlayerIntimacys = {} + + for i in xrange(cnt): + playerIntimacy = PyGameDataStruct.tagDBPyPlayerIntimacy() + playerIntimacy.clear() + pos += playerIntimacy.readData(datas, pos, dataslen) + playerID = playerIntimacy.PlayerID + if playerID not in self.PlayerIntimacys: + self.PlayerIntimacys[playerID] = Intimacys(playerID) + self.PlayerIntimacys[playerID].SocialDict[playerIntimacy.TagID] = playerIntimacy + + AddBeSocial(playerIntimacy.TagID, playerIntimacy.PlayerID) return pos #-------------------仇人------------------------------ @@ -696,7 +795,6 @@ class SocialPlayerData(object): def __init__(self, playerSocial = None, player = None): self.playerInfo = PyGameDataStruct.tagPersonalSocial() - self.syncMapCouple = 0 # 是否已经同步过地图全局伴侣信息 if playerSocial: self.playerInfo = playerSocial @@ -712,7 +810,6 @@ self.playerInfo.LV = curPlayer.GetLV() self.playerInfo.RealmLV = curPlayer.GetOfficialRank() self.playerInfo.OnlineType = 1 # 0 不在线 1 在线 2 脱机在线 - self.playerInfo.CoupleID = PlayerControl.GetCoupleID(curPlayer) if not self.playerInfo.RefCount: self.playerInfo.RefCount = 1 return @@ -725,38 +822,7 @@ packStruct.LV = self.playerInfo.LV packStruct.RealmLV = self.playerInfo.RealmLV packStruct.OnlineType = self.playerInfo.OnlineType - packStruct.CoupleID = self.GetCoupleID() return packStruct - - def GetCoupleID(self): return 0 if self.GetCoupleBreakOffline() else self.playerInfo.CoupleID - def GetCoupleName(self): return "" if not self.GetCoupleID() else self.playerInfo.CoupleName - - def SetCoupleInfo(self, coupleID, coupleName): - self.playerInfo.CoupleBreakOffline = 0 - self.playerInfo.CoupleID = coupleID - self.playerInfo.CoupleName = coupleName - Notify_All(self.playerInfo.PlayerID, IPY_PlayerDefine.CDBPlayerRefresh_ExAttr11, coupleID) - return - - def GetBridePriceMaxID(self): return self.playerInfo.CouplePriceMaxID - def CheckUpdCouplePriceMaxID(self, bridePriceID): - if bridePriceID > 0 and bridePriceID <= self.playerInfo.CouplePriceMaxID: - GameWorld.Log("不更新社交最高聘礼ID: bridePriceID=%s,self.playerInfo.CouplePriceMaxID=%s" - % (bridePriceID, self.playerInfo.CouplePriceMaxID), self.playerInfo.PlayerID) - return - self.playerInfo.CouplePriceMaxID = bridePriceID - GameWorld.Log("更新社交最高聘礼ID: bridePriceID=%s" % (bridePriceID), self.playerInfo.PlayerID) - return - - def GetCoupleBreakOffline(self): - ## 是否离线状态下被离婚,等待下次上线处理 - return self.playerInfo.CoupleBreakOffline == 1 - - def SetCoupleBreakOffline(self): - ## 设置离线状态下被离婚,是的话将在玩家下次上线后处理解除相关伴侣关系,因为离线状态下无法处理,故做个标记等待上线处理 - self.playerInfo.CoupleBreakOffline = 1 - GameWorld.Log("离线状态下被离婚,标记伴侣社交关系已离婚!等下次上线处理! coupleID=%s" % self.playerInfo.CoupleID, self.playerInfo.PlayerID) - return # 更新玩家数据引用, 根据需求是否更新玩家数据 def AddSocialRef(self, curPlayer = None): @@ -803,7 +869,6 @@ playerSocial.LV = 1 playerSocial.RealmLV = 1 playerSocial.OnlineType = ChConfig.Def_Offline - playerSocial.CoupleID = 0 else: cacheDict = PlayerViewCache.GetCachePropDataDict(curCache) @@ -814,7 +879,6 @@ playerSocial.LV = cacheDict["LV"] playerSocial.RealmLV = cacheDict["RealmLV"] playerSocial.OnlineType = ChConfig.Def_Offline - playerSocial.CoupleID = cacheDict.get("CoupleID", 0) self.SocialInfo[playerID] = SocialPlayerData(playerSocial) socialPlayer = self.SocialInfo[playerID] @@ -831,11 +895,30 @@ socialPlayer.SubSocialRef() if socialPlayer.GetRefCount() <= 0: self.SocialInfo.pop(delPlayerID) - def GetSocialPlayer(self, playerID): return self.SocialInfo.get(playerID, None) + def SyncSocialCoupleInfo(self, curPlayer): + coupleMgr = PyDataManager.GetDBPyCoupleManager() + coupleList = [] + for playerID in self.SocialInfo.keys(): + couple = coupleMgr.GetCouple(playerID) + if not couple: + continue + socialCouple = ChPyNetSendPack.tagGCSocialCouple() + socialCouple.PlayerID = playerID + socialCouple.CoupleID = couple.GetCoupleID(playerID) + coupleList.append(socialCouple) + + if not coupleList: + return + + clientPack = ChPyNetSendPack.tagGCSocialCouples() + clientPack.Player = coupleList + clientPack.Count = len(clientPack.Player) + NetPackCommon.SendFakePack(curPlayer, clientPack) + return # 保存有社交的玩家信息 def GetSaveData(self): @@ -864,6 +947,38 @@ return pos +def GetSocialPlayerName(playerID): + ## 获取玩家社交昵称 + socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(playerID) + if socialPlayer: + return socialPlayer.playerInfo.PlayerName + + curCache = PlayerViewCache.FindViewCache(playerID) + if curCache: + cacheDict = PlayerViewCache.GetCachePropDataDict(curCache) + return cacheDict["Name"] + + if playerID < 10000: + return "testName%s" % playerID + + return "" + +def GetSocialPlayerJob(playerID): + ## 获取玩家社交职业 + socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(playerID) + if socialPlayer: + return socialPlayer.playerInfo.Job + + curCache = PlayerViewCache.FindViewCache(playerID) + if curCache: + cacheDict = PlayerViewCache.GetCachePropDataDict(curCache) + return cacheDict["Job"] + + if playerID < 10000: + job = 2 if playerID % 2 == 0 else 1 + return job + + return 1 # 向相关联的社交对象通知当前玩家信息 # 最近联系人、仇人和黑名单存在单向情况, 向对方通知信息 @@ -893,8 +1008,32 @@ if PlayerControl.GetIsTJG(player): continue NetPackCommon.SendFakePack(player, pack) - + return +def NotifySocialCoupleChange(playerID, coupleID): + ## 通知伴侣变更给相关社交人员 + if playerID not in PyGameData.g_BeSocialList: + return + + couple = ChPyNetSendPack.tagGCSocialCouple() + couple.PlayerID = playerID + couple.CoupleID = coupleID + + clientPack = ChPyNetSendPack.tagGCSocialCouples() + clientPack.Player.append(couple) + clientPack.Count = len(clientPack.Player) + + for tagID in PyGameData.g_BeSocialList[playerID]: + player = GameWorld.GetPlayerManager().FindPlayerByID(tagID) + if not player: + continue + + if PlayerControl.GetIsTJG(player): + continue + + NetPackCommon.SendFakePack(player, clientPack) + return + #更新玩家社交信息 def UpdateSocialInfo(playerID, notifyType, value): @@ -908,39 +1047,8 @@ socialPlayer.playerInfo.RealmLV = value elif notifyType == IPY_PlayerDefine.CDBPlayerRefresh_PlayerName: socialPlayer.playerInfo.PlayerName = value - coupleID = socialPlayer.playerInfo.CoupleID - if coupleID: - coupleSocialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(coupleID) - if coupleSocialPlayer: - coupleSocialPlayer.playerInfo.CoupleName = value - SendMapServerCoupleInfo([coupleID]) - + Notify_All(playerID, notifyType, value) - return - -def SendMapServerCoupleInfo(syncPlayerIDList=None): - checkState = False - syncCoupleInfo = {} - socialMgr = PyDataManager.GetPersonalSocialManager() - if syncPlayerIDList == None: - syncPlayerIDList = socialMgr.SocialInfo.keys() - checkState = True # 未指定时才检查,防止启动地图时同步过多(启动地图时,只同步本次已经同步过的) - - for playerID in syncPlayerIDList: - socialPlayer = socialMgr.GetSocialPlayer(playerID) - if not socialPlayer: - continue - coupleID = socialPlayer.GetCoupleID() - if checkState: - if not socialPlayer.syncMapCouple: - continue - if not coupleID: - continue - socialPlayer.syncMapCouple = 1 - coupleName = socialPlayer.GetCoupleName() - syncCoupleInfo[playerID] = [coupleID, coupleName] if coupleID else [] - - GameWorld.SendMapServerMsgEx(ShareDefine.Def_Notify_WorldKey_CoupleInfo, syncCoupleInfo) return # 向当前玩家通知相关联的所有玩家信息 @@ -954,9 +1062,11 @@ list3 = contacts.SocialDict.keys() if contacts else [] blacklists = PyDataManager.GetBlacklistManager().GetBlacklist(playerID) list4 = blacklists.SocialDict.keys() if blacklists else [] + intimacys = PyDataManager.GetIntimacyManager().GetIntimacys(playerID) + list5 = intimacys.SocialDict.keys() if intimacys else [] #信息并集后发送, 玩家ID - resultSet = set(list1)|set(list2)|set(list3)|set(list4) + resultSet = set(list1)|set(list2)|set(list3)|set(list4)|set(list5) sendPack = ChPyNetSendPack.tagGCSocialPlayers() sendPack.Clear() @@ -971,6 +1081,8 @@ sendPack.Count = len(sendPack.Player) NetPackCommon.SendFakePack(curPlayer, sendPack) + + socialManager.SyncSocialCoupleInfo(curPlayer) return -- Gitblit v1.8.0