uint GWTeamKickHandler::Execute( GWTeamKick* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer; GUID_t sGuid = pPacket->GetSourGUID(); // 队长 GUID_t dGuid = pPacket->GetDestGUID(); // 倒霉蛋 USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } TeamID_t tid = pSourUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); if( pTeam==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not find team!", sGuid, tid ); return PACKET_EXE_CONTINUE; } INT nMemberCount = pTeam->MemberCount(); INT i; for( i=0; i<nMemberCount; ++i ) { if ( pTeam->Member(i)->m_Member == dGuid ) { break; } } if( i >= nMemberCount ) { // 被踢者不在队伍里 Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User dGUID=%X not in sTeamID=%d(sGUID=%X)!", dGuid, tid, sGuid ); return PACKET_EXE_CONTINUE; } if( pTeam->Leader()->m_Member != sGuid ) { // 踢人者不是队长 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pSourUser->GetGUID() ); Msg.SetErrorCode( TEAM_ERROR_KICKNOTLEADER ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not leader!", sGuid, tid ); return PACKET_EXE_CONTINUE; } WGTeamResult Msg; Msg.SetReturn( TEAM_RESULT_TEAMKICK ); Msg.SetGUID( dGuid ); Msg.SetTeamID( tid ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg ); } //剔除队员 TEAMMEMBER Member; Member.m_Member = dGuid; pTeam->DelMember( &Member ); //设置被踢者的队伍信息 USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if ( pDestUser!=NULL ) { pDestUser->SetTeamID( INVALID_ID ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d Success!", sGuid, tid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
UINT GWTeamRetInviteHandler::Execute( GWTeamRetInvite* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GUID_t sGuid = pPacket->GetSourGUID();//邀请人的GUID GUID_t dGuid = pPacket->GetDestGUID();//被邀请人的GUID USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if( pDestUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...User Dest GUID=%X not find!", dGuid ); return PACKET_EXE_CONTINUE; } ServerPlayer* pDestServerPlayer = (ServerPlayer*)pPlayer; USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { if( pPacket->GetReturn()==TRUE ) { WGTeamError dMsg; dMsg.SetPlayerID( pDestUser->GetPlayerID() ); dMsg.SetGUID( pDestUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_TARGETNOTONLINE ); pDestServerPlayer->SendPacket( &dMsg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } if( pSourUser->IsEnemy( pDestUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Sour Name=%X, Dest Name=%s are enemy!", pSourUser->GetName(), pDestUser->GetName() ); return PACKET_EXE_CONTINUE; } ID_t SourServerID = pSourUser->GetServerID(); ServerPlayer* pSourServerPlayer = g_pServerManager->GetServerPlayer( SourServerID ); if( pSourServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } USER* pLeader = NULL; ServerPlayer* pLeaderServerPlayer; if ( pSourUser->GetTeamID() != INVALID_ID ) { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); if ( pTeam == NULL ) { Assert( pTeam ); pSourUser->SetTeamID( INVALID_ID ); } else if ( pTeam->Leader()->m_Member != sGuid ) { // 邀请人不是队长 pLeader = g_pOnlineUser->FindUser( pTeam->Leader()->m_Member ); pLeaderServerPlayer = g_pServerManager->GetServerPlayer( pLeader->GetServerID() ); if ( pLeaderServerPlayer == NULL ) { Assert( FALSE ); pLeader = NULL; } } } if( pPacket->GetReturn()==FALSE ) {//被邀请人不同意加入队伍 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pDestUser->GetGUID() ); Msg.SetErrorCode( TEAM_ERROR_INVITEREFUSE ); pSourServerPlayer->SendPacket( &Msg ); if ( pLeader != NULL ) { Msg.SetPlayerID( pLeader->GetPlayerID() ); pLeaderServerPlayer->SendPacket( &Msg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Invite Refuse SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( pDestUser->GetTeamID() != INVALID_ID ) {//被邀请人已经有队伍 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pDestUser->GetGUID() ); Msg.SetErrorCode(TEAM_ERROR_INVITEDESTHASTEAM); pSourServerPlayer->SendPacket( &Msg ); if ( pLeader != NULL ) { Msg.SetPlayerID( pLeader->GetPlayerID() ); pLeaderServerPlayer->SendPacket( &Msg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...DestInTeam SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( pSourUser->GetTeamID()==INVALID_ID ) {//邀请人和被邀请人都无队伍 TeamID_t tid = g_pTeamList->CreateTeam( ); Assert( tid!=INVALID_ID ); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if ( pSourUser->GetGUID() == pDestUser->GetGUID() ) { //将玩家加入队伍中 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); //返回结果 WGTeamResult Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg.SetGUID( sGuid ); Msg.SetTeamID( tid ); Msg.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg.SetIcon( pSourUser->GetPortrait() ); Msg.SetSceneID( pSourUser->GetSceneID() ); Msg.SetDataID( pSourUser->GetSex() ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...CreateTeam GUID=%X TeamID=%d", sGuid, tid ); } else { //将玩家加入队伍中 TEAMMEMBER sMember; sMember.m_Member = sGuid; pTeam->AddMember( &sMember ); TEAMMEMBER dMember; dMember.m_Member = dGuid; pTeam->AddMember( &dMember ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); pDestUser->SetTeamID( tid ); //返回结果 WGTeamResult sMsg1; sMsg1.SetPlayerID( pSourUser->GetPlayerID() ); sMsg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); sMsg1.SetGUID( sGuid ); sMsg1.SetTeamID( tid ); sMsg1.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 sMsg1.SetSceneID( pSourUser->GetSceneID() ); pSourServerPlayer->SendPacket( &sMsg1 ); WGTeamResult sMsg2; sMsg2.SetPlayerID( pSourUser->GetPlayerID() ); sMsg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); sMsg2.SetGUID( dGuid ); sMsg2.SetTeamID( tid ); sMsg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 sMsg2.SetSceneID( pDestUser->GetSceneID() ); sMsg2.SetName( pDestUser->GetName() ); sMsg2.SetIcon( pDestUser->GetPortrait() ); sMsg2.SetDataID( pDestUser->GetSex() ); pSourServerPlayer->SendPacket( &sMsg2 ); WGTeamResult dMsg1; dMsg1.SetPlayerID( pDestUser->GetPlayerID() ); dMsg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); dMsg1.SetGUID( sGuid ); dMsg1.SetTeamID( tid ); dMsg1.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 dMsg1.SetSceneID( pSourUser->GetSceneID() ); dMsg1.SetName( pSourUser->GetName() ); dMsg1.SetIcon( pSourUser->GetPortrait() ); dMsg1.SetDataID( pSourUser->GetSex() ); pDestServerPlayer->SendPacket( &dMsg1 ); WGTeamResult dMsg2; dMsg2.SetPlayerID( pDestUser->GetPlayerID() ); dMsg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); dMsg2.SetGUID( dGuid ); dMsg2.SetTeamID( tid ); dMsg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 dMsg2.SetSceneID( pDestUser->GetSceneID() ); pDestServerPlayer->SendPacket( &dMsg2 ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...CreateTeam sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } } else {//邀请人有队伍, 被邀请人无队伍 TeamID_t tid = pSourUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->IsFull() ) {//队伍人数已经满了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pDestUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_INVITETEAMFULL ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError dMsg; dMsg.SetPlayerID( pDestUser->GetPlayerID() ); dMsg.SetGUID( pDestUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_APPLYTEAMFULL ); pDestServerPlayer->SendPacket( &dMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Team Full sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } else { //将玩家加入队伍 TEAMMEMBER Member; Member.m_Member = dGuid; pTeam->AddMember( &Member ); //设置玩家队伍信息 pDestUser->SetTeamID( pTeam->GetTeamID() ); WGTeamResult Msg1; // 发给新队员的 Msg1.SetPlayerID( pDestUser->GetPlayerID() ); Msg1.SetTeamID( tid ); WGTeamResult Msg2; // 发给每个队员的 Msg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg2.SetTeamID( tid ); Msg2.SetGUID( dGuid ); Msg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg2.SetSceneID( pDestUser->GetSceneID() ); Msg2.SetName( pDestUser->GetName() ); Msg2.SetIcon( pDestUser->GetPortrait() ); Msg2.SetDataID( pDestUser->GetSex() ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg2.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg2 ); if( pMember->m_Member != dGuid ) { // 将自己以外的玩家传给新玩家 Msg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); Msg1.SetName( pUser->GetName() ); Msg1.SetIcon( pUser->GetPortrait() ); Msg1.SetDataID( pUser->GetSex() ); Msg1.SetGUID( pMember->m_Member ); Msg1.SetGUIDEx( pUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg1.SetSceneID( pUser->GetSceneID() ); pDestServerPlayer->SendPacket( &Msg1 ); } } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetInviteHandler...Success! sGUID=%X dGUID=%X TeamID=%d", sGuid, dGuid, tid ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamRetApplyHandler::Execute( GWTeamRetApply* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GUID_t sGuid = pPacket->GetSourGUID();//申请人的GUID GUID_t lGuid = pPacket->GetLeaderGUID();//队长的GUID USER* pLeaderUser = g_pOnlineUser->FindUser( lGuid ); if( pLeaderUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...User Leader GUID=%X not find!", lGuid ); return PACKET_EXE_CONTINUE; } ServerPlayer* pLeaderServerPlayer = (ServerPlayer*)pPlayer; USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { if( pPacket->GetReturn()==TRUE ) { WGTeamError dMsg; dMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); dMsg.SetGUID( pLeaderUser->GetGUID() ); dMsg.SetErrorCode( TEAM_ERROR_TARGETNOTONLINE ); pLeaderServerPlayer->SendPacket( &dMsg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } ID_t SourServerID = pSourUser->GetServerID(); ServerPlayer* pSourServerPlayer = g_pServerManager->GetServerPlayer( SourServerID ); if( pSourServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } if( pLeaderUser->IsEnemy( pSourUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Lead Name=%s, Invite Name=%s are enemy!", pLeaderUser->GetName(), pSourUser->GetName() ); return PACKET_EXE_CONTINUE; } if( pPacket->GetReturn()==FALSE ) { //队长不同意 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERREFUSE ); pSourServerPlayer->SendPacket( &sMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Leader lGUID=%X Refuse sGUID=%X join team!", lGuid, sGuid ); } else if( pSourUser->GetTeamID() != INVALID_ID ) { //申请人已经属于某个队伍 //WGTeamError sMsg; //sMsg.SetPlayerID( pSourUser->m_PlayerID ); //sMsg.SetErrorCode( TEAM_ERROR_APPLYSOURHASTEAM ); //pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_APPLYSOURHASTEAM ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Leader lGUID=%X, sGUID=%X has team!", lGuid, sGuid ); } else { //队伍存在 TeamID_t tid = pLeaderUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->IsFull() ) { //队伍人数已经满了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYTEAMFULL ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_TEAMFULL ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Team Full sGUID=%X lGUID=%X", sGuid, lGuid ); } else if( pTeam->Leader()->m_Member != lGuid ) { //队长GUID和队伍中记录的队长GUID不符 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetGUID( pLeaderUser->GetGUID() ); sMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERGUIDERROR ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetGUID( pLeaderUser->GetGUID() ); lMsg.SetErrorCode( TEAM_ERROR_APPLYLEADERGUIDERROR ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Team Full sGUID=%X lGUID=%X", sGuid, lGuid ); } else { //加入 //将玩家加入队伍 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍信息 pSourUser->SetTeamID( pTeam->GetTeamID() ); WGTeamResult Msg1; // 发给新队员的 Msg1.SetPlayerID( pSourUser->GetPlayerID() ); Msg1.SetTeamID( tid ); WGTeamResult Msg2; // 发给每个队员的 Msg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg2.SetTeamID( tid ); Msg2.SetGUID( sGuid ); Msg2.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg2.SetSceneID( pSourUser->GetSceneID() ); Msg2.SetName( pSourUser->GetName() ); Msg2.SetIcon( pSourUser->GetPortrait() ); Msg2.SetDataID( pSourUser->GetSex() ); //通知所有组内的玩家 for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) { Assert(FALSE); continue; } ID_t ServerID = pUser->GetServerID(); ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); if( pServerPlayer==NULL ) { Assert(FALSE); continue; } Msg2.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg2 ); if( pMember->m_Member != sGuid ) { // 将自己以外的玩家传给新玩家 Msg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); Msg1.SetName( pUser->GetName() ); Msg1.SetIcon( pUser->GetPortrait() ); Msg1.SetDataID( pUser->GetSex() ); Msg1.SetGUID( pMember->m_Member ); Msg1.SetGUIDEx( pUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg1.SetSceneID( pUser->GetSceneID() ); pSourServerPlayer->SendPacket( &Msg1 ); } }//end for Log::SaveLog( WORLD_LOGFILE, "GWTeamRetApplyHandler...Success! sGUID=%X lGUID=%X", sGuid, lGuid ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWChatHandler::Execute( GWChat* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer ; GUID_t SourGUID = pPacket->GetSourGUID() ; USER* pSourUser = g_pOnlineUser->FindUser( SourGUID ) ; if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWChatHandler...User Sour GUID=%X not find!", SourGUID ) ; return PACKET_EXE_CONTINUE ; } WGChat Msg ; Msg.SetChatType( pPacket->GetChatType() ) ; Msg.SetContexSize( pPacket->GetContexSize() ) ; Msg.SetContex( pPacket->GetContex() ) ; Msg.SetSourNameSize( (BYTE)(strlen(pSourUser->GetName())) ) ; Msg.SetSourName( pSourUser->GetName() ) ; Msg.SetCampID( pSourUser->GetUserCampData()->m_nCampID ); Msg.SetWorldChatID( g_pChatCenter->NextWorldChatID() ) ; switch( pPacket->GetChatType() ) { case CHAT_TYPE_NORMAL: { Assert(FALSE) ; } break ; case CHAT_TYPE_GUILD: { Msg.SetGuildID( pPacket->GetGuildID() ) ; g_pServerManager->BroadCastServer( &Msg ) ; } break ; case CHAT_TYPE_MENPAI: { Msg.SetMenpaiID( pPacket->GetMenpaiID() ) ; g_pServerManager->BroadCastServer( &Msg ) ; } break ; case CHAT_TYPE_SYSTEM: case CHAT_TYPE_SCENE: { g_pServerManager->BroadCastServer( &Msg ) ; } break ; case CHAT_TYPE_TEAM: { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ) ; if( pTeam==NULL ) break ; for( int i=0; i<pTeam->MemberCount(); i++ ) { TEAMMEMBER* pMember = pTeam->Member( i ) ; if( pMember==NULL ) { Assert(FALSE) ; continue ; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ) ; if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue ; } ID_t ServerID = pUser->GetServerID() ; ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ) ; if( pServerPlayer==NULL ) { Assert(FALSE) ; continue ; } Msg.SetPlayerID( pUser->GetPlayerID() ) ; pServerPlayer->SendPacket( &Msg ) ; } } break ; case CHAT_TYPE_TELL: { USER* pUser = g_pOnlineUser->FindUser( pPacket->GetTargetName() ) ; if( pUser ) { if( pSourUser->IsEnemy( pUser->GetUserCampData() ) ) pUser = NULL; //如果是敌对阵营,处理方法跟查无此人相同!! //按道理说是不能密的哦~~ } if( pUser==NULL ) {//如果队员离线,则用户数据是空 CHAR* szName="system" ; CHAR szContex[32] ; sprintf( szContex, "@@%s", pPacket->GetTargetName() ) ; WGChat MsgR ; MsgR.SetPlayerID( pSourUser->GetPlayerID() ) ; MsgR.SetChatType( CHAT_TYPE_SELF ) ; MsgR.SetContexSize( sizeof(szContex) ) ; MsgR.SetContex( szContex ) ; MsgR.SetSourNameSize( (BYTE)(strlen(szName)) ) ; MsgR.SetSourName( szName ) ; MsgR.SetWorldChatID( g_pChatCenter->NextWorldChatID() ) ; MsgR.SetCampID( pSourUser->GetUserCampData()->m_nCampID ); pSourServerPlayer->SendPacket( &MsgR ) ; break ; } ID_t ServerID = pUser->GetServerID() ; ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ) ; if( pServerPlayer==NULL ) { Assert(FALSE) ; break ; } Msg.SetPlayerID( pUser->GetPlayerID() ) ; pServerPlayer->SendPacket( &Msg ) ; } break ; case CHAT_TYPE_CHANNEL: { ChatChannel* pChannel = g_pChatCenter->GetChatChannel( pPacket->GetChannelID() ) ; if( pChannel==NULL ) break ; for( int i=0; i<pChannel->MemberCount(); i++ ) { GUID_t memberguid = pChannel->Member(i) ; if( memberguid==INVALID_ID ) { Assert(FALSE) ; continue ; } USER* pUser = g_pOnlineUser->FindUser( memberguid ) ; if( pUser==NULL ) {//如果队员离线,则用户数据是空 continue ; } ID_t ServerID = pUser->GetServerID() ; ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ) ; if( pServerPlayer==NULL ) { Assert(FALSE) ; continue ; } Msg.SetPlayerID( pUser->GetPlayerID() ) ; pServerPlayer->SendPacket( &Msg ) ; } } break ; default : { Assert(FALSE) ; } break ; }; g_pChatCenter->PushChatPacket( pPacket ) ; Log::SaveLog( WORLD_LOGFILE, "GWChatHandler...GUID=%X ChatType=%d Contex=%s", SourGUID, pPacket->GetChatType(), pPacket->GetContex() ) ; return PACKET_EXE_NOTREMOVE ;//不能删除pPacket, 已经放入预存管道 __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
uint GWTeamLeaderRetInviteHandler::Execute( GWTeamLeaderRetInvite* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GUID_t sGuid = pPacket->GetSourGUID();//邀请人的GUID GUID_t dGuid = pPacket->GetDestGUID();//被邀请人的GUID GUID_t lGuid = pPacket->GetLeaderGUID();//队长的GUID USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if( pDestUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...User Dest GUID=%X not find!", dGuid ); return PACKET_EXE_CONTINUE; } USER* pLeaderUser = g_pOnlineUser->FindUser( lGuid ); if( pLeaderUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...User Leader GUID=%X not find!", lGuid ); return PACKET_EXE_CONTINUE; } ID_t SourServerID = pSourUser->GetServerID(); ServerPlayer* pSourServerPlayer = g_pServerManager->GetServerPlayer( SourServerID ); if( pSourServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } ID_t DestServerID = pDestUser->GetServerID(); ServerPlayer* pDestServerPlayer = g_pServerManager->GetServerPlayer( DestServerID ); if( pDestServerPlayer==NULL ) { Assert(FALSE); return PACKET_EXE_CONTINUE; } ServerPlayer* pLeaderServerPlayer = (ServerPlayer*)pPlayer; if( pSourUser->GetTeamID() != pLeaderUser->GetTeamID() ) { // 邀请人和队长已经不在一个队伍了 WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetErrorCode( TEAM_ERROR_INVITERNOTINTEAM ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...Inviter(sGUID=%X) invited dGUID=%X not in Leader's(lGUID=%X) team.", sGuid, dGuid, lGuid ); } //判断双方是否同一国家,不同国家不能组队 INT SourCountry = pSourUser->GetCountry(); INT DestCountry = pDestUser->GetCountry(); //国家不同 if ( SourCountry != DestCountry ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...SourCountry %d != DestCountry %d. ", SourCountry,DestCountry ); return PACKET_EXE_CONTINUE; } else if( pPacket->GetReturn()==FALSE ) {//队长不同意 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetErrorCode( TEAM_ERROR_INVITELEADERREFUSE ); pSourServerPlayer->SendPacket( &sMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...Invite Leader Refuse sGUID=%X dGUID=%X lGUID=%X", sGuid, dGuid, lGuid ); } else if( pDestUser->GetTeamID() != INVALID_ID ) {//被邀请人已有队伍了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetErrorCode( TEAM_ERROR_INVITEDESTHASTEAM ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetErrorCode( TEAM_ERROR_INVITEDESTHASTEAM ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...DestInTeam sGUID=%X dGUID=%X lGUID=%X", sGuid, dGuid, lGuid ); } else {//队伍存在 TeamID_t tid = pLeaderUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); if( pTeam->IsFull() ) {//队伍人数已经满了 WGTeamError sMsg; sMsg.SetPlayerID( pSourUser->GetPlayerID() ); sMsg.SetErrorCode( TEAM_ERROR_INVITETEAMFULL ); pSourServerPlayer->SendPacket( &sMsg ); WGTeamError lMsg; lMsg.SetPlayerID( pLeaderUser->GetPlayerID() ); lMsg.SetErrorCode( TEAM_ERROR_INVITETEAMFULL ); pLeaderServerPlayer->SendPacket( &lMsg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...Team Full sGUID=%X dGUID=%X lGUID=%X", sGuid, dGuid, lGuid ); } else //{//同意被邀请人加入队伍 // //将玩家加入队伍 // TEAMMEMBER Member; // Member.m_Member = dGuid; // Member.m_GUIDEx = pDestUser->GetPlayerID(); // Member.m_SceneID = pDestUser->GetSceneID(); // strncpy((char*)Member.m_Name,(char*)pDestUser->GetName(),MAX_CHARACTER_NAME-1); // Member.m_nPortrait = pDestUser->GetPortrait(); // Member.m_uDataID = pDestUser->GetSex(); // Member.m_uFamily = pDestUser->GetMenpai(); // Member.m_Level = pDestUser->GetLevel(); // pTeam->AddMember( &Member ); // //设置玩家队伍信息 // pDestUser->SetTeamID( pTeam->GetTeamID() ); // WGTeamResult Msg1; // 发给新队员的 // Msg1.SetPlayerID( pDestUser->GetPlayerID() ); // Msg1.SetTeamID( tid ); // WGTeamResult Msg2; // 发给每个队员的 // Msg2.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); // Msg2.SetTeamID( tid ); // Msg2.SetGUID( dGuid ); // Msg2.SetGUIDEx( pDestUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 // Msg2.SetSceneID( pDestUser->GetSceneID() ); // Msg2.SetName( pDestUser->GetName() ); // Msg2.SetIcon( pDestUser->GetPortrait() ); // Msg2.SetDataID( pDestUser->GetSex() ); // Msg2.SetFamily( pDestUser->GetMenpai() ); // Msg2.SetLevel( pDestUser->GetLevel() ); // //通知所有组内的玩家 // for( int i=0; i<pTeam->MemberCount(); i++ ) // { // TEAMMEMBER* pMember = pTeam->Member( i ); // if( pMember==NULL ) // { // Assert(FALSE); // continue; // } // if( pMember->m_Member != dGuid ) // { // 将自己以外的玩家传给新玩家 // Msg1.SetReturn( TEAM_RESULT_TEAMREFRESH ); // Msg1.SetName( pMember->m_Name ); // Msg1.SetIcon( pMember->m_nPortrait ); // Msg1.SetDataID( pMember->m_uDataID ); // Msg1.SetFamily( pMember->m_uFamily ); // Msg1.SetGUID( pMember->m_Member ); // Msg1.SetGUIDEx( pMember->m_GUIDEx ); // 将玩家的 PlayerID 传回 // Msg1.SetSceneID( pMember->m_SceneID ); // Msg1.SetLevel( pMember->m_Level ); // pDestServerPlayer->SendPacket( &Msg1 ); // } // USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); // if( pUser==NULL ) // {//如果队员离线,则用户数据是空 // continue; // } // ID_t ServerID = pUser->GetServerID(); // ServerPlayer* pServerPlayer = g_pServerManager->GetServerPlayer( ServerID ); // if( pServerPlayer==NULL ) // { // Assert(FALSE); // continue; // } // Msg2.SetPlayerID( pUser->GetPlayerID() ); // pServerPlayer->SendPacket( &Msg2 ); // } // Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...AgreeAndInvite! sGUID=%X dGUID=%X lGUID=%X", // sGuid, dGuid, lGuid ); //} { //原先是不用被邀请者同意,直接添加到队伍中,现在得被邀请者同意才能添加到队伍中 ID_t DestServerID = pDestUser->GetServerID(); ServerPlayer* pDestServerPlayer = g_pServerManager->GetServerPlayer( DestServerID ); if( pDestServerPlayer ) { //向被邀请人发送邀请消息 WGTeamAskInvite Msg; Msg.SetPlayerID( pDestUser->GetPlayerID() ); Msg.SetGUID( lGuid );//在这得改成队长的ID否则又是队员邀请,进入了死循环 if ( pSourUser->GetTeamID() != INVALID_ID ) { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); Assert( pTeam ); for( INT i=0; i<pTeam->MemberCount(); ++i ) { WGTeamAskInvite::InviterInfo info; TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember == NULL ) { Assert(FALSE); continue ; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser == NULL ) {//如果队员离线,则用户数据是空 info.m_PlayerID = INVALID_ID; //continue ; } else info.m_PlayerID = pUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pMember->m_Name); strncpy( (CHAR*)info.m_szNick, pMember->m_Name, info.m_NickSize ); info.m_uFamily = pMember->m_uFamily; info.m_Scene = pMember->m_SceneID; info.m_Level = pMember->m_Level; info.m_uDataID = pMember->m_uDataID; Msg.AddInviterInfo( info ); } } else { // Msg.SetMemberCount( 1 ); WGTeamAskInvite::InviterInfo info; info.m_PlayerID = pSourUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pSourUser->GetName()); strncpy( (CHAR*)info.m_szNick, pSourUser->GetName(), info.m_NickSize ); info.m_uFamily = pSourUser->GetMenpai(); info.m_Scene = pSourUser->GetSceneID(); info.m_Level = pSourUser->GetLevel(); info.m_uDataID = pSourUser->GetSex(); Msg.AddInviterInfo( info ); } pDestServerPlayer->SendPacket( &Msg ); } else { Assert(FALSE); } Log::SaveLog( WORLD_LOGFILE, "GWTeamLeaderRetInviteHandler...AskInvite SourGUID=%X DestGUID=%X", sGuid, dGuid ); } } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamInviteHandler::Execute( GWTeamInvite* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer; GUID_t sGuid = pPacket->GetSourGUID(); USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } USER* pDestUser = g_pOnlineUser->FindUser( pPacket->GetDestName() ); if( pDestUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...User Dest Name=%s not find!", pPacket->GetDestName() ); return PACKET_EXE_CONTINUE; } GUID_t dGuid = pDestUser->GetGUID(); if( pSourUser->IsEnemy( pDestUser->GetUserCampData() ) ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...Sour Name=%s, Dest Name=%s are enemy!", pSourUser->GetName(), pDestUser->GetName() ); return PACKET_EXE_CONTINUE; } // 设置了拒绝被邀请 if( pDestUser->IsRefuseTeamInvite() ) { WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID(sGuid); Msg.SetErrorCode(TEAM_ERROR_REFUSEINVITESETTING); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...DestGUID=%X refuse to be invited. ", dGuid ); return PACKET_EXE_CONTINUE; } if( pDestUser->GetTeamID() != INVALID_ID ) {//被邀请人已经属于某个队伍了 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID(sGuid); Msg.SetErrorCode(TEAM_ERROR_INVITEDESTHASTEAM); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...DestInTeam SourGUID=%X DestGUID=%X", sGuid, dGuid ); } else if( sGuid==dGuid && pSourUser->GetTeamID()==INVALID_ID ) {//邀请人和被邀请人属于同一个人, 且不属于某个队伍 //自建队伍 TeamID_t tid = g_pTeamList->CreateTeam( ); Assert( tid!=INVALID_ID ); Team* pTeam = g_pTeamList->GetTeam( tid ); Assert( pTeam ); //将玩家加入队伍中 TEAMMEMBER Member; Member.m_Member = sGuid; pTeam->AddMember( &Member ); //设置玩家队伍数据 pSourUser->SetTeamID( tid ); //返回结果 WGTeamResult Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetReturn( TEAM_RESULT_MEMBERENTERTEAM ); Msg.SetGUID( sGuid ); Msg.SetTeamID( tid ); Msg.SetGUIDEx( pSourUser->GetPlayerID() ); // 将玩家的 PlayerID 传回 Msg.SetSceneID( pSourUser->GetSceneID() ); Msg.SetDataID( pSourUser->GetSex() ); Msg.SetIcon( pSourUser->GetPortrait() ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...CreateTeam GUID=%X TeamID=%d", sGuid, tid ); } else { if ( pSourUser->GetTeamID() != INVALID_ID ) { //邀请人已经有一个队伍 Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); Assert( pTeam ); GUID_t tlGUID = pTeam->Leader()->m_Member; // 队长GUID //邀请人不是队长,要给队长发送请求 if ( tlGUID != sGuid ) { // 不是队长的情况 USER* pLeaderUser = g_pOnlineUser->FindUser( tlGUID ); if( pLeaderUser == NULL ) { Assert(FALSE); } ID_t LeaderServerID = pLeaderUser->GetServerID(); ServerPlayer* pLeaderServerPlayer = g_pServerManager->GetServerPlayer( LeaderServerID ); if( pLeaderServerPlayer==NULL ) { Assert(FALSE); } WGTeamLeaderAskInvite Msg; Msg.SetPlayerID( pLeaderUser->GetPlayerID() );//队长的Player_t Msg.SetSourGUID( sGuid ); //邀请人 Msg.SetDestGUID( dGuid ); //被要请人 Msg.SetSourName( pSourUser->GetName() ); Msg.SetDestName( pDestUser->GetName() ); Msg.SetGUID(tlGUID); pLeaderServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...TeamLeaderAskInvite SourGUID=%X DestGUID=%X", sGuid, dGuid ); return PACKET_EXE_CONTINUE; } } ID_t DestServerID = pDestUser->GetServerID(); ServerPlayer* pDestServerPlayer = g_pServerManager->GetServerPlayer( DestServerID ); if( pDestServerPlayer ) {//向被邀请人发送邀请消息 WGTeamAskInvite Msg; Msg.SetPlayerID( pDestUser->GetPlayerID() ); Msg.SetdGUID( dGuid ); Msg.SetsGUID( sGuid ); if ( pSourUser->GetTeamID() != INVALID_ID ) { Team* pTeam = g_pTeamList->GetTeam( pSourUser->GetTeamID() ); Assert( pTeam ); // Msg.SetMemberCount( pTeam->MemberCount() ); for( INT i=0; i<pTeam->MemberCount(); ++i ) { WGTeamAskInvite::InviterInfo info; TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember == NULL ) { Assert(FALSE); continue ; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser == NULL ) {//如果队员离线,则用户数据是空 continue ; } info.m_PlayerID = pUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pUser->GetName()); strncpy( (CHAR*)info.m_szNick, pUser->GetName(), info.m_NickSize ); info.m_uFamily = pUser->GetMenpai(); info.m_Scene = pUser->GetSceneID(); info.m_Level = pUser->GetLevel(); info.m_uDataID = pUser->GetSex(); Msg.AddInviterInfo( info ); } } else { // Msg.SetMemberCount( 1 ); WGTeamAskInvite::InviterInfo info; info.m_PlayerID = pSourUser->GetPlayerID(); info.m_NickSize = (UCHAR)strlen(pSourUser->GetName()); strncpy( (CHAR*)info.m_szNick, pSourUser->GetName(), info.m_NickSize ); info.m_uFamily = pSourUser->GetMenpai(); info.m_Scene = pSourUser->GetSceneID(); info.m_Level = pSourUser->GetLevel(); info.m_uDataID = pSourUser->GetSex(); Msg.AddInviterInfo( info ); } pDestServerPlayer->SendPacket( &Msg ); } else { Assert(FALSE); } Log::SaveLog( WORLD_LOGFILE, "GWTeamInviteHandler...AskInvite SourGUID=%X DestGUID=%X", sGuid, dGuid ); } return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWTeamMemberEnterSceneHandler::Execute( GWTeamMemberEnterScene* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer; GUID_t guid = pPacket->GetGUID(); // 被请求信息的玩家的 GUID USER* pUser = g_pOnlineUser->FindUser( guid ); if( pUser == NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamMemberEnterScene...User GUID=%X not find!", guid ) ; return PACKET_EXE_CONTINUE; } if( pUser->GetTeamID() == INVALID_ID ) { // 这里以后要加上回馈信息,删除服务器端错误的队伍信息 Assert( FALSE && "该玩家没有队伍!" ); return PACKET_EXE_CONTINUE; } Team* pTeam = g_pTeamList->GetTeam( pUser->GetTeamID() ); if( pTeam==NULL ) { Assert(FALSE) ; return PACKET_EXE_CONTINUE ; } WGTeamResult Msg; Msg.SetReturn( TEAM_RESULT_ENTERSCENE ); Msg.SetTeamID( pUser->GetTeamID() ); Msg.SetGUID( pPacket->GetGUID() ); Msg.SetSceneID( pPacket->GetSceneID() ); Msg.SetGUIDEx( pPacket->GetPlayerID() ); Msg.SetIcon( pUser->GetPortrait() ); Msg.SetFamily( pUser->GetMenpai() ); Msg.SetDataID( pUser->GetSex() ); Msg.SetLevel( pUser->GetLevel() ); for(int i=0; i<pTeam->MemberCount(); ++i) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pUser==NULL ) { Assert(FALSE); continue; } pServerPlayer = g_pServerManager->GetServerPlayer( pUser->GetServerID() ); if( pServerPlayer == NULL ) { Assert(FALSE); continue; } Msg.SetPlayerID( pUser->GetServerID() ); pServerPlayer->SendPacket( &Msg ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamMemberEnterScene...Success! GUID=%X", guid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
uint GWAskTeamInfoHandler::Execute( GWAskTeamInfo* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer; GUID_t guid = pPacket->GetGUID(); // 被请求信息的玩家的 GUID USER* pUser = g_pOnlineUser->FindUser( guid ); if( pUser == NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWAskTeamInfoHandler...User GUID=%X not find!", guid ); return PACKET_EXE_CONTINUE; } if( pUser->GetTeamID() == INVALID_ID ) { return PACKET_EXE_CONTINUE; } Team* pTeam = g_pTeamList->GetTeam( pUser->GetTeamID() ); if( pTeam==NULL ) { Assert(FALSE) ; return PACKET_EXE_CONTINUE ; } else { TEAMMEMBER Member; Member.m_Member = pUser->GetGUID(); if ( pTeam->IsMember( &Member ) == FALSE ) { // 某些情况下,玩家保存了过期的队伍号 AssertEx( FALSE, "过期队伍号,忽略。" ); return PACKET_EXE_CONTINUE; } } WGTeamList Msg; Msg.SetPlayerID(pPacket->GetPlayerID()); Msg.SetTeamID( pUser->GetTeamID() ); Msg.SetGUID( guid ); WGTeamResult MsgtoEveryMember; // 通知其他队员某人进入新场景了 MsgtoEveryMember.SetReturn( TEAM_RESULT_ENTERSCENE ); MsgtoEveryMember.SetTeamID( pTeam->GetTeamID() ); MsgtoEveryMember.SetGUID( pUser->GetGUID() ); MsgtoEveryMember.SetGUIDEx( pUser->GetPlayerID() ); MsgtoEveryMember.SetIcon( pUser->GetPortrait() ); MsgtoEveryMember.SetSceneID( pUser->GetSceneID() ); for(int i=0; i<pTeam->MemberCount(); ++i) { TEAMMEMBER* pMember = pTeam->Member( i ); if( pMember==NULL ) { Assert(FALSE); continue; } USER* pDestUser = g_pOnlineUser->FindUser( pMember->m_Member ); if( pDestUser==NULL ) { Assert(FALSE); continue; } ID_t ServerID = pDestUser->GetServerID() ; ServerPlayer* pDestServerPlayer = g_pServerManager->GetServerPlayer( ServerID ) ; if( pDestServerPlayer==NULL ) { Assert(FALSE) ; continue ; } if( pUser->GetGUID() != pDestUser->GetGUID() ) { MsgtoEveryMember.SetPlayerID( pDestUser->GetPlayerID() ) ; pDestServerPlayer->SendPacket( &MsgtoEveryMember ); } TEAM_LIST_ENTRY entry; entry.SetGUID( pDestUser->GetGUID() ); entry.SetSceneID( pDestUser->GetSceneID() ); entry.SetExtraID( pDestUser->GetPlayerID() ); entry.SetName( pDestUser->GetName() ); entry.SetIcon( pDestUser->GetPortrait() ); entry.SetDataID( pDestUser->GetSex() ); Msg.AddTeamMember( entry ); } pServerPlayer->SendPacket( &Msg ); if ( pTeam->GetFollowedmemberCount()>0 ) { GUID_t* FollowedMembers = pTeam->GetFollowedMembers(); BOOL flag; flag = FALSE; for( INT i=0; i<pTeam->GetFollowedmemberCount(); ++i ) { if ( FollowedMembers[i] == guid ) { // 如果身处组队跟随状态则发送组队列表 flag = TRUE; break; } } if ( flag == TRUE ) { WGTeamFollowList FollowListMsg; FollowListMsg.SetPlayerID(pPacket->GetPlayerID()); FollowListMsg.SetGUID( pPacket->GetGUID() ); for( INT i=0; i<pTeam->GetFollowedmemberCount(); ++i ) { FollowListMsg.AddFollowMember(FollowedMembers[i]); } pServerPlayer->SendPacket( &FollowListMsg ); } } Log::SaveLog( WORLD_LOGFILE, "GWAskTeamInfoHandler...Success! GUID=%X", guid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }