void ParseTeamInfoJson(const Json::Value& team_info_json, TeamInfo& team_info)
{
	team_info.SetType((nim::NIMTeamType)(team_info_json[nim::kNIMTeamInfoKeyType].asInt()));
	team_info.SetTeamID(team_info_json[nim::kNIMTeamInfoKeyID].asString());
	team_info.SetOwnerID(team_info_json[nim::kNIMTeamInfoKeyCreator].asString());
	team_info.SetName(team_info_json[nim::kNIMTeamInfoKeyName].asString());
	team_info.SetIntro(team_info_json[nim::kNIMTeamInfoKeyIntro].asString());
	team_info.SetAnnouncement(team_info_json[nim::kNIMTeamInfoKeyAnnouncement].asString());
	team_info.SetJoinMode((NIMTeamJoinMode)(team_info_json[nim::kNIMTeamInfoKeyJoinMode].asInt()));
	team_info.SetServerCustom(team_info_json[nim::kNIMTeamInfoKeyServerCustom].asString());
	team_info.SetCreateTimetag(team_info_json[nim::kNIMTeamInfoKeyCreateTime].asUInt64());
	team_info.SetUpdateTimetag(team_info_json[nim::kNIMTeamInfoKeyUpdateTime].asUInt64());
	team_info.SetCustom(team_info_json[nim::kNIMTeamInfoKeyCustom].asString());
	team_info.SetMemberCount(team_info_json[nim::kNIMTeamInfoKeyMemberCount].asUInt());
	team_info.SetProperty(team_info_json[nim::kNIMTeamInfoKeyProperty].asString());
	team_info.SetValid(team_info_json[nim::kNIMTeamInfoKeyValidFlag].asUInt() == 0 ? false : true);
	team_info.SetConfigBits(team_info_json[nim::kNIMTeamInfoKeyBits].asUInt64());
	team_info.SetMemberValid(team_info_json[nim::kNIMTeamInfoKeyMemberValid].asUInt() == 0 ? false : true);
}
Beispiel #2
0
UINT WGTeamListHandler::Execute( WGTeamList* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

	PlayerID_t PlayerID = pPacket->GetPlayerID();
	GamePlayer* pGamePlayer = g_pPlayerPool->GetPlayer(PlayerID);
	if( pGamePlayer==NULL )
	{
		g_pLog->FastSaveLog( LOG_FILE_3, "WGTeamListHandler::Execute pGamePlayer==NULL" );
		return PACKET_EXE_CONTINUE;
	}

	if (pGamePlayer->m_HumanGUID != pPacket->GetGUID())
	{
		g_pLog->FastSaveLog( LOG_FILE_3, "WGTeamListHandler::Execute pGamePlayer->m_HumanGUID[%d] != pPacket->GetGUID()[%d]",pGamePlayer->m_HumanGUID, pPacket->GetGUID());
		return PACKET_EXE_CONTINUE;
	}

	Obj_Human* pHuman = pGamePlayer->GetHuman();
	Assert( pHuman );
	Scene* pScene = pHuman->getScene();
	if( !pScene )
	{
		g_pLog->FastSaveLog( LOG_FILE_3, "WGTeamListHandler::Execute pHuman->getScene() == NULL" );
		return PACKET_EXE_CONTINUE;
	}

	if( pPlayer->IsServerPlayer() )
	{//服务器收到世界服务器发来的数据
		Assert( MyGetCurrentThreadID()==g_pServerManager->m_ThreadID );

		pScene->SendPacket( pPacket, PlayerID );

		g_pLog->FastSaveLog( LOG_FILE_1, "WGTeamListHandler: ServerPlayer (GUID=%X, TeamID=%d) ",
			pHuman->GetGUID(), pPacket->GetTeamID() );

		return PACKET_EXE_NOTREMOVE;
	}
	else if( pPlayer->IsGamePlayer() )
	{//场景收到Cache里的消息
		Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );

		TeamInfo* pTeamInfo = pHuman->GetTeamInfo();
		if ( pTeamInfo->HasTeam() )
		{ // 只要客户端请求完成的队伍信息,就清空服务器端的队伍列表
			pTeamInfo->DisMiss();
		}

		pTeamInfo->SetTeamID( pPacket->GetTeamID() );
		pHuman->GetDB()->SetDBTeamID( pPacket->GetTeamID() ) ;
		pTeamInfo->SetMySceneID( pScene->SceneID() );

		GCTeamList Msg;
		Msg.SetTeamID( pPacket->GetTeamID() );

		for( UINT i=0; i<pPacket->GetMemberCount(); ++i )
		{
			const TEAM_LIST_ENTRY& entry = pPacket->GetTeamMember( i );
			TEAM_LIST_ENTRY newEntry;

			TEAMMEMBER Member;
			Member.m_GUID = entry.GetGUID();
			Member.m_SceneID = entry.GetSceneID();
			if ( Member.m_GUID == pGamePlayer->m_HumanGUID )
			{
				Member.m_ObjID = pHuman->GetID();
			}
			else if ( Member.m_SceneID == pScene->SceneID() )
			{
				GamePlayer* ptempGamePlayer = g_pPlayerPool->GetPlayer( entry.GetExtraID() );
				Obj_Human* ptempHuman;

				if ( ptempGamePlayer == NULL )
				{
					Assert(FALSE && "队友失去了连接。");
					Member.m_ObjID = INVALID_ID;
				}
				else if ( (ptempHuman = ptempGamePlayer->GetHuman()) == NULL )
				{
					Assert(FALSE && "队友找不到了……");
					Member.m_ObjID = INVALID_ID;
				}
				else
				{
					Member.m_ObjID = ptempHuman->GetID();
				}
			}
			else
			{
				Member.m_ObjID = INVALID_ID;
			}

			newEntry = entry;
			newEntry.SetExtraID( Member.m_ObjID );

			pTeamInfo->AddMember( &Member );
			Msg.AddTeamMember( newEntry );
		}

		pGamePlayer->SendPacket( &Msg );

		GCNotifyTeamInfo notifyMsg;

		notifyMsg.SetObjID( pHuman->GetID() );
		notifyMsg.SetHaveTeamFlag( pTeamInfo->HasTeam() );

		if ( pTeamInfo->HasTeam() )
		{
			notifyMsg.SetTeamLeaderFlag( pTeamInfo->IsLeader() );
			notifyMsg.SetTeamFullFlag( pTeamInfo->IsFull() );
		}
		else
		{
			notifyMsg.SetTeamLeaderFlag( FALSE );
			notifyMsg.SetTeamFullFlag( FALSE );
		}

		if ( pHuman->getZoneID() != INVALID_ID )
		{
			pScene->BroadCast( &notifyMsg, pHuman );
		}

		g_pLog->FastSaveLog( LOG_FILE_1, "WGTeamListHandler: GamePlayer (to:%d, GUID=%ld, TeamID=%d) ",
			pPacket->GetPlayerID(), pHuman->GetGUID(), pPacket->GetTeamID() );
	}
	else
	{
		Assert(FALSE);
	}

	return PACKET_EXE_CONTINUE;

__LEAVE_FUNCTION

	return PACKET_EXE_ERROR;
}
UINT WGTeamResultHandler::Execute( WGTeamResult* pPacket, Player* pPlayer )
{
__ENTER_FUNCTION

	PlayerID_t PlayerID = pPacket->GetPlayerID();
	GamePlayer* pGamePlayer = g_pPlayerPool->GetPlayer(PlayerID);
	if( pGamePlayer==NULL )
	{
		g_pLog->FastSaveLog( LOG_FILE_3, "WGTeamResultHandler::Execute pGamePlayer==NULL" );
		return PACKET_EXE_CONTINUE;
	}

	Obj_Human* pHuman = pGamePlayer->GetHuman();
	Assert( pHuman );
	Scene* pScene = pHuman->getScene();
	if( !pScene )
	{
		g_pLog->FastSaveLog( LOG_FILE_3, "WGTeamResultHandler::Execute pHuman->getScene() == NULL" );
		return PACKET_EXE_CONTINUE;
	}

	if( pPlayer->IsServerPlayer() )
	{//服务器收到世界服务器发来的数据
		Assert( MyGetCurrentThreadID()==g_pServerManager->m_ThreadID );

		pScene->SendPacket( pPacket, PlayerID );

		g_pLog->FastSaveLog( LOG_FILE_1, "WGTeamResultHandler: ServerPlayer (Return=%d, GUID=%X, TeamID=%d) ",
			pPacket->GetReturn(), pPacket->GetGUID(), pPacket->GetTeamID() );

		return PACKET_EXE_NOTREMOVE;
	}
	else if( pPlayer->IsGamePlayer() )
	{//场景收到Cache里的消息
		Assert( MyGetCurrentThreadID()==pScene->m_ThreadID );

		TeamInfo* pTeamInfo = pHuman->GetTeamInfo();
		GCTeamResult tMsg;
		BOOL bNotifyTeamInfoFlag = FALSE;
		tMsg.SetReturn( pPacket->GetReturn() );
		tMsg.SetGUID( pPacket->GetGUID() );
		tMsg.SetTeamID( pPacket->GetTeamID() );
		tMsg.SetGUIDEx( pPacket->GetGUIDEx() );
		tMsg.SetSceneID( pPacket->GetSceneID() );
		tMsg.SetIcon( pPacket->GetIcon() );
		tMsg.SetName( pPacket->GetName() );
		tMsg.SetDataID( pPacket->GetDataID() );

		switch( pPacket->GetReturn() )
		{
		case TEAM_RESULT_TEAMREFRESH:
		case TEAM_RESULT_MEMBERENTERTEAM:
			{
				if( !pTeamInfo->HasTeam() )
				{
					pTeamInfo->SetTeamID( pPacket->GetTeamID() );
					pHuman->GetDB()->SetDBTeamID( pPacket->GetTeamID() ) ;
					pTeamInfo->SetMySceneID( pScene->SceneID() );
					bNotifyTeamInfoFlag = TRUE;
				}

				TEAMMEMBER Member;
				Member.m_GUID = pPacket->GetGUID();
				Member.m_SceneID = pPacket->GetSceneID();

				if ( Member.m_GUID == pGamePlayer->m_HumanGUID )
				{
					Member.m_ObjID = pHuman->GetID();
				}
				else if ( Member.m_SceneID == pScene->SceneID() )
				{
					GamePlayer* ptempGamePlayer = g_pPlayerPool->GetPlayer(pPacket->GetGUIDEx());
					Obj_Human* ptempHuman;

					if ( ptempGamePlayer == NULL )
					{
						Assert(FALSE && "队友失去了连接。");
					}
					else if ( (ptempHuman = ptempGamePlayer->GetHuman()) == NULL )
					{
						Assert(FALSE && "队友找不到了……");
					}
					else
					{
						Member.m_ObjID = ptempHuman->GetID();
					}
				}
				else
				{
					Member.m_ObjID = INVALID_ID;
				}

				tMsg.SetGUIDEx( Member.m_ObjID ); // 将队友的 ObjID 发出去
				pTeamInfo->AddMember( &Member );

				if ( pTeamInfo->IsFull() )
				{
					bNotifyTeamInfoFlag = TRUE;
				}
			}
			break;
		case TEAM_RESULT_MEMBERLEAVETEAM:
		case TEAM_RESULT_TEAMKICK:
		case TEAM_RESULT_LEADERLEAVETEAM:
			{
				if ( pTeamInfo->IsFull() )
				{ // 队伍不再满
					bNotifyTeamInfoFlag = TRUE;
				}

				if ( pGamePlayer->m_HumanGUID == pPacket->GetGUID() )
				{ // 自己主动离队
					if ( pHuman->__GetTeamFollowFlag() )
					{
						pHuman->__StopTeamFollow(FALSE);
					}

					pTeamInfo->DisMiss();
					pHuman->GetDB()->SetDBTeamID( INVALID_ID ) ;

					bNotifyTeamInfoFlag = TRUE;
				}
				else
				{
					pTeamInfo->DelMember( pPacket->GetGUID() );

					if ( pPacket->GetReturn() == TEAM_RESULT_LEADERLEAVETEAM
					  && pTeamInfo->IsLeader() // 队长退队后,自己变成新队长
					  )
					{
						GCReturnTeamFollow Msg;
						Msg.SetReturn(TF_RESULT_STOP_FOLLOW);
						Msg.SetGUID(pHuman->GetGUID());
						pGamePlayer->SendPacket(&Msg);

						bNotifyTeamInfoFlag = TRUE;
					}
				}
			}
			break;
		case TEAM_RESULT_TEAMDISMISS:
			{
				if ( pTeamInfo->IsLeader() )
				{ // 自己是队长
					if ( pHuman->__GetTeamFollowFlag() )
					{
						pHuman->__StopTeamFollow(FALSE);
					}
				}

				pTeamInfo->DisMiss();
				pHuman->GetDB()->SetDBTeamID( INVALID_ID ) ;
				bNotifyTeamInfoFlag = TRUE;
			}
			break;
		case TEAM_RESULT_TEAMAPPOINT:
			{
				if ( pTeamInfo->IsLeader() )
				{ // 自己是队长
					if ( pHuman->__GetTeamFollowFlag() )
					{
						pHuman->__StopTeamFollow();
					}

					bNotifyTeamInfoFlag = TRUE;
				}

				pTeamInfo->Appoint( pPacket->GetGUIDEx() );

				if ( pTeamInfo->IsLeader() )
				{ // 自己是队长了
					bNotifyTeamInfoFlag = TRUE;
				}
			}
			break;
		case TEAM_RESULT_STARTCHANGESCENE:
			{
				pTeamInfo->StartChangeScene( pPacket->GetGUID() );
			}
			break;
		case TEAM_RESULT_ENTERSCENE:
			{
				if ( pPacket->GetGUID() == pGamePlayer->m_HumanGUID )
				{ // 自己进入
					pTeamInfo->EnterScene( pGamePlayer->m_HumanGUID, pScene->SceneID(),
											pHuman->GetID() );

					if ( pHuman->__GetTeamFollowFlag() )
					{
						_FOLLOWEDMEMBER FollowedMember;

						FollowedMember.m_GUID = pHuman->GetGUID();
						FollowedMember.m_pHuman = pHuman;
						pHuman->__AddFollowedMember( FollowedMember );
					}
				}
				else
				{
					ObjID_t oid;

					if ( pPacket->GetSceneID() == pScene->SceneID() )
					{
						GamePlayer* ptempGamePlayer = g_pPlayerPool->GetPlayer(pPacket->GetGUIDEx());
						Obj_Human* ptempHuman;

						if ( ptempGamePlayer == NULL )
						{
							Assert(FALSE && "队友失去了连接。");
						}
						else if ( (ptempHuman = ptempGamePlayer->GetHuman()) == NULL )
						{
							Assert(FALSE && "队友找不到了……");
						}
						else
						{
							oid = ptempHuman->GetID();

							if ( ptempHuman->__GetTeamFollowFlag() )
							{
								_FOLLOWEDMEMBER FollowedMember;

								FollowedMember.m_GUID = ptempHuman->GetGUID();
								FollowedMember.m_pHuman = ptempHuman;
								pHuman->__AddFollowedMember( FollowedMember );
							}
						}
					}
					else
					{
						oid = INVALID_ID;
					}

					pTeamInfo->EnterScene( pPacket->GetGUID(), pPacket->GetSceneID(), oid );
					tMsg.SetGUIDEx( oid );
				}
			}
			break;
		case TEAM_RESULT_MEMBEROFFLINE:
			{
				pTeamInfo->MemberOffLine( pPacket->GetGUID() );

				GCTeamMemberInfo tmInfoMsg;
				tmInfoMsg.setGUID( pPacket->GetGUID() );
				tmInfoMsg.SetDeadLink( TRUE );

				pGamePlayer->SendPacket( &tmInfoMsg );

				g_pLog->FastSaveLog( LOG_FILE_1, "WGTeamResultHandler: GUID=%X has lost connection.",
					pPacket->GetGUID() );
				return PACKET_EXE_CONTINUE;
			}
			break;
		default :
			{
				Assert(FALSE);
			}
			break;
		};

		pGamePlayer->SendPacket( &tMsg );

		if ( bNotifyTeamInfoFlag == TRUE )
		{
			GCNotifyTeamInfo notifyMsg;
			TeamInfo* pTeamInfo = pHuman->GetTeamInfo();

			notifyMsg.SetObjID( pHuman->GetID() );
			notifyMsg.SetHaveTeamFlag( pTeamInfo->HasTeam() );

			if ( pTeamInfo->HasTeam() )
			{
				notifyMsg.SetTeamLeaderFlag( pTeamInfo->IsLeader() );
				notifyMsg.SetTeamFullFlag( pTeamInfo->IsFull() );
			//	notifyMsg.SetTeamFollowFlag( pHuman->__GetTeamFollowFlag() );
			}
			else
			{
				notifyMsg.SetTeamLeaderFlag( FALSE );
				notifyMsg.SetTeamFullFlag( FALSE );
			//	notifyMsg.SetTeamFollowFlag( FALSE );
			}

			if ( pHuman->getZoneID() != INVALID_ID )
			{
				pScene->BroadCast( &notifyMsg, pHuman );
			}

			g_pLog->FastSaveLog( LOG_FILE_1, "BroadCast GCNotifyTeamInfo..............." );
		}

		g_pLog->FastSaveLog( LOG_FILE_1, "WGTeamResultHandler: GamePlayer (Return=%d, to:%d, GUID=%ld, TeamID=%d, GUIDEx=%X, SceneID=%d) ",
			pPacket->GetReturn(), pPacket->GetPlayerID(), pPacket->GetGUID(), pPacket->GetTeamID(), pPacket->GetGUIDEx(), pPacket->GetSceneID() );
	}
	else
	{
		Assert(FALSE);
	}

	return PACKET_EXE_CONTINUE;

__LEAVE_FUNCTION

	return PACKET_EXE_ERROR;
}