int NFCSceneAOIModule::OnPlayerGroupEvent(const NFGUID & self, const std::string & strPropertyName, const NFData & oldVar, const NFData & newVar)
{
	//this event only happened in the same scene
	int nSceneID = m_pKernelModule->GetPropertyInt32(self, NFrame::IObject::SceneID());
	int nOldGroupID = oldVar.GetInt32();
	int nNewGroupID = newVar.GetInt32();

	//maybe form 0, maybe not, only three stuation
	//example1: 0 -> 1 ==> new_group > 0 && old_group <= 0
	//example2: 1 -> 2 ==> new_group > 0 && old_group > 0
	//example3: 5 -> 0 ==> new_group <= 0 && old_group > 0
	if (nNewGroupID > 0)
	{
		if (nOldGroupID > 0)
		{
			//example2: 1 -> 2 ==> new_group > 0 && old_group > 0
			//step1: leave
			NFDataList valueAllOldNPCListNoSelf;
			NFDataList valueAllOldPlayerListNoSelf;
			m_pKernelModule->GetGroupObjectList(nSceneID, nOldGroupID, valueAllOldNPCListNoSelf, false, self);
			m_pKernelModule->GetGroupObjectList(nSceneID, nOldGroupID, valueAllOldPlayerListNoSelf, true, self);

			OnObjectListLeave(valueAllOldPlayerListNoSelf, NFDataList() << self);
			OnObjectListLeave(NFDataList() << self, valueAllOldPlayerListNoSelf);
			OnObjectListLeave(NFDataList() << self, valueAllOldNPCListNoSelf);
		}
		else
		{
			//example1: 0 -> 1 == > new_group > 0 && old_group <= 0
			//only use step2 that enough
		}

		//step2: enter
		NFDataList valueAllNewNPCListNoSelf;
		NFDataList valueAllNewPlayerListNoSelf;

		m_pKernelModule->GetGroupObjectList(nSceneID, nNewGroupID, valueAllNewNPCListNoSelf, false, self);
		m_pKernelModule->GetGroupObjectList(nSceneID, nNewGroupID, valueAllNewPlayerListNoSelf, true, self);

		OnObjectListEnter(valueAllNewPlayerListNoSelf, NFDataList() << self);
		OnObjectListEnter(NFDataList() << self, valueAllNewPlayerListNoSelf);
		OnObjectListEnter(NFDataList() << self, valueAllNewNPCListNoSelf);

		//bc others data to u
		for (int i = 0; i < valueAllNewNPCListNoSelf.GetCount(); i++)
		{
			NFGUID identOld = valueAllNewNPCListNoSelf.Object(i);

			OnPropertyEnter(NFDataList() << self, identOld);
			OnRecordEnter(NFDataList() << self, identOld);

			OnObjectListEnterFinished(NFDataList() << self, NFDataList() << identOld);
		}

		//bc others data to u
		for (int i = 0; i < valueAllNewPlayerListNoSelf.GetCount(); i++)
		{
			NFGUID identOld = valueAllNewPlayerListNoSelf.Object(i);

			OnPropertyEnter(NFDataList() << self, identOld);
			OnRecordEnter(NFDataList() << self, identOld);

			OnObjectListEnterFinished(NFDataList() << self, NFDataList() << identOld);
		}

		//bc u data to others
		OnPropertyEnter(valueAllNewPlayerListNoSelf, self);
		OnRecordEnter(valueAllNewPlayerListNoSelf, self);

		OnObjectListEnterFinished(valueAllNewPlayerListNoSelf, NFDataList() << self);
	}
	else
	{
		if (nOldGroupID > 0)
		{
			//example3: 5 -> 0 ==> new_group <= 0 && old_group > 0
			//step1: leave
			NFDataList valueAllOldNPCListNoSelf;
			NFDataList valueAllOldPlayerListNoSelf;
			m_pKernelModule->GetGroupObjectList(nSceneID, nOldGroupID, valueAllOldNPCListNoSelf, false, self);
			m_pKernelModule->GetGroupObjectList(nSceneID, nOldGroupID, valueAllOldPlayerListNoSelf, true, self);

			OnObjectListLeave(valueAllOldPlayerListNoSelf, NFDataList() << self);
			OnObjectListLeave(NFDataList() << self, valueAllOldPlayerListNoSelf);
			OnObjectListLeave(NFDataList() << self, valueAllOldNPCListNoSelf);
		}
	}

	return 0;
}