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( ¬ifyMsg, 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( ¬ifyMsg, 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; }