void Script::ClearCurGSDupRgn(int regionType)
{
	CRgnManager* rgnManager = GameManager::GetInstance()->GetRgnManager();
	if(rgnManager==NULL)
		return;

	CServerRegion* region = NULL;
	switch(regionType)
	{
	case RGN_PERSONAL:
		for(CRgnManager::RgnByIDMap::iterator it = rgnManager->GetPersonalDupRgnMap().begin(); 
			it != rgnManager->GetPersonalDupRgnMap().end(); ++it)
		{
			region = it->second;
			// 如果该副本中有玩家则返回
			if(region && (region->GetPlayerAmout() != 0))
				continue;

			CMessage msg(MSG_S2W_RGN_DELETE);
			msg.Add(region->GetOwnerGUID());   // owner id
			msg.Add(region->GetExID());		// Region的GUID
			msg.Add((long)regionType); // 模板Rgn的Type
			msg.Add((long)-1);/*挂起的脚本ID*/
			// 异步操作返回值变量名
			msg.Add((char*)"");
			// 异步操作返回值变量名
			msg.Add((char*)"");
			msg.Send();
		}
		break;

	case RGN_PERSONAL_HOUSE:
		for(CRgnManager::RgnByIDMap::iterator it = rgnManager->GetPersonalHouseDupRgnMap().begin(); 
			it != rgnManager->GetPersonalHouseDupRgnMap().end(); ++it)
		{
			region = it->second;
			// 如果该副本中有玩家则返回
			if(region && (region->GetPlayerAmout() != 0))
				continue;

			CMessage msg(MSG_S2W_RGN_DELETE);
			msg.Add(region->GetOwnerGUID());   // owner id
			msg.Add(region->GetExID());		// Region的GUID
			msg.Add((long)regionType); // 模板Rgn的Type
			msg.Add((long)-1);/*挂起的脚本ID*/
			// 异步操作返回值变量名
			msg.Add((char*)"");
			// 异步操作返回值变量名
			msg.Add((char*)"");
			msg.Send();
		}
		break;

	case RGN_TEAM:
		for(CRgnManager::RgnByIDMap::iterator it = rgnManager->GetTeamDupRgnMap().begin(); 
			it != rgnManager->GetTeamDupRgnMap().end(); ++it)
		{
			region = it->second;
			// 如果该副本中有玩家则返回
			if(region && (region->GetPlayerAmout() != 0))
				continue;

			CMessage msg(MSG_S2W_RGN_DELETE);
			msg.Add(region->GetOwnerGUID());   // owner id
			msg.Add(region->GetExID());		// Region的GUID
			msg.Add((long)regionType); // 模板Rgn的Type
			msg.Add((long)-1);/*挂起的脚本ID*/
			// 异步操作返回值变量名
			msg.Add((char*)"");
			// 异步操作返回值变量名
			msg.Add((char*)"");
			msg.Send();
		}
		break;

	default:
		break;
	}
}