예제 #1
0
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 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;
}