uint GWAskUserDataHandler::Execute( GWAskUserData* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pServerPlayer = (ServerPlayer*)pPlayer ; USER* pUser = g_pOnlineUser->FindUser( pPacket->GetGUID() ) ; WGRetUserData Msg ; if( pUser==NULL ) {//没有发现在“在线用户列表”里对应此GUID的用户 Log::SaveLog( WORLD_LOGFILE, "GWAskUserDataHandler...User GUID=%X not find!", pPacket->GetGUID() ) ; //如果是完整的Login 模式 if( g_Config.m_WorldInfo.m_EnableShareMem ) { Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_NOTFINDUSERDATA ) ; pServerPlayer->SendPacket( &Msg ) ; return PACKET_EXE_CONTINUE ; } //不是完整的login 模式 //测试数据 pUser = g_pOnlineUser->LoadUser( pPacket->GetGUID(), pPacket->GetCountry(), pPacket->GetProfession(),pPacket->GetAccount()) ; if( pUser ) { _HUMAN_DB_LOAD* pDBHuman = &(pUser->GetFullUserData()->m_Human); pUser->SetTeamID( pUser->GetFullUserData()->m_Human.m_TeamID ); //临时测试数据 strncpy( pDBHuman->m_Name, pPacket->GetAccount(), MAX_CHARACTER_NAME-1 ) ; pDBHuman->m_Sex = (BOOL)(pPacket->GetGender()) ; pDBHuman->m_nCountry = pPacket->GetCountry(); pDBHuman->m_MenPai = pPacket->GetProfession(); pDBHuman->m_FaceModel = pPacket->GetFaceModel(); pUser->SetKey( pPacket->GetKey() ); //临时测试数据 g_pOnlineUser->OnUserLogin( pUser ) ; g_pCountryManager->AddCountryUser((COUNTRY_ATTRIBUTE)pUser->GetCountry(), pUser->GetGUID()); Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_USERDATA ) ; Msg.SetUserData( pUser->GetFullUserData() ) ; //回收数据块, 设置用户状态 g_pOnlineUser->DelData( pUser->GetFullUserData() ) ; //modified by wuwenbin pUser->SetFullUserData( NULL ); //为什么置空,随后FindUser时造成FULLUSERDATA结构为空 pUser->SetUserStatus( US_NORMAL ); pUser->ResetKickTime(); //将用户所在服务器的PlayerID记录到用户数据里 pUser->SetPlayerID( pPacket->GetPlayerID() ); pServerPlayer->SendPacket( &Msg ) ; Log::SaveLog( WORLD_LOGFILE, "GWAskUserDataHandler...Load GUID=%X OK!", pPacket->GetGUID() ) ; } else { Log::SaveLog( WORLD_LOGFILE, "ERROR:GWAskUserDataHandler...Load GUID=%X false!", pPacket->GetGUID() ) ; } //测试数据 // return PACKET_EXE_CONTINUE ; } int iUserStatus = pUser->UserStatus() ; if( pUser->GetKey() != pPacket->GetKey() ) {//验证码错误,警报,也许受到攻击 Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_KEYERROR ) ; pServerPlayer->SendPacket( &Msg ) ; Log::SaveLog( WORLD_LOGFILE, "GWAskUserDataHandler.Key Error..User GUID=%X Status=%d", pPacket->GetGUID(), iUserStatus ) ; return PACKET_EXE_CONTINUE ; } //将用户所在服务器的PlayerID记录到用户数据里 pUser->SetPlayerID( pPacket->GetPlayerID() ); switch( iUserStatus ) { case US_NONE: { Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_NOTFINDUSERDATA ) ; pServerPlayer->SendPacket( &Msg ) ; } break ; case US_HOLDUSERDATA: { Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_USERDATA ) ; Msg.SetUserData( pUser->GetFullUserData() ) ; g_pOnlineUser->DelData( pUser->GetFullUserData() ) ;//回收数据块 // modified by wuwenbin pUser->SetFullUserData( NULL ); //为什么置空,随后FindUser时造成FULLUSERDATA结构为空 pUser->SetUserStatus( US_NORMAL ); pUser->ResetKickTime(); pServerPlayer->SendPacket( &Msg ) ; } break ; case US_NORMAL: case US_OFFLINE: { Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_USERDATALIVING ) ; pUser->SetUserStatus( US_NORMAL ); pUser->ResetKickTime(); pServerPlayer->SendPacket( &Msg ) ; } break ; case US_CRASH_DOWN://取消对这种情况处理,由其他方式保证这种情况不会出现 { Assert(FALSE); /* WGRetUserData Msg ; Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_USERSERVERCRASH ) ; pServerPlayer->SendPacket( &Msg ) ; */ } break; case US_WAIT_SHUTDOWN: { Msg.SetPlayerID( pPacket->GetPlayerID() ) ; Msg.SetReturn( UDR_USERSERVERCRASH ) ; pServerPlayer->SendPacket( &Msg ) ; } break ; default : { Assert(FALSE) ; } break ; }; Log::SaveLog( WORLD_LOGFILE, "GWAskUserDataHandler...User GUID=%X Status=%d", pPacket->GetGUID(), iUserStatus ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
uint GWTeamKickHandler::Execute( GWTeamKick* pPacket, Player* pPlayer ) { __ENTER_FUNCTION ServerPlayer* pSourServerPlayer = (ServerPlayer*)pPlayer; GUID_t sGuid = pPacket->GetSourGUID(); // 队长 GUID_t dGuid = pPacket->GetDestGUID(); // 倒霉蛋 USER* pSourUser = g_pOnlineUser->FindUser( sGuid ); if( pSourUser==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User Sour GUID=%X not find!", sGuid ); return PACKET_EXE_CONTINUE; } TeamID_t tid = pSourUser->GetTeamID(); Team* pTeam = g_pTeamList->GetTeam( tid ); if( pTeam==NULL ) { Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not find team!", sGuid, tid ); return PACKET_EXE_CONTINUE; } INT nMemberCount = pTeam->MemberCount(); INT i; for( i=0; i<nMemberCount; ++i ) { if ( pTeam->Member(i)->m_Member == dGuid ) { break; } } if( i >= nMemberCount ) { // 被踢者不在队伍里 Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User dGUID=%X not in sTeamID=%d(sGUID=%X)!", dGuid, tid, sGuid ); return PACKET_EXE_CONTINUE; } if( pTeam->Leader()->m_Member != sGuid ) { // 踢人者不是队长 WGTeamError Msg; Msg.SetPlayerID( pSourUser->GetPlayerID() ); Msg.SetGUID( pSourUser->GetGUID() ); Msg.SetErrorCode( TEAM_ERROR_KICKNOTLEADER ); pSourServerPlayer->SendPacket( &Msg ); Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d not leader!", sGuid, tid ); return PACKET_EXE_CONTINUE; } WGTeamResult Msg; Msg.SetReturn( TEAM_RESULT_TEAMKICK ); Msg.SetGUID( dGuid ); Msg.SetTeamID( tid ); //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; } Msg.SetPlayerID( pUser->GetPlayerID() ); pServerPlayer->SendPacket( &Msg ); } //剔除队员 TEAMMEMBER Member; Member.m_Member = dGuid; pTeam->DelMember( &Member ); //设置被踢者的队伍信息 USER* pDestUser = g_pOnlineUser->FindUser( dGuid ); if ( pDestUser!=NULL ) { pDestUser->SetTeamID( INVALID_ID ); } Log::SaveLog( WORLD_LOGFILE, "GWTeamKickHandler...User sGUID=%X TeamID=%d Success!", sGuid, tid ); return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
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; }