#include "StdAfx.h" #include "DNGuildWar.h" #include "DNDivisionManager.h" #include "DNVillageConnection.h" #include "DNGuildWarManager.h" extern TMasterConfig g_Config; CDNGuildWar::CDNGuildWar() { m_cEventStep = GUILDWAR_STEP_NONE; m_wScheduleID = GUILDWARSCHEDULE_DEF; m_nDBJobSeq = 0; m_nDBJobSendTick = 0; m_bDBJobSend = false; m_bDBJobSuccess = false; memset(m_bEventComplete, 0x00, sizeof(m_bEventComplete)); m_tCurrent = 0; memset(m_tEventMoment, 0x00, sizeof(m_tEventMoment)); m_wWinersWeightRate = 0; } CDNGuildWar::~CDNGuildWar() { } void CDNGuildWar::Reset() { m_wScheduleID = GUILDWARSCHEDULE_DEF; memset (m_tEventMoment, 0, sizeof(m_tEventMoment)); memset (m_bEventComplete, 0, sizeof(m_bEventComplete)); m_nDBJobSeq = 0; m_nDBJobSendTick = 0; m_bDBJobSend = false; m_bDBJobSuccess = false; } void CDNGuildWar::Process() { time(&m_tCurrent); if (m_tEventMoment[GUILDWAR_EVENT_START] < m_tCurrent && !m_bEventComplete[GUILDWAR_EVENT_START]) { OnStartEvent(); } if (m_tEventMoment[GUILDWAR_EVENT_END] < m_tCurrent && !m_bEventComplete[GUILDWAR_EVENT_END]) { OnEndEvent(); } /* //우승 길드가 셋팅되어 있으면 보상이 지급됐는지 가져오자..대략 1분 마다 한번씩.. // 여기서 초기화 DWORD dwTick = timeGetTime(); static DWORD SendTick = 60*1000; if( g_pGuildWarManager->GetPreWinGuild().IsSet() && !g_pGuildWarManager->GetFinalWinGuildReward() && SendTick+(60*1000) < dwTick) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendGetGuildWarPreWindGuildReward(g_pGuildWarManager->GetPreWinScheduleID(), g_pGuildWarManager->GetPreWinGuild().nDBID); } SendTick = dwTick; } */ } void CDNGuildWar::OnStartEvent() { m_bEventComplete[GUILDWAR_EVENT_START] = true; MAChangeGuildWarStep ChangeGuildWarStep; memset(&ChangeGuildWarStep, 0, sizeof(ChangeGuildWarStep)); ChangeGuildWarStep.wScheduleID = m_wScheduleID; ChangeGuildWarStep.cEventStep = m_cEventStep; ChangeGuildWarStep.cEventType = GUILDWAR_EVENT_START; ChangeGuildWarStep.wWinersWeightRate = m_wWinersWeightRate; if (g_pGuildWarManager->GetCheatFlag()) { ChangeGuildWarStep.bCheatFlag = true; g_pGuildWarManager->SetCheatFlag(false); } g_pDivisionManager->SendChangeGuildWarStep(&ChangeGuildWarStep); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] GuildWar OnStartEvent [ScheduleID:%d][Step:%d] \r\n", m_wScheduleID, m_cEventStep); m_nDBJobSendTick = timeGetTime(); } void CDNGuildWar::OnEndEvent() { m_bEventComplete[GUILDWAR_EVENT_END] = true; MAChangeGuildWarStep ChangeGuildWarStep; memset(&ChangeGuildWarStep, 0, sizeof(ChangeGuildWarStep)); ChangeGuildWarStep.wScheduleID = m_wScheduleID; ChangeGuildWarStep.cEventStep = m_cEventStep; ChangeGuildWarStep.cEventType = GUILDWAR_EVENT_END; ChangeGuildWarStep.wWinersWeightRate = m_wWinersWeightRate; g_pDivisionManager->SendChangeGuildWarStep(&ChangeGuildWarStep); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] GuildWar OnEndEvent [ScheduleID:%d][Step:%d] \r\n", m_wScheduleID, m_cEventStep); m_nDBJobSendTick = 0; } bool CDNGuildWar::UpdateTime(short wScheduleID, time_t tStart, time_t tEnd, short wWinersWeightRate) { m_wScheduleID = wScheduleID; m_tEventMoment[GUILDWAR_EVENT_START] = tStart; m_tEventMoment[GUILDWAR_EVENT_END] = tEnd; m_wWinersWeightRate = wWinersWeightRate; return true; } bool CDNGuildWar::IsValidPeriod() { time(&m_tCurrent); if (m_tEventMoment[GUILDWAR_EVENT_START] < m_tCurrent && m_tCurrent < m_tEventMoment[GUILDWAR_EVENT_END]) return true; return false; } bool CDNGuildWar::IsFinishPeriod() { if (m_bEventComplete[GUILDWAR_EVENT_START] && m_bEventComplete[GUILDWAR_EVENT_END]) return true; return false; } time_t CDNGuildWar::GetEventTime(char cType) { if (CheckEventType(cType)) return m_tEventMoment[cType]; return 0; } void CDNGuildWar::SetEventComplete(char cType, bool bComplete) { if (CheckEventType(cType)) m_bEventComplete[cType] = bComplete; } bool CDNGuildWar::IsEventComplete(char cType) { if (CheckEventType(cType)) return m_bEventComplete[cType]; return false; } bool CDNGuildWar::CheckEventType(char cType) { if (GUILDWAR_EVENT_START <= cType && cType < GUILDWAR_EVENT_MAX) return true; return false; } /////////////////////////////////////////////////////////////////// // 신 청 기 간 /////////////////////////////////////////////////////////////////// CDNGuildWarPreparation::CDNGuildWarPreparation() { m_cEventStep = GUILDWAR_STEP_PREPARATION; } CDNGuildWarPreparation::~CDNGuildWarPreparation() { } void CDNGuildWarPreparation::Process() { CDNGuildWar::Process(); // 여기서 초기화 DWORD dwTick = timeGetTime(); // Job을 돌렸는지 확인.. // 처음 들어오면 지난 차수 초기화 날리자. if( m_bEventComplete[GUILDWAR_EVENT_START] && !m_bDBJobSend && !m_nDBJobSeq && m_nDBJobSendTick>0 && m_nDBJobSendTick+GUILDWAR_DB_JOB_SYSTEM_RESULT_REQ_MAX < dwTick) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendAddDBJobSystemReserve(DBJOB_GUILDWAR_INIT); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendAddDBJobSystemReserve Init\r\n"); SetDBJobSend(true); } else { // 이럼 망함.. g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetDBJobSystemReserve Not Village !!!\r\n"); } } // Job을 돌렸으면 1분마다 Job 요청 확인 하자. if( m_bDBJobSend && m_nDBJobSeq && m_nDBJobSendTick+GUILDWAR_DB_JOB_SYSTEM_RESULT_REQ_MAX < dwTick) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendGetDBJobSystemReserve(m_nDBJobSeq); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetDBJobSystemReserve Init \r\n"); } else { // 이럼 망함.. g_Log.Log(LogType::_GUILDWAR,g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetDBJobSystemReserve Init Not Village !!!\r\n"); } m_nDBJobSendTick = dwTick; } // Job 요청이 성공했는지 확인 if( m_bDBJobSend && m_nDBJobSeq && m_bDBJobSuccess ) { m_bDBJobSend = false; } } /////////////////////////////////////////////////////////////////// // 예 선 기 간 /////////////////////////////////////////////////////////////////// CDNGuildWarTrial::CDNGuildWarTrial() { m_cEventStep = GUILDWAR_STEP_TRIAL; m_nTrialPointSendTick = 0; } CDNGuildWarTrial::~CDNGuildWarTrial() { } void CDNGuildWarTrial::Process() { CDNGuildWar::Process(); // 10분마다 길드 예선 점수 가져와서 뿌려주자.. DWORD dwTick = timeGetTime(); if( m_bEventComplete[GUILDWAR_EVENT_START] && m_nTrialPointSendTick+GUILDWAR_TRIAL_POINT_REFRESH_TICK_MAX < dwTick) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendGetGuildWarPointRunning(); //g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetGuildWarPointRunning\r\n"); } else { // 이럼 망함.. g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetGuildWarPointRunning Not Village !!!\r\n"); } m_nTrialPointSendTick = dwTick; } } /////////////////////////////////////////////////////////////////// // 본 선 및 보 상 기 간 /////////////////////////////////////////////////////////////////// CDNGuildWarReward::CDNGuildWarReward() { m_cEventStep = GUILDWAR_STEP_REWARD; Reset(); } CDNGuildWarReward::~CDNGuildWarReward() { } void CDNGuildWarReward::Reset() { CDNGuildWar::Reset(); m_cCurrentFinals = GUILDWAR_FINALPART_16; //m_cCurrentFinals = GUILDWAR_FINALPART_NONE; m_bTrialStatsRequest = false; m_bFinalSchedule = false; memset(m_bFinalsComplete, 0, sizeof(m_bFinalsComplete)); memset(m_tFinalsStartMoment, 0, sizeof(m_tFinalsStartMoment)); memset(m_tFinalsEndMoment, 0, sizeof(m_tFinalsEndMoment)); } void CDNGuildWarReward::Process() { CDNGuildWar::Process(); DWORD dwTick = timeGetTime(); // Job을 돌렸으면 1분마다 Job 요청 확인 하자. if( !m_bTrialStatsRequest && m_bDBJobSend && m_nDBJobSeq && m_nDBJobSendTick+GUILDWAR_DB_JOB_SYSTEM_RESULT_REQ_MAX < dwTick) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendGetDBJobSystemReserve(m_nDBJobSeq); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetDBJobSystemReserve Stats \r\n"); } else { // 이럼 망함.. g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetDBJobSystemReserve Stats Not Village !!!\r\n"); } m_nDBJobSendTick = timeGetTime(); } // Job 요청이 성공했는지 확인 if( m_bDBJobSend && m_nDBJobSeq && m_bDBJobSuccess ) { //CDNVillageConnection *pVillageConnection = g_pDivisionManager->GetFirstEnableVillageServer(); CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection ) { pVillageConnection->SendGetGuildWarFinalTeam(); g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetGuildWarFinalTeam \r\n"); } else { // 이럼 망함.. g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] Reward Process Not Village !!!\r\n"); } g_pDivisionManager->SendGetGuildWarTrialStats(); m_bTrialStatsRequest = true; m_bDBJobSend = false; } if( m_bFinalSchedule && g_pGuildWarManager->IsFinalTeamSetting() && g_pGuildWarManager->GetFinalProgress() ) { // 각 차수별 진행 ㄱㄱ싱.. for (int i=GUILDWAR_FINALPART_MAX-1; i>GUILDWAR_FINALPART_NONE; --i) { if(m_tCurrent >= m_tFinalsStartMoment[i] && m_tCurrent < m_tFinalsEndMoment[i] && !m_bFinalsComplete[i] ) { // 경기 시작~~ m_bFinalsComplete[i] = true; m_cCurrentFinals = i; g_pDivisionManager->SendSetGuildwarFinalProcess(i, 0); // 빌리지, 게임에 경기 시작을 알림. if( m_tCurrent - m_tFinalsStartMoment[i] > 60*2 ) // 만들시간이 2분이 이미 지나갔으면 방만들지 말자(마스터가 재기동됐다고 가정) continue; // 차수별 방만들기.. g_pGuildWarManager->GuildWarCreateRoom(); g_pGuildWarManager->SetFinalStart(true); } else if( m_tCurrent > m_tFinalsEndMoment[i] && m_bFinalsComplete[i] && m_cCurrentFinals == i ) { // 경기 끝..다음 차수로 가자.. g_pDivisionManager->SendSetGuildwarFinalProcess(i-1, m_tFinalsStartMoment[i-1]); // 이때 까지 안끝난넘은 중간 점수나 예선점 점수를 토대로 승부를 보자.. g_pGuildWarManager->CalcGuildWarTournamentResult(); g_pDivisionManager->SendGuildWarAllStop(); m_cCurrentFinals = i-1; // 토너먼트 그룹 재성성.. if( m_cCurrentFinals != GUILDWAR_FINALPART_NONE) g_pGuildWarManager->SetGuildWarTournamentGroup(); } } } } void CDNGuildWarReward::OnStartEvent() { CDNGuildWar::OnStartEvent(); //m_nDBJobSendTick = timeGetTime(); // 본선 시작이 되면 본선진출팀이 저장되어 있는지 조회 // 콜로세움 빌리지한테 요청 CDNVillageConnection* pVillageConnection = g_pDivisionManager->GetVillageConnectionByVillageID( g_pDivisionManager->GetPvPLobbyVillageID() ); if( pVillageConnection == NULL || pVillageConnection->GetActive() == false ) { g_Log.Log(LogType::_GUILDWAR, g_Config.nWorldSetID, 0, 0, 0, L"[GUILDWAR] SendGetGuildWarTournamentInfo Not Village !!!\r\n"); return; } else pVillageConnection->SendGetGuildWarTournamentInfo(m_wScheduleID); if( g_pGuildWarManager->GetFinalProgress() ) { // 혹시 이미 진행중인 차수가 있는지 찾자. for (int i=GUILDWAR_FINALPART_MAX-1; i>GUILDWAR_FINALPART_NONE; --i) { if(m_tCurrent >= m_tFinalsStartMoment[i] && m_tCurrent >= m_tFinalsEndMoment[i] ) { m_bFinalsComplete[i] = true; m_cCurrentFinals = i-1; continue; } if( m_tCurrent > m_tFinalsStartMoment[i] && m_tCurrent <= m_tFinalsEndMoment[i] ) { // 현재 경기 진행중.. m_cCurrentFinals = i; g_pGuildWarManager->SetFinalStart(true); return; } } // 여기 온거면 다음 차수 진행이 준비중인거임.. g_pDivisionManager->SendSetGuildwarFinalProcess(m_cCurrentFinals, m_tFinalsStartMoment[m_cCurrentFinals]); } } void CDNGuildWarReward::SetFinalScheduleInfo(MASetGuildWarFinalSchedule* pData) { // 본선 셋팅 for( int i=m_cCurrentFinals; i>GUILDWAR_FINALPART_NONE; --i) { m_tFinalsStartMoment[i] = pData->GuildWarFinalSchedule[i].tBeginTime; m_tFinalsEndMoment[i] = pData->GuildWarFinalSchedule[i].tEndTime; } m_bFinalSchedule = true; } char CDNGuildWarReward::GetCurFinalPart() { return m_cCurrentFinals; } time_t CDNGuildWarReward::GetCurFinalPartBeginTime() { if( m_bFinalsComplete[m_cCurrentFinals] ) // 진행중이면.. return 0; return m_tFinalsStartMoment[m_cCurrentFinals]; }