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