修复房间解散失败问题
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@ -345,7 +345,7 @@ func (this *SceneStateAvengersStart) OnPlayerOp(s *base.Scene, p *base.Player, o
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}
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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//离开有统计
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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return false
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}
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switch opcode {
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@ -991,7 +991,7 @@ func AvengersCheckAndSaveLog(sceneEx *AvengersSceneData, playerEx *AvengersPlaye
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playerEx.smallGameWinCoin = 0
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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@ -351,7 +351,7 @@ func (this *SceneStateCaiShenStart) OnPlayerOp(s *base.Scene, p *base.Player, op
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}
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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//离开有统计
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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return false
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}
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switch opcode {
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@ -1080,7 +1080,7 @@ func CaiShenCheckAndSaveLog(sceneEx *CaiShenSceneData, playerEx *CaiShenPlayerDa
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playerEx.smallGameWinCoin = 0
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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@ -346,7 +346,7 @@ func (this *SceneStateEasterIslandStart) OnPlayerOp(s *base.Scene, p *base.Playe
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}
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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//离开有统计
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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return false
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}
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switch opcode {
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@ -949,7 +949,7 @@ func EasterIslandCheckAndSaveLog(sceneEx *EasterIslandSceneData, playerEx *Easte
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playerEx.smallGameWinCoin = 0
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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@ -559,7 +559,7 @@ func FortuneDragonAndSaveLog(sceneEx *FortuneDragonSceneData, playerEx *FortuneD
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playerEx.winCoin = 0
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if sceneEx.CheckNeedDestroy() && data.Results[0].FreeNum <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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func init() {
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@ -561,7 +561,7 @@ func FortuneOxAndSaveLog(sceneEx *FortuneOxSceneData, playerEx *FortuneOxPlayerD
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playerEx.winCoin = 0
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if sceneEx.CheckNeedDestroy() && data.Results[0].FreeNum <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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func init() {
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@ -558,7 +558,7 @@ func FortuneRabbitAndSaveLog(sceneEx *FortuneRabbitSceneData, playerEx *FortuneR
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playerEx.winCoin = 0
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if sceneEx.CheckNeedDestroy() && data.Results[0].FreeNum <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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func init() {
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@ -308,17 +308,7 @@ func (this *SceneBaseStateFruits) OnTick(s *base.Scene) {
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// }
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//}
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if sceneEx.CheckNeedDestroy() {
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for _, player := range sceneEx.players {
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if !player.IsRob {
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if player.freeTimes == 0 && player.maryFreeTimes == 0 {
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//离开有统计
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sceneEx.PlayerLeave(player.Player, common.PlayerLeaveReason_OnDestroy, true)
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}
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}
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}
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if s.GetRealPlayerCnt() == 0 {
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sceneEx.SceneDestroy(true)
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}
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sceneEx.SceneDestroy(true)
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}
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}
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//if sceneEx, ok := s.GetExtraData().(*FruitsSceneData); ok {
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@ -999,7 +999,7 @@ func IceAgeCheckAndSaveLog(sceneEx *IceAgeSceneData, playerEx *IceAgePlayerData)
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playerEx.smallGameWinCoin = 0
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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@ -311,14 +311,7 @@ func (this *SceneBaseStateRichBlessed) OnTick(s *base.Scene) {
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// }
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//}
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if sceneEx.CheckNeedDestroy() {
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for _, player := range sceneEx.players {
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if !player.IsRob {
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sceneEx.PlayerLeave(player.Player, common.PlayerLeaveReason_OnDestroy, true)
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}
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}
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if s.GetRealPlayerCnt() == 0 {
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sceneEx.SceneDestroy(true)
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}
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sceneEx.SceneDestroy(true)
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}
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}
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//if sceneEx, ok := s.GetExtraData().(*RichBlessedSceneData); ok {
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@ -326,7 +326,7 @@ func (this *SceneStateTamQuocStart) OnPlayerOp(s *base.Scene, p *base.Player, op
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}
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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//离开有统计
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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return false
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}
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switch opcode {
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@ -835,7 +835,7 @@ func TamQuocCheckAndSaveLog(sceneEx *TamQuocSceneData, playerEx *TamQuocPlayerDa
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playerEx.smallGameWinCoin = 0
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if sceneEx.CheckNeedDestroy() && playerEx.freeTimes <= 0 {
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sceneEx.PlayerLeave(playerEx.Player, common.PlayerLeaveReason_OnDestroy, true)
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sceneEx.SceneDestroy(true)
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}
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}
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