/// <summary>
        /// 刷新队伍信息并且广播给队伍内玩家
        /// </summary>
        private void OnUpdateMatchTeam(ulong teamId)
        {
            S2C_UpdateMatchTeamInfo message = null;
            MatchTeam matchTeam             = null;

            if (!m_teamDic.TryGetValue(teamId, out matchTeam))
            {
                return;
            }
            //队伍状态检测
            if (matchTeam.State != MatchTeam.MatchTeamState.OPEN)
            {
                goto Result;
            }
            message                      = new S2C_UpdateMatchTeamInfo();
            message.TeamInfo             = new MatchTeamInfo();
            message.TeamInfo.MatchTeamId = teamId;
            message.MatchTeamId          = teamId;
            foreach (var item in matchTeam.GetMembers())
            {
                message.TeamInfo.PlayerIds.Add(item);
            }

Result:
            if (matchTeam != null && message != null)
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, matchTeam?.GetMembers());
            }
        }
        /// <summary>
        /// 队伍进入匹配队列
        /// 保证是队长发起 保证队伍人数大于0人
        /// </summary>
        public void OnJoinMatchQueue(ulong teamId, string playerId, int barrierId)
        {
            S2CM_JoinMatchQueueComplete message = new S2CM_JoinMatchQueueComplete();

            message.State = S2CM_JoinMatchQueueComplete.Types.State.Fail;
            //1 验证 队伍是否存在
            MatchTeam matchTeam = null;
            GameMatchPlayerContextQueue gameMatchPlayerContextQueue = null;

            if (!m_teamDic.TryGetValue(teamId, out matchTeam))
            {
                goto Result;
            }
            //2 验证队长是否合法
            if (matchTeam.GetCaptainId() != playerId)
            {
                goto Result;
            }
            //3 验证team状态是否满足
            if (matchTeam.State != MatchTeam.MatchTeamState.OPEN)
            {
                goto Result;
            }
            //4 验证是否有对应的关卡匹配队列

            if (!m_gameMatchPlayerCtxQueDic.TryGetValue(barrierId, out gameMatchPlayerContextQueue))
            {
                goto Result;
            }
            //5 向匹配队列加入该队伍  方法内修改matchTeam的状态
            gameMatchPlayerContextQueue.OnJoinMatchQueue(matchTeam);
            message.State       = S2CM_JoinMatchQueueComplete.Types.State.Ok;
            message.BarrierId   = barrierId;
            message.MatchTeamId = teamId;
Result:
            if (message.State == S2CM_JoinMatchQueueComplete.Types.State.Ok)
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, matchTeam.GetMembers());
            }
            else
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, playerId);
            }
        }
        /// <summary>
        /// 队伍离开匹配队列
        /// 任何队伍中的玩家都能发起队伍离开匹配队列
        /// </summary>
        public void OnExitMatchQueue(ulong teamId, string playerId)
        {
            //1 验证 队伍是否存在
            MatchTeam matchTeam = null;

            if (!m_teamDic.TryGetValue(teamId, out matchTeam))
            {
                return;
            }
            //2 验证队伍是否包含该玩家
            if (!matchTeam.IsContain(playerId))
            {
                return;
            }
            //3 检查队伍状态是否合法
            if (matchTeam.State != MatchTeam.MatchTeamState.Matching)
            {
                return;
            }
            //4 获取匹配队列
            var matchQueue = FindMatchTeamQueue(matchTeam);

            if (matchQueue == null)
            {
                return;
            }
            //5 从匹配队列中删除
            matchQueue.OnExitMatchQueue(matchTeam);
            //6 向队伍内人广播退出匹配队列
            if (matchTeam.State == MatchTeam.MatchTeamState.OPEN)
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = new S2CM_ExitMatchQueue {
                        LaunchPlayerId = playerId, MatchTeamId = teamId, State = S2CM_ExitMatchQueue.Types.State.Client
                    }
                }, matchTeam?.GetMembers());
            }
        }
        /// <summary>
        /// 玩家加入队伍
        /// </summary>
        /// <param name="teamId"></param>
        /// <param name="playerId"></param>
        private void OnJoinMatchTeam(UInt64 teamId, string playerId)
        {
            MatchTeam matchTeam = null;
            S2CM_JoinMatchTeamComplete message = new S2CM_JoinMatchTeamComplete();

            message.State          = S2CM_JoinMatchTeamComplete.Types.State.Complete;
            message.LaunchPlayerId = playerId;

            ulong realTeamId = 0;

            if ((realTeamId = FindMatchTeamById(playerId)) != default)
            {
                Log.Error("加入队伍失败,因为玩家已经在队伍中了");
                message.State       = S2CM_JoinMatchTeamComplete.Types.State.HaveTeam;
                message.MatchTeamId = realTeamId;
                goto Result;
            }

            if (!m_teamDic.TryGetValue(teamId, out matchTeam))
            {
                message.State = S2CM_JoinMatchTeamComplete.Types.State.SystemError;
                goto Result;
            }
            //队伍状态检测
            if (matchTeam.State != MatchTeam.MatchTeamState.OPEN)
            {
                message.State = S2CM_JoinMatchTeamComplete.Types.State.SystemError;
                goto Result;
            }

            //检测队伍容量
            if (!matchTeam.IsFull())
            {
                message.State = S2CM_JoinMatchTeamComplete.Types.State.SystemError;
                goto Result;
            }
            matchTeam.Add(playerId);//向队伍内添加玩家
            message.LaunchPlayerId = playerId;
            message.MatchTeamId    = matchTeam.Id;
Result:
            if (matchTeam == null)
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, playerId);
            }
            else
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, matchTeam?.GetMembers());
                if (matchTeam.CurrentCount <= 0)//如果这时候队伍的人数为空 则执行清除工作 并设置队伍的状态为关闭
                {
                    //可以执行清除任务了
                    if (m_teamDic.TryRemove(matchTeam.Id, out matchTeam))
                    {
                        matchTeam.State = MatchTeam.MatchTeamState.CLOSE;
                    }
                }
            }
        }
        /// <summary>
        /// 玩家离开队伍
        /// </summary>
        private void OnExitMatchTeam(UInt64 teamId, string playerId)
        {
            //如果离开队伍后 房间人数为0 那么就执行清除任务 并设置房间的状态为Close
            S2CM_ExitMatchTeamComplete message = new S2CM_ExitMatchTeamComplete {
                State = S2CM_ExitMatchTeamComplete.Types.State.Ok
            };

            message.LaunchPlayerId = playerId;
            message.MatchTeamId    = teamId;
            MatchTeam matchTeam  = null;
            ulong     realTeamId = FindMatchTeamById(playerId); //首先不信任客户端 在服务器内找到玩家

            if (realTeamId == default)                          //找不到说明是个野消息
            {
                message.State = S2CM_ExitMatchTeamComplete.Types.State.Fail;
                goto Result;
            }
            else
            {
                if (realTeamId == teamId)                              //如果队伍一样 说明是真实消息
                {
                    if (!m_teamDic.TryGetValue(teamId, out matchTeam)) //没有队伍
                    {
                        message.State = S2CM_ExitMatchTeamComplete.Types.State.Fail;
                        goto Result;
                    }
                }
                else//否则 就是虚假消息,目前决策是这个用户是个脏用户,也需要被清除,直接从找到的真是队伍中删除
                {
                    if (!m_teamDic.TryGetValue(realTeamId, out matchTeam))//没有队伍
                    {
                        message.State = S2CM_ExitMatchTeamComplete.Types.State.Fail;
                        goto Result;
                    }
                }
            }

            if (matchTeam.State == MatchTeam.MatchTeamState.CLOSE) //队伍不开放暂时不能退出,脏的也不让退
            {
                message.State = S2CM_ExitMatchTeamComplete.Types.State.Fail;
                Log.Info("由于队伍已经处于关闭所以退出失败 = " + playerId);
                goto Result;
            }

            OnExitMatchQueue(matchTeam.Id, playerId);
            if (!matchTeam.Remove(playerId))//从队伍中移除
            {
                message.State = S2CM_ExitMatchTeamComplete.Types.State.Fail;
                goto Result;
            }
            message.LaunchPlayerId = playerId;
            message.MatchTeamId    = matchTeam.Id;
            //TODO:还要向战斗系统发送玩家退出的请求


Result:
            PostLocalMessageToCtx(new SystemSendNetMessage {
                Message = message
            }, playerId);                                                                   //向发起者发送
            if (matchTeam != null)
            {
                PostLocalMessageToCtx(new SystemSendNetMessage {
                    Message = message
                }, matchTeam.GetMembers());
                if (matchTeam.CurrentCount <= 0)//如果这时候队伍的人数为空 则执行清除工作 并设置队伍的状态为关闭
                {
                    //可以执行清除任务了
                    if (m_teamDic.TryRemove(matchTeam.Id, out matchTeam))
                    {
                        matchTeam.State = MatchTeam.MatchTeamState.CLOSE;
                    }
                }
            }
        }