| | |
| | | Def_MixServerDay = 'MixServerDay' #服务器已经合服多少天
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| | | Def_IsMixServerInitOK = 'IsMixServerInitOK' #服务器合服首次启动OK
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| | | Def_LastMixServerDay = 'LastMixServerDay' #上次合服时的开服天数
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| | | Def_CrossCenterEvent = 'CrossCenterEvent' # 跨服中心事件值
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| | | #首次开服时间,注意不要用该日期做开服天相关的功能逻辑,如果要用开服天,请用 Def_ServerDay
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| | | ''' 原因:
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| | | 因为目前开服天的逻辑大部分是用 Def_ServerDay,当出现服务器宕机超过24小时时,就会导致 Def_ServerDay 与 Def_InitOpenServerTime 不对应
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| | |
| | | Def_InitOpenServerTime = 'InitOpenServerTime'
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| | | Def_SetOpenServerTime = 'SetOpenServerTime' # GM工具预定的开服时间
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| | |
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| | |
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| | | Def_FamilyCrossState = 'FamilyCrossState' # 本服公会跨服状态, 0-未跨服;1-已跨服
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| | | Def_FamilyTransDataTime = 'FamilyTransDataTime' # 本服公会首次跨服互通数据开始传输时间戳,不为0代表传输数据中
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| | | Def_OSAAwardState = 'OSAAwardState' #开服冲榜活动结算状态
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| | | # ------------------------- WorldKey ------------------------- |
| | |
|
| | | #---奇迹, 职业枚举定义---
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| | | (
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| | |
| | |
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| | | #家族行为类型 在GameServer.ChConfig.ActionTypeSaveCnt 中配置最高存储条数
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| | | Def_ActionTypeList = (
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| | | Def_ActionType_FamilyData, #仙盟额外记录信息0
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| | | Def_ActionType_0,
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| | | Def_ActionType_1,
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| | | Def_ActionType_2,
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| | | Def_ActionType_FamilyAdd, #申请进入家族3
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| | |
| | | CampType_Evil, #邪恶(与 Def_ID2Win 一致)
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| | | ] = range(3)
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| | |
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| | | # json里的配表 服务器类型(0主服,1子服,2跨服,3战斗服)]
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| | | # serverJosn里配置索引 ServersConfig.json目前配置规则{SeverID:[GroupName,MapID,服务器类型(0主服,1子服,2跨服)], ...}
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| | | (
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| | | serverCfgIndex_GroupName, # 所属 GroupName
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| | | serverCfgIndex_MapID, # 服务器对应的地图ID
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| | | serverCfgIndex_ServerType, # 服务器类型
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| | | ) = range(3)
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| | |
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| | | # json里的配表 服务器类型(0主服,1子服,2跨服,3战斗服,4跨服中心)]
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| | | serverType_Main = 0 # 0主服
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| | | serverType_Child = 1 # 1子服
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| | | serverType_Cross = 2 # 2跨服
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| | | serverType_Battle = 3 # 3战斗服
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| | | serverType_CrossCenter = 4 # 4跨服中心,只允许最多1台
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| | |
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| | | # dirType //0全广播,1通知主服务器排除合服子服,2通知服务器包含合服子服, 3通知跨服服务器 ,4通知战斗服务器
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| | | dirType_All = 0 # 0全广播
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| | |
| | | dirType_Child = 2 # 2通知服务器包含合服子服
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| | | dirType_Cross = 3 # 3通知跨服服务器
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| | | dirType_Battle = 4 # 4通知战斗服务器
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| | | dirType_MainAndCross = 5 # 通知主服务器+跨服
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| | |
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| | | # 服务器间连接状态
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| | | (
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| | | ssConn_Unknown, # δ֪ 0
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| | | ssConn_Normal, # 正常连接 1
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| | | ssConn_Disconnected, # 断开 2
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| | | ) = range(3)
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| | |
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| | | # 服务器间的信息定义
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| | | SSMsg_BattleRequest = "SS_BattleRequest"
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| | | SSMsg_BattleResult = "SS_BattleResult"
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| | | # 服务器类型简写: C - 跨服/跨服中心; CC - 跨服中心;S - 游戏服; B - 战斗服
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| | |
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| | | # 跨服中心 -> 其他跨服
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| | | CC2C_FamilyCrossCfg = "CC2C_FamilyCrossCfg" # 公会分区配置
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| | |
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| | | # 跨服 -> 游戏服
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| | | #C2S_PlayerLoginOK = "C2S_PlayerLoginOK" # 跨服玩家处理登录成功
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| | | C2S_SendFakePack = "C2S_SendFakePack" # 给玩家发送封包
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| | | C2S_FamilyCrossInfo = "C2S_FamilyCrossInfo" # 跨服同步给游戏服的公会信息
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| | | C2S_FamilyDataRet = "C2S_FamilyDataRet" # 公会首次跨服互通时同步数据结果回复
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| | | C2S_FamilyMapPlayer = "C2S_FamilyMapPlayer" # 给公会玩家处理地图服务器逻辑
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| | | C2S_FamilyPyPackRet = "C2S_FamilyPyPackRet" # 公会功能玩家请求包处理结束回包,一般用于重置请求cd等
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| | | C2S_NotifyCode = "C2S_NotifyCode" # 给玩家发送信息提示
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| | | C2S_CostPlayerResources = "C2S_CostPlayerResources" # 扣除玩家资源,货币、物品等
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| | | C2S_GivePlayerResources = "C2S_GivePlayerResources" # 奖励玩家资源,货币、物品等
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| | | C2S_SetPlayerNomalDict = "C2S_SetPlayerNomalDict" # 设置玩家字典值
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| | | C2S_SendPlayerMail = "C2S_SendPlayerMail" # 发送玩家个人邮件
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| | |
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| | | # 游戏服 -> 跨服
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| | | S2C_OnlineState = "S2C_OnlineState" # 玩家在线状态同步
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| | | S2C_PlayerBaseInfo = "S2C_PlayerBaseInfo" # 玩家基础信息同步
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| | | S2C_FamilyData = "S2C_FamilyData" # 公会首次跨服互通时同步数据
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| | | S2C_FamilyPyPack = "S2C_FamilyPyPack" # 公会功能玩家请求包
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| | | S2C_GMCMD = "S2C_GMCMD" # GM命令
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| | |
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| | | # 其他
|
| | | S2B_BattleRequest = "S2B_BattleRequest" # 战斗请求
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| | | B2S_BattleResult = "B2S_BattleResult" # 战斗结果
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| | |
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| | | # Debug日志不输出通讯数据明细的类型,debug模式下看,一些纯数据类的可不输出通讯数据明细
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| | | NoLogDataSSMsgTypes = [S2B_BattleRequest, B2S_BattleResult, S2C_FamilyData, C2S_SendFakePack]
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| | |
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| | | # 跨服服务器发送子服信息定义
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| | | CrossServerMsg_CrossServerState = "CrossServerState" # 跨服服务器状态变更
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