| | |
| | |
|
| | | return
|
| | |
|
| | | def DoPlayerRealLoginOK(curPlayer, tick):
|
| | | def DoPlayerRealLoginOK(curPlayer, loginMsg, tick):
|
| | | ''' 玩家最终登录成功处理, 由 MapServer DoPlayerRealLoginOK 通知
|
| | | 该函数为地图最终登录成功才会执行到,以后一些功能类的登录处理建议均写到这里
|
| | | 旧的功能先不动( __DoPlayerLoginServer 函数中的功能),如果有登录相关的bug再考虑是否移动到此函数
|
| | | '''
|
| | | |
| | | GameWorld.Log("GameServer->DoPlayerRealLoginOK", curPlayer.GetPlayerID())
|
| | | isMixServerFirstLogin = loginMsg[0]
|
| | | GameWorld.Log("GameServer->DoPlayerRealLoginOK, isMixServerFirstLogin=%s" % isMixServerFirstLogin, curPlayer.GetPlayerID())
|
| | |
|
| | | if not PlayerControl.GetIsTJG(curPlayer):
|
| | | #家族副本boss状态通知
|
| | |
| | | #情缘
|
| | | PlayerLove.OnPlayerLogin(curPlayer)
|
| | |
|
| | | if isMixServerFirstLogin:
|
| | | PlayerCharm.OnMixServerFirstLogin(curPlayer)
|
| | | |
| | | return
|
| | |
|
| | | def __UpdOnedayJobPlayerLoginoffTime(curPlayer):
|