ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldProcess.py
@@ -544,22 +544,16 @@ # 所有服务器人数要回报一次, 每个map也要回报一次 # gameWorld.GetTickByType(0 - n) 取间隔 def DisposeGameActivePlayer(tick): # gameWorld = GameWorld.GetGameWorld() # lastTick = gameWorld.GetTickByType(ChConfig.TYPE_GetActivePlayerCount) # # if lastTick == -1: # #GameWorld.Log("未初始化服务器") # return # # if tick - lastTick < ChConfig.TYPE_Tick_Time[ChConfig.TYPE_GetActivePlayerCount]: # return # # # gameWorld.SetTickByType(ChConfig.TYPE_GetActivePlayerCount , tick) gameWorld = GameWorld.GetGameWorld() curMinute = datetime.datetime.today().minute #为了每个服的输出时间点统一一个分钟点,便于统计 if datetime.datetime.today().minute % 5 != 0: if curMinute % 5 != 0: return noteData = gameWorld.GetDictByKey("OnlineCntM") if noteData == curMinute: # 同一分钟不多发送,此处不建议用CD处理,避免两CD冲突 return gameWorld.SetDict("OnlineCntM", curMinute) # 全服在线人数平台明细 platformOLDict = {} # 平台在线人数 {平台:人数, ...} ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -118,6 +118,7 @@ Def_Max_Move_Tick = 5000 if abs(gameWorldTick - clientWorldTick) >= Def_Max_Move_Tick: curPlayer.Sync_ClientTick() #时间相差过大,可能因网络引起,拉回 GameWorld.DebugLog("PlayerMoveCheckClientWorldTick -- 服务器tick %s-客户端%s时间相差过大,可能因网络引起,拉回" % ( gameWorldTick, clientWorldTick), curPlayer.GetID()) ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -888,6 +888,7 @@ Def_Attack_DelayTick = 5000 # tick 误差过大则过滤 if abs(clientTick - tick) > Def_Attack_DelayTick: curPlayer.Sync_ClientTick() GameWorld.DebugLog("tick 误差过大则过滤 > 5000") return False