少年修仙传客户端代码仓库
client_Hale
2019-01-16 4fd8d31e2a44e4524d45089865e7bec5d689f815
382 封包A709跨服屏蔽逻辑修改
2个文件已修改
40 ■■■■ 已修改文件
Core/GameEngine/Model/Player/PlayerDatas.cs 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/HA7_Arena/DTCA709_tagObjInfoListRefresh.cs 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -110,6 +110,20 @@
        for (int i = 0; i < vNetData.Count; i++)
        {
            if (CrossServerUtility.IsCrossServer())
            {
                if (vNetData.socketType == GameNetSystem.SocketType.Main)
                {
                    if (vNetData.RefreshType[i].RefreshType == (int)PlayerDataRefresh.HP
                     || vNetData.RefreshType[i].RefreshType == (int)PlayerDataRefresh.MaxHP
                     || vNetData.RefreshType[i].RefreshType == (int)PlayerDataRefresh.MaxProDef
                     || vNetData.RefreshType[i].RefreshType == (int)PlayerDataRefresh.ExAttr4)
                    {
                        continue;
                    }
                }
            }
            var data = new H0418_tagObjInfoRefresh();
            data.ObjID = vNetData.ObjID;
            data.ObjType = vNetData.ObjType;
Core/NetworkPackage/DTCFile/ServerPack/HA7_Arena/DTCA709_tagObjInfoListRefresh.cs
@@ -27,17 +27,7 @@
        if (objId == PlayerDatas.Instance.PlayerId)
        {
            if (CrossServerUtility.IsCrossServer())
            {
                if (vNetDatas.socketType == GameNetSystem.SocketType.CrossSever)
                {
                    PlayerDatas.Instance.RefreshPlayerData(vNetDatas);
                }
            }
            else
            {
                PlayerDatas.Instance.RefreshPlayerData(vNetDatas);
            }
            PlayerDatas.Instance.RefreshPlayerData(vNetDatas);
        }
        else
        {
@@ -45,6 +35,20 @@
            {
                var vNetData = vNetDatas.RefreshType[i];
                if (CrossServerUtility.IsCrossServer())
                {
                    if (vNetDatas.socketType == GameNetSystem.SocketType.Main)
                    {
                        if (vNetData.RefreshType == (int)PlayerDataRefresh.HP
                         || vNetData.RefreshType == (int)PlayerDataRefresh.MaxHP
                         || vNetData.RefreshType == (int)PlayerDataRefresh.MaxProDef
                         || vNetData.RefreshType == (int)PlayerDataRefresh.ExAttr4)
                        {
                            return;
                        }
                    }
                }
                switch ((PlayerDataRefresh)vNetData.RefreshType)
                {
                    case PlayerDataRefresh.HP: