From 9d5ec7599f3abe0cebb76ce1df3c3b8c4e0aa51e Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 10 二月 2026 11:40:15 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(跨服聊天;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py |  472 ++++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 325 insertions(+), 147 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index 46f6a15..6ad9ddc 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -29,7 +29,6 @@
 import FunctionNPCCommon
 import PlayerGMOper
 import ReadChConfig
-import PetControl
 import OperControlManager
 import ShareDefine
 import NetPackCommon
@@ -39,7 +38,6 @@
 import PlayerLVAward
 import PlayerGoldGift
 import PlayerSignDay
-import PlayerPet
 import PlayerPrestigeSys
 import PlayerFamily
 import PlayerLoginDayAward
@@ -49,53 +47,38 @@
 import PlayerWishingWell
 import PlayerSuccess
 import PlayerFreeGoods
-import PlayerCrossRealmPK
-import PlayerCrossChampionship
 import GameFuncComm
 import PlayerFamilyTaofa
-import PlayerWeekParty
-import PlayerFeastWeekParty
 import PlayerFeastLogin
 import PlayerFeastWish
 import PlayerActLogin
 import PlayerTreasure
-import PlayerRune
 import IpyGameDataPY
 import EventReport
 import PassiveBuffEffMng
 import PlayerFlashSale
 import PlayerFlashGiftbag
 import PlayerDailyGiftbag
-import PlayerCostRebate
 import PlayerActBuyOne
 import PlayerActGrowupBuy
 import PlayerActCollectWords
 import PlayerActTotalRecharge
-import PlayerActRechargePrize
 import PlayerActLianqi
 import PlayerActGodGift
 import PlayerActFamilyCTGAssist
-import PlayerActRechargeRebateGold
 import PlayerActManyDayRecharge
 import PlayerActSingleRecharge
 import PlayerSpringSale
-import PlayerCrossYaomoBoss
-import PlayerLuckyCloudBuy
 import PlayerLuckyTreasure
-import CrossActCTGBillboard
-import CrossActAllRecharge
 import PlayerFuncSysPrivilege
 import PlayerActTurntable
-import PlayerTongTianLing
 import OpenServerActivity
-import CrossRealmPlayer
 import ChNetSendPack
 import PlayerArena
 import PyGameData
 import PlayerCoin
 import PlayerCharm
 import PlayerDogz
-import PlayerCoat
 import PlayerFB
 import PlayerFaQi
 import SkillShell
@@ -120,19 +103,29 @@
 import PlayerActTask
 import PlayerMail
 import DBDataMgr
+import PlayerViewCache
 import UpdatePlayerName
 import GameServerRefresh
 import IPY_ServerDefine
+import IPY_PlayerDefine
 import CommFunc
 from PyMongoDB import RecvPackToMapDB
+import GMT_BroadCast
 import PyMongoMain
 import PlayerTalk
 import PlayerHero
+import PlayerPreset
 import PlayerOnline
 import PlayerBeauty
 import PlayerTravel
+import PlayerMingge
 import TurnAttack
 import PlayerHJG
+import DBFamily
+import CrossPlayer
+import CrossMsg
+import CrossMgr
+import ChEquip
 
 import datetime
 import time
@@ -171,10 +164,6 @@
     if FBLogic.PlayerLoginInFBCheck(curPlayer, tick):
         #玩家是第一次登录, 并且玩家需要踢回原来地图
         return
-    
-    #刷新人物日期状态
-    #GameWorld.Log('PlayerEventCounter.UpdatePlayerLoginTime')
-    PlayerEventCounter.UpdatePlayerLoginTime(curPlayer)
     return
 
 #// A1 20 货币兑换 #tagCMMoneyExchange
@@ -247,11 +236,6 @@
     __Sync_ClientBuff(curPlayer)
     
     PlayerState.Sync_PKBossState(curPlayer)
-    
-    if PlayerControl.GetCrossMapID(curPlayer):
-        CrossRealmPlayer.DoExitCrossRealm(curPlayer)
-        
-    PetControl.DoLogic_PetLoadMapOK(curPlayer)
     
     # 恢复视野,刷新自己的视野
     curPlayer.SetVisible(True)
@@ -405,17 +389,22 @@
 def DoPlayerLogin(curPlayer, tick):
     #这里只做初始化逻辑
     curPlayer.SetDict(ChConfig.Def_PlayerKey_LoadMapIsLogin, 1)
+    CrossPlayer.GetCrossPlayerMgr().RegistPlayer(curPlayer.GetPlayerID())
     
     #通知时间
     Sync_PyServerDataTimeToClient(curPlayer)
     Sync_OpenServerDay(curPlayer)
     #通知玩家基本信息
     curPlayer.Sync_ClientPlayerLogin()  #01 02 玩家初始化#tagCDBPlayer
+    SyncSettingData(curPlayer)
     
     # 屏蔽跨服下关闭和子服重复的数据的发送 pushsend接口, notifyall正常发送
     # !!!必要发送的数据要注意位置
     if GameWorld.IsCrossServer():
         curPlayer.SetForbiddenSyncClientState(True)
+        
+    # !!!先处理检查OnDay,再处理玩家登录的功能数据,防止某些功能login处理数据后又被onday重置
+    PlayerEventCounter.UpdatePlayerLoginTime(curPlayer)
     
     __DoPlayerLoginServer(curPlayer, tick)
     
@@ -446,8 +435,6 @@
         
         DataRecordPack.DR_PlayerLogin(curPlayer)
         EventReport.WriteEvent_login(curPlayer)
-        #---玩家上线, 宠物逻辑处理---
-        #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
         return
     
     leaveServerSecond = PlayerControl.GetPlayerLeaveServerSecond(curPlayer)
@@ -467,9 +454,7 @@
     SyncGuideState(curPlayer)
     
     #上线检查一次装备属性
-    ItemControler.OnPlayerLogin(curPlayer)  
-    #更新服务器组ID
-    PlayerControl.UpdPlayerServerGroupID(curPlayer)
+    ItemControler.OnPlayerLogin(curPlayer)
     
     #上线学习技能
     #SkillCommon.PlayerLoginCheckLearnSkill(curPlayer)
@@ -496,7 +481,7 @@
     EventReport.WriteEvent_login(curPlayer)
     
     # 合服首登处理
-    __DoMixServerFirstLogin(curPlayer)
+    #__DoMixServerFirstLogin(curPlayer)
     PlayerBillboard.BillboardOnLogin(curPlayer)
     
     #玩家扩展信息
@@ -504,10 +489,6 @@
     
     #PK模式
     #SyncPKModel(curPlayer)
-    
-    #---玩家上线, 宠物逻辑处理---
-    #PetControl.DoLogic_PetInfo_OnLogin(curPlayer, tick)
-    #PlayerPet.OnPlayerPetLogin(curPlayer)
     
     # 通知等级奖励领取记录
     PlayerLVAward.Sync_LVAwardGetRecordInfo(curPlayer)
@@ -557,18 +538,6 @@
     #同步自动战斗配置记录
 #    Sync_AutoFightSetting(curPlayer)
     
-    PlayerFamily.OnPlayerLogin(curPlayer, tick)
-    
-    # 时装
-    PlayerCoat.OnLogin_Coat(curPlayer)
-    
-    # 跨服PK
-    PlayerCrossRealmPK.DoPlayerLogin(curPlayer)
-    PlayerCrossChampionship.DoPlayerLogin(curPlayer)
-    
-    # 幸运云购
-    PlayerLuckyCloudBuy.OnPlayerLogin(curPlayer)
-    
     # 竞技场
     PlayerArena.OnLogin(curPlayer)
     
@@ -577,19 +546,8 @@
     PlayerControl.NotifyUseMoneyTotal(curPlayer)
     #通知基础属性
     #NotifyPlayerBasePoint(curPlayer)
-    
-    #跨服充值排行
-    CrossActCTGBillboard.OnPlayerLogin(curPlayer)
-    #跨服全民充值
-    CrossActAllRecharge.OnPlayerLogin(curPlayer)
-    #消费返利
-    PlayerCostRebate.OnPlayerLogin(curPlayer)
     #累计充值
     PlayerActTotalRecharge.OnPlayerLogin(curPlayer)
-    #累计充值返利仙玉
-    PlayerActRechargeRebateGold.OnPlayerLogin(curPlayer)
-    #充值返利
-    PlayerActRechargePrize.OnPlayerLogin(curPlayer)
     #成长必买
     PlayerActGrowupBuy.OnPlayerLogin(curPlayer)
     #限时特惠
@@ -607,28 +565,20 @@
     #集字活动
     PlayerActCollectWords.OnPlayerLogin(curPlayer)
     ChItem.Sync_ItemDayUseCnt(curPlayer)
-    # 符印登录通知
-    PlayerRune.PlayerRuneLogin(curPlayer)
     # 商店物品购买次数登录通知
     FunctionNPCCommon.ShopItemOnLogin(curPlayer)
     # 通知设置的被动功法
     #PassiveBuffEffMng.OnLoginGFPassive(curPlayer)
     # 极品白拿
     PlayerFreeGoods.OnLogin(curPlayer)
-    # 周狂欢活动
-    PlayerWeekParty.OnLogin(curPlayer)
     # 购买次数礼包活动
     PlayerActBuyCountGift.OnPlayerLogin(curPlayer)
     # 任务活动
     PlayerActTask.OnPlayerLogin(curPlayer)
     # 运势活动
     PlayerActYunshi.OnPlayerLogin(curPlayer)
-    # 轮回殿活动
-    PlayerActLunhuidian.OnPlayerLogin(curPlayer)
     # 登录活动
     PlayerActLoginNew.OnPlayerLogin(curPlayer)
-    # 节日巡礼活动
-    PlayerFeastWeekParty.OnLogin(curPlayer)
     # 节日登录活动
     PlayerFeastLogin.OnPlayerLogin(curPlayer)
     # 节日祝福活动
@@ -660,8 +610,6 @@
     PlayerFB.OnLogin(curPlayer)
     #技能专精信息
     #SkillShell.NotifyElementSkillInfo(curPlayer)
-    #通天令
-    PlayerTongTianLing.OnPlayerLogin(curPlayer)
     #创角奖励
     Sync_CreateRoleAwardInfo(curPlayer)
     #自定义奖励
@@ -696,7 +644,7 @@
     curPlayer.SetState(0)   # 脱机挂恢复为正常上线
     curPlayer.SetCountryLastWeekHornor(0) # 通知数据库是否保存还是下线,做一次恢复,1为保存 0为正常下线
     
-    PlayerControl.DoGMForbidenTalkOnLogin(curPlayer)
+    PlayerControl.OnPlayerLogin(curPlayer)
     DataRecordPack.DR_PlayerLogin(curPlayer) # 放最后,记录等级、经验等信息
     return
 
@@ -712,6 +660,8 @@
     
     else:
         PyMongoMain.GetUserCtrlDB().OnPlayerLogin(curPlayer)
+        GMT_BroadCast.OnPlayerLogin(curPlayer)
+        PlayerFamily.OnPlayerLogin(curPlayer, tick)
         PlayerHero.OnPlayerLogin(curPlayer)
         PlayerMail.OnPlayerLogin(curPlayer)
         PlayerHJG.OnPlayerLogin(curPlayer)
@@ -729,15 +679,232 @@
         PlayerLLMJ.OnPlayerLogin(curPlayer)
         PlayerBeauty.OnPlayerLogin(curPlayer)
         PlayerTravel.OnPlayerLogin(curPlayer)
+        PlayerMingge.OnPlayerLogin(curPlayer)
         OpenServerActivity.OnPlayerLogin(curPlayer)
+        PlayerPreset.OnPlayerLogin(curPlayer)
+        CrossPlayer.OnPlayerLogin(curPlayer)
+        PlayerActLunhuidian.OnPlayerLogin(curPlayer)
         
+        __OnFixVersion(curPlayer) # 修正线上玩家数据用,暂时放最后
         # 上线查询一次充值订单
         # curPlayer.SendDBQueryRecharge() 不查了,由在线轮询触发即可
+        SyncOnlineStateToCross(curPlayer, 1)
         
     # 通知GameServer地图最终登录成功了
     isMixServerFirstLogin = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MixServerFirstLogin)
     msg = str([isMixServerFirstLogin])
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(curPlayer.GetID(), 0, 0, "PlayerRealLoginOK", msg, len(msg))
+    return
+
+#def C2S_PlayerLoginOK(playerID):
+#    ## 跨服登录成功后续处理
+#    curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID)
+#    if not curPlayer:
+#        return
+#    
+#    PlayerFamily.CrossServer_PlayerLogin(curPlayer)
+#    return
+
+def __OnFixVersion(curPlayer):
+    ''' 修正线上玩家数据内容
+    每次有需要修正时,只要定义一个新的系统内容版本号  sysFixVersion , 然后玩家根据自身版本号进行逐步修正即可
+    这样只用到一个key即可,不需要每次都定义新的key
+    '''
+    
+    playerID = curPlayer.GetPlayerID()
+    sysFixVersion = 2025123012 # 系统定义的最后一次修正版本号,一般以 yyyyMMddhh 定义为版本号
+    playerVersion = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FixVersion)
+    if not playerVersion:
+        createRoleTime = curPlayer.GetCreateRoleTime() # 按创角
+        ymd = createRoleTime.split(" ")[0]
+        playerVersion = GameWorld.ToIntDef("%s00" % ymd.replace("-", ""))
+        GameWorld.DebugLog("默认数据版本为创角日期: %s, %s" % (createRoleTime, playerVersion), playerID)
+        
+    if playerVersion == sysFixVersion:
+        GameWorld.DebugLog("玩家当前数据版本号已是最新版本! playerVersion=%s" % (playerVersion), playerID)
+        return
+    GameWorld.Log("玩家当前数据版本号不等于系统版本号,开始修正! playerVersion=%s != %s" % (playerVersion, sysFixVersion), playerID)
+    
+    # 修正玩家装备生命数值: 策划调整了生命占比,同步修改了生命战力,故需修正线上玩家装备生命,防止战力下降
+    fixVersion = 2025123012
+    if playerVersion < fixVersion:
+        ChEquip.FixRoleEquipHP(curPlayer, fixVersion)
+        # 每个版本修正完需要立即更新到对应的版本号值,防止中间某个版本修正失败,导致重登后重复修正已经处理的版本
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FixVersion, fixVersion)
+        
+    # 其他
+    # 需要按修正版本时间顺序依次处理!!!需要按修正版本时间顺序依次处理!!!需要按修正版本时间顺序依次处理!!!
+    
+    
+    # 最终强制设置为最新版本号
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FixVersion, sysFixVersion)
+    return
+
+def GetSyncCrossServerIDAndFuncInfo():
+    ## 获取需要同步给的目标跨服服务器ID及相关额外的功能信息
+    dataEx = {}
+    serverIDList = []
+    
+    # 公会
+    if DBFamily.IsFamilyCross():
+        crossFamilyServerID = DBDataMgr.GetFamilyMgr().GetCurCrossServerID()
+        if crossFamilyServerID > 0:
+            dataEx["crossFamilyServerID"] = crossFamilyServerID
+            if crossFamilyServerID not in serverIDList:
+                serverIDList.append(crossFamilyServerID)
+                
+    # 其他跨服功能
+    
+    return serverIDList, dataEx
+
+def OnPlayerBaseInfoChange(curPlayer, refreshType=0):
+    '''玩家基础信息变更同步更新其他功能,可以视为同步到以前的GameServer
+    除了相关基础值变化同步外,上下线状态变更也会附带基础信息的同步
+    '''
+    
+    playerID = curPlayer.GetPlayerID()
+    crossPlayerMgr = CrossPlayer.GetCrossPlayerMgr()
+    crossPlayer = crossPlayerMgr.FindCrossPlayer(playerID)
+    if not crossPlayer:
+        return
+    
+    # 公会成员
+    PlayerFamily.RefreshFamilyMember(crossPlayer)
+    
+    # 相关排行榜
+    if refreshType == IPY_PlayerDefine.CDBPlayerRefresh_PlayerName:
+        PlayerBillboard.UpdatePlayerBillboardName(curPlayer)
+        
+    # 社交名待更新
+    
+    # --------------------------------------------------------------
+    
+    syncCD = 2000
+    if refreshType == IPY_PlayerDefine.CDBPlayerRefresh_FightPower:
+        syncCD = 60 * 1000
+        
+    # 同步给相关跨服
+    tick = GameWorld.GetGameWorld().GetTick()
+    lastSyncTick = curPlayer.GetDictByKey("S2C_PlayerBaseInfo")
+    if lastSyncTick and (tick - lastSyncTick) <= syncCD:
+        # 短时间内只同步一次
+        #GameWorld.DebugLog("同步基础属性CD中! refreshType=%s,syncCD=%s,pass=%s" % (refreshType, syncCD, tick - lastSyncTick))
+        return
+    curPlayer.SetDict("S2C_PlayerBaseInfo", tick)
+    
+    if refreshType == IPY_PlayerDefine.CDBPlayerRefresh_LV:
+        if curPlayer.GetLV() < 20:
+            return
+        
+    serverIDList = GetSyncCrossServerIDAndFuncInfo()[0]
+    if not serverIDList:
+        return
+    
+    playerID = curPlayer.GetPlayerID()
+    baseInfo = PlayerViewCache.GetPlayerBaseViewInfo(playerID, curPlayer)
+    dataMsg = {"baseInfo":baseInfo}
+    CrossMsg.SendToCrossServer(ShareDefine.S2C_PlayerBaseInfo, dataMsg, serverIDList, playerID)
+    return
+
+def S2C_PlayerBaseInfo(dataMsg, fromServerID, playerID):
+    isOnline = True
+    baseInfo = dataMsg["baseInfo"]
+    UpdCrossPlayerFromMainServer(fromServerID, playerID, baseInfo, isOnline)
+    return
+
+def UpdCrossPlayerFromMainServer(fromServerID, playerID, baseInfo, isOnline):
+    ## 更新CrossPlayer根据游戏服同步的信息
+    # @return: crossPlayer
+    crossPlayerMgr = CrossPlayer.GetCrossPlayerMgr()
+    crossPlayer = crossPlayerMgr.FindCrossPlayer(playerID)
+    if not crossPlayer:
+        crossPlayer = crossPlayerMgr.RegistPlayer(playerID) # 跨服不存在该玩家信息,直接注册,不用管是否在线
+        
+    # 信息更新
+    curCache = PlayerViewCache.UpdPlayerBaseViewInfo(playerID, baseInfo, not isOnline)
+    crossPlayer.UpdByViewCache(curCache, fromServerID)
+    
+    # 公会成员更新
+    PlayerFamily.RefreshFamilyMember(crossPlayer)
+    
+    # 如果是离线的处理
+    if not isOnline:
+        PlayerViewCache.OnCrossPlayerLogout(crossPlayer)
+        crossPlayerMgr.DeletePlayer(playerID)
+        
+    return crossPlayer
+
+def SyncOnlinePlayerToCross(toCrossServerID):
+    ## 重新同步在线玩家,确保目标服务器有跨服玩家基础数据,一般用于重连跨服、或某些跨服功能开启时重新同步确保目标服务器有本服在线玩家基本数据信息
+    playerManager = GameWorld.GetPlayerManager()
+    for i in xrange(playerManager.OnlineCount()):
+        curPlayer = playerManager.OnlineAt(i)
+        if not GameWorld.IsNormalPlayer(curPlayer):
+            continue
+        SyncOnlineStateToCross(curPlayer, 1, False, toCrossServerID)
+    return
+
+def SyncOnlineStateToCross(curPlayer, isOnline, isLoginout=True, toCrossServerID=0):
+    ## 同步玩家在线状态给相关跨服
+    # @param isLoginout: 是否上下线的,重新连上跨服时也会重新同步
+    
+    playerID = curPlayer.GetPlayerID()
+    
+    # 游戏服、跨服通用,当做以前GameServer的Player处理
+    crossPlayerMgr = CrossPlayer.GetCrossPlayerMgr()
+    # 离线直接清除
+    if not isOnline:
+        crossPlayerMgr.DeletePlayer(playerID)
+        
+    serverIDList, dataEx = GetSyncCrossServerIDAndFuncInfo()
+    if not serverIDList:
+        # 没有需要同步的跨服不处理
+        return
+    
+    if toCrossServerID:
+        if toCrossServerID not in serverIDList:
+            return
+        serverIDList = [toCrossServerID] # 如果有指定,指同步给该服
+        
+    baseInfo = PlayerViewCache.GetPlayerBaseViewInfo(playerID, curPlayer)
+    dataMsg = {"isOnline":isOnline, "isLoginout":isLoginout, "baseInfo":baseInfo}
+    dataMsg.update(dataEx)
+    CrossMsg.SendToCrossServer(ShareDefine.S2C_OnlineState, dataMsg, serverIDList, playerID)
+    return
+
+def S2C_OnlineState(dataMsg, fromServerID, playerID):
+    '''收到游戏服玩家在线状态同步
+    跨服收到在线状态同步时都视为在跨服上线,需要处理跨服在线/上线的逻辑
+    不然在跨服维护游戏服不维护的情况下,等跨服重开后,游戏服重新同步在线玩家,此时如果跨服不处理登录逻辑,会少同步封包
+    如公会,跨服维护之后登录的玩家会取不到公会数据,等跨服重开后,需视为登录重新同步
+    与跨服重连一样的道理,都是重新同步所有信息
+    '''
+    isOnline = dataMsg["isOnline"]
+    #isLoginout = dataMsg["isLoginout"] # 如果个别跨服功能有需要对真实上下线做特殊处理的可使用该参数判断
+    baseInfo = dataMsg["baseInfo"]
+    
+    crossPlayer = UpdCrossPlayerFromMainServer(fromServerID, playerID, baseInfo, isOnline)
+    
+    # 其他跨服功能处理,暂时仅上下线时处理
+    curServerID = GameWorld.GetGameWorld().GetServerID()
+    #if isLoginout:
+    # 公会
+    if "crossFamilyServerID" in dataMsg:
+        crossFamilyServerID = dataMsg["crossFamilyServerID"]
+        if curServerID == crossFamilyServerID:
+            if isOnline:
+                PlayerFamily.OnCrossPlayerLogin(crossPlayer)
+            else:
+                PlayerFamily.OnCrossPlayerLogout(crossPlayer)
+                
+    # 最后处理缓存,先放在更新中处理删除,有问题再放后面
+    #if not isOnline:
+    #    PlayerViewCache.OnCrossPlayerLogout(crossPlayer)
+    #    CrossPlayer.GetCrossPlayerMgr().DeletePlayer(playerID)
+            
+    # 最后同步处理跨服登录成功
+    #if isLoginout and isOnline:
+    #    CrossMsg.SendToClientServer(ShareDefine.C2S_PlayerLoginOK, {}, [fromServerID], playerID)
     return
 
 ## 玩家扩展信息同步
@@ -1020,9 +1187,6 @@
     #检查更新总战斗力
     #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer, True)
     
-    #清除在本地图离线记录信息
-    PlayerControl.RemoveLeaveServerPlayerInfo(curPlayer.GetPlayerID())
-    
     PyGameData.g_needRefreshMapServerState = True # 有玩家登录地图时设置需要刷新
     return
 
@@ -1091,7 +1255,8 @@
         #到此处已经可以保存数据,即使客户端不回包断线
         #原 //01 07 地图读取OK#tagCInitMapOK 逻辑 直接调用
         __Func_LoadMapOK(index, tick)
-        GameServerRefresh.GameSever_PlayerInitOK(index, tick)
+        DoPlayerRealLoginOK(curPlayer, tick)
+        #GameServerRefresh.GameSever_PlayerInitOK(index, tick) GameServer已废弃,不再执行该逻辑
     except:
         curPlayer.Kick(IPY_GameWorld.disWaitForPlayerLoinError)
         import traceback
@@ -1160,9 +1325,6 @@
     #    GameObj.SetHPFull(curSummon)
     #===========================================================================
     
-    #初始化宠物 通知客户端
-    PetControl.Sync_PetInfo_ChangeMap(curPlayer, tick)
-
     #通知GameServer自己现在的地图
     #curPlayer.Sync_GameServer_MapID()
     
@@ -1198,6 +1360,10 @@
     
     #初始化英雄背包
     PlayerControl.Init_PackCount(curPlayer, ShareDefine.rptHero)
+    
+    #初始化卦玉背包
+    PlayerControl.Init_PackCount(curPlayer, ShareDefine.rptMGGuayu, defaultMax=True, isSync=False)
+    PlayerControl.Init_PackCount(curPlayer, ShareDefine.rptMGTuiyan, defaultMax=True, isSync=False)
     
     #初始化临时交换背包,默认最大个数
     PlayerControl.Init_PackCount(curPlayer, ShareDefine.rptTempSwap, defaultMax=True, isSync=False)
@@ -1368,9 +1534,6 @@
     
     #如果登录的副本,执行进入副本逻辑, 因为有时间响应, 必须在EndLoadMap之后...
     FBLogic.DoEnterFBLogic(curPlayer, tick)
-    
-    #触发切换地图宠物逻辑
-    PetControl.DoLogic_PetLoadMapOK(curPlayer)
 
     #---检查是否卡障碍---
     curMap = GameWorld.GetMap()
@@ -1407,9 +1570,6 @@
 
     #申请得到奖励物品
     #curPlayer.DataServer_CheckPrizeItem()
-    
-    #防止玩家读取地图时未触发OnDay,读取地图后再次验证(2009.9.11)
-    PlayerEventCounter.UpdatePlayerLoginTime(curPlayer)
     
     #设置阵营
     if curPlayer.GetFaction() != ChConfig.CampType_Neutral \
@@ -1772,20 +1932,6 @@
     
     curPlayer.ChangePos(sendPack_DestX, sendPack_DestY)
     #curPlayer.SetClientMoveTick(sendPack_WorldTick)
-    
-    fightPet = curPlayer.GetPetMgr().GetFightPet()
-    #无出战宠物
-    if fightPet == None:
-        return
-    
-    if GameWorld.GetDist(fightPet.GetPosX(), fightPet.GetPosY(), sendPack_DestX, sendPack_DestY) <= 4:
-        #战斗中不频繁移动
-        return
-
-    #出战宠物同时移动
-    PetControl.FightPetFollowMove(curPlayer, sendPack_StartX, sendPack_StartY)
-    
-    
     return
 
 #---------------------------------------------------------------------
@@ -1859,9 +2005,6 @@
     # 在UpdatePos 调用间隔内多次调用move会使 m_StartMoveTick 重置,导致无法移动
     # 而在 CheckMovePos -> PlayerRefreshPos -> __FixPlayerPos -> ChangePos 造成移动的现象
     curPlayer.Move(client_DestX, client_DestY)
-
-    #出战宠物同时移动
-    #PetControl.FightPetFollowMove(curPlayer, client_DestX, client_DestY, client_StartX, client_StartY)
     return
 
 ##移动点检查, checkObj 是移动对象(在人镖合一状态下, 输入为骠车
@@ -2082,12 +2225,11 @@
     
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_CrossRegisterMap, 0)
     
-    #下线召回宠物
-    PetControl.ReCallFightPet(curPlayer)
-    
     #离线session
     EventReport.WriteEvent_session(curPlayer)
     
+    #最后同步跨服服务器
+    SyncOnlineStateToCross(curPlayer, 0)
     #需放最后
     PlayerOnline.OnPlayerLogoff(curPlayer)
     return
@@ -2124,6 +2266,76 @@
         return
     
     curPlayer.SetSetting(setting)
+    return
+
+#// A1 31 前端自定义保存设置内容 #tagCSSettingData
+#
+#struct tagCSSettingData
+#{
+#    tagHead        Head;
+#    BYTE        KeyNum;        // 自定义key编号,后端使用数字key存储,前端自行进行转换定义,限制100个
+#    BYTE        DataLen; 
+#    char        SetData[DataLen];    //自定义保存的内容
+#};
+def OnSettingData(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    playerID = curPlayer.GetPlayerID()
+    
+    keyNum = clientData.KeyNum
+    setData = clientData.SetData
+    setData = setData.replace(" ", "") # 去空格
+    keyStr = str(keyNum)
+    
+    gameRecMgr = DBDataMgr.GetGameRecMgr()
+    preSetRecMgr = gameRecMgr.GetRecTypeIDMgr(ShareDefine.Def_GameRecType_Setting, playerID) 
+    recData = preSetRecMgr.GetOneRecData(True)
+    if not recData:
+        return
+    dataDict = recData.GetUserDict()
+    
+    if not setData:
+        dataDict.pop(keyStr, None)
+    else:
+        keyMax = 100
+        if keyStr not in dataDict:
+            if len(dataDict) >= keyMax:
+                GameWorld.ErrLog("存储个数达到上限! keyMax=%s" % keyMax)
+                return
+        dataDict[keyStr] = setData
+        
+    SyncSettingData(curPlayer, keyStr)
+    return
+
+def SyncSettingData(curPlayer, keyStr=""):
+    playerID = curPlayer.GetPlayerID()
+    gameRecMgr = DBDataMgr.GetGameRecMgr()
+    preSetRecMgr = gameRecMgr.GetRecTypeIDMgr(ShareDefine.Def_GameRecType_Setting, playerID) 
+    recData = preSetRecMgr.GetOneRecData()
+    if not recData:
+        return
+    dataDict = recData.GetUserDict()
+    
+    settingDataList = []
+    syncKeyList = [keyStr] if keyStr else dataDict.keys()
+    for keyStr in syncKeyList:
+        if keyStr in dataDict:
+            setData = dataDict[keyStr]
+        else:
+            setData = ""
+        keyNum = GameWorld.ToIntDef(keyStr, None)
+        if keyNum == None:
+            continue
+        sData = ChPyNetSendPack.tagSCSettingData()
+        sData.KeyNum = keyNum
+        sData.SetData = setData
+        sData.DataLen = len(sData.SetData)
+        settingDataList.append(sData)
+    if not settingDataList:
+        return
+    clientPack = ChPyNetSendPack.tagSCSettingDataInfo()
+    clientPack.SettingDataList = settingDataList
+    clientPack.DataCnt = len(clientPack.SettingDataList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
 
 #// A2 29 设置小助手 #tagCMSetLittleHelper
@@ -2734,8 +2946,6 @@
     elif rebornType == ChConfig.rebornType_MainCity:
         #直接取db中配置的复活点
         PlayerControl.PlayerResetWorldPos(curPlayer, gameMap.GetRebornMapID(), gameMap.GetRebornMapX(), gameMap.GetRebornMapY())
-    #重新召唤宠物
-    PlayerPet.AutoSummonPet(curPlayer)
     
     #复活成功,重置状态
     PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
@@ -2795,8 +3005,7 @@
 #    WORD        LineID;
 #};
 def OnEnterCrossServer(index, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    PlayerControl.PlayerEnterCrossServer(curPlayer, clientData.DataMapID, clientData.LineID)
+    #curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     return
     
 #===============================================================================
@@ -3190,6 +3399,9 @@
     # 开服庆典积分阶段奖励 
     elif rewardType == ChConfig.Def_RewardType_OSACelebrationPointAward:
         OpenServerActivity.GetOSACelebrationPointAward(curPlayer, dataEx)
+    # 轮回殿奖励
+    elif rewardType == ChConfig.Def_RewardType_LunhuidianAward:
+        PlayerActLunhuidian.GetLunhuidianAward(curPlayer, dataEx, dataExStr)
         
         
     # 每日免费直购礼包
@@ -3204,9 +3416,6 @@
     # 领取极品白拿
     elif rewardType == ChConfig.Def_RewardType_FreeGoods:
         PlayerFreeGoods.OnGetFreeGoods(curPlayer, dataEx)
-    # 领取消费返利奖励
-    elif rewardType == ChConfig.Def_RewardType_CostRebate:
-        PlayerCostRebate.OnGetCostRebateAward(curPlayer, dataEx, dataExStr)
     # 领取累计充值奖励
     elif rewardType == ChConfig.Def_RewardType_TotalRecharge:
         PlayerActTotalRecharge.OnGetTotalRechargeAward(curPlayer, dataEx, dataExStr)
@@ -3219,21 +3428,9 @@
     # 领取许愿池奖励
     elif rewardType == ChConfig.Def_RewardType_WishingWell:
         PlayerWishingWell.DoGetWishingAward(curPlayer)
-    # 领取周狂欢活动奖励
-    elif rewardType == ChConfig.Def_RewardType_WeekPartyAct:
-        PlayerWeekParty.GetWeekPartyActionAward(curPlayer, dataEx, dataExStr)
-    # 领取周狂欢积分奖励
-    elif rewardType == ChConfig.Def_RewardType_WeekPartyPoint:
-        PlayerWeekParty.GetWeekPartyPointAward(curPlayer, dataEx, dataExStr)
     # 领取登录奖励活动奖励
     elif rewardType == ChConfig.Def_RewardType_ActLoginAwardAct:
         PlayerActLogin.GetLoginAwardActionAward(curPlayer, dataEx, dataExStr)
-    # 领取节日巡礼活动奖励
-    elif rewardType == ChConfig.Def_RewardType_FeastWeekPartyAct:
-        PlayerFeastWeekParty.GetFeastWeekPartyActionAward(curPlayer, dataEx, dataExStr)
-    # 领取节日巡礼积分奖励
-    elif rewardType == ChConfig.Def_RewardType_FeastWeekPartyPoint:
-        PlayerFeastWeekParty.GetFeastWeekPartyPointAward(curPlayer, dataEx, dataExStr)
     # 领取节日登录奖励
     elif rewardType == ChConfig.Def_RewardType_FeastLogin:
         PlayerFeastLogin.GetFeastLoginAward(curPlayer, dataEx)
@@ -3246,15 +3443,6 @@
     # 领取任务活动奖励
     elif rewardType == ChConfig.Def_RewardType_ActTask:
         PlayerActTask.OnGetActTaskAward(curPlayer, dataEx, dataExStr)
-    # 领取跨服充值排行活动达标奖励
-    elif rewardType == ChConfig.Def_RewardType_CACTGBillboardDabiao:
-        CrossActCTGBillboard.GetDabiaoAward(curPlayer, dataEx)
-    # 跨服全民充值奖励
-    elif rewardType == ChConfig.Def_RewardType_CAAllRecharge:
-        CrossActAllRecharge.GetCrossActAllRechargeAward(curPlayer, dataEx)
-    # 跨服妖魔boss伤害奖励
-    elif rewardType == ChConfig.Def_RewardType_CrossYaomoBossHurt:
-        PlayerCrossYaomoBoss.GetCrossYaomoBossHurtAward(curPlayer, dataEx, tick)
     # 买一送多活动免费奖励
     elif rewardType == ChConfig.Def_RewardType_BuyOne:
         PlayerActBuyOne.GetBuyOneFreeAward(curPlayer, dataEx, dataExStr)
@@ -3270,9 +3458,6 @@
     # 寻宝累计次数奖励
     elif rewardType == ChConfig.Def_RewardType_TreasureCntAward:
         PlayerTreasure.GetTreasureCntAward(curPlayer, dataEx, dataExStr)
-    # 轮回殿奖励
-    elif rewardType == ChConfig.Def_RewardType_LunhuidianAward:
-        PlayerActLunhuidian.GetLunhuidianAward(curPlayer, dataEx, dataExStr)
     #历史累计充值领取
     elif rewardType == ChConfig.Def_RewardType_HistoryChargeAward:
         PlayerGoldGift.OnGetHistoryRechargeAward(curPlayer, dataEx)
@@ -3693,7 +3878,7 @@
 #  @param curPlayer 
 #  @param tick 时间戳
 #  @return None
-def Sync_PyServerDataTimeToClient(curPlayer):
+def Sync_PyServerDataTimeToClient(curPlayer=None):
     # 服务器时间
     serverTime = GameWorld.GetCurrentTime()
     if not serverTime:
@@ -3708,10 +3893,13 @@
     serverDateTime.Minute = serverTime.minute
     serverDateTime.Second = serverTime.second
     serverDateTime.MicSecond = serverTime.microsecond
-    serverDateTime.CrossServerTime = GameWorld.GetCrossServerTimeStr()
+    serverDateTime.CrossServerTime = GameWorld.ChangeTimeNumToStr(CrossMgr.GetSSServerMgr().GetCrossTime())
     
     # 通知客户端同步时间
-    NetPackCommon.SendFakePack(curPlayer, serverDateTime)
+    if curPlayer:
+        NetPackCommon.SendFakePack(curPlayer, serverDateTime)
+    else:
+        NetPackCommon.SendFackPackOnline(serverDateTime)
     return
 
 ## 通知开服天数
@@ -3869,16 +4057,6 @@
     curPlayer.ChangePos(sendPack_SeverPosX, sendPack_SeverPosY)
     PyNotifyPlayerMove(curPlayer, moveDir, clientPosX, clientPosY, sendPack_SeverPosX, sendPack_SeverPosY, moveType)
     curPlayer.SetClientMoveTick(sendPack_WorldTick)
-    
-    # 后面必须返回True
-    fightPet = curPlayer.GetPetMgr().GetFightPet()
-    if fightPet:
-        #出战宠物同时移动
-        if moveType == 0 or tick - fightPet.GetActionTick() > 300:
-    
-            PetControl.FightPetFollowMove(curPlayer,sendPack_SeverPosX, sendPack_SeverPosY)
-            fightPet.SetCurAction(IPY_GameWorld.laNPCNull)
-            
     return True
 
 

--
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