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76 lines
2.5 KiB
76 lines
2.5 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Sog;
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using ProtoCSStruct;
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namespace World
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{
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/// <summary>
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/// 支付信息,用来做频率限制等等操作,由于玩家数据在world会cache很久,比较适合放在这里
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/// </summary>
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public struct PayInfoWorld
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{
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public long LastCheckTime;
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public int PayCountToday;
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//客户端告诉服务器google支付成功,但是服务器到数据库校验失败的次数,多了肯定是外挂了
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public int PayGoogleSuccessReqFailedCount;
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public int PaySuccessTotalCount;//玩家总支付次数,用来区分是不是付费用户
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}
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public class PlayerInfoWorld
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{
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public static uint PlayerLoginSerialNum = 0;
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public uint CurLoginSerialNum;
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public long Chip => roleBase.Chip;
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public long Diamond => roleBase.Diamond;
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public bool IsRobot => UserID < 10000;
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public uint BattleServerID;
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public long UserID; //用户id
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public int RealmID;
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public AccountInfo accountInfo;
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public DBRoleBase roleBase;
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public DBSysData sysData;
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public DBExtData extData;
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public string Lang; //语言
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public string IpAddr = ""; //ip地址
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public uint GameServerID; //用户所在的游戏服务器id
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public uint ChatServerID;//用户所在的聊天服务器ID
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public long LoginTime; //登录时间
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public long LogoutTime; //登出时间
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public long ActTimeSecond;//活动时间
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public bool IsOnline; // 是否在线
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public long LoginToken; //登陆标记
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public PayInfoWorld PayInfo = new PayInfoWorld();
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//举报这个玩家的玩家列表
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//在内存里存一下就可以了,不需要存数据库
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//key uid,value time ,超时需要删除
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public Dictionary<long, long> TipOffList = new Dictionary<long, long>();
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public long GagChatEndTime; //禁言到期时间
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//由于PlayerInfoWorld会下线超时删除,这个版本号单独保存在m_sendMailWithRulePlayerVersion
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//public int SendMailWithRuleVersionSeq;
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public int todayBrokenCount;
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}
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public class WaitInLlineLoginPlayer
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{
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public long UserID; //用户id
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public long playersessionID;
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public long WaitBeginTime;//开始等待时间
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public long BeginDisConTime;//排队等待时离线开始时间(在等待的过程中断线或离线了,在一定时间内重新进入不需要加入排队列表)
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}
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}
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