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优化注册与登录流程
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@@ -16,13 +16,12 @@ import (
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// 本地事件队列管理器
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const (
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LoadLoginUserFromDbFinish = iota // 玩家登录从数据库加载完成回调
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CheckUserExistOnRegFromDbFinish // 玩家注册从数据库查询是否已存在完成回调
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RunUserCopyAndSave // 执行一次在线玩家内存数据复制到数据库写入协程
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ExitRunUserCopyAndSave // 停服时执行全部玩家保存操作
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UserOfflineSaveToDbFinish // 玩家离线保存完成
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ReloadGameDataConfig // 执行热更表
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ReloadGameDataConfigFinish // 热更表完成
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LoadLoginUserFromDbFinish = iota // 玩家登录从数据库加载完成回调
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RunUserCopyAndSave // 执行一次在线玩家内存数据复制到数据库写入协程
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ExitRunUserCopyAndSave // 停服时执行全部玩家保存操作
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UserOfflineSaveToDbFinish // 玩家离线保存完成
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ReloadGameDataConfig // 执行热更表
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ReloadGameDataConfigFinish // 热更表完成
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)
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const (
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@@ -66,13 +65,7 @@ func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
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switch localEvent.EventId {
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case LoadLoginUserFromDbFinish:
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playerLoginInfo := localEvent.Msg.(*PlayerLoginInfo)
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if playerLoginInfo.Player != nil {
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USER_MANAGER.AddUser(playerLoginInfo.Player)
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}
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GAME.OnLoginOk(playerLoginInfo.UserId, playerLoginInfo.ClientSeq, playerLoginInfo.GateAppId, false, playerLoginInfo.Player)
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case CheckUserExistOnRegFromDbFinish:
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playerRegInfo := localEvent.Msg.(*PlayerRegInfo)
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GAME.OnRegOk(playerRegInfo.Exist, playerRegInfo.Req, playerRegInfo.UserId, playerRegInfo.ClientSeq, playerRegInfo.GateAppId)
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GAME.OnLogin(playerLoginInfo.UserId, playerLoginInfo.ClientSeq, playerLoginInfo.GateAppId, playerLoginInfo.Player, playerLoginInfo.JoinHostUserId)
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case ExitRunUserCopyAndSave:
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fallthrough
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case RunUserCopyAndSave:
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