修改
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@@ -5,9 +5,7 @@ using Assets.Scripts.Hotfix;
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using FairyGUI;
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using NBC;
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using NBC.Network;
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using NBC.Platform.Unity;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.Video;
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namespace NBF
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@@ -152,21 +150,14 @@ namespace NBF
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private async FTask OnLoginButtonClick()
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{
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// NBC.Platform.Unity.Entry.Initialize(GetType().Assembly);
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// 根据用户名来选择目标的鉴权服务器
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// 根据鉴权服务器地址来创建一个新的网络会话
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_session = SessionHelper.CreateSession(App.Main, "127.0.0.1:20001", OnConnectComplete,
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OnConnectFail,
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OnConnectDisconnect);
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var acc = "test001";
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// // 发送一个注册的请求消息到目标服务器
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// var responseReg = (A2C_RegisterResponse)await _session.Call(new C2A_RegisterRequest()
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// {
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// Username = acc,
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// Password = acc
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// });
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var acc = "test003";
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// 发送登录的请求给服务器
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var response = (A2C_LoginResponse)await _session.Call(new C2A_LoginRequest()
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@@ -175,7 +166,7 @@ namespace NBF
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Password = acc,
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LoginType = 1
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});
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if (response.ErrorCode != 0)
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{
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Log.Error($"登录发生错误{response.ErrorCode}");
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@@ -203,6 +194,11 @@ namespace NBF
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Log.Debug(
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$"登录到Gate服务器成功!LoginTime:{loginResponse.GameAccountInfo.LoginTime} CreateTime:{loginResponse.GameAccountInfo.CreateTime}");
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var getResponse = (G2C_GetAccountInfoResponse)await _session.Call(new C2G_GetAccountInfoRequest());
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var gameAcc = getResponse.GameAccountInfo;
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Log.Info($"gameAcc LoginTime:{gameAcc.LoginTime} CreateTime:{gameAcc.CreateTime}");
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// getResponse.GameAccountInfo.LoginTime.ToString()
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}
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private void OnConnectComplete()
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@@ -210,7 +206,7 @@ namespace NBF
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Log.Debug("连接成功");
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// 添加心跳组件给Session。
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// Start(2000)就是2000毫秒。
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_session.AddComponent<SessionHeartbeatComponent>().Start(2000);
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_session.AddComponent<SessionHeartbeatComponent>().Start(5000);
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}
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private void OnConnectFail()
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