新增相关协议
This commit is contained in:
@@ -42,32 +42,5 @@ public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_L
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response.ErrorCode = await GateLoginHelper.Online(gateUnit);
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Log.Debug($"当前的Gate服务器:{session.Scene.SceneConfigId} accountId:{accountId}");
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// var gameSceneConfig = GameSceneHelper.GetSceneConfig(session);
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//
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// // 通过chatSceneConfig拿到这个Scene的RouteId
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// var gameRouteId = gameSceneConfig.RouteId;
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// //连接到游戏中心服
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// var gameResponse = (Game2G_EnterResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
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// gameRouteId, new G2Game_EnterRequest()
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// {
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// AccountId = accountId,
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// GateRouteId = session.RuntimeId
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// });
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//
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// if (gameResponse.ErrorCode != 0)
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// {
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// // 如果ErrorCode不是0表示请求的协议发生错误,应该提示给客户端。
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// response.ErrorCode = gameResponse.ErrorCode;
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// return;
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// }
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//
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// // 要实现Route协议的转发,需要给Session添加一个RouteComponent,这个非常重要。
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// var routeComponent = session.AddComponent<RouteComponent>();
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// routeComponent.AddAddress(RouteType.GameRoute, gameResponse.RoleRouteId);
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//
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// // 给当前Session添加一个组件,当Session销毁的时候会销毁这个组件。
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// var accountFlagComponent = session.AddComponent<SessionPlayerComponent>();
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// accountFlagComponent.AccountID = accountId;
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}
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}
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@@ -5,6 +5,8 @@ using Fantasy.Platform.Net;
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using NB.Chat;
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using NB.Game;
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// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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namespace NB.Gate;
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public static class GateLoginHelper
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@@ -37,43 +39,13 @@ public static class GateLoginHelper
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var routeComponent = session.GetComponent<RouteComponent>();
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if (routeComponent == null)
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{
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routeComponent = session.AddComponent<RouteComponent>();
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session.AddComponent<RouteComponent>();
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}
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gateUnitSessionComponent.AccountID = gateUnit.AccountID;
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gateUnitSessionComponent.SessionId = session.RuntimeId;
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//安排游戏服务器,并通知进入
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var (gameRouteId, roleSimpleInfo) =
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await GameSceneHelper.Online(session.Scene, gateUnit.AccountID, session.RuntimeId);
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if (gameRouteId <= 0 || roleSimpleInfo == null)
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{
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return ErrorCode.OnlineSceneFailed;
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}
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Log.Info($"连接游戏服成功,gameRouteId:{gameRouteId}");
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routeComponent.AddAddress(RouteType.GameRoute, gameRouteId);
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gateUnit.GameSceneRouteId = gameRouteId;
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//安排进入的聊天服
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var (chatRouteId, sceneRouteId) =
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await SocialSceneHelper.Online(session.Scene, roleSimpleInfo, session.RuntimeId);
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if (chatRouteId <= 0)
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{
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return ErrorCode.OnlineSceneFailed;
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}
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routeComponent.AddAddress(RouteType.SocialRoute, chatRouteId);
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gateUnit.ChatSceneRouteId = sceneRouteId;
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Log.Info($"连接聊天服成功,gameRouteId:{gameRouteId}");
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var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Map);
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var mapSceneConfig = gameSceneConfigs.First();
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routeComponent.AddAddress(RouteType.MapRoute, mapSceneConfig.RouteId);
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return ErrorCode.Successful;
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return await gateUnit.Online(RouteType.GameRoute, RouteType.SocialRoute, RouteType.MapRoute);
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}
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#endregion
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@@ -88,11 +60,13 @@ public static class GateLoginHelper
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public static async FTask<uint> Offline(GateUnit gateUnit, long sessionId)
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{
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//通知服务器下线
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Log.Info($"断线的session id={sessionId} ChatSceneRouteId={gateUnit.ChatSceneRouteId}");
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await GameSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId);
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await SocialSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId,
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gateUnit.ChatSceneRouteId);
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return ErrorCode.Successful;
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Log.Info($"断线的session id={sessionId}");
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var ret = await gateUnit.Offline(sessionId, RouteType.GameRoute, RouteType.SocialRoute, RouteType.MapRoute);
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// await GameSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId);
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// await SocialSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId,
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// gateUnit.ChatSceneRouteId);
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return ret;
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}
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#endregion
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@@ -1,4 +1,10 @@
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using Fantasy.Entitas.Interface;
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Entitas.Interface;
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using Fantasy.Network;
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using NB.Common;
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// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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namespace NB.Gate;
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@@ -11,6 +17,120 @@ public class GateUnitDestroySystem : DestroySystem<GateUnit>
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}
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}
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public class GateUnitSystem
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public static class GateUnitSystem
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{
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#region Address
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private static void RemoveAddress(this GateUnit self, int routType, long routeId)
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{
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if (self.SceneRoutes.TryGetValue(routType, out var route))
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{
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if (route == routeId)
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{
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self.SceneRoutes.Remove(routType);
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}
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}
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}
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private static void AddAddress(this GateUnit self, int routType, long routeId)
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{
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self.SceneRoutes[routType] = routeId;
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}
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private static long GetAddress(this GateUnit self, int routType)
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{
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return self.SceneRoutes.GetValueOrDefault(routType, 0);
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}
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#endregion
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#region 上线
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public static async FTask<uint> Online(this GateUnit self, params int[] routeType)
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{
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if (routeType != null && routeType.Length > 0)
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{
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foreach (var route in routeType)
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{
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var ret = await self.Online(route);
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if (ret != ErrorCode.Successful) return ret;
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}
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}
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return ErrorCode.Successful;
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}
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public static async FTask<uint> Online(this GateUnit self, int routeType)
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{
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Session session = self.Session;
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var routeComponent = session.GetComponent<RouteComponent>();
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if (routeComponent == null)
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{
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routeComponent = session.AddComponent<RouteComponent>();
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}
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var gameSceneConfig = SceneConfigHelper.GetConfig(routeType);
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var gameRouteId = gameSceneConfig.RouteId;
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//连接到游戏中心服
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var gameResponse = (G2Common_EnterResponse)await self.Scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2Common_EnterRequest()
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{
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AccountId = self.AccountID,
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GateRouteId = session.RuntimeId
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});
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if (gameResponse.ErrorCode != 0)
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{
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return gameResponse.ErrorCode;
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}
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routeComponent.AddAddress(routeType, gameRouteId);
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self.AddAddress(routeType, gameRouteId);
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return ErrorCode.Successful;
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}
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#endregion
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#region 下线
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public static async FTask<uint> Offline(this GateUnit self, long sessionId, params int[] routeType)
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{
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if (routeType != null && routeType.Length > 0)
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{
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foreach (var route in routeType)
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{
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var ret = await self.Offline(sessionId, route);
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if (ret != ErrorCode.Successful) return ret;
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}
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}
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return ErrorCode.Successful;
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}
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public static async FTask<uint> Offline(this GateUnit self, long sessionId, int routeType)
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{
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var sceneRouteId = self.GetAddress(routeType);
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if (sceneRouteId < 1) return ErrorCode.Successful;
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for (int i = 0; i < 10; i++)
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{
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var gameResponse = (Common2G_ExitResponse)await self.Scene.NetworkMessagingComponent.CallInnerRoute(
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sceneRouteId, new G2Common_ExitRequest()
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{
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AccountId = self.AccountID,
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GateRouteId = sessionId
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});
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if (gameResponse.ErrorCode == 0)
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{
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self.RemoveAddress(routeType, sceneRouteId);
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return ErrorCode.Successful;
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}
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}
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Log.Error($"重试多次还是退出失败,需检查,sessionId={sessionId} route={routeType}");
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return ErrorCode.ErrServer;
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}
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#endregion
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}
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