大修改
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22
Hotfix/Social/Handler/Inner/G2S_EnterRequestHandler.cs
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22
Hotfix/Social/Handler/Inner/G2S_EnterRequestHandler.cs
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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using NB.Game;
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namespace NB.Chat;
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public class G2S_EnterRequestHandler : RouteRPC<Scene, G2S_EnterRequest, S2G_EnterResponse>
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{
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protected override async FTask Run(Scene scene, G2S_EnterRequest request, S2G_EnterResponse response,
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Action reply)
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{
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var roleId = request.Role.RoleId;
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Log.Debug($"收到 G2S_EnterRequestHandler {roleId}");
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// 在缓存中检查该账号是否存在
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var chatUnitManageComponent = scene.GetComponent<SocialUnitManageComponent>();
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var account = await chatUnitManageComponent.Online(scene, request.Role, request.GateRouteId);
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response.RoleRouteId = account.RuntimeId;
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}
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}
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16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
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16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Chat;
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public class G2S_ExitRequestHandler : RouteRPC<Scene, G2S_ExitRequest, S2G_ExitResponse>
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{
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protected override async FTask Run(Scene scene, G2S_ExitRequest request, S2G_ExitResponse response,
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Action reply)
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{
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// 在缓存中检查该账号是否存在
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var chatUnitManageComponent = scene.GetComponent<SocialUnitManageComponent>();
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await chatUnitManageComponent.Offline(scene, request.AccountId, request.GateRouteId);
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}
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}
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