using Fantasy; using Fantasy.Async; namespace NB.Authentication; public static class AuthenticationHelper { /// /// 登录账号 /// /// /// 用户名 /// 用户密码 /// public static async FTask<(uint ErrorCode, long AccountId)> Login(Scene scene, string userName, string password) { return await scene.GetComponent().Login(userName, password); } /// /// 注册一个新的账号 /// /// /// 用户名 /// 用户密码 /// 注册的来源/原因 /// public static async FTask Register(Scene scene, string username, string password, string source) { return await scene.GetComponent().Register(username, password, source); } /// /// 移除一个账号 /// /// /// 账号ID /// 移除的来源/原因 /// public static async FTask Remove(Scene scene, long accountId, string source) { return await scene.GetComponent().Remove(accountId, source); } /// /// 移除缓存中的Account /// /// /// 账号名字 /// 是否销毁 public static void RemoveCache(Scene scene, string username, bool isDispose) { scene.GetComponent().RemoveCache(username, isDispose); } /// /// 移除LoginAccounts缓存中的数据,仅供内部调用,不明白原理的不要调用,否则后果自负。 /// /// /// /// internal static void RemoveLoginAccounts(Scene scene, string key, bool isDispose) { scene.GetComponent().RemoveLoginAccounts(key, isDispose); } }