void NFCProxyServerNet_ServerModule::OnReqServerListProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
    NFGUID nPlayerID;
    NFMsg::ReqServerList xMsg;
    if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xMsg, nPlayerID))
    {
        return;
    }

    if (xMsg.type() != NFMsg::RSLT_GAMES_ERVER)
    {
        return;
    }

    NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
    if (pNetObject && pNetObject->GetConnectKeyState() > 0)
    {
        //ack all gameserver data
        NFMsg::AckServerList xData;
        xData.set_type(NFMsg::RSLT_GAMES_ERVER);

        NFMapEx<int, ConnectData>& xServerList = m_pProxyServerToGameModule->GetClusterModule()->GetServerList();
        ConnectData* pGameData = xServerList.FirstNude();
        while (NULL != pGameData)
        {
            if (ConnectDataState::NORMAL == pGameData->eState)
            {
                NFMsg::ServerInfo* pServerInfo = xData.add_info();

                pServerInfo->set_name(pGameData->strName);
                pServerInfo->set_status(NFMsg::EServerState::EST_NARMAL);
                pServerInfo->set_server_id(pGameData->nGameID);
                pServerInfo->set_wait_count(0);
            }

            pGameData = xServerList.NextNude();
        }

		m_pNetModule->SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_WORLD_LIST, xData, nSockIndex);
    }
}
void NFCLoginNet_ServerModule::SynWorldToClient( const int nFD )
{
    NFMsg::AckServerList xData;
    xData.set_type(NFMsg::RSLT_WORLD_SERVER);

    NFMapEx<int, NFMsg::ServerInfoReport>& xWorldMap = m_pLoginToMasterModule->GetWorldMap();
	NFMsg::ServerInfoReport* pWorldData =  xWorldMap.FirstNude();
	while (pWorldData)
	{
		NFMsg::ServerInfo* pServerInfo = xData.add_info();

		pServerInfo->set_name(pWorldData->server_name());
		pServerInfo->set_status(pWorldData->server_state());
		pServerInfo->set_server_id(pWorldData->server_id());
		pServerInfo->set_wait_count(0);

		pWorldData = xWorldMap.NextNude();
	}
    

    SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_WORLD_LIST, xData, nFD);
}