void NFCProxyServerNet_ServerModule::OnOtherMessage(const int nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFMsg::MsgBase xMsg;
	if (!xMsg.ParseFromArray(msg, nLen))
	{
		char szData[MAX_PATH] = { 0 };
		sprintf(szData, "Parse Message Failed from Packet to MsgBase, MessageID: %d\n", nMsgID);

		return;
	}

	NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
	if (!pNetObject || pNetObject->GetConnectKeyState() <= 0 || pNetObject->GetGameID() <= 0)
	{
		//state error
		return;
	}
	if (xMsg.has_hash_ident())
	{
		//special for distributed
		if (!pNetObject->GetHashIdentID().IsNull())
		{
			NFCMachineNode xNode;
			if (mxConsistentHash.GetSuitNode(pNetObject->GetHashIdentID().ToString(), xNode))
			{
				m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(xNode.GetDataID(), nMsgID, msg, nLen);
			}
		}
		else
		{
			NFGUID xHashIdent = NFINetModule::PBToNF(xMsg.hash_ident());

			NFCMachineNode xNode;
			if (mxConsistentHash.GetSuitNode(xHashIdent.ToString(), xNode))
			{
				m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(xNode.GetDataID(), nMsgID, msg, nLen);
			}
		}
	}
	else
	{
		m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), nMsgID, msg, nLen);
	}
}
void NFCProxyServerNet_ServerModule::OnReqEnterGameServer(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
    //在没有正式进入游戏之前,nPlayerID都是FD
    NFGUID nPlayerID;
    NFMsg::ReqEnterGameServer xData;
    if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xData, nPlayerID))
    {
        return;
    }

    NF_SHARE_PTR<ConnectData> pServerData = m_pProxyServerToGameModule->GetClusterModule()->GetServerNetInfo(xData.game_id());
    if (pServerData && ConnectDataState::NORMAL == pServerData->eState)
    {
        //数据匹配
        NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
        if (pNetObject
            && pNetObject->GetConnectKeyState() > 0
            && pNetObject->GetGameID() == xData.game_id()
            && pNetObject->GetAccount() == xData.account()
            && !xData.name().empty()
            && !xData.account().empty())
        {
            NFMsg::MsgBase xMsg;
            if (!xData.SerializeToString(xMsg.mutable_msg_data()))
            {
                return;
            }

            //playerid在进入游戏之前都是FD,其他时候是真实的ID
            xMsg.mutable_player_id()->CopyFrom(NFINetModule::NFToPB(pNetObject->GetClientID()));

            std::string strMsg;
            if (!xMsg.SerializeToString(&strMsg))
            {
                return;
            }

			m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), NFMsg::EGameMsgID::EGMI_REQ_ENTER_GAME, strMsg);
        }
    }
}
void NFCProxyServerNet_ServerModule::OnReqDelRoleProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
    //在没有正式进入游戏之前,nPlayerID都是FD
    NFGUID nPlayerID;
    NFMsg::ReqDeleteRole xData;
    if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xData, nPlayerID))
    {
        return;
    }

    NF_SHARE_PTR<ConnectData> pServerData = m_pProxyServerToGameModule->GetClusterModule()->GetServerNetInfo(xData.game_id());
	if (pServerData && ConnectDataState::NORMAL == pServerData->eState)
    {
        //数据匹配
        NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
        if (pNetObject
            && pNetObject->GetConnectKeyState() > 0
            && pNetObject->GetGameID() == xData.game_id()
            && pNetObject->GetAccount() == xData.account())
        {
			m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), nMsgID, std::string(msg, nLen));
        }
    }
}
void NFCProxyServerNet_ServerModule::OnClientDisconnect(const int nAddress)
{
    NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nAddress);
    if (pNetObject)
    {
        int nGameID = pNetObject->GetGameID();
        if (nGameID > 0)
        {
            if (!pNetObject->GetUserID().IsNull())
            {
                //掉线
                NFMsg::ReqLeaveGameServer xData;

                NFMsg::MsgBase xMsg;
                //playerid主要是网关转发消息的时候做识别使用,其他使用不使用
                *xMsg.mutable_player_id() = NFINetModule::NFToPB(pNetObject->GetUserID());

                if (!xData.SerializeToString(xMsg.mutable_msg_data()))
                {
                    return;
                }

                std::string strMsg;
                if (!xMsg.SerializeToString(&strMsg))
                {
                    return;
                }

				m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(nGameID, NFMsg::EGameMsgID::EGMI_REQ_LEAVE_GAME, strMsg);
            }
        }

        NFGUID xClientIdent = pNetObject->GetClientID();
        mxClientIdent.RemoveElement(xClientIdent);
    }
}