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

    bool bRet = m_pProxyToWorldModule->VerifyConnectData(xMsg.account(), xMsg.security_code());
    if (bRet)
    {
        //可以进入,设置标志,选单服,心跳延迟,进入gs创建角色和删除角色,这里只是转发
        NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
        if (pNetObject)
        {
            pNetObject->SetConnectKeyState(1);
            pNetObject->SetAccount(xMsg.account());

            NFMsg::AckEventResult xSendMsg;
            xSendMsg.set_event_code(NFMsg::EGEC_VERIFY_KEY_SUCCESS);
            *xSendMsg.mutable_event_client() = NFINetModule::NFToPB(pNetObject->GetClientID());//让前端记得自己的fd,后面有一些验证

			m_pNetModule->SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_CONNECT_KEY, xSendMsg, nSockIndex);
        }
    }
    else
    {
		m_pNetModule->GetNet()->CloseNetObject(nSockIndex);
    }
}
int NFCLoginNet_ServerModule::OnLoginResultsEvent(const NFIDENTID& object, const int nEventID, const NFIDataList& var)
{
	if (3 != var.GetCount()
		|| !var.TypeEx(TDATA_TYPE::TDATA_INT, TDATA_TYPE::TDATA_OBJECT, TDATA_TYPE::TDATA_STRING, TDATA_TYPE::TDATA_UNKNOWN))
	{
		return -1;
	}

	const int nState = var.Int(0);
	const NFIDENTID xIdent = var.Object(1);
	const std::string& strAccount = var.String(2);

	NF_SHARE_PTR<int> xFD = mxClientIdent.GetElement(xIdent);
	if (xFD)
	{
		if (0 != nState)
		{
			//此帐号密码错误或者被封号
			//登录失败
			NFMsg::AckEventResult xMsg;
			xMsg.set_event_code(NFMsg::EGEC_ACCOUNTPWD_INVALID);

			SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_LOGIN, xMsg, *xFD);

			return 0;
		}

		NetObject* pNetObject = GetNet()->GetNetObject(*xFD);
		if (pNetObject)
		{
			//记录他登录过
			pNetObject->SetConnectKeyState(1);
			pNetObject->SetAccount(strAccount);
		}

		//把服务器列表广播下去

		NFMsg::AckEventResult xData;
		xData.set_event_code(NFMsg::EGEC_ACCOUNT_SUCCESS);

		SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_LOGIN, xData, *xFD);

		//SynWorldToClient(unAddress);

		m_pLogModule->LogNormal(NFILogModule::NLL_INFO_NORMAL, NFIDENTID(0, *xFD), "Login successed :", strAccount.c_str());

	}
	
	return 0;
}
void NFCLoginLogicModule::OnLoginProcess(const NFSOCK nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
    NFGUID nPlayerID;
	NFMsg::ReqAccountLogin xMsg;
	if (!m_pNetModule->ReceivePB( nMsgID, msg, nLen, xMsg, nPlayerID))
	{
		return;
	}

	NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
	if (pNetObject)
	{
		if (pNetObject->GetConnectKeyState() == 0)
		{
			if (!m_pAccountRedisModule->ExistAccount(xMsg.account()))
			{
				m_pAccountRedisModule->AddAccount(xMsg.account(), xMsg.password());
			}

			int nState = m_pAccountRedisModule->VerifyAccount(xMsg.account(), xMsg.password());
			if (0 != nState)
			{
				std::ostringstream strLog;
				strLog << "Check password failed, Account = " << xMsg.account() << " Password = "******"Login successed :", xMsg.account().c_str());
		}
	}
}