void NFDBNet_ServerModule::OnRequireRoleListProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{

	NFGUID nClientID;
	NFMsg::ReqRoleList xMsg;
	if (!m_pNetModule->ReceivePB(nMsgID, msg, nLen, xMsg, nClientID))
	{
		return;
	}

	NFGUID xPlayerID;
	std::string strRoleName;
	if (!m_pPlayerRedisModule->GetRoleInfo(xMsg.account(), strRoleName, xPlayerID))
	{
		NFMsg::AckRoleLiteInfoList xAckRoleLiteInfoList;
		xAckRoleLiteInfoList.set_account(xMsg.account());
		m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_ROLE_LIST, xAckRoleLiteInfoList, nSockIndex, nClientID);
		return;
	}

	NFMsg::AckRoleLiteInfoList xAckRoleLiteInfoList;
	xAckRoleLiteInfoList.set_account(xMsg.account());

	NFMsg::RoleLiteInfo* pData = xAckRoleLiteInfoList.add_char_data();
	pData->mutable_id()->CopyFrom(NFINetModule::NFToPB(xPlayerID));
	pData->set_game_id(pPluginManager->GetAppID());
	pData->set_career(0);
	pData->set_sex(0);
	pData->set_race(0);
	pData->set_noob_name(strRoleName);
	pData->set_role_level(0);
	pData->set_delete_time(0);
	pData->set_reg_time(0);
	pData->set_last_offline_time(0);
	pData->set_last_offline_ip(0);
	pData->set_view_record("");

	m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_ROLE_LIST, xAckRoleLiteInfoList, nSockIndex, nClientID);
}
void NFCProxyServerNet_ServerModule::OnReqRoleListProcess(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::ReqRoleList 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())
        {
            NFMsg::MsgBase xMsg;
            if (!xData.SerializeToString(xMsg.mutable_msg_data()))
            {
                return;
            }

            //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()->CopyFrom(NFINetModule::NFToPB(pNetObject->GetClientID()));

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

			m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), NFMsg::EGameMsgID::EGMI_REQ_ROLE_LIST, strMsg);
        }
    }
}