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- using System . Net ;
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- using GameFrameX ;
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- using GameFrameX . Event . Runtime ;
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- #if ENABLE_UI_FAIRYGUI
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- using GameFrameX . UI . FairyGUI . Runtime ;
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- #endif
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- using GameFrameX . Network . Runtime ;
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- using GameFrameX . Runtime ;
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- using GameFrameX . UI . Runtime ;
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- #if ENABLE_UI_UGUI
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- using GameFrameX . UI . UGUI . Runtime ;
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- #endif
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- using Hotfix . Config . item ;
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- using Hotfix . Network ;
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- using Hotfix . Proto ;
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- using UnityEngine ;
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-
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- namespace Hotfix . UI
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- {
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- public partial class UILogin
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- {
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- private static INetworkChannel networkChannel ;
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- public static string serverIp = "127.0.0.1" ;
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- public static int serverPort = 29100 ;
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-
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- public override void OnOpen ( object userData )
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- {
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- m_enter . onClick . Set ( OnLoginClick ) ;
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- base . OnOpen ( userData ) ;
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- }
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-
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- private void OnLoginClick ( )
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- {
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- if ( networkChannel != null && networkChannel . Connected )
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- {
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- Login ( ) ;
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- return ;
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- }
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-
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- if ( networkChannel != null && GameApp . Network . HasNetworkChannel ( "network" ) && ! networkChannel . Connected )
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- {
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- GameApp . Network . DestroyNetworkChannel ( "network" ) ;
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- }
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-
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- networkChannel = GameApp . Network . CreateNetworkChannel ( "network" , new DefaultNetworkChannelHelper ( ) ) ;
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- // 注册心跳消息
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- DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler ( ) ;
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- networkChannel . RegisterHeartBeatHandler ( packetSendHeaderHandler ) ;
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- networkChannel . Connect ( IPAddress . Parse ( serverIp ) , serverPort ) ;
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- GameApp . Event . CheckSubscribe ( NetworkConnectedEventArgs . EventId , OnNetworkConnected ) ;
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- GameApp . Event . CheckSubscribe ( NetworkClosedEventArgs . EventId , OnNetworkClosed ) ;
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- }
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-
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- private async void Login ( )
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- {
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- var item = GameApp . Config . GetConfig < TbItem > ( ) . Get ( 1 ) ;
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- Log . Info ( item ) ;
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- if ( m_UserName . text . IsNullOrWhiteSpace ( ) || m_Password . text . IsNullOrWhiteSpace ( ) )
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- {
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- m_ErrorText . text = "用户名或密码不能为空" ;
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- return ;
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- }
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-
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-
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- var req = new ReqLogin
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- {
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- SdkType = 0 ,
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- SdkToken = "" ,
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- UserName = m_UserName . text ,
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- Password = m_Password . text ,
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- Device = SystemInfo . deviceUniqueIdentifier
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- } ;
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- req . Platform = PathHelper . GetPlatformName ;
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-
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- RespLogin respLogin = await networkChannel . Call < RespLogin > ( req ) ;
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- Log . Info ( respLogin ) ;
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- ReqPlayerList reqPlayerList = new ReqPlayerList ( ) ;
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-
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- reqPlayerList . Id = respLogin . Id ;
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-
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- var respPlayerList = await networkChannel . Call < RespPlayerList > ( reqPlayerList ) ;
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- if ( respPlayerList . PlayerList . Count > 0 )
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- {
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- await GameApp . UI . OpenUIFormAsync < UIPlayerList > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
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- }
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- else
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- {
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- await GameApp . UI . OpenUIFormAsync < UIPlayerCreate > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
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- }
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-
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- // await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
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- GameApp . UI . CloseUIForm ( this ) ;
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- }
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-
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- private static void OnNetworkClosed ( object sender , GameEventArgs e )
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- {
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- Log . Info ( nameof ( OnNetworkClosed ) ) ;
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- }
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-
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- private void OnNetworkConnected ( object sender , GameEventArgs e )
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- {
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- Login ( ) ;
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- Log . Info ( nameof ( OnNetworkConnected ) ) ;
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- }
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- }
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+ using System . Net ;
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+ using GameFrameX ;
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+ using GameFrameX . Event . Runtime ;
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+ #if ENABLE_UI_FAIRYGUI
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+ using GameFrameX . UI . FairyGUI . Runtime ;
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+ #endif
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+ using GameFrameX . Network . Runtime ;
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+ using GameFrameX . Runtime ;
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+ using GameFrameX . UI . Runtime ;
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+ #if ENABLE_UI_UGUI
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+ using GameFrameX . UI . UGUI . Runtime ;
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+ #endif
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+ using Hotfix . Config . item ;
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+ using Hotfix . Network ;
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+ using Hotfix . Proto ;
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+ using UnityEngine ;
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+
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+ namespace Hotfix . UI
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+ {
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+ public partial class UILogin
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+ {
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+ private static INetworkChannel networkChannel ;
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+ public static string serverIp = "127.0.0.1" ;
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+ public static int serverPort = 29100 ;
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+
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+ public override void OnOpen ( object userData )
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+ {
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+ m_enter . onClick . Set ( OnLoginClick ) ;
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+ base . OnOpen ( userData ) ;
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+ }
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+
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+ private void OnLoginClick ( )
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+ {
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+ if ( networkChannel != null && networkChannel . Connected )
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+ {
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+ Login ( ) ;
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+ return ;
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+ }
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+
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+ if ( networkChannel != null && GameApp . Network . HasNetworkChannel ( "network" ) && ! networkChannel . Connected )
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+ {
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+ GameApp . Network . DestroyNetworkChannel ( "network" ) ;
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+ }
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+
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+ networkChannel = GameApp . Network . CreateNetworkChannel ( "network" , new DefaultNetworkChannelHelper ( ) ) ;
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+ // 注册心跳消息
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+ DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler ( ) ;
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+ networkChannel . RegisterHeartBeatHandler ( packetSendHeaderHandler ) ;
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+ networkChannel . Connect ( IPAddress . Parse ( serverIp ) , serverPort ) ;
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+ GameApp . Event . CheckSubscribe ( NetworkConnectedEventArgs . EventId , OnNetworkConnected ) ;
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+ GameApp . Event . CheckSubscribe ( NetworkClosedEventArgs . EventId , OnNetworkClosed ) ;
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+ }
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+
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+ private async void Login ( )
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+ {
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+ var item = GameApp . Config . GetConfig < TbItem > ( ) . Get ( 1 ) ;
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+ Log . Info ( item ) ;
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+ if ( m_UserName . text . IsNullOrWhiteSpace ( ) || m_Password . text . IsNullOrWhiteSpace ( ) )
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+ {
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+ m_ErrorText . text = "用户名或密码不能为空" ;
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+ return ;
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+ }
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+
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+
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+ var req = new ReqLogin
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+ {
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+ SdkType = 0 ,
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+ SdkToken = "" ,
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+ UserName = m_UserName . text ,
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+ Password = m_Password . text ,
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+ Device = SystemInfo . deviceUniqueIdentifier
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+ } ;
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+ req . Platform = PathHelper . GetPlatformName ;
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+
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+ RespLogin respLogin = await networkChannel . Call < RespLogin > ( req ) ;
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+ Log . Info ( respLogin ) ;
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+ ReqPlayerList reqPlayerList = new ReqPlayerList ( ) ;
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+
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+ reqPlayerList . Id = respLogin . Id ;
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+
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+ var respPlayerList = await networkChannel . Call < RespPlayerList > ( reqPlayerList ) ;
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+ if ( respPlayerList . PlayerList . Count > 0 )
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+ {
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+ await GameApp . UI . OpenUIFormAsync < UIPlayerList > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
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+ }
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+ else
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+ {
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+ await GameApp . UI . OpenUIFormAsync < UIPlayerCreate > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
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+ }
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+
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+ // await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
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+ GameApp . UI . CloseUIForm ( this ) ;
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+ }
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+
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+ private static void OnNetworkClosed ( object sender , GameEventArgs e )
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+ {
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+ Log . Info ( nameof ( OnNetworkClosed ) ) ;
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+ }
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+
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+ private void OnNetworkConnected ( object sender , GameEventArgs e )
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+ {
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+ Login ( ) ;
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+ Log . Info ( nameof ( OnNetworkConnected ) ) ;
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+ }
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+ }
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}
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