using ET;
using UnityEngine;
namespace GFGGame
{
public class LogServerHelper
{
///
/// 发送节点日志
///
///
public static void SendNodeLog(int node)
{
var zoneScene = GameGlobal.zoneScene;
var logData = EventTrackFlow2.Instance;
logData.iEventId = GenerateIDUtil.GenerateId();
logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE);
logData.iOperatorId = LauncherConfig.platformId;
logData.iServerId = zoneScene.GetComponent().CurrentServerId;
logData.sAccount = SystemInfo.deviceUniqueIdentifier;
logData.iEvent = node;
var logStr = zoneScene.GetComponent().LogObjectToStr(logData);
//LogSProxy.SendLog(logStr);
var body = $"_{logStr}";
HttpTool.Instance.Post(LauncherConfig.logApiUrl, body);
}
///
/// 发送玩法参与度
///
///
public static void SendNodeLog(int ievent, int type)
{
var zoneScene = GameGlobal.zoneScene;
var logData = PlayParticipation.Instance;
logData.iEventId = GenerateIDUtil.GenerateId();
logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE);
logData.iOperatorId = LauncherConfig.platformId;
logData.iServerId = zoneScene.GetComponent().CurrentServerId;
logData.sAccount = zoneScene.GetComponent().AccountId.ToString();
logData.iPlayerId = zoneScene.GetComponent().CurrentRoleId;
logData.sPlayerName = zoneScene.GetComponent().GetCurrentRoleName();
logData.iEvent = ievent;
logData.type = type;
var logStr = zoneScene.GetComponent().LogObjectToStr(logData);
//LogSProxy.SendLog(logStr);
var body = $"_{logStr}";
HttpTool.Instance.Post(LauncherConfig.logApiUrl, body);
}
}
}