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);
        }
    }
}