LogServerHelper.cs 2.2 KB

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  1. using ET;
  2. using UnityEngine;
  3. namespace GFGGame
  4. {
  5. public class LogServerHelper
  6. {
  7. /// <summary>
  8. /// 发送节点日志
  9. /// </summary>
  10. /// <param name="node"></param>
  11. public static void SendNodeLog(int node)
  12. {
  13. //var zoneScene = GameGlobal.zoneScene;
  14. //var logData = EventTrackFlow2.Instance;
  15. //logData.iEventId = GenerateIDUtil.GenerateId();
  16. //logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE);
  17. //logData.iOperatorId = LauncherConfig.platformId;
  18. //logData.iServerId = zoneScene.GetComponent<ServerInfosComponent>().CurrentServerId;
  19. //logData.sAccount = SystemInfo.deviceUniqueIdentifier;
  20. //logData.iEvent = node;
  21. //var logStr = zoneScene.GetComponent<LogSplicingComponent>().LogObjectToStr(logData);
  22. //var body = $"_{logStr}";
  23. //HttpTool.Instance.Post(LauncherConfig.logApiUrl, body);
  24. }
  25. /// <summary>
  26. /// 发送玩法参与度
  27. /// </summary>
  28. /// <param name="node"></param>
  29. public static void SendNodeLog(int ievent, int type)
  30. {
  31. var zoneScene = GameGlobal.zoneScene;
  32. var logData = PlayParticipation.Instance;
  33. logData.iEventId = GenerateIDUtil.GenerateId();
  34. logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE);
  35. logData.iOperatorId = LauncherConfig.platformId;
  36. logData.iServerId = zoneScene.GetComponent<ServerInfosComponent>().CurrentServerId;
  37. logData.sAccount = zoneScene.GetComponent<AccountInfoComponent>().AccountId.ToString();
  38. logData.iPlayerId = zoneScene.GetComponent<RoleInfosComponent>().CurrentRoleId;
  39. logData.sPlayerName = zoneScene.GetComponent<RoleInfosComponent>().GetCurrentRoleName();
  40. logData.iEvent = ievent;
  41. logData.type = type;
  42. var logStr = zoneScene.GetComponent<LogSplicingComponent>().LogObjectToStr(logData);
  43. //LogSProxy.SendLog(logStr);
  44. var body = $"_{logStr}";
  45. //HttpTool.Instance.Post(LauncherConfig.logApiUrl, body);
  46. }
  47. }
  48. }