/// <summary>
        /// 连接战斗服:战斗服只在需要的时候连接,如匹配,战斗中等
        /// </summary>
        public void ConnectFightServer()
        {
            //已经连接了战斗服,直接返回
            if (m_connect_state == eFSConnectState.Connected)
            {
                return;
            }

            Player player = UnitManager.Instance.GetPlayerByIdx(m_char_idx);

            if (player == null || player.fs_uid == 0)
            {
                return;
            }

            //判断是否已经有战斗服
            ConnAppProc app_server = ServerNetManager.Instance.GetConnApp(player.fs_uid);

            if (app_server == null || app_server.srv_info.srv_status != eConnAppStatus.CONNECTED)
            {
                return;
            }

            //如果存在,就当已经连上,因为本身ss已经连上fs
            {
                //告诉fs
                ss2fs.LoginClient msg = PacketPools.Get(ss2fs.msg.LOGIN_CLIENT) as ss2fs.LoginClient;
                msg.client_uid = player.client_uid;
                msg.data.Copy(player.unit_attr.player_info);
                ServerNetManager.Instance.Send2FS(player.fs_uid, msg);

                //告诉gs分配给玩家的fs
                ss2gs.NotifyServer gs_msg = PacketPools.Get(ss2gs.msg.NOTIFY_SERVER) as ss2gs.NotifyServer;
                gs_msg.account_idx = player.account_idx;
                gs_msg.s_type      = eServerType.FIGHT;
                gs_msg.fs_uid      = player.fs_uid;
                ServerNetManager.Instance.Send(player.client_uid.srv_uid, gs_msg);

                m_connect_state = eFSConnectState.Connected;
            }
        }
 /// <summary>
 /// 进入游戏
 /// </summary>
 private void OnLoginAccount(PacketBase packet)
 {
     ss2fs.LoginClient msg = packet as ss2fs.LoginClient;
     UnitManager.Instance.HandleLogin(msg.client_uid, msg.server_uid, msg.data);
     Log.Debug("玩家进入游戏:" + msg.data.char_idx);
 }