//在游戏服务端删除虚拟用户
func setSessionOffline(session *link.Session, protoMsg protos.ProtoMsg) {
	rev_msg := protoMsg.Body.(*systemProto.System_ClientSessionOfflineC2S)
	userSession := global.GetSession(rev_msg.GetSessionID())
	if userSession != nil {
		userSession.Close()
	}

	//通知WorldServer用户下线
	worldProxy.SendSystemMsgToServer(protos.MarshalProtoMsg(rev_msg))
}
//在GameServer设置用户登录成功
func setClientLoginSuccess(session *link.Session, protoMsg protos.ProtoMsg) {
	rev_msg := protoMsg.Body.(*systemProto.System_ClientLoginSuccessC2S)
	userConn := proxys.NewDummyConn(rev_msg.GetSessionID(), rev_msg.GetNetwork(), rev_msg.GetAddr(), transferClient)
	userSession := link.NewSessionByID(userConn, codecType.DummyCodecType{}, rev_msg.GetSessionID())
	global.AddSession(userSession)
	//接收游戏消息
	go func() {
		var msg []byte
		for {
			if err := userSession.Receive(&msg); err != nil {
				break
			}
			gameProxy.MsgDispatch.Process(userSession, msg)
		}
	}()
	module.User.LoginSuccess(userSession, rev_msg.GetUserName(), rev_msg.GetUserID(), rev_msg.GetGameServerID())

	//通知WorldServer用户登录成功
	worldProxy.SendSystemMsgToServer(protos.MarshalProtoMsg(rev_msg))
}