IEnumerator DownloadDataFiles()
    {
        // 这个函数仅在单独调试房间服务器的时候才被调用, 所以做如下判定
        // 单独运行本场景的时候,CliengtManager不存在
        if (ClientManager.Instance != null)
        {
            yield break;
        }
        yield return(StartCoroutine(CsvDataManager.LoadDataAllAndroid()));

        CommandManager.LoadCommands();

        roomData = new EnterRoomData();
        {
            long defaultRoomId = 0;
            // 从[server_config]表里读取服务器地址和端口
            var csv = CsvDataManager.Instance.GetTable("server_config_client");
            if (csv != null)
            {
                _address      = csv.GetValue(1, "RoomServerAddress");
                _port         = csv.GetValueInt(1, "RoomServerPort");
                defaultRoomId = csv.GetValueLong(1, "DefaultRoomId");
            }

            roomData.Address        = _address;
            roomData.Port           = _port;
            roomData.RoomName       = "遗落の战境3";
            roomData.IsCreatingRoom = false;
            roomData.RoomId         = defaultRoomId;
        }

        // 读取了数据表才能开始连接房间服务器
        Log($"GameRoomManager.Start()! 开始链接RoomServer - {_address}:{_port}");
        Connect();

        //初始化结束
        Debug.Log("GameRoomManager DowloadDataFiles - OK!");
    }
 IEnumerator DownloadDataFiles()
 {
     yield return(StartCoroutine(CsvDataManager.LoadDataAllAndroid()));
 }