Beispiel #1
0
    public void StartSelectServer(GameServerAreaData gameServerArea)
    {
        Debug.Log("开始选服");
        if (ApplicationManager.Instance.m_AppMode == AppMode.Release)
        {
            RuntimePlatform platform = Application.platform;
            //if (Application.isEditor)
            //{
            //    if (platform == RuntimePlatform.OSXEditor)
            //        platform = RuntimePlatform.IPhonePlayer;
            //    else
            //    {
            //        platform = RuntimePlatform.Android;
            //    }
            //}

            string defaultChannel = "GameCenter";

            string channel = SDKManager.GetProperties(SDKInterfaceDefine.PropertiesKey_ChannelName, defaultChannel);
            GameInfoCollecter.AddNetworkStateInfoValue("渠道", channel);

            string selectNetworkPath = gameServerArea.m_SelectServerURL;
            SelectSeverController.Start(selectNetworkPath, Application.version, platform, channel, (data) =>
            {
                SelectNetworkData select = null;
                bool isSelectRight       = false;
                if (data == null || data.Count == 0)
                {
                    Debug.LogError("没有合适的服务器!");
                    //return;
                    string networkID = SDKManager.GetProperties("NetworkID", "3");
                    select           = DataGenerateManager <SelectNetworkData> .GetData(networkID);
                }
                else
                {
                    int r         = UnityEngine.Random.Range(0, data.Count);
                    select        = data[r];
                    isSelectRight = true;
                }
                GameInfoCollecter.AddNetworkStateInfoValue("是否正确匹配服务器", isSelectRight);
                GameInfoCollecter.AddNetworkStateInfoValue("匹配服务器", select.m_serverIP + ":" + select.m_port);
                GameInfoCollecter.AddNetworkStateInfoValue("服务器描述", select.m_description);
                SelectServerCompleted(select);
            });
        }
        else
        {
            if (OnSelectServerLocal != null)
            {
                OnSelectServerLocal(SelectServerCompleted);
            }
        }
    }
    public void StartSelectServer(GameServerAreaData gameServerArea)
    {
        Debug.Log("开始选服");
        if (ApplicationManager.Instance.m_AppMode == AppMode.Release)
        {
            Debug.Log(" Application.isMobilePlatform:" + Application.isMobilePlatform);
            RuntimePlatform platform = Application.platform;
#if UNITY_ANDROID
            platform = RuntimePlatform.Android;
#elif UNITY_IPHONE
            platform = RuntimePlatform.IPhonePlayer;
#endif


            string defaultChannel = "GameCenter";

            string channel = SDKManager.GetProperties(SDKInterfaceDefine.PropertiesKey_ChannelName, defaultChannel);

            string selectNetworkPath = gameServerArea.m_SelectServerURL;
            SelectSeverController.Start(selectNetworkPath, Application.version, platform, channel, (data) =>
            {
                SelectNetworkData select = null;
                if (data == null || data.Count == 0)
                {
                    Debug.LogError("没有合适的服务器!");
                    //return;
                    string networkID = SDKManager.GetProperties("NetworkID", "3");
                    select           = DataGenerateManager <SelectNetworkData> .GetData(networkID);
                }
                else
                {
                    int r  = UnityEngine.Random.Range(0, data.Count);
                    select = data[r];
                }

                SelectServerCompleted(select);
            });
        }
        else
        {
            if (OnSelectServerLocal != null)
            {
                OnSelectServerLocal(SelectServerCompleted);
            }
        }
    }
    /// <summary>
    /// 下载大区服务器列表
    /// </summary>
    public void DownloadRegionServerList(string url, string country_code, Action <string, GameServerAreaData> OnCompleted)
    {
        DataTableExtend.DownLoadTableConfig <GameServerAreaData>(url, (dataList, urlError) =>
        {
            if (!string.IsNullOrEmpty(urlError))
            {
                Debug.LogError("DownloadRegionServerList download fail!");
                if (OnCompleted != null)
                {
                    OnCompleted("download fail! " + urlError, null);
                }
                return;
            }
            if (dataList.Count == 0)
            {
                Debug.LogError("DownloadRegionServerList GameServerAreaData is Empty!");
                if (OnCompleted != null)
                {
                    OnCompleted("GameServerAreaData is Empty!", null);
                }
                return;
            }

            if (!string.IsNullOrEmpty(country_code))
            {
                //根据国家选择大区
                foreach (var item in dataList)
                {
                    if (ArrayContains(item.m_CountryCode, country_code))
                    {
                        Debug.Log("国家选定大区key:" + item.m_key);
                        GameInfoCollecter.AddNetworkStateInfoValue("选定大区", item.m_key);
                        if (OnCompleted != null)
                        {
                            OnCompleted(null, item);
                        }
                        return;
                    }
                }
            }
            //根据大洲选择大区
            string continentName = GetContinentByCountryCode(country_code);
            if (!string.IsNullOrEmpty(continentName))
            {
                foreach (var item in dataList)
                {
                    if (ArrayContains(item.m_ContinentName, continentName))
                    {
                        Debug.Log("根据大洲选定大区key:" + item.m_key);
                        GameInfoCollecter.AddNetworkStateInfoValue("选定大区", item.m_key);
                        if (OnCompleted != null)
                        {
                            OnCompleted(null, item);
                        }
                        return;
                    }
                }
            }

            Debug.Log("使用ping选择大区:" + dataList.Count);
            List <string> specialServerHostList = new List <string>();
            foreach (var item in dataList)
            {
                specialServerHostList.Add(item.m_SpecialServerHost);
            }
            UnityPingManager.PingGetOptimalItem(specialServerHostList.ToArray(), (statistics) =>
            {
                Debug.Log("选出最优Ping:" + statistics);
                GameServerAreaData saData = null;
                foreach (var item in dataList)
                {
                    if (item.m_SpecialServerHost == statistics.host)
                    {
                        saData = item;
                        break;
                    }
                }

                string error = null;
                if (saData == null)
                {
                    error = "Select Ping Result Error!";
                }
                if (OnCompleted != null)
                {
                    OnCompleted(error, saData);
                }
            });
        });
    }
Beispiel #4
0
    protected override void OnFlowStart(params object[] paras)
    {
        GameServerAreaData gameServerArea = flowManager.GetVariable <GameServerAreaData>(P_GameServerAreaData);

        StartSelectServer(gameServerArea);
    }