Beispiel #1
0
    public void connectTo(string ip, int port, object userData)
    {
        if (valid())
        {
            throw new InvalidOperationException("Have already connected!");
        }
        string newip = ip;

            #if UNITY_IOS
        newip = NtUniSdk.Unity3d.SdkU3d.getIpStr(ip);
        IPAddress[]   addrIps = Dns.GetHostAddresses(newip);
        AddressFamily ipTypes = addrIps[0].AddressFamily;
        m_socket = new Socket(ipTypes, SocketType.Stream, ProtocolType.Tcp);
        LoggerHelper.Warning("IpTypes = {0}", ipTypes);
            #else
        m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            #endif

        m_socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, MAX_BUFFER_SIZE);
        m_socket.NoDelay = true;
        ConnectState state = new ConnectState();
        this.ip                = newip;
        this.port              = port;
        state.connectIP        = newip;
        state.connectPort      = port;
        state.userData         = userData;
        state.socket           = m_socket;
        state.networkInterface = this;

        UnityEngine.Debug.Log("connect to " + newip + ":" + port);
        try
        {
            m_socket.BeginConnect(new IPEndPoint(IPAddress.Parse(newip), port), new AsyncCallback(connectCB), state);
            connectCallbackFlag = false;
            LNetwork.GetInstance().StartCoroutine(waitForConnect(state));
            this.Connecting = true;
        }
        catch (SocketException e)
        {
            UnityEngine.Debug.LogFormat("connectTo error: {0}", e.ToString());
            state.errorType = SocketErrorType.SocketException;
            state.error     = e.ToString();
            state.success   = false;
            _onConnectStatus(state);
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogFormat("connectTo error: {0}", e.ToString());
            state.errorType = SocketErrorType.Exception;
            state.error     = e.ToString();
            state.success   = false;
            _onConnectStatus(state);
        }
    }
Beispiel #2
0
 public static LNetwork GetInstance()
 {
     if (_instance == null)
     {
         GameObject obj = new GameObject();
         obj.name = "LNetwork";
         DontDestroyOnLoad(obj);
         _instance = obj.AddComponent <LNetwork>();
     }
     return(_instance);
 }
Beispiel #3
0
    private static void _onConnectStatus(ConnectState state)
    {
        NetworkInterface networkInterface = state.networkInterface;

        networkInterface.Connecting = false;
        if (state.success)
        {
            // 创建发送和接收进程开始接收数据
            networkInterface.startTcpWorker();
            // 启动协程判断网络是否断开
            LNetwork.GetInstance().StartCoroutine(CheckNetworkStateLoop(networkInterface));
        }
        else
        {
            networkInterface.Close();
            UnityEngine.Debug.Log("connect error: " + state.error);
        }
        if (NetworkInterface.OnConn != null)
        {
            NetworkInterface.OnConn.Invoke(state.success);
        }
        //EventDispatcher.Instance.TriggerEvent<bool, NetworkInterface.ConnectState>(EventIdType.ConnectSuccess, state.success, state);
    }