Beispiel #1
0
    private void ReConnectFailure(int identiy)
    {
        UnityMainThreadDispatcher.Instance.Enqueue(() =>
        {
            SocketClient client = GetSocketClient(identiy);
            if (client.ConnectTime >= CONNECT_MAX_NUM)
            {
                client.ResetConnectTime(true);

                LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_RECONNECT_ERROR, identiy);
                return;
            }

            // 尝试重连判断是否改连接状态下
            if (client.ConnectTime == CONNECT_SILENCE_NUM)
            {
                if (this.socketIdentiy == identiy)
                {
                    LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_WAIT_PROCESS, true);
                }
            }

            // 尝试重新链接
            client.ReConnection();
        });
    }
Beispiel #2
0
 private void ConnectFailure(int identiy)
 {
     UnityMainThreadDispatcher.Instance.Enqueue(() =>
     {
         LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_CONNECT_ERROR);
     });
 }
Beispiel #3
0
    /// <summary>
    /// 消息处理
    /// </summary>
    public void UpdateReciveMessage()
    {
        lock (this.responseQueue)
        {
            while (this.responseQueue.Count > 0)
            {
                PackageData package = (PackageData)responseQueue.Dequeue();
                if (package.msgId == MSG_HEART_ID)
                {
                    if (heartStartTime == 0)
                    {
                        heartStartTime = TimeUtil.CurrentTimeMillis();
                    }

                    long endTime = TimeUtil.CurrentTimeMillis();
                    long useTime = endTime - heartStartTime;
                    heartStartTime = endTime;

                    Debugger.Log("Received heart! time==" + useTime);
                    continue;
                }

                //call lua socket
                LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_RECEIVE_MESSAGE, package.msgId, package.buffer);
            }
        }
    }
Beispiel #4
0
 private void CloseConnect(int identiy)
 {
     // 关闭连接回调
     UnityMainThreadDispatcher.Instance.Enqueue(() =>
     {
         LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_DISCONNECT, identiy);
     });
 }
Beispiel #5
0
    private void ReConnectSucess(int identiy)
    {
        UnityMainThreadDispatcher.Instance.Enqueue(() =>
        {
            SocketClient client = GetSocketClient(identiy);
            if (client == null)
            {
                return;
            }

            client.ResetConnectTime(false);

            LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_RECONNECT_SUCESS, identiy);
        });
    }
Beispiel #6
0
    private void ConnectSucess(int identiy)
    {
        UnityMainThreadDispatcher.Instance.Enqueue(() =>
        {
            SocketClient client = GetSocketClient(identiy);
            if (client == null)
            {
                return;
            }

            Debugger.Log("==========ConnectToServer sucess ip:" + client.ip + " port:" + client.port + "==================");

            // 链接成功标识socket状态
            this.socketIdentiy = identiy;

            LuaHelper.CallLuaFunction(GNETWORK_MODULE, GNETWORK_FUNC_CONNECT_SUCESS);
        });
    }