Beispiel #1
0
        public bool Connect(string networkAddress, int networkPort)
        {
            if (IsConnected)
            {
                Debug.LogError("client is connected!");
                return(false);
            }
            if (ConnectState == NetConnectState.Connecting)
            {
                return(false);
            }
            ConnectState = NetConnectState.Connecting;

            this.networkAddress = networkAddress;
            this.networkPort    = networkPort;
            if (LogInfo)
            {
                Debug.Log("Client connecting to " + networkAddress + ":" + networkPort);
            }

            if (transport.Connect(networkAddress, networkPort))
            {
                //if (LogInfo) Debug.Log("[" + name + "] LiteNetLibManager::Client Connect");
                if (OnStartClient != null)
                {
                    OnStartClient();
                }
                return(true);
            }

            return(false);
        }
Beispiel #2
0
    // 游戏服务器
    public static void ConnectGameServer()
    {
        ProtoMsg.MsgNetAddress address = LoginDC.GetGameServerNetInfo();
        if (address == null)
        {
            IGGDebug.Log("未获取游戏服务器ip");
            return;
        }
        // 发送登录请求
        Communicate.Disconnect();
        if (Communicate.IsConnected() == false)
        {
            Communicate.SetGSConnetorGame(true);
            NetConnectState.SetConnetOverTime(3.0f, OnConnectOverTime);

            string ip = address.u32Ip.ToString();
            if (!isDomainAddrIp(address.u32Ip.ToString().ToCharArray()))
            {
                // data.netAdd.ip  转  ip 地址
                ip = IntToIp((Int32)address.u32Ip);
            }

            IGGDebug.Log("游戏服务器:" + ip + "," + address.u32Port);
            Communicate.Connect2GS(ip, (int)address.u32Port);
        }
    }
Beispiel #3
0
 private void SetNetConnectState(NetConnectState m_connectState, EDisconnectInfo info)
 {
     this.m_connectState = m_connectState;
     if (OnNetConnectStateChange != null)
     {
         OnNetConnectStateChange(m_connectState, info);
     }
 }
 private void OnNetConnectStateChange(NetConnectState state, EDisconnectInfo arg2)
 {
     if (state == NetConnectState.DisConnected)
     {
         //Debug.Log("断开连接!");
         RemovePlayer();
     }
 }
Beispiel #5
0
 protected override void PeerConnectedEvent(long connectionId)
 {
     Debug.Log("Client Peer Connected ! connectionId :" + connectionId);
     IsConnected  = true;
     ConnectionId = connectionId;
     ConnectState = NetConnectState.Connected;
     if (OnClientConnected != null)
     {
         OnClientConnected();
     }
 }
Beispiel #6
0
        protected override void DisconnectedEvent(long connectionId, DisconnectInfo disconnectInfo)
        {
            Debug.Log("Client DisconnectedEvent :" + connectionId + " disconnectInfo:" + disconnectInfo.Reason);
            IsConnected  = false;
            ConnectState = NetConnectState.DisConnected;

            if (OnDisconnected != null)
            {
                OnDisconnected(disconnectInfo);
            }
        }
Beispiel #7
0
 // 登录服务器
 public static void ConnectLoginServer()
 {
     // 发送登录请求
     if (Communicate.IsConnected() == false)
     {
         Communicate.Disconnect();
         Communicate.SetGSConnetorGame(false);
         NetConnectState.SetConnetOverTime(3.0f, OnConnectOverTime);
         //Communicate.Connect2GS(g_ip, g_port);
         ServerInfo sInfo = GetServerInfo();
         if (null != sInfo)
         {
             Communicate.Connect2GS(sInfo.iP, sInfo.Port);
         }
         else
         {
             IGGDebug.Log("未获取登入服务器ip");
         }
     }
 }
Beispiel #8
0
 private void SetNetConnectState(NetConnectState m_connectState)
 {
     SetNetConnectState(m_connectState, default(EDisconnectInfo));
 }