Beispiel #1
0
    public void SendMsg(PacketBase msg)
    {
        if (Connected)
        {
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
            string dataStr = Utils.ToStr(Utils.DeSerialize(msg));
            if (msg.packetType != PacketType.HEARTBEAT)
            {
                Debug.LogFormat("=>>:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr);
                //Debug.LogFormat("=>>:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr);
            }
#endif
            try
            {
                byte[] datas = NetSerilizer.Serialize(msg);

                byte[] result = NetEncode.Encode(datas);// Encoding.UTF8.GetBytes(msg);
                Debug.Log(result.Length);
                client.Send(result);
            }
            catch
            {
                Debug.Log("net close!");
                //               client.Shutdown(SocketShutdown.Both);
                //               client.Close();
                ////////////////20180423
                Game.SocketGame.SocketNetTools.StopClient();
                string gameserver = "daqingmj.youhao88.com:7000";
                Game.InitGameSocket(gameserver);
                ////////////////20180423
            }
        }
        else
        {
            Debug.LogWarning("SendMsg not Connected : " + msg.packetType);
            ////////////////20180423
            Game.SocketGame.SocketNetTools.StopClient();
            string gameserver = "daqingmj.youhao88.com:7000";
            Game.InitGameSocket(gameserver);
            ////////////////20180423            //Game.SocketGame.DoBackGameRequest();
        }
    }
Beispiel #2
0
    public void SendMsg(PacketBase msg)
    {
        if (Connected)
        {
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
            string dataStr = Utils.ToStr(Utils.DeSerialize(msg));
            if (msg.packetType != PacketType.HEARTBEAT)
            {
                Debug.LogFormat("=>>:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr);
                //Debug.LogFormat("=>>:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr);
            }
#endif

            byte[] datas = NetSerilizer.Serialize(msg);

            byte[] result = NetEncode.Encode(datas);// Encoding.UTF8.GetBytes(msg);
            Debug.Log(result.Length);
            client.Send(result);
        }
        else
        {
            Debug.LogWarning("SendMsg not Connected : " + msg.packetType);
        }
    }