public void OnAskForRooms(ProtocolBase protocol)
    {
        ProtocolBytes proto = (ProtocolBytes)protocol;
        int           start = 0;

        /*string protoName = */ proto.GetString(start, ref start);

        string     roomName;
        int        peopleNum;
        RoomObject room;

        roomList.Clear();   //习惯性清空roomList
        while ((roomName = proto.GetString(start, ref start)) != "")
        {
            peopleNum = proto.GetInt(start, ref start);
            //将这个房间加入 总的房间列表 这就是所有房间的初始化过程 但是注意,里面的玩家列表是空的,需要点击后,才能从后端获取
            room             = new RoomObject(roomName);
            room.ExistPerNum = peopleNum;
            room.GenerateFraction();    //计算其中的fraction
            roomList.Add(room);         //将其加入 roomList
        }
        if (roomList != null && roomList.Count > 0)
        {
            //渲染 list1 ,呈现所有的房间
            RenderListOne();
        }
        else
        {
            return;
        }
    }
    //创建房间的广播回调函数
    public void CreateRoom(ProtocolBase protocol)
    {
        Debug.Log("来啊,我在这里");
        ProtocolBytes proto = (ProtocolBytes)protocol;
        int           start = 0;

        /*string protoName = */
        proto.GetString(start, ref start);

        string room_name = proto.GetString(start, ref start);
        int    peopleNum = proto.GetInt(start, ref start);

        //将房间新房间加入 roomList 然后重新渲染 列表一
        RoomObject room = new RoomObject(room_name)//简化的new
        {
            ExistPerNum = peopleNum
        };

        room.GenerateFraction();
        roomList.Add(room);
        //渲染 列表一 所有房间列表
        RenderListOne();
    }