Ejemplo n.º 1
0
    private void OnConnectBC(GM_Connect recvData)
    {
        int roleId = recvData.roleId;

        CreatePlayerCharacter(ProtoTransfer.Get(recvData.player));

        Debug.Log("玩家连接成功, id = " + roleId);
    }
Ejemplo n.º 2
0
    private void OnConnectReturn(GM_Connect recvData)
    {
        int roleId = recvData.roleId;

        mFrameInterval = recvData.frameinterval;
        GameApplication.GetSingleton().mode = (Mode)recvData.mode;

        PlayerManager.GetSingleton().mRoleId = roleId;

        CreatePlayerCharacter(ProtoTransfer.Get(recvData.player));

        Debug.Log("自己连接成功,id = " + roleId);
    }
Ejemplo n.º 3
0
        private void OnConnect(Session c, int roleId)
        {
            User user = new User(roleId, c);

            mUserList.Add(user);

            Debug.Log(string.Format("{0} roleid={1} tcp={2}, udp={3} connected! count={4}", c.id, user.roleid, c.tcpAdress, c.udpAdress, mUserList.Count), ConsoleColor.Yellow);

            GM_Connect sendData = new GM_Connect();

            sendData.roleId = user.roleid;

            sendData.frameinterval = FRAME_INTERVAL; //告诉客户端帧时长 毫秒
            //sendData.player = ProtoTransfer.Get(user.mPlayerInfo);

            user.SendTcp(MessageID.GM_CONNECT_SC, sendData);

            //告诉别人有人连接了
            for (int i = 0; i < mUserList.Count; ++i)
            {
                var u = mUserList[i]; //别人
                if (c != u.client)
                {
                    u.SendTcp(MessageID.GM_CONNECT_BC, sendData);
                }
            }

            //告诉他有哪些人已经连接了
            for (int i = 0; i < mUserList.Count; ++i)
            {
                var u = mUserList[i];//别人
                if (c != u.client)
                {
                    sendData.roleId = u.roleid;
                    //sendData.player = ProtoTransfer.Get(u.mPlayerInfo);
                    //发给自己
                    user.SendTcp(MessageID.GM_CONNECT_BC, sendData);
                }
            }
        }