Ejemplo n.º 1
0
 public void init()
 {
     mReceiveFinish = false;
     mSendFinish    = false;
     try
     {
         mSocketFactoryManager.init();
         mHeartBeatMaxTime = mGameConfig.getFloatParam(GAME_DEFINE_FLOAT.GDF_HEART_BEAT_NITERVAL);
         // 创建socket
         mServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
         int       port     = (int)mFrameConfig.getFloatParam(GAME_DEFINE_FLOAT.GDF_SOCKET_PORT);
         IPAddress serverIP = IPAddress.Parse(mGameConfig.getStringParam(GAME_DEFINE_STRING.GDS_TCP_SERVER_IP));
         mServerSocket.Connect(serverIP, port);
         mSendThread = new Thread(sendSocket);
         mSendThread.Start();
         mReceiveThread = new Thread(receiveSocket);
         mReceiveThread.Start();
     }
     catch (Exception)
     {
         mReceiveFinish = true;
         mSendFinish    = true;
         mServerSocket  = null;
         UnityUtility.logError("网络初始化失败!");
         mGameFramework.stop();
     }
 }
Ejemplo n.º 2
0
 public void init()
 {
     mSocketFactoryManager.init();
     mHeartBeatMaxTime = mGameConfig.getFloatParam(GAME_DEFINE_FLOAT.GDF_HEART_BEAT_NITERVAL);
     // 创建socket
     mServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
     try
     {
         int       port     = (int)mGameConfig.getFloatParam(GAME_DEFINE_FLOAT.GDF_SOCKET_TCP_PORT);
         IPAddress serverIP = IPAddress.Parse(mGameConfig.getStringParam(GAME_DEFINE_STRING.GDS_TCP_SERVER_IP));
         mServerSocket.Connect(serverIP, port);
     }
     catch (Exception)
     {
         UnityUtility.logInfo("can not connect server!");
         mServerSocket = null;
         return;
     }
     mSendThread = new Thread(sendSocket);
     mSendThread.Start();
     mReceiveThread = new Thread(receiveSocket);
     mReceiveThread.Start();
 }