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(); } }
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(); }