Inheritance: global::ProtoBuf.IExtensible
 internal void SetHeaderWithAccount(string account)
 {
     NodeMessageWithAccount header = m_NodeHeader as NodeMessageWithAccount;
       if (null == header) {
     header = new NodeMessageWithAccount();
     m_NodeHeader = header;
       }
       header.m_Account = account;
 }
Ejemplo n.º 2
0
 private void HandleRoleEnter(NodeMessage msg, int handle, uint seq)
 {
     GameFrameworkMessage.NodeMessageWithAccount enterMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithAccount;
     if (null != enterMsg)
     {
         GameFrameworkMessage.RoleEnter protoData = msg.m_ProtoData as GameFrameworkMessage.RoleEnter;
         if (null != protoData)
         {
             m_UserProcessScheduler.DefaultUserThread.QueueAction(m_UserProcessScheduler.DoRoleEnter, enterMsg.m_Account, protoData.m_Nickname);
         }
     }
 }
Ejemplo n.º 3
0
 private void HandleRequestNickname(NodeMessage msg, int handle, uint seq)
 {
     GameFrameworkMessage.NodeMessageWithAccount nickMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithAccount;
     if (null != nickMsg)
     {
         GameFrameworkMessage.RequestNickname protoData = msg.m_ProtoData as GameFrameworkMessage.RequestNickname;
         if (null != protoData)
         {
             m_UserProcessScheduler.DefaultUserThread.QueueAction(m_UserProcessScheduler.DoRequestNickname, nickMsg.m_Account);
         }
     }
 }
Ejemplo n.º 4
0
        //------------------------------------------------------------------------------------------------------
        private void HandleAccountLogin(NodeMessage msg, int handle, uint seq)
        {
            StringBuilder stringBuilder = new StringBuilder(1024);
            int           size          = stringBuilder.Capacity;

            CenterHubApi.TargetName(UserServerConfig.WorldId, handle, stringBuilder, size);
            string node_name = stringBuilder.ToString();

            GameFrameworkMessage.NodeMessageWithAccount loginMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithAccount;
            if (null != loginMsg)
            {
                GameFrameworkMessage.AccountLogin protoData = msg.m_ProtoData as GameFrameworkMessage.AccountLogin;
                if (null != protoData)
                {
                    m_UserProcessScheduler.DefaultUserThread.QueueAction(m_UserProcessScheduler.DoAccountLogin, loginMsg.m_Account, protoData.m_Password, protoData.m_ClientInfo, node_name);
                }
            }
        }