private void OnMessage(Session client, MessageBuffer msg) { MessageID messageId = (MessageID)msg.id(); switch (messageId) { case MessageID.GM_ACCEPT_CS: { GM_Accept recvData = JsonSerializerUtil.FromJsonByte <GM_Accept>(msg.body()); //ProtoTransfer.DeserializeProtoBuf<GM_Accept>(msg); if (recvData.conv == client.id) { OnConnect(client, recvData.roleId); } } break; case MessageID.GM_READY_CS: { GM_Ready recvData = JsonSerializerUtil.FromJsonByte <GM_Ready>(msg.body()); //ProtoTransfer.DeserializeProtoBuf<GM_Ready>(msg); OnReceiveReady(client, recvData); } break; case MessageID.GM_FRAME_CS: { GM_Frame recvData = JsonSerializerUtil.FromJsonByte <GM_Frame>(msg.body()); //ProtoTransfer.DeserializeProtoBuf<GM_Frame>(msg); if (mMode == Mode.LockStep) { OnLockStepFrame(client, recvData); } else { OnOptimisticFrame(client, recvData); } } break; case MessageID.GM_PING_CS: { GM_Request recvData = JsonSerializerUtil.FromJsonByte <GM_Request>(msg.body()); //ProtoTransfer.DeserializeProtoBuf<GM_Request>(msg); User u = GetUser(recvData.id); if (u != null) { GM_Return sendData = new GM_Return(); sendData.id = recvData.id; u.SendTcp(MessageID.GM_PING_SC, sendData); } } break; } }
private void OnAccept(Session c) { GM_Accept sendData = new GM_Accept(); sendData.conv = c.id; byte[] data = JsonSerializerUtil.ToJsonByte(sendData); MessageBuffer message = new MessageBuffer((int)MessageID.GM_ACCEPT_SC, data, c.id); c.SendTcp(message); }
private void OnAccept(Session c) { GM_Accept sendData = new GM_Accept(); sendData.conv = c.id; sendData.protocol = (int)mProtocol; byte[] data = ProtoTransfer.SerializeProtoBuf(sendData); MessageBuffer message = new MessageBuffer((int)MessageID.GM_ACCEPT_SC, data, c.id); c.SendTcp(message); }
private void OnAccept(GM_Accept recvData) { if (recvData == null) { return; } Client client = ClientService.GetSingleton().GetClient(ClientID.Frame); if (client != null) { client.OnAccept(recvData.conv, recvData.protocol); GameApplication.GetSingleton().protocol = (Protocol)recvData.protocol; //发回给服务器 ClientService.GetSingleton().SendUdp(ClientID.Frame, MessageID.GM_ACCEPT_CS, recvData); } }
private void OnAccept(GM_Accept recvData) { //GM_Accept recvData = JsonSerializerUtil.FromJson<GM_Accept>((string)jsonStr); if (recvData == null) { return; } Client client = ClientService.GetSingleton().GetClient(ClientID.Frame); if (client != null) { client.OnAccept(recvData.conv, recvData.protocol); GameApplication.GetSingleton().protocol = (Protocol)recvData.protocol; //发回给服务器 ClientService.GetSingleton().SendTcp(ClientID.Frame, MessageID.GM_ACCEPT_CS, recvData); } }