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;
            }
        }
Example #2
0
        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);
        }
Example #3
0
        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);
        }
Example #4
0
    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);
        }
    }
Example #5
0
    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);
        }
    }