Example #1
0
 public override void DoHandle(INetworkChannel channel, PlayerEntity entity, EClient2ServerMessage eClient2ServerMessage,
                               SimpleProto messageBody)
 {
     FreeMessageHandler.Handle(_room, entity, messageBody);
 }
 /// <summary>
 /// 初始化网络频道的新实例。
 /// </summary>
 public NetworkChannel()
 {
     m_NetworkChannel = null;
 }
 /// <summary>
 /// 清理网络连接关闭事件。
 /// </summary>
 public override void Clear()
 {
     NetworkChannel = default(INetworkChannel);
 }
Example #4
0
 /// <summary>
 /// 发送心跳协议包。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <returns>是否发送心跳协议包成功。</returns>
 public override bool SendHeartBeat(INetworkChannel networkChannel)
 {
     Log.Warning("SendHeartBeat is not implemented in default network helper.");
     return(false);
 }
Example #5
0
 /// <summary>
 /// 反序列化协议包。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="source">要反序列化的来源流。</param>
 /// <param name="customErrorData">用户自定义错误数据。</param>
 /// <returns>反序列化后的协议包。</returns>
 public override Packet Deserialize(INetworkChannel networkChannel, Stream source, out object customErrorData)
 {
     Log.Warning("Deserialize is not implemented in default network helper.");
     customErrorData = null;
     return(null);
 }
 /// <summary>
 /// 清理网络连接关闭事件。
 /// </summary>
 public override void Clear()
 {
     NetworkChannel = null;
 }
Example #7
0
 public void Initialize(INetworkChannel networkChannel)
 {
     networkChannel.RegisterHandler(new RecvHandler());
 }
Example #8
0
 /// <summary>
 /// 发送心跳协议包。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <returns>是否发送心跳协议包成功。</returns>
 public override bool SendHeartBeat(INetworkChannel networkChannel)
 {
     return(false);
 }
Example #9
0
 public CreateSnapshotParams Build(SnapshotFactory snapshotFactory, PlayerEntity player, Bin2DConfig bin2DConfig,
                                   IBin2DManager bin, int serverTime, int snapshotSeq, int vehicleSimulationTime, INetworkChannel channel)
 {
     SnapshotFactory       = snapshotFactory;
     Player                = player;
     Bin2DConfig           = bin2DConfig;
     Bin                   = bin;
     ServerTime            = serverTime;
     SnapshotSeq           = snapshotSeq;
     VehicleSimulationTime = vehicleSimulationTime;
     Channel               = channel;
     PreEnitys.Clear();
     return(this);
 }
Example #10
0
 private void Send(INetworkChannel channel, SimulationTimeMessage messageBody)
 {
     channel.SendReliable((int)EServer2ClientMessage.SimulationTimeSync, messageBody);
 }
Example #11
0
 public override void DoHandle(INetworkChannel channel, PlayerEntity entity, EClient2ServerMessage eClient2ServerMessage, SimulationTimeMessage messageBody)
 {
     _server.OnSimulationTimeMessage(entity.network.NetworkChannel, messageBody);
 }
Example #12
0
 /// <summary>
 /// 反序列化协议包。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="source">要反序列化的来源流。</param>
 /// <param name="customErrorData">用户自定义错误数据。</param>
 /// <returns>反序列化后的协议包。</returns>
 public abstract Packet Deserialize(INetworkChannel networkChannel, Stream source, out object customErrorData);
Example #13
0
 /// <summary>
 /// 序列化协议包。
 /// </summary>
 /// <typeparam name="T">协议包类型。</typeparam>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="destination">要序列化的目标流。</param>
 /// <param name="packet">要序列化的协议包。</param>
 public abstract void Serialize <T>(INetworkChannel networkChannel, Stream destination, T packet) where T : Packet;
Example #14
0
 /// <summary>
 /// 发送心跳协议包。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <returns>是否发送心跳协议包成功。</returns>
 public abstract bool SendHeartBeat(INetworkChannel networkChannel);
Example #15
0
 public static ObjectTransport CreateNewObjectTransport(INetworkChannel channel,ISerializer serializer)
 {
     return new ObjectTransport(channel, serializer);
 }
Example #16
0
 public static void HandleClientFireInfoToSrv(int messageBodySeq, Vector3 protobufToUnityVector3, Vector3 vector3,
                                              Vector3 protobufToUnityVector4, Vector3 vector4, int messageBodyHitType,
                                              INetworkChannel channel)
 {
 }
Example #17
0
 /// <summary>
 /// 初始化网络连接成功事件的新实例。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="userData">用户自定义数据。</param>
 public NetworkConnectedEventArgs(INetworkChannel networkChannel, object userData)
 {
     NetworkChannel = networkChannel;
     UserData       = userData;
 }
Example #18
0
 public static void CollectBulletInfoS(BulletEntity entity, INetworkChannel networkChannel)
 {
 }
 public override void DoHandle(INetworkChannel channel, PlayerEntity entity, EClient2ServerMessage eClient2ServerMessage, GameOverMesssage messageBody)
 {
     _logger.InfoFormat("Server Recevie GameOver Message From  Player {0}", entity.entityKey.Value);
     channel.Disconnect();
 }
Example #20
0
 /// <summary>
 /// 初始化网络错误事件的新实例。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="errorCode">错误码。</param>
 /// <param name="errorMessage">错误信息。</param>
 public NetworkErrorEventArgs(INetworkChannel networkChannel, NetworkErrorCode errorCode, string errorMessage)
 {
     NetworkChannel = networkChannel;
     ErrorCode      = errorCode;
     ErrorMessage   = errorMessage;
 }
 /// <summary>
 /// 初始化网络心跳包丢失事件的新实例。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="missCount">心跳包已丢失次数。</param>
 public NetworkMissHeartBeatEventArgs(INetworkChannel networkChannel, int missCount)
 {
     NetworkChannel = networkChannel;
     MissCount      = missCount;
 }
Example #22
0
 public bool LoginPlayer(IPlayerInfo playerInfo, INetworkChannel channel)
 {
     MessageDispatcher.SaveDispatch(channel, (int)EClient2ServerMessage.LocalLogin, playerInfo);
     return(true);
 }
Example #23
0
 /// <summary>
 /// 序列化协议包。
 /// </summary>
 /// <typeparam name="T">协议包类型。</typeparam>
 /// <param name="networkChannel">网络频道。</param>
 /// <param name="destination">要序列化的目标流。</param>
 /// <param name="packet">要序列化的协议包。</param>
 public override void Serialize <T>(INetworkChannel networkChannel, Stream destination, T packet)
 {
     Log.Warning("Serialize is not implemented in default network helper.");
 }
Example #24
0
 public void ChannelOnDisonnected(INetworkChannel channel)
 {
     MessageDispatcher.SaveDispatch(channel, (int)EClient2ServerMessage.LocalDisconnect, null);
     channel.Serializer.Dispose();
 }
 public ClientBulletRemoteCollectSystem(BulletContext bulletContext, INetworkChannel networkChannel) : base(bulletContext)
 {
     _networkChannel = networkChannel;
 }
Example #26
0
 public void ChannelOnMessageReceived(INetworkChannel networkChannel, int messageType, object messageBody)
 {
     MessageDispatcher.SaveDispatch(networkChannel, messageType, messageBody);
 }
Example #27
0
 public NetworkConnectedEventArgs(INetworkChannel nc, object userdata)
 {
 }
Example #28
0
        public static ObjectTransport CreateNewObjectTransport(INetworkChannel channel)
        {
            var jsonSerializer = new JSONserializer();

            return new ObjectTransport(channel, jsonSerializer);
        }
        /// <summary>
        /// 填充网络连接关闭事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>网络连接关闭事件。</returns>
        public NetworkClosedEventArgs Fill(GameFramework.Network.NetworkClosedEventArgs e)
        {
            NetworkChannel = e.NetworkChannel;

            return(this);
        }
Example #30
0
 /// <summary>
 /// 初始化网络连接关闭事件的新实例。
 /// </summary>
 /// <param name="networkChannel">网络频道。</param>
 public NetworkClosedEventArgs(INetworkChannel networkChannel)
 {
     NetworkChannel = networkChannel;
 }