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); }
/// <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); }
/// <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; }
public void Initialize(INetworkChannel networkChannel) { networkChannel.RegisterHandler(new RecvHandler()); }
/// <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); }
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); }
private void Send(INetworkChannel channel, SimulationTimeMessage messageBody) { channel.SendReliable((int)EServer2ClientMessage.SimulationTimeSync, messageBody); }
public override void DoHandle(INetworkChannel channel, PlayerEntity entity, EClient2ServerMessage eClient2ServerMessage, SimulationTimeMessage messageBody) { _server.OnSimulationTimeMessage(entity.network.NetworkChannel, messageBody); }
/// <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);
/// <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;
/// <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);
public static ObjectTransport CreateNewObjectTransport(INetworkChannel channel,ISerializer serializer) { return new ObjectTransport(channel, serializer); }
public static void HandleClientFireInfoToSrv(int messageBodySeq, Vector3 protobufToUnityVector3, Vector3 vector3, Vector3 protobufToUnityVector4, Vector3 vector4, int messageBodyHitType, INetworkChannel channel) { }
/// <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; }
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(); }
/// <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; }
public bool LoginPlayer(IPlayerInfo playerInfo, INetworkChannel channel) { MessageDispatcher.SaveDispatch(channel, (int)EClient2ServerMessage.LocalLogin, playerInfo); return(true); }
/// <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."); }
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; }
public void ChannelOnMessageReceived(INetworkChannel networkChannel, int messageType, object messageBody) { MessageDispatcher.SaveDispatch(networkChannel, messageType, messageBody); }
public NetworkConnectedEventArgs(INetworkChannel nc, object userdata) { }
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); }
/// <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; }