// Update is called once per frame
    void Update()
    {
        if (LobbyNetworkServer.Instance.m_ClientState != CLIENT_LOBBY_STATE.LOBBY)
        {
            var packetList = LobbyNetworkServer.Instance.ReadPacket();

            if (packetList != null)
            {
                foreach (var packet in packetList)
                {
                    LobbyServerPacketHandler.Process(packet);
                }
            }
        }

        if (LobbyNetworkServer.Instance.m_ClientState == CLIENT_LOBBY_STATE.LOGIN && isLobbyRequestSended == false)
        {
            LobbyNetworkServer.Instance.LobbyEnterRequest(0);
            isLobbyRequestSended = true;
        }


        if (LobbyNetworkServer.Instance.m_ClientState == CLIENT_LOBBY_STATE.LOBBY && isLobbyRequestSended == true)
        {
            SceneManager.LoadScene("Lobby");
        }
    }
Example #2
0
    void ProcessLobbyPacket()
    {
        var packetList = LobbyNetworkServer.Instance.ReadPacket();

        if (packetList != null)
        {
            foreach (var packet in packetList)
            {
                if (packet.PacketID == ClientNetLib.PacketDef.SysPacketIDDisConnectdFromServer)
                {
                    //SetDisconnectd();
                    Debug.Log("서버와 접속 종료 !!!");
                }
                else
                {
                    LobbyServerPacketHandler.Process(packet);
                }
            }
        }
    }