Example #1
0
        public void OnTimerTick(long TickMs)
        {
            if (mNextState != eTesterState.NONE)
            {
                if (mCurState != mNextState)
                {
                    mCurState = mNextState;
                }

                mNextState = eTesterState.NONE;
            }

            mCurDeltaTime += TickMs;

            SFConnection.Event conEvent;
            // Individual connection update loop
            if (m_ConnectionLogin != null)
            {
                var result = m_ConnectionLogin.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleLoginConnectionEvent(conEvent);

                    if (m_ConnectionLogin == null)
                    {
                        return;
                    }

                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }

                m_ConnectionLogin.UpdateMessageQueue();
            }

            if (m_ConnectionGame != null)
            {
                var result = m_ConnectionGame.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleGameConnectionEvent(conEvent);
                    if (m_ConnectionGame == null)
                    {
                        return;
                    }

                    result = m_ConnectionGame.DequeueEvent(out conEvent);
                }

                m_ConnectionGame.UpdateMessageQueue();
                if (mCurState != eTesterState.NONE)// && m_ConnectionLogin.State != SFConnection.ConnectionState.DISCONNECTED)
                {
                    if (m_Game != null && mCurDeltaTime >= 10000)
                    {
                        m_Game.HeartBitC2SEvt();
                        mCurDeltaTime = 0;
                    }
                }
            }
        }
        public void OnTimerTick(long TickMs)
        {
            if (mNextState != eTesterState.NONE)
            {
                if (mCurState != mNextState)
                {
                    mCurState = mNextState;
                }

                mNextState = eTesterState.NONE;
            }
            SFConnection.Event conEvent;

            mHeartBitTime += TickMs;

            // Individual connection update loop
            if (m_ConnectionLogin != null)
            {
                var result = m_ConnectionLogin.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleLoginConnectionEvent(conEvent);
                    if (m_ConnectionLogin == null)
                    {
                        return;
                    }

                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }

                m_ConnectionLogin.UpdateMessageQueue();
            }


            if (m_ConnectionGame != null)
            {
                var result = m_ConnectionGame.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleGameConnectionEvent(conEvent);
                    if (m_ConnectionGame == null)
                    {
                        return;
                    }

                    result = m_ConnectionGame.DequeueEvent(out conEvent);
                }
                m_ConnectionGame.UpdateMessageQueue();

                //if (mCurState != eTesterState.NONE && m_Game != null && m_ConnectionGame.State == SFConnection.ConnectionState.CONNECTED)
                //{
                //    if (mHeartBitTime >= 20)
                //    {
                //        this.m_Game.HeartBitC2SEvt();
                //        mHeartBitTime = 0;
                //    }
                //}
            }
        }
Example #3
0
        public void OnTimerTick(long TickMs)
        {
            if (mNextState != eTesterState.NONE)
            {
                if (mCurState != mNextState)
                {
                    mCurState = mNextState;
                }

                mNextState = eTesterState.NONE;
            }
            SFConnection.Event conEvent;

            // Individual connection update loop
            if (m_ConnectionLogin != null)
            {
                var result = m_ConnectionLogin.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleLoginConnectionEvent(conEvent);
                    if (m_ConnectionLogin == null)
                    {
                        return;
                    }

                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }

                m_ConnectionLogin.UpdateMessageQueue();
            }


            if (m_ConnectionGame != null)
            {
                var result = m_ConnectionGame.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleGameConnectionEvent(conEvent);
                    if (m_ConnectionGame == null)
                    {
                        return;
                    }

                    result = m_ConnectionGame.DequeueEvent(out conEvent);
                }
                m_ConnectionGame.UpdateMessageQueue();
            }
        }
Example #4
0
        private void OnTimerTick(object sender, EventArgs e)
        {
            SFConnection.Event conEvent;
            // Individual connection update loop
            if (m_ConnectionLogin != null)
            {
                var result = m_ConnectionLogin.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleLoginConnectionEvent(conEvent);
                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }

                m_ConnectionLogin.UpdateMessageQueue();
            }


            // Connection Group management
            if (m_ConnectionManagermentGroup != null)
            {
                SFConnectionGroup.EventInformation eventInfo;
                IntPtr connectionNativeHandle = m_ConnectionManagermentGroup.DequeueConnectionEvent(out eventInfo);
                if (connectionNativeHandle != null)
                {
                    if (eventInfo.pMsg != null)
                    {
                        // You can separate message handling
                        // 1. By having separate message router per connection
                        m_MessageRouter.HandleRecvMessage(eventInfo.pMsg);
                    }
                    else if (m_ConnectionLogin != null && m_ConnectionLogin.NativeHandle == connectionNativeHandle)
                    {
                        HandleLoginConnectionEvent(eventInfo.Event);
                    }


                    eventInfo.Dispose();
                }
            }
        }
Example #5
0
        void UpdateConnection()
        {
            if (m_ConnectionLogin == null)
            {
                return;
            }

            SFConnection.Event conEvent;

            var result = m_ConnectionLogin.DequeueEvent(out conEvent);

            while (result)
            {
                switch (conEvent.EventType)
                {
                case SFConnection.EventTypes.EVT_STATE_CHANGE:
                    PrintStatus("Login Connection state chagned {0}", conEvent.State);
                    break;

                case SFConnection.EventTypes.EVT_CONNECTION_RESULT:
                    PrintStatus("Login Connection result {0}", conEvent.HResult);
                    if (conEvent.HResult >= 0)
                    {
                        m_Login = new SF.Net.SendMessageLogin(m_ConnectionLogin);
                        m_Login.CreateRandomUserCmd(m_GameID, m_LoginID);
                    }
                    break;

                case SFConnection.EventTypes.EVT_DISCONNECTED:
                    PrintStatus("Login Connection disconnected");
                    if (m_ConnectionLogin != null)
                    {
                        m_ConnectionLogin.Dispose();
                    }
                    m_ConnectionLogin = null;
                    m_Login           = null;
                    break;
                }

                if (m_ConnectionLogin != null)
                {
                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }
            }

            if (m_ConnectionLogin != null)
            {
                m_ConnectionLogin.UpdateMessageQueue();
            }
        }
Example #6
0
        private void OnTimerTick(object sender, EventArgs e)
        {
            SFConnection.Event conEvent;

            // Individual connection update loop
            if (m_ConnectionLogin != null)
            {
                var result = m_ConnectionLogin.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleLoginConnectionEvent(conEvent);
                    result = m_ConnectionLogin.DequeueEvent(out conEvent);
                }

                m_ConnectionLogin.UpdateMessageQueue();
            }


            if (m_ConnectionGame != null)
            {
                var result = m_ConnectionGame.DequeueEvent(out conEvent);
                while (result)
                {
                    HandleGameConnectionEvent(conEvent);
                    result = m_ConnectionGame.DequeueEvent(out conEvent);
                }
                m_ConnectionGame.UpdateMessageQueue();

                if (m_ConnectionGame != null && m_ConnectionGame.State == SFConnection.ConnectionState.CONNECTED && (DateTime.Now - m_GameHeartBitTime).Seconds > 10)
                {
                    m_GameHeartBitTime = DateTime.Now;
                    if (m_Game != null)
                    {
                        m_Game.HeartbeatC2SEvt();
                    }
                }
            }


            // Connection Group management
            if (m_ConnectionManagermentGroup != null)
            {
                SFConnectionGroup.EventInformation eventInfo;
                IntPtr connectionNativeHandle = m_ConnectionManagermentGroup.DequeueConnectionEvent(out eventInfo);
                if (connectionNativeHandle != null)
                {
                    if (eventInfo.pMsg != null)
                    {
                        // You can separate message handling
                        // 1. By having separate message router per connection
                        m_MessageRouter.HandleRecvMessage(eventInfo.pMsg);
                    }
                    else if (m_ConnectionLogin != null && m_ConnectionLogin.NativeHandle == connectionNativeHandle)
                    {
                        HandleLoginConnectionEvent(eventInfo.Event);
                    }
                    else if (m_ConnectionGame != null && m_ConnectionGame.NativeHandle == connectionNativeHandle)
                    {
                        HandleGameConnectionEvent(eventInfo.Event);
                    }

                    eventInfo.Dispose();
                }
            }
        }