private void ReceivePackType <T>(short msgType, byte[] msgBytes)
    {
        MemoryStream       ms        = new MemoryStream(msgBytes);
        T                  t         = ProtoBuf.Serializer.Deserialize <T>(ms);
        ProtoEventArgs <T> eventArgs = new ProtoEventArgs <T>();

        eventArgs.Proto = t;
        eventArgs.MsgID = msgType;
        MessageManager.GetIncestance().SendMessage(SSSocketTool.TransMsgDefToStr(msgType), eventArgs);
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        userNodeDic = new Dictionary <string, UserNode>();

        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseEnterGame), mseEnterGameProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjAppear), mseSceneObjAppearProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjAppearList), mseSceneObjAppearListProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjMove), mseSceneObjMoveProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjMoveList), mseSceneObjMoveListProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjDisappear), mseSceneObjDisappearProtoEventHandler);
        AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjDisappearList), mseSceneObjDisappearListProtoEventHandler);

        sendEnterGame();

        keyControl = new KeyControl();
        keyControl.Reset();
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseAuth), mseAuthProtoEventHandler);
 }