//自己进入房间的消息被服务器处理,返回给自己
    static void ClientJoinRoomRsp(JoinRoomRsp rsp)
    {
        //如果规则是暗杀或者死斗
        //自己进入房间成功时的信息,跳转到选角色界面,角色选择,就跳转到武器选择界面
        //到最后一步确认后,开始同步服务器场景数据.
        if (rsp.result == 1)
        {
            if (Main.Ins.NetWorkBattle.RoomId == -1)
            {
                //选人,或者阵营,或者
                //UnityEngine.Debug.LogError("OnJoinRoom successful");
                //if (MainLobby.Exist)
                //    MainLobby.Instance.Close();
                //if (RoomOptionWnd.Exist)
                //    RoomOptionWnd.Instance.Close();
                Main.Ins.NetWorkBattle.OnEnterRoomSuccessed((int)rsp.roomId, (int)rsp.levelIdx, (int)rsp.playerId);
                UdpClientProxy.Connect((int)rsp.port, (int)rsp.playerId);
                RoomInfo r = Main.Ins.RoomMng.GetRoom((int)rsp.roomId);
                //如果是盟主模式,无需选择阵营
                //if (r.rule == RoomInfo.RoomRule.MZ)
                //    RoleSelectWnd.Instance.Open();
                //else
                //    CampSelectWnd.Instance.Open();
            }
            //U3D.LoadNetLevel((int)rsp.levelIdx, LevelMode.MultiplyPlayer, GameMode.MENGZHU);
        }
        else
        {
            //显示各种错误信息框
            //rsp.reason
            //2未找到
            //3需要退出当前房间
            //1房间满
            UnityEngine.Debug.LogError(string.Format("error:{0}", rsp.reason));
            switch (rsp.reason)
            {
            case 1: U3D.PopupTip("此房间已满,无法进入"); break;

            case 2: U3D.PopupTip("房间已解散"); break;

            case 3: U3D.PopupTip("需要先退出房间"); break;

            //密码不正确
            case 4:
                Main.Ins.EnterState(Main.Ins.PsdEditDialogState); PsdEditDialogState.Instance.OnConfirm = () =>
                {
                    Common.SendJoinRoom((int)rsp.roomId, PsdEditDialogState.Instance.Control("PsdField").GetComponent <UnityEngine.UI.InputField>().text);
                    PsdEditDialogState.Instance.OnBackPress();
                };
                break;
            }
        }
    }
    ////其他人进入我所在的房间,消息发给我
    //static void OnEnterRoomRsp_(JoinRoomRsp rsp)
    //{
    //    //显示某某进入房间的文字
    //    GameOverlayWnd.Instance.InsertSystemMsg(string.Format("{0} 进入房间", rsp.playerNick));
    //}

    //创建房间OK时自动进入房间.
    static void ClientAutoJoinRoom(CreateRoomRsp rsp)
    {
        if (Main.Ins.NetWorkBattle.RoomId == -1)
        {
            //选人,或者阵营,或者
            //if (MainLobby.Exist)
            //    MainLobby.Instance.Close();
            //if (RoomOptionWnd.Exist)
            //    RoomOptionWnd.Instance.Close();
            Main.Ins.NetWorkBattle.OnEnterRoomSuccessed((int)rsp.roomId, (int)rsp.levelId, (int)rsp.playerId);
            UdpClientProxy.Connect((int)rsp.port, (int)rsp.playerId);
            RoomInfo r = Main.Ins.RoomMng.GetRoom((int)rsp.roomId);
            //如果是盟主模式,无需选择阵营
            //if (r.rule == RoomInfo.RoomRule.MZ)
            //    RoleSelectWnd.Instance.Open();
            //else
            //    CampSelectWnd.Instance.Open();
        }
    }