public static PacketDistributed CreatePacket(MessageID packetID) { PacketDistributed packet = null; switch (packetID) { case MessageID.GCErrorBack: { packet = new GCErrorBack(); } break; case MessageID.CGheartbeatClientSend: { packet = new CGheartbeatClientSend(); } break; case MessageID.GCheartbeatServerBack: { packet = new GCheartbeatServerBack(); } break; case MessageID.GCServerMsg: { packet = new GCServerMsg(); } break; case MessageID.OptionEvent: { packet = new OptionEvent(); } break; case MessageID.FrameOpts: { packet = new FrameOpts(); } break; case MessageID.LogicFrame: { packet = new LogicFrame(); } break; case MessageID.NextFrameOpts: { packet = new NextFrameOpts(); } break; case MessageID.GamePlayerInfo: { packet = new GamePlayerInfo(); } break; case MessageID.EnterGame: { packet = new EnterGame(); } break; } if (null != packet) { packet.packetID = packetID; } //netActionTime = DateTime.Now.ToFileTimeUtc(); return(packet); }
public static void Execute(object p) { CGheartbeatClientSend msg = p as CGheartbeatClientSend; NetMsgManager.Instance.HandleMessage(MessageID.CGheartbeatClientSend, msg); }