/// <summary> /// 开始发送服务端随机的种子给客户端 /// </summary> private static void WorldInitConnect(object sender, NetStateConnectEventArgs eventArgs) { LOGs.WriteLine(LogMessageType.MSG_HACK, "World_InitConnect...... 0"); NetState netState = eventArgs.NetStateConnect; if (netState == null) { Debug.WriteLine("ProcessNet.World_InitConnect(...) - netState == null error!"); } else { // 发送服务端随机的种子信息 if (netState.Running) { WorldExtendData extendData = netState.GetComponent <WorldExtendData>(WorldExtendData.COMPONENT_ID); if (extendData == null) { Debug.WriteLine("ProcessNet.World_InitConnect(...) - extendData == null error!"); return; } netState.Send(new Word_AuthChallenge(extendData.ServerSeed)); } } }
public void NetStateConnectEventArgsConstructorTest() { NetState netStateConnect = null; // TODO: 初始化为适当的值 NetStateConnectEventArgs target = new NetStateConnectEventArgs(netStateConnect); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void NetStateConnectTest() { NetState netStateConnect = null; // TODO: 初始化为适当的值 NetStateConnectEventArgs target = new NetStateConnectEventArgs( netStateConnect ); // TODO: 初始化为适当的值 NetState actual; actual = target.NetStateConnect; Assert.Inconclusive( "验证此测试方法的正确性。" ); }
private void OnNetStateConnect(object sender, NetStateConnectEventArgs e) { Logs.Info("有人连上服务器拉~ {0}", e.NetState.NetAddress); if (WorldEntityManager.OnlinePlayers.Count > 9999) { // 在这里可以对人数连接上线做限制 // e.AllowConnect = false; } }
public void NetStateConnectTest() { NetState netStateConnect = null; // TODO: 初始化为适当的值 NetStateConnectEventArgs target = new NetStateConnectEventArgs(netStateConnect); // TODO: 初始化为适当的值 NetState actual; actual = target.NetStateConnect; Assert.Inconclusive("验证此测试方法的正确性。"); }
/// <summary> ///OnLoginDomain 的测试 ///</summary> public void OnLoginDomainTestHelper <WorldT>() where WorldT : BaseWorld, new() { ZoneCluster_Accessor <WorldT> target = new ZoneCluster_Accessor <WorldT>(); // TODO: 初始化为适当的值 object sender = null; // TODO: 初始化为适当的值 NetStateConnectEventArgs eventArgs = null; // TODO: 初始化为适当的值 target.OnLoginDomain(sender, eventArgs); Assert.Inconclusive("无法验证不返回值的方法。"); }
private void Net_NetStateConnect(object sender, NetStateConnectEventArgs e) { if (e.IsConnected) { Logs.Info("服务器连接成功"); controller.Login.LoginServer(_userName, _pw, 0); } else { Logs.Error("服务器连接失败。"); } }
/// <summary> /// 开始登陆ZoneCluster服务 /// </summary> private void OnLoginZoneCluster(object sender, NetStateConnectEventArgs eventArgs) { if (eventArgs.NetStateConnect == null) { throw new Exception("Zone.OnLoginZoneCluster(...) - eventArgs.NetStateConnect == null error!"); } NetState netState = eventArgs.NetStateConnect; // 发送登陆信息 if (netState.Running == true) { netState.Send(new Zone_LoginZoneCluster(m_ConfigZone.ZoneClusterPassword, m_ConfigZone.ZonePassword)); } else { LOGs.WriteLine(LogMessageType.MSG_ERROR, LanguageString.SingletonInstance.ZoneString005); } }
/// <summary> /// 开始运行客户端的处理 /// </summary> internal void Start() { // 断开处理在设置NetState时候检测 m_Running.SetValid(); m_Disposed.SetValid(); JoinWorld(); // 连接的通知事件 EventHandler <NetStateConnectEventArgs> tempEvent = m_EventConnect; if (tempEvent != null) { NetStateConnectEventArgs netStateConnectEventArgs = new NetStateConnectEventArgs(this); tempEvent(this, netStateConnectEventArgs); } // 设置NetState(需位于Start(...)函数之后),检查是否已断开与已收到新数据。 m_Socket.NetState = this; }
/// <summary> /// 开始登陆Realm服务 /// </summary> private static void RealmInitConnect(object sender, NetStateConnectEventArgs eventArgs) { NetState netState = eventArgs.NetStateConnect; if (netState == null) { Debug.WriteLine("ProcessNet.OnLoginRealmServer(...) - netState == null error!"); } else { // 发送登陆信息 if (netState.Running) { netState.Send(new Realm_LoginRealmServer()); } else { LOGs.WriteLine(LogMessageType.MSG_ERROR, "RealmServer: 无法登陆RealmServer服务器 错误!"); } } }
static void Net_NetStateConnect(object sender, NetStateConnectEventArgs e) { Console.WriteLine("socket connected:" + e.IsConnected); controller.Login.LoginServerRet += Login_LoginServerRet; controller.Login.LoginServer(playerName, "123456", 0); }
/// <summary> /// 开始运行客户端的处理 /// </summary> internal void Start() { // 断开处理在设置NetState时候检测 m_Running.SetValid(); m_Disposed.SetValid(); this.JoinWorld(); // 连接的通知事件 EventHandler<NetStateConnectEventArgs> tempEvent = m_EventConnect; if ( tempEvent != null ) { NetStateConnectEventArgs netStateConnectEventArgs = new NetStateConnectEventArgs( this ); tempEvent( this, netStateConnectEventArgs ); } // 设置NetState(需位于Start(...)函数之后),检查是否已断开与已收到新数据。 m_Socket.NetState = this; }
public void NetStateConnectEventArgsConstructorTest() { NetState netStateConnect = null; // TODO: 初始化为适当的值 NetStateConnectEventArgs target = new NetStateConnectEventArgs( netStateConnect ); Assert.Inconclusive( "TODO: 实现用来验证目标的代码" ); }