public static void SendGameShortMsg(Player player, uint id, uint broadcastType) { NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn; if (conn == null) { return; } if (_FilterOutMsgByMatchState()) { return; } InstructionReq instReq = new InstructionReq(); instReq.id = id; instReq.obj = broadcastType; instReq.char_id = player.m_roomPosId; NetworkConn server = GameSystem.Instance.mNetworkManager.m_gameConn; if (server != null) { server.SendPack <InstructionReq>(0, instReq, MsgID.InstructionReqID); } }
public static void SendTeamMatchData(TeamMatchData teamData) { NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn; if (conn == null) { return; } conn.SendPack(0, teamData, MsgID.TeamMatchDataID); }
public static void SendTurnCheckData(CheckFrame checkData) { NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn; if (conn == null) { return; } conn.SendPack(0, checkData, MsgID.CheckFrameID); }
public static void SendTimeTracer(uint msgId, double dCurTime, NetworkConn server) { if (server == null || !server.IsConnected()) { return; } TimeTracer tracer = new TimeTracer(); tracer.sendTimeStamp = dCurTime; tracer.id = msgId; server.SendPack <TimeTracer>(0, tracer, MsgID.TimeTracerID); }
//丢帧请求重发 public static void SendMissTurnReq(uint turnID) { NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn; if (conn == null) { return; } MissFrameReq req = new MissFrameReq(); req.acc_id = MainPlayer.Instance.AccountID; req.frame_num.Add(turnID); conn.SendPack(0, req, MsgID.MissFrameReqID); Debug.Log("Request missed frame, " + turnID); }
private void OnGameServerConn(NetworkConn.Type type) { if (type == NetworkConn.Type.eGameServer) { Debug.Log("OnGameServerConn"); EnterGameSrv req = new EnterGameSrv(); req.acc_id = MainPlayer.Instance.AccountID; req.session = m_config.session_id; if (GameSystem.Instance.mNetworkManager.m_gameConn == null) { return; } NetworkConn gameConn = GameSystem.Instance.mNetworkManager.m_gameConn; gameConn.SendPack(0, req, MsgID.EnterGameSrvID); } }
//For virtual game server public static void SendTurn(PlayFrame turn) { NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn; if (conn == null) { return; } conn.SendPack <PlayFrame>(0, turn, MsgID.PlayFrameID); //Debug.Log("VirtualGameServer, SendTurn " + turn.frameNum); //如果使用的是虚拟连接,保证消息立即传回客户端 if (conn.m_type == NetworkConn.Type.eVirtualServer) { conn.Update(0f); } }