public void SendClientQueueSuccess(PlayerConnect _this, QueueType type, ulong characterId) { var data = new QueueSuccessData(); data.Type = (int)type; switch (type) { case QueueType.Login: { LoginServerControlDefaultImpl.NotifyGateClientState(LoginServer.Instance.ServerControl, _this.ClientId, 0, GateClientState.Login); data.LastServerId = _this.Player.DbData.LastServerId; _this.Player.DbData.LoginDay++; _this.Player.DbData.LoginTotal++; } break; case QueueType.EnterGame: data.CharacterId = characterId; break; } PlayerLog.WriteLog((int)LogType.SendClientQueueSuccess, "SendClientQueueSuccess type = {0}, name = {1}", type, _this.Name); LoginServer.Instance.ServerControl.NotifyQueueSuccess(_this.ClientId, data); }
public void NotifyQueueSuccess(QueueSuccessData data) { #if UNITY_EDITOR Instance.StartCoroutine(WaitAndDoQueueSuccess(data)); #else QueueSuccess(data); #endif }
private void QueueSuccess(QueueSuccessData data) { PlayerDataManager.Instance.AccountDataModel.LineUpShow = false; PlayerDataManager.Instance.AccountDataModel.LineUpIndex = 0; var type = (QueueType)data.Type; switch (type) { case QueueType.Login: Instance.StartCoroutine(LoginWindow.LoginSuccess()); break; case QueueType.EnterGame: CallEnterGame(PlayerDataManager.Instance.Guid); break; } }
public NotifyQueueSuccessOutMessage(IAgentBase sender, QueueSuccessData data) : base(sender, ServiceType.Login, 2030) { Request = new __RPC_Login_NotifyQueueSuccess_ARG_QueueSuccessData_data__(); Request.Data = data; }
public IEnumerator WaitAndDoQueueSuccess(QueueSuccessData data) { yield return(new WaitForSeconds(1.5f)); QueueSuccess(data); }