public override void BroadcastMsg(CGPlayerCmd.Builder cmd) { if (state == SceneState.InGame) { netScene.BroadcastMsg(cmd); } }
public override void BroadcastMsg(CGPlayerCmd.Builder cmd) { if (NetMatchScene.Instance != null) { NetMatchScene.Instance.BroadcastMsg(cmd); } }
public override void BroadcastMsg(CGPlayerCmd.Builder cg) { if (rc != null) { var data = KBEngine.Bundle.GetPacket(cg); rc.Send(data); } }
public void BroadcastMsg(CGPlayerCmd.Builder cg) { Log.Net("BroadcastMsg: " + cg); if (rc != null) { var data = KBEngine.Bundle.GetPacket(cg); rc.Send(data); } }
public void SendPacket(CGPlayerCmd.Builder cg) { Log.Net("BroadcastMsg: " + cg); if (rc != null) { Bundle bundle; var data = KBEngine.Bundle.GetPacket(cg, out bundle); rc.Send(data, bundle); } }
//应用层--->KCP public void SendPacket(CGPlayerCmd.Builder cg) { Bundle bundle; var data = Bundle.GetPacketFull(cg, out bundle); Bundle.ReturnBundle(bundle); var pkData = data.data; this.SendPacketData(pkData); }
public void BroadcastKCPMsg(CGPlayerCmd.Builder cg) { if (kcpClient != null && !kcpClient.IsClose && kcpClient.Connected) { kcpClient.SendPacket(cg); } else { BroadcastMsg(cg); } }
/// <summary> /// UDP 通道失效的时候使用TCP通道 /// </summary> /// <param name="cg"></param> public void BroadcastUDPMsg(CGPlayerCmd.Builder cg) { if (udpClient != null && !udpClient.IsClose && udpClient.Connected) { udpClient.SendPacket(cg); } else { BroadcastMsg(cg); } }
public void BroadcastMsg(CGPlayerCmd.Builder cg) { //客户端时间戳 cg.FrameId = NetworkScene.Instance.GetPredictServerTimeForNet(); Log.Net("BroadcastMsg: " + cg.Build() + ":" + GetSyncCmdFrame()); if (rc != null) { Bundle bundle; var data = KBEngine.Bundle.GetPacket(cg, out bundle); rc.Send(data, bundle); } }
public void SendPacket(CGPlayerCmd.Builder cg) { Log.Net("UDP Send: " + cg.ToString()); Bundle bundle; var data = Bundle.GetPacketFull(cg, out bundle); Bundle.ReturnBundle(bundle); var mb = new MsgBuffer() { position = 0, buffer = data.data, bundle = null, }; lock (msgBuffer) { msgBuffer.Add(mb); } signal.Set(); }
public static void Broadcast(CGPlayerCmd.Builder cmd) { var scene = WorldManager.worldManager.GetActive(); scene.BroadcastMsg(cmd); }
public static void Broadcast(CGPlayerCmd.Builder cmd) { }
/// <summary> /// 客户端向服务器广播消息 Map3重写 /// </summary> /// <param name="cmd">Cmd.</param> public virtual void BroadcastMsg(CGPlayerCmd.Builder cmd) { }
public override void BroadcastMsg(CGPlayerCmd.Builder cmd) { netScene.BroadcastMsg(cmd); }