// 开始游戏 private void OnStartFrameSync(DecodeBstResult res, string seq) { var eve = new BroadcastEvent(res.Body, seq); FrameBst.Clear(); this._responses.OnStartFrameSync(eve); }
// 开始游戏 private void OnStartFrameSync(DecodeBstResult res, string seq) { var eve = new BroadcastEvent(res.Body, seq); Debugger.Log("OnStartFrameSync {0}", eve); FrameBst.Clear(); this._bstCallbacks.Room.OnStartFrameSync(eve); }
// 结束游戏 private void OnStopFrameSync(DecodeBstResult bst, string seq) { var eve = new BroadcastEvent(bst.Body, seq); NetUtil2?.client.ClearQueue(); FrameBst.Clear(); this._responses.OnStopFrameSync(eve); }
// 结束游戏 private void OnStopFrameSync(DecodeBstResult bst, string seq) { var eve = new BroadcastEvent(bst.Body, seq); Debugger.Log("OnStopFrameSync {0}", eve); NetUtil2?.client.ClearQueue(); FrameBst.Clear(); this._bstCallbacks.Room.OnStopFrameSync(eve); }
///////////////////////////////// 广播 ////////////////////////////////// // 收到帧同步消息 private void OnRecvFrame(DecodeBstResult bstResult, string seq) { var bst = (RecvFrameBst)bstResult.Body; bst.Frame.RoomId = this.GetFrameRoom().Id; var eve = new BroadcastEvent(bst, seq); Debugger.Log("OnRecvFrame {0}", eve); // 用户数据上传 FrameBst.Trigger(); EventUpload.PushFrameRateEvent(Convert.ToInt64(FrameBst.deltaTime)); this._bstCallbacks.Room.OnRecvFrame(eve); }
///////////////////////////////// 广播 ////////////////////////////////// // 收到帧同步消息 private void OnRecvFrame(DecodeBstResult bstResult, string seq) { var bst = new RecvFrameBst(); bst.MergeFrom(bstResult.Body); bst.Frame.RoomId = this.GetFrameRoom().Id; var eve = new BroadcastEvent(bst, seq); // 用户数据上传 FrameBst.Trigger(); EventUpload.PushFrameRateEvent(Convert.ToInt64(FrameBst.deltaTime)); // 上报时间间隔 foreach (var frameItem in bst.Frame.Items) { if (frameItem.PlayerId == RequestHeader.PlayerId) { EventUpload.PushSendRecvEvent(SdkUtil.GetCurrentTimeMilliseconds() - Convert.ToInt64(frameItem.Timestamp)); } } this._responses.OnRecvFrame(eve); }