/// <summary> /// 必须以/r/n结束 /// </summary> /// <returns>The json.</returns> /* public string toJson() * { * int No = 1; * * return ACTION + "=" + Convert.ToString(_act) + "&" + NO + "=" + Convert.ToString(No) + * "&" + VERSION + "=" + Convert.ToString(_Version) + * "&" + CRC + "=" + HashHttpRequest._________________________(Convert.ToString(_act), Convert.ToString(_Version), sb.ToString(), Convert.ToString(No), _PlatformId) + * "&" + UNIQUE_PLATFORM_ID + "=" + _PlatformId + * "&" + RESOURCE_VERSION + "=" + 1 + * "&" + DATA + "=" + sb.ToString() + "\r\n"; * } */ /// <summary> /// Tos the json. wxl use socket 协议 格式 /// </summary> /// <returns>The json.</returns> public string toJson() { int No = 1; string Message = "{" + ACTION + ":" + Convert.ToString(_act) + "," + NO + ":" + Convert.ToString(No) + "," + VERSION + ":" + "\"" + Convert.ToString(_Version) + "\"" + "," + CRC + ":\"" + HashHttpRequest._________________________(Convert.ToString(_act), Convert.ToString(_Version), sb.ToString(), Convert.ToString(No), _PlatformId) + "\"," + UNIQUE_PLATFORM_ID + ":" + _PlatformId + "," + RESOURCE_VERSION + ":" + 1 + "," + DATA + ":" + sb.ToString() + "}" + "\r\n"; // UnityEngine.Debug.Log (" MSG = " + Message); return(Message); }
public string toJson(HttpData_Completeness httpDataComm) { int No = 1; if (httpDataComm != null) { No = httpDataComm.getHttpRequestNo(this); } int cache = RequestTypeToCache(); return(ACTION + "=" + Convert.ToString(_act) + "&" + NO + "=" + Convert.ToString(No) + "&" + VERSION + "=" + Convert.ToString(_Version) + "&" + CRC + "=" + HashHttpRequest._________________________(Convert.ToString(_act), Convert.ToString(_Version), sb.ToString(), Convert.ToString(No), _PlatformId) + "&" + UNIQUE_PLATFORM_ID + "=" + _PlatformId + "&" + RESOURCE_VERSION + "=" + 1 + "&" + CACHE + "=" + cache + "&" + DATA + "=" + sb.ToString()); }