Esempio n. 1
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 public virtual void Run(string serverIp, int serverPort, RemoteClientConnectServerSuccessCallback successCallback,
                         RemoteClientConnectServerFailCallback failCallback)
 {
     m_remoteClient = new RemoteClient(this, serverIp, serverPort);
     if (m_remoteClient != null)
     {
         m_remoteClient.ConnectServerSuccessCallback = successCallback;
         m_remoteClient.ConnectServerFailCallback    = failCallback;
         m_remoteClient.Connect();
         StartCoroutine(UpdateInMainThread4PacketQueue());
     }
 }
Esempio n. 2
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 //重连服务器
 public virtual void ReLink(string serverIp, int serverPort, RemoteClientConnectServerSuccessCallback successCallback,
                            RemoteClientConnectServerFailCallback failCallback)
 {
     Stop();
     Run(serverIp, serverPort, successCallback, failCallback);
 }
 public virtual void Run(RemoteClientConnectServerSuccessCallback successCallback,
                         RemoteClientConnectServerFailCallback failCallback)
 {
 }
 //重连服务器
 public virtual void ReLink(RemoteClientConnectServerSuccessCallback successCallback,
                            RemoteClientConnectServerFailCallback failCallback)
 {
     Stop();
     Run(successCallback, failCallback);
 }
Esempio n. 5
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 public override void Run(RemoteClientConnectServerSuccessCallback successCallback,
                          RemoteClientConnectServerFailCallback failCallback)
 {
     Run(SingletonMgr.GameGlobalInfo.ServerInfo.CctvServerIpAddress, SingletonMgr.GameGlobalInfo.ServerInfo.CctvServerPort,
         successCallback, failCallback);
 }