public static void OnRole_ListTest(byte[] buffer) { Role_ListTestProto proto = Role_ListTestProto.GetProto(buffer); #if DEBUG_LOG_PROTO Debug.Log("<color=#00eaff>接收消息:</color><color=#00ff9c>" + proto.ProtoEnName + " " + proto.ProtoCode + "</color>"); Debug.Log("<color=#c5e1dc>==>>" + JsonUtility.ToJson(proto) + "</color>"); #endif }
public static Role_ListTestProto GetProto(byte[] buffer, bool isChild = false) { Role_ListTestProto proto = new Role_ListTestProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleType = ms.ReadInt(); int len_CurrRole = ms.ReadInt(); if (len_CurrRole > 0) { byte[] buff_CurrRole = new byte[len_CurrRole]; ms.Read(buff_CurrRole, 0, len_CurrRole); proto.CurrRole = Role_DataProto.GetProto(buff_CurrRole, true); } int len_RoleList = ms.ReadInt(); if (len_RoleList > 0) { proto.RoleList = new List <Role_DataProto>(); for (int i = 0; i < len_RoleList; i++) { int _len_RoleList = ms.ReadInt(); if (_len_RoleList > 0) { byte[] _buff_RoleList = new byte[_len_RoleList]; ms.Read(_buff_RoleList, 0, _len_RoleList); proto.RoleList.Add(Role_DataProto.GetProto(_buff_RoleList, true)); } } } if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static Role_ListTestProto GetProto(MMO_MemoryStream ms, byte[] buffer) { Role_ListTestProto proto = new Role_ListTestProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleType = ms.ReadInt(); int len_CurrRole = ms.ReadInt(); if (len_CurrRole > 0) { byte[] buff_CurrRole = new byte[len_CurrRole]; ms.Read(buff_CurrRole, 0, len_CurrRole); proto.CurrRole = Role_DataProto.GetProto(new MMO_MemoryStream(), buff_CurrRole); } int len_RoleList = ms.ReadInt(); if (len_RoleList > 0) { proto.RoleList = new List <Role_DataProto>(); for (int i = 0; i < len_RoleList; i++) { int _len_RoleList = ms.ReadInt(); if (_len_RoleList > 0) { byte[] _buff_RoleList = new byte[_len_RoleList]; ms.Read(_buff_RoleList, 0, _len_RoleList); proto.RoleList.Add(Role_DataProto.GetProto(new MMO_MemoryStream(), _buff_RoleList)); } } } return(proto); }