/// <summary> /// Sends the message to sever. /// TODO:设置bReliable为true,超时后可以重传该请求. /// </summary> /// <param name="shMsgID">Sh message I.</param> /// <param name="data">Data.</param> /// <param name="bReliable">If set to <c>true</c> b reliable.</param> public static void sendMsgSever(int shMsgID, ProtoBuf.IExtensible data) { SingleDkReqProto drp = new SingleDkReqProto(); drp.head = new proto_header(); drp.head.shMsgID = shMsgID; drp.req = data; Log.info("SingleDkReqProto", "[SingleDkReqProto][sendMsgSever] Send Message. ID " + (GameCmdCode)shMsgID); drp.request(); }
/// <summary> /// Sends the message to sever.P2P Message. /// NetWork retransmit. /// </summary> /// <param name="shMsgID">Sh message I.</param> /// <param name="data">Data.</param> /// <param name="bReliable">If set to <c>true</c> b reliable.</param> public static void sendMsgUdp(int shMsgID, ProtoBuf.IExtensible data) { //Must set self-playerid. SingleDkReqProto drp = new SingleDkReqProto(); drp.head = new proto_header(); drp.head.shMsgID = shMsgID; drp.req = data; drp.isP2P = true; Log.info("SingleDkReqProto", "[SingleDkReqProto][sendMsgUdp] Send Message. ID " + (GameCmdCode)shMsgID); drp.request(); }