/// <summary> /// 注册网络消息包处理函数。 /// </summary> /// <param name="handler">要注册的网络消息包处理函数。</param> public void RegisterHandler(IPacketHandler handler) { if (handler == null) { throw new GameFrameworkException("Packet handler is invalid."); } m_ReceivePacketPool.Subscribe(handler.Id, handler.Handle); }
/// <summary> /// 注册网络消息包处理函数。 /// </summary> /// <param name="handler">要注册的网络消息包处理函数。</param> public void RegisterHandler(IPacketHandler handler) { if (handler == null) { throw new AshException("Packet handler is invalid."); } m_EventPool.Subscribe(handler.Id, handler.Handle); }
/// <summary> /// 注册网络消息包处理方法 /// </summary> /// <param name="handler">要注册的网络消息包处理器</param> public void RegisterHandler(PacketHandlerBase handler) { if (handler == null) { Debug.LogError("要注册的网络消息包处理器为空"); } m_ReceivePacketPool.Subscribe(handler.Id, handler.Handle); }
/// <summary> /// 注册网络消息包处理函数。 /// </summary> /// <param name="handler">要注册的网络消息包处理函数。</param> public IPacketHandler RegisterHandler(IPacketHandler handler) { if (handler == null) { throw new GameFrameworkException("Packet handler is invalid."); } m_EventPool.Subscribe(handler.OpCode, handler.Handle); return(handler); }
/// <summary> /// 订阅事件处理函数。 /// </summary> /// <param name="id">事件类型编号。</param> /// <param name="handler">要订阅的事件处理函数。</param> public void Subscribe(int id, EventHandler <CGEventArgs> handler) { m_EventPool.Subscribe(id, handler); }
public void RegisterHandler(IPacketHandler handler) { m_EventPool.Subscribe(handler.Id, handler.Handle); }