/// <summary> /// 获取指定服务器的状态,如果可以进入则直接进入 /// </summary> public void CheckServerStateAndEnter(ServerInfo serverInfo, GetServerStateFinishedDelegate getServerStateFinishedCallback = null, bool enter = true) { if (serverInfo == null) { return; } GlobalConfig globalConfig = GlobalConfig.GetInstance(); GlobalConfig.LoginInfoStruct loginInfo = globalConfig.LoginInfo; #if UNITY_IPHONE string sign = string.Format("server_id={0}&game_mark={1}&device_mark={2}&show_marked={3}&account={4}", serverInfo.ServerId, GlobalConfig.Instance.GameMark, globalConfig.DeviceMark, globalConfig.ServerType, loginInfo.AccName); Debug.Log(string.Format("controlServer_oriSign_SrvSt2 = {0}", sign)); sign = WWW.EscapeURL(Utils.AES.Encode(sign, Const.CS_URL_KEY, Const.CS_URL_IV)); var url = string.Format("{0}SrvSt2?sign={1}", GlobalConfig.Instance.CSURLVEX, sign); #else string url = globalConfig.CSURLV + "GetServerState?server_id=" + serverInfo.ServerId + "&game_mark=" + GlobalConfig.Instance.GameMark + "&device_mark=" + globalConfig.DeviceMark + "&show_marked=" + globalConfig.ServerType + "&account=" + loginInfo.AccName; #endif MainGame.HttpRequest.GET(url, OnGetServerStateFinished, serverInfo); mGetServerStateFinishedCallback = getServerStateFinishedCallback; mEnterWhenGetServerStateFinished = enter; }
public void ClearAllCallback() { mGetServerDataFinishedCallback = null; mGetLastLoginServerInfoFinishedCallback = null; mGetAllRegionFinishedCallback = null; mGetLatelyLoginServerListFinishedCallback = null; mGetAllRecommServerFinishedCallback = null; mGetServerListFinishedCallback = null; mGetServerStateFinishedCallback = null; }