static void SendWaitSyncComponent(IProtocolMessageInterface msg) { LockStepDemo.GameLogic.Component.WaitSyncComponent e = (LockStepDemo.GameLogic.Component.WaitSyncComponent)msg; Dictionary <string, object> data = new Dictionary <string, object>(); NetworkManager.SendMessage("waitsynccomponent", data); }
public static void SendMsg(SyncSession session, IProtocolMessageInterface msg) { string key = msg.GetType().Name.ToLower(); switch (key) { case "changecomponentmsg": SendChangeComponentMsg(session, (Protocol.ChangeComponentMsg)msg); break; case "changesingletoncomponentmsg": SendChangeSingletonComponentMsg(session, (Protocol.ChangeSingletonComponentMsg)msg); break; case "debugmsg": SendDebugMsg(session, (Protocol.DebugMsg)msg); break; case "destroyentitymsg": SendDestroyEntityMsg(session, (Protocol.DestroyEntityMsg)msg); break; case "pursuemsg": SendPursueMsg(session, (Protocol.PursueMsg)msg); break; case "startsyncmsg": SendStartSyncMsg(session, (Protocol.StartSyncMsg)msg); break; case "syncentitymsg": SendSyncEntityMsg(session, (Protocol.SyncEntityMsg)msg); break; case "commandcomponent": SendCommandComponent(session, (CommandComponent)msg); break; default: Debug.LogError("SendCommand Exception : 不支持的消息类型!" + key); break; } }
static void SendDebugMsg(IProtocolMessageInterface msg) { Protocol.DebugMsg e = (Protocol.DebugMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); { List <object> list2 = new List <object>(); for (int i2 = 0; i2 < e.infos.Count; i2++) { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("id", e.infos[i2].id); { List <object> list4 = new List <object>(); for (int i4 = 0; i4 < e.infos[i2].infos.Count; i4++) { Dictionary <string, object> data4 = new Dictionary <string, object>(); data4.Add("m_compname", e.infos[i2].infos[i4].m_compName); data4.Add("content", e.infos[i2].infos[i4].content); list4.Add(data4); } data2.Add("infos", list4); } list2.Add(data2); } data.Add("infos", list2); } NetworkManager.SendMessage("debugmsg", data); }
public static void SendCommand(IProtocolMessageInterface cmd) { if (cmd is LockStepDemo.GameLogic.Component.WaitSyncComponent) { SendWaitSyncComponent(cmd); } else if (cmd is Protocol.ChangeComponentMsg) { SendChangeComponentMsg(cmd); } else if (cmd is Protocol.ChangeSingletonComponentMsg) { SendChangeSingletonComponentMsg(cmd); } else if (cmd is Protocol.DestroyEntityMsg) { SendDestroyEntityMsg(cmd); } else if (cmd is Protocol.SyncEntityMsg) { SendSyncEntityMsg(cmd); } else { throw new Exception("SendCommand Exception : 不支持的消息类型!" + cmd.GetType()); } }
static void SendDestroyEntityMsg(IProtocolMessageInterface msg) { Protocol.DestroyEntityMsg e = (Protocol.DestroyEntityMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); data.Add("id", e.id); NetworkManager.SendMessage("destroyentitymsg", data); }
static void SendPursueMsg(IProtocolMessageInterface msg) { Protocol.PursueMsg e = (Protocol.PursueMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); data.Add("advancecount", e.advanceCount); NetworkManager.SendMessage("pursuemsg", data); }
static void SendStartSyncMsg(IProtocolMessageInterface msg) { Protocol.StartSyncMsg e = (Protocol.StartSyncMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); data.Add("intervaltime", e.intervalTime); NetworkManager.SendMessage("startsyncmsg", data); }
static void SendStartSyncMsg(IProtocolMessageInterface msg) { Protocol.StartSyncMsg e = (Protocol.StartSyncMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); data.Add("advancecount", e.advanceCount); data.Add("intervaltime", e.intervalTime); data.Add("createentityindex", e.createEntityIndex); data.Add("syncrule", (int)e.SyncRule); NetworkManager.SendMessage("startsyncmsg", data); }
static void SendChangeSingletonComponentMsg(IProtocolMessageInterface msg) { Protocol.ChangeSingletonComponentMsg e = (Protocol.ChangeSingletonComponentMsg)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("frame", e.frame); { Dictionary <string, object> data2 = new Dictionary <string, object>(); data2.Add("m_compname", e.info.m_compName); data2.Add("content", e.info.content); data.Add("info", data2); } NetworkManager.SendMessage("changesingletoncomponentmsg", data); }
static void SendCommandComponent(IProtocolMessageInterface msg) { CommandComponent e = (CommandComponent)msg; Dictionary <string, object> data = new Dictionary <string, object>(); data.Add("isforward", e.isForward); data.Add("isback", e.isBack); data.Add("isright", e.isRight); data.Add("isleft", e.isLeft); data.Add("isfire", e.isFire); data.Add("id", e.id); data.Add("frame", e.frame); NetworkManager.SendMessage("commandcomponent", data); }
public static void SendMsg(SyncSession session, IProtocolMessageInterface msg) { string key = msg.GetType().Name.ToLower(); switch (key) { case "affirmmsg": SendAffirmMsg(session, (Protocol.AffirmMsg)msg); break; case "changecomponentmsg": SendChangeComponentMsg(session, (Protocol.ChangeComponentMsg)msg); break; case "changesingletoncomponentmsg": SendChangeSingletonComponentMsg(session, (Protocol.ChangeSingletonComponentMsg)msg); break; case "commandmsg": SendCommandMsg(session, (Protocol.CommandMsg)msg); break; case "debugmsg": SendDebugMsg(session, (Protocol.DebugMsg)msg); break; case "destroyentitymsg": SendDestroyEntityMsg(session, (Protocol.DestroyEntityMsg)msg); break; case "pursuemsg": SendPursueMsg(session, (Protocol.PursueMsg)msg); break; case "querycommand": SendQueryCommand(session, (Protocol.QueryCommand)msg); break; case "startsyncmsg": SendStartSyncMsg(session, (Protocol.StartSyncMsg)msg); break; case "syncentitymsg": SendSyncEntityMsg(session, (Protocol.SyncEntityMsg)msg); break; case "commandcomponent": SendCommandComponent(session, (CommandComponent)msg); break; case "playerbuycharacter_c": SendPlayerBuyCharacter_c(session, (PlayerBuyCharacter_c)msg); break; case "playerloginmsg_c": SendPlayerLoginMsg_c(session, (PlayerLoginMsg_c)msg); break; case "playermatchmsg_c": SendPlayerMatchMsg_c(session, (PlayerMatchMsg_c)msg); break; case "playerrename_c": SendPlayerRename_c(session, (PlayerRename_c)msg); break; case "playerresurgence_c": SendPlayerResurgence_c(session, (PlayerResurgence_c)msg); break; case "playerselectcharacter_c": SendPlayerSelectCharacter_c(session, (PlayerSelectCharacter_c)msg); break; case "playersettlement_c": SendPlayerSettlement_c(session, (PlayerSettlement_c)msg); break; default: Debug.LogError("SendCommand Exception : 不支持的消息类型!" + key); break; } }
public static void SendCommand(IProtocolMessageInterface cmd) { }