public void Handle(INetworkChannel networkChannel, int messageType, object messageBody) { _logger.InfoFormat("Handle:{0}", messageBody); switch (messageType) { case (int)EServer2ClientMessage.SceneInfo: LoginSuccMessage msg = (LoginSuccMessage)messageBody; _contexts.session.clientSessionObjects.GameRule = msg.GameRule; _contexts.session.commonSession.RoomInfo.FromLoginSuccMsg(msg); _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId); _sessionState.FullfillExitCondition(typeof(RequestSceneInfoSystem)); break; } }
public void Initialize() { if (SharedConfig.IsOffline) { ArtModule.ArtModule.Initialize(SingletonManager.Get <ClientFileSystemConfigManager>().BootConfig); _contexts.session.clientSessionObjects.GameRule = GameRules.Offline; _contexts.session.commonSession.RoomInfo.MapId = SingletonManager.Get <ClientFileSystemConfigManager>().BootConfig.MapId; _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, SharedConfig.ModeId); _sessionState.FullfillExitCondition(typeof(RequestSceneInfoSystem)); } }
public void Handle(INetworkChannel networkChannel, int messageType, object messageBody) { if (messageType == (int)EServer2ClientMessage.LoginSucc) { LoginSuccMessage msg = (LoginSuccMessage)messageBody; _contexts.session.clientSessionObjects.GameRule = msg.GameRule; _contexts.session.commonSession.RoomInfo.FromLoginSuccMsg(msg); _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId); //_contexts.session.commonSession.WeaponModeLogic = ClientGameModeLogicFactoryManager.GetModeLogicFactory(_contexts, _contexts.session.commonSession.RoomInfo.ModeId).CreateWeaponModeLogic(); _loginSuccReceived = true; } if (_loginSuccReceived) { _sessionState.FullfillExitCondition(typeof(RequestRoomInfoSystem)); } }