コード例 #1
0
ファイル: LoginCon.cs プロジェクト: mengtest/FrameSync
 void Message_Login_Result(TcpResponseLogin _mes)
 {
     if (_mes.result)
     {
         NetGlobal.Instance().userUid     = _mes.uid;
         NetGlobal.Instance().udpSendPort = _mes.udpPort;
         Debug.Log("登录成功~~~" + NetGlobal.Instance().userUid);
         ClearSceneData.LoadScene(GameConfig.mainScene);
     }
     else
     {
         Debug.Log("登录失败~~~");
         waitTip.SetActive(false);
     }
 }
コード例 #2
0
    public void AnalyzeMessage(SCID messageId, byte[] bodyData)
    {
        switch (messageId)
        {
        case SCID.TCP_RESPONSE_LOGIN:
        {
            TcpResponseLogin pb_ReceiveMes = CSData.DeserializeData <TcpResponseLogin>(bodyData);
            NetGlobal.Instance().AddAction(() => {
                    mes_login_result(pb_ReceiveMes);
                });
        }
        break;

        case SCID.TCP_RESPONSE_REQUEST_MATCH:
        {
            TcpResponseRequestMatch pb_ReceiveMes = CSData.DeserializeData <TcpResponseRequestMatch>(bodyData);
            NetGlobal.Instance().AddAction(() => {
                    mes_request_match_result(pb_ReceiveMes);
                });
        }
        break;

        case SCID.TCP_RESPONSE_CANCEL_MATCH:
        {
            TcpResponseCancelMatch pb_ReceiveMes = CSData.DeserializeData <TcpResponseCancelMatch>(bodyData);
            NetGlobal.Instance().AddAction(() => {
                    mes_cancel_match_result(pb_ReceiveMes);
                });
        }
        break;

        case SCID.TCP_ENTER_BATTLE:
        {
            TcpEnterBattle pb_ReceiveMes = CSData.DeserializeData <TcpEnterBattle>(bodyData);
            NetGlobal.Instance().AddAction(() => {
                    mes_enter_battle(pb_ReceiveMes);
                });
        }
        break;

        default:
            break;
        }
    }
コード例 #3
0
ファイル: Panel_Login.cs プロジェクト: HeNuoScott/Net3DGame
 private void LoginCon_On_TCP_Message(MessageBuffer msg)
 {
     if (ServerToClientID.TcpResponseLogin == (ServerToClientID)msg.Id())
     {
         TcpResponseLogin _mes = ProtoTransfer.DeserializeProtoBuf3 <TcpResponseLogin>(msg);
         if (_mes.Result)
         {
             Debug.Log("登录成功~~~" + _mes.Uid);
             ClientService.GetSingleton().token = _mes.Token;
             //场景
             ClearSceneData.LoadScene(GameConfig.mainScene);
         }
         else
         {
             text.text = _mes.Reason;
             waitTip.SetActive(false);
         }
     }
 }
コード例 #4
0
    public void AnalyzeMessage(PBCommon.CSID messageId, byte[] bodyData, string _socketIp)
    {
        switch (messageId)
        {
        case CSID.TCP_LOGIN:
        {
            TcpLogin _info = CSData.DeserializeData <TcpLogin> (bodyData);


            int _uid = UserManage.Instance.UserLogin(_info.token, _socketIp);
            TcpResponseLogin _result = new TcpResponseLogin();
            _result.result  = true;
            _result.uid     = _uid;
            _result.udpPort = UdpManager.Instance.recvPort;

            ServerTcp.Instance.SendMessage(_socketIp, CSData.GetSendMessage <TcpResponseLogin>(_result, SCID.TCP_RESPONSE_LOGIN));
        }
        break;

        case CSID.TCP_REQUEST_MATCH:
        {
            TcpRequestMatch _mes = CSData.DeserializeData <TcpRequestMatch> (bodyData);
            MatchManage.Instance.NewMatchUser(_mes.uid, _mes.roleID);

            TcpResponseRequestMatch rmRes = new TcpResponseRequestMatch();
            ServerTcp.Instance.SendMessage(_socketIp, CSData.GetSendMessage <TcpResponseRequestMatch>(rmRes, SCID.TCP_RESPONSE_REQUEST_MATCH));
        }
        break;

        case CSID.TCP_CANCEL_MATCH:
        {
            TcpCancelMatch _mes = CSData.DeserializeData <TcpCancelMatch> (bodyData);
            MatchManage.Instance.CancleMatch(_mes.uid);

            TcpResponseCancelMatch cmRes = new TcpResponseCancelMatch();
            ServerTcp.Instance.SendMessage(_socketIp, CSData.GetSendMessage <TcpResponseCancelMatch>(cmRes, SCID.TCP_RESPONSE_CANCEL_MATCH));
        }
        break;

        default:
            break;
        }
    }