コード例 #1
0
ファイル: Game.cs プロジェクト: yh1094632455/UnitySocket
 void OnGUI()
 {
     if (GUILayout.Button("connect"))
     {
         Debug.Log("Request Socket Connect");
         //(3)请求socket 链接
         NetSocket.CBoard.Instance.connectToServer(IP, port);
     }
     if (GUILayout.Button("login"))
     {
         Debug.Log("Request Login");
         //开始登录
         twp.protocol.c2fep.ReqEncryptInfo reqEncryptInfo = new twp.protocol.c2fep.ReqEncryptInfo();
         NetSocket.CBoard.Instance.send(reqEncryptInfo.ToBin());
     }
 }
コード例 #2
0
ファイル: Game.cs プロジェクト: 602147629/UnitySocket
 void OnGUI()
 {
     if (GUILayout.Button("connect"))
     {
         Debug.Log("Request Socket Connect");
         //(3)请求socket 链接
         NetSocket.CBoard.Instance.connectToServer(IP, port);
     }
     if(GUILayout.Button("login"))
     {
         Debug.Log("Request Login");
         //开始登录
         twp.protocol.c2fep.ReqEncryptInfo reqEncryptInfo = new twp.protocol.c2fep.ReqEncryptInfo();
         NetSocket.CBoard.Instance.send(reqEncryptInfo.ToBin());
     }
 }
コード例 #3
0
ファイル: CSocket.cs プロジェクト: yh1094632455/UnitySocket
        public void Update()
        {
            //	if (mListener == null)
            //		return;

            lock (mLock)
            {
                if (mNetState == ENetState.ES_Connecting)
                {
                    mConnectWaitTime += (int)(UnityEngine.Time.deltaTime * 1000.0f);
                    if (mConnectWaitTime > mConnectMaxWaitTime)
                    {
                        mNetState = ENetState.ES_Disconnect;

                        if (mSocket != null)
                        {
                            mSocket.Close();
                            mSocket = null;
                        }
                        //mListener.OnDisconnect(-1);
                    }
                }

                while (mReplyList.Count > 0)
                {
                    LinkedListNode <Reply> replyNode = mReplyList.First;
                    switch (replyNode.Value.Type)
                    {
                    case EReplyType.RT_Connected:
                    {
                        UnityEngine.Debug.Log("RT_Connected : Socket Connect Succeed");
                        connected = true;
#if false
                        twp.protocol.c2fep.ReqEncryptInfo reqEncryptInfo = new twp.protocol.c2fep.ReqEncryptInfo();
                        CBoard.Instance.send(reqEncryptInfo.ToBin());
#endif
                        break;
                    }

                    case EReplyType.RT_Disconnect:
                    {
                        UnityEngine.Debug.LogWarning("RT_Disconnect");
                        break;
                    }

                    case EReplyType.RT_DataReply:
                    {
                        //UnityEngine.Debug.LogWarning("RT_DataReply");
                        UnityEngine.Debug.Log("===packet header:  " + System.BitConverter.ToUInt16(replyNode.Value.Data.ToArray(), 0) + "===");

                        //处理消息
                        processStram(new NetSocket.ByteArray(replyNode.Value.Data.ToArray()));

                        break;
                    }

                    default: break;
                    }

                    mReplyList.RemoveFirst();
                }

                if (mNetState == ENetState.ES_Disconnect)
                {
                    Clear();
                }

#if USE_MULTIPACK
                mMutiPacketHelp.Send();
#endif
            }
        }
コード例 #4
0
ファイル: CSocket.cs プロジェクト: 602147629/UnitySocket
		public void Update()
		{
		//	if (mListener == null)
		//		return;
			
			lock(mLock)
			{	
				if (mNetState == ENetState.ES_Connecting)
				{
					mConnectWaitTime += (int)(UnityEngine.Time.deltaTime*1000.0f);
					if (mConnectWaitTime > mConnectMaxWaitTime)
					{
						mNetState = ENetState.ES_Disconnect;
						
						if (mSocket != null)
						{
							mSocket.Close();							
							mSocket = null;
						}
						//mListener.OnDisconnect(-1);
					}
				}
				
				while(mReplyList.Count > 0)
				{
					LinkedListNode<Reply> replyNode = mReplyList.First;
					switch (replyNode.Value.Type)
					{
					case EReplyType.RT_Connected:
					{
						UnityEngine.Debug.Log("RT_Connected : Socket Connect Succeed");
						connected = true;
#if false
						twp.protocol.c2fep.ReqEncryptInfo reqEncryptInfo = new twp.protocol.c2fep.ReqEncryptInfo();
						CBoard.Instance.send(reqEncryptInfo.ToBin());
#endif
						break;
					}
					case EReplyType.RT_Disconnect:
					{
						UnityEngine.Debug.LogWarning("RT_Disconnect");	
						break;
					}	
					case EReplyType.RT_DataReply:
					{
						//UnityEngine.Debug.LogWarning("RT_DataReply");
						UnityEngine.Debug.Log("===packet header:  " + System.BitConverter.ToUInt16(replyNode.Value.Data.ToArray(), 0) + "===");
						
						//处理消息
						processStram(new NetSocket.ByteArray(replyNode.Value.Data.ToArray()));
						
						break;
					}
					
					default:break;
					}
					
					mReplyList.RemoveFirst();
				}
				
				if (mNetState == ENetState.ES_Disconnect)
					Clear();
				
#if USE_MULTIPACK
				mMutiPacketHelp.Send();
#endif
			}
		}