コード例 #1
0
 static public int Dispose(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         ETModel.Session self = (ETModel.Session)checkSelf(l);
         self.Dispose();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #2
0
        public static async ETVoid OnLoginAsync(Entity domain, string account)
        {
            try
            {
                // 创建一个ETModel层的Session
                ETModel.Session session = ETModel.Game.Scene.GetComponent<NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address);
				
                // 创建一个ETHotfix层的Session, ETHotfix的Session会通过ETModel层的Session发送消息
                Session realmSession = EntityFactory.Create<Session, ETModel.Session>(domain, session);
                R2C_Login r2CLogin = (R2C_Login) await realmSession.Call(new C2R_Login() { Account = account, Password = "******" });
                realmSession.Dispose();

                // 创建一个ETModel层的Session,并且保存到ETModel.SessionComponent中
                ETModel.Session gateSession = ETModel.Game.Scene.GetComponent<NetOuterComponent>().Create(r2CLogin.Address);
                ETModel.Game.Scene.AddComponent<ETModel.SessionComponent>().Session = gateSession;
				
                // 创建一个ETHotfix层的Session, 并且保存到ETHotfix.SessionComponent中
                Game.Scene.AddComponent<SessionComponent>().Session = EntityFactory.Create<Session, ETModel.Session>(Game.Scene, gateSession);
				
                G2C_LoginGate g2CLoginGate = (G2C_LoginGate)await SessionComponent.Instance.Session.Call(
                    new C2G_LoginGate() { Key = r2CLogin.Key, GateId = r2CLogin.GateId});

                Log.Info("登陆gate成功!");

                // 创建Player
                Player player = ETModel.EntityFactory.CreateWithId<Player>(ETModel.Game.Scene, g2CLoginGate.PlayerId);
                PlayerComponent playerComponent = ETModel.Game.Scene.GetComponent<PlayerComponent>();
                playerComponent.MyPlayer = player;

                Game.EventSystem.Run(EventIdType.LoginFinish);

                // 测试消息有成员是class类型
                G2C_PlayerInfo g2CPlayerInfo = (G2C_PlayerInfo) await SessionComponent.Instance.Session.Call(new C2G_PlayerInfo());
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        } 
コード例 #3
0
        private async Task RequestUpdateServer()
        {
            UINetLoadingComponent.showNetLoading();
            IPEndPoint manager = UILoginComponent.ToIPEndPointWithYuMing(10000);

            ETModel.Session managerSession = ETModel.Game.Scene.GetComponent <NetOuterComponent>().Create(manager);

            M2C_Reload g2cUpdateServer = (M2C_Reload)await managerSession.Call(new C2M_Reload()
            {
                AppType = AppType.Map
            });

            UINetLoadingComponent.closeNetLoading();

            if (g2cUpdateServer.Error != ErrorCode.ERR_Success)
            {
                ToastScript.createToast(g2cUpdateServer.Message);

                return;
            }

            ToastScript.createToast("更新成功");
            managerSession.Dispose();
        }
コード例 #4
0
        //A0 01注册 02登录realm 03登录gate
        public static async ETVoid Login(string account, string password)
        {
            LandLoginComponent login = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandLogin).GetComponent <LandLoginComponent>();

            //创建Realm session
            Session         sessionRealm = Game.Scene.GetComponent <NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address);
            A0002_Login_R2C messageRealm = (A0002_Login_R2C)await sessionRealm.Call(new A0002_Login_C2R()
            {
                Account = account, Password = password
            });

            sessionRealm.Dispose();
            login.prompt.text = "正在登录中...";

            //判断Realm服务器返回结果
            if (messageRealm.Error == ErrorCode.ERR_AccountOrPasswordError)
            {
                login.prompt.text   = "登录失败,账号或密码错误";
                login.account.text  = "";
                login.password.text = "";
                login.isLogining    = false;
                return;
            }
            //判断通过则登陆Realm成功

            //创建网关 session
            Session sessionGate = Game.Scene.GetComponent <NetOuterComponent>().Create(messageRealm.GateAddress);

            if (SessionComponent.Instance == null)
            {
                Log.Debug("创建唯一Session");
                Game.Scene.AddComponent <SessionComponent>().Session = sessionGate;
            }
            else
            {
                //存入SessionComponent方便我们随时使用
                Log.Debug("存入SessionComponent方便我们随时使用");
                SessionComponent.Instance.Session = sessionGate;
                //Game.EventSystem.Run(EventIdType.SetHotfixSession);
            }

            A0003_LoginGate_G2C messageGate = (A0003_LoginGate_G2C)await sessionGate.Call(new A0003_LoginGate_C2G()
            {
                GateLoginKey = messageRealm.GateLoginKey
            });

            //判断登陆Gate服务器返回结果
            if (messageGate.Error == ErrorCode.ERR_ConnectGateKeyError)
            {
                login.prompt.text   = "连接网关服务器超时";
                login.account.text  = "";
                login.password.text = "";
                sessionGate.Dispose();
                login.isLogining = false;
                return;
            }
            //判断通过则登陆Gate成功

            login.prompt.text = "";
            User user = ComponentFactory.Create <User, long>(messageGate.UserID);

            GamerComponent.Instance.MyUser = user;
            //Log.Debug("登陆成功");

            //加载透明界面 退出当前界面
            Game.EventSystem.Run(UIEventType.LandLoginFinish);

            // 加载大厅界面
            Game.EventSystem.Run(UIEventType.LandInitLobby);
        }
コード例 #5
0
        public static async ETVoid Login(string account, string password)
        {
            SekiaLoginComponent login = Game.Scene.GetComponent <FUIComponent>().Get(FUIType.SekiaLogin).GetComponent <SekiaLoginComponent>();

            Session         sessionRealm = Game.Scene.GetComponent <NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address);
            A0002_Login_R2C messageRealm = (A0002_Login_R2C)await sessionRealm.Call(new A0002_Login_C2R()
            {
                Account = account, Password = password
            });

            sessionRealm.Dispose();
            login.Prompt.GObject.asTextField.text = "正在登录中...";

            //判断Realm服务器返回结果
            if (messageRealm.Error == ErrorCode.ERR_AccountOrPasswordError)
            {
                login.Prompt.GObject.asTextField.text = "登录失败,账号或密码错误";
                login.AccountInput.Get("Input").GObject.asTextInput.text  = "";
                login.PasswordInput.Get("Input").GObject.asTextInput.text = "";
                login.isLogining = false;
                return;
            }
            //判断通过则登陆Realm成功

            //创建唯一Session
            Session sessionGate = Game.Scene.GetComponent <NetOuterComponent>().Create(messageRealm.GateAddress);

            if (SessionComponent.Instance == null)
            {
                //Log.Debug("创建唯一Session");
                Game.Scene.AddComponent <SessionComponent>().Session = sessionGate;
            }
            else
            {
                SessionComponent.Instance.Session = sessionGate;
            }

            A0003_LoginGate_G2C messageGate = (A0003_LoginGate_G2C)await sessionGate.Call(new A0003_LoginGate_C2G()
            {
                GateLoginKey = messageRealm.GateLoginKey
            });

            //判断登陆Gate服务器返回结果
            if (messageGate.Error == ErrorCode.ERR_ConnectGateKeyError)
            {
                login.Prompt.GObject.asTextField.text = "连接网关服务器超时";
                login.AccountInput.Get("Input").GObject.asTextInput.text  = "";
                login.PasswordInput.Get("Input").GObject.asTextInput.text = "";
                sessionGate.Dispose();
                login.isLogining = false;
                return;
            }
            //判断通过则登陆Gate成功

            login.Prompt.GObject.asTextField.text = "";
            User user = ComponentFactory.Create <User, long>(messageGate.UserID);

            GamerComponent.Instance.MyUser = user;
            //Log.Debug("登陆成功");

            //获取角色信息判断应该进入哪个界面
            A0008_GetUserInfo_G2C messageUser = (A0008_GetUserInfo_G2C)await sessionGate.Call(new A0008_GetUserInfo_C2G());

            //消息中包含了3个CharacterInfo

            //正常的角色等级为正整数
            if (messageUser.Characters.Count == 3 &&
                messageUser.Characters[0].Level == 0 &&
                messageUser.Characters[1].Level == 0 &&
                messageUser.Characters[2].Level == 0)
            {
                //进入创建角色界面
                CreateCharacterFactory.Create(messageUser);
                CreateCharacterComponent creater = Game.Scene.GetComponent <FUIComponent>().Get(FUIType.CreateCharacter).GetComponent <CreateCharacterComponent>();
                creater.Seat = 1; //创建第一个空位的角色
            }
            else if (messageUser.Characters.Count == 3 &&
                     (messageUser.Characters[0].Level > 0 ||
                      messageUser.Characters[1].Level > 0 ||
                      messageUser.Characters[2].Level > 0))
            {
                //进入角色选择界面
                SelectCharacterFactory.Create(messageUser);
            }

            Game.EventSystem.Run(EventIdType.SekiaLoginFinish);
        }