public NetworkBase(NetworkProtocol protocol) { // CompositeResolver is singleton helper for use custom resolver. // Ofcourse you can also make custom resolver. MessagePack.Resolvers.CompositeResolver.RegisterAndSetAsDefault( // use generated resolver first, and combine many other generated/custom resolvers MessagePack.Resolvers.GeneratedResolver.Instance, MessagePack.Resolvers.BuiltinResolver.Instance, MessagePack.Resolvers.AttributeFormatterResolver.Instance, MessagePack.Resolvers.PrimitiveObjectResolver.Instance ); switch (protocol) { case NetworkProtocol.WebSocket: Network = new WebSocketLis(); break; case NetworkProtocol.UDP: Network = new Udp(); break; case NetworkProtocol.TCP: Network = new Tcp(); break; case NetworkProtocol.RUDP: Network = new RUdp(); break; } Network.CompleteConnect += () => { OnStatusChanged(StatusCode.Connect); }; Network.CompleteDisConnect += () => { OnStatusChanged(StatusCode.Disconnect); }; Network.CompleteSend += () => { CanSend = true; }; Network.CompleteReadFromServerStream += result => { byte[] receiveBytes = result; if (!receiveBytes.Length.Equals(1)) { receiveBytes = Math.Serialize.Decompress(receiveBytes); IPacket packet = null; //解包成我定義的封包 try { packet = (IPacket)Math.Serialize.ToObject(receiveBytes); } catch (Exception e) { Console.WriteLine(e); throw; } if (packet != null) //將資料存入全域暫存區 { SocketReceiver.AddToCurrectLine(packet); } } else { //Debug.Log("小包到達"); //回傳一小包代表該 Client 還活者 Network.BeginSend(new byte[] { 0 }, 1); } }; }
public NetworkBase(NetworkProtocol protocol) { switch (protocol) { case NetworkProtocol.WebSocket: Network = new WebSocketLis(); break; case NetworkProtocol.UDP: Network = new Udp(); break; case NetworkProtocol.TCP: Network = new Tcp(); break; case NetworkProtocol.RUDP: Network = new RUdp(); break; } Network.CompleteConnect += () => { OnStatusChanged(StatusCode.Connect); }; Network.CompleteDisConnect += () => { OnStatusChanged(StatusCode.Disconnect); }; Network.CompleteSend += () => { CanSend = true; }; Network.CompleteReadFromServerStream += result => { byte[] receiveBytes = result; if (!receiveBytes.Length.Equals(1)) { receiveBytes = Math.Serialize.Decompress(receiveBytes); IPacket packet = null; //解包成我定義的封包 try { packet = (IPacket)Math.Serialize.ToObject(receiveBytes); } catch (Exception e) { Console.WriteLine(e); throw; } if (packet != null) //將資料存入全域暫存區 { SocketReceiver.AddToCurrectLine(packet); } } else { //Debug.Log("小包到達"); //回傳一小包代表該 Client 還活者 Network.BeginSend(new byte[] { 0 }, 1); } }; }