private void OnWebRequestSuccess(object sender, GameFramework.Event.GameEventArgs e) { WebRequestSuccessEventArgs evt = (WebRequestSuccessEventArgs)e; Log.Info("Web Request Success! "); m_LatestVersionInfo = Utility.Json.ToObject <VersionInfo>(evt.GetWebResponseBytes()); //先检测游戏版本号 Version curVersion = new Version(Application.version); Version latVersion = new Version(m_LatestVersionInfo.LatestGameVersion); if (curVersion.CompareTo(latVersion) < 0) { Log.Info("游戏有新版本更新。"); //TODO:如果有需要整包更新,则先进行整包更新 return; } //再检测资源版本号 if (GameManager.Resource.CheckVersionList(m_LatestVersionInfo.LatestInternalResourceVersion) == GameFramework.Resource.CheckVersionListResult.Updated) { Log.Info("资源是最新的,无需更新。"); m_IsUpdateVersionListComplete = true; Log.Info("最新当前资源适用游戏版本: ApplicableGameVersion : {0}.", GameManager.Resource.ApplicableGameVersion); Log.Info("最新内部资源版本号: {0}.", GameManager.Resource.InternalResourceVersion); return; } Log.Info("进行版本资源列表更新..."); GameManager.Resource.UpdatePrefixUri = Utility.Path.GetCombinePath(m_LatestVersionInfo.ResourceUpdateUrl, GetResourceVersion(), GetOSName()); GameManager.Resource.UpdateVersionList(m_LatestVersionInfo.ResourceLength, m_LatestVersionInfo.ResourceHashCode, m_LatestVersionInfo.ResourceZipLength, m_LatestVersionInfo.ResourceZipHashCode); }
private void OnLoadConfigSuccess(object sender, GameFramework.Event.GameEventArgs e) { LoadConfigSuccessEventArgs evt = (LoadConfigSuccessEventArgs)e; string flagKey = string.Format("Config.{0}", evt.ConfigName); m_LoadResFlag[flagKey] = true; }
private void OnNetworkConnected(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("NetworkChannel {0} is connected. IP: {1}", ne.NetworkChannel.Name, ne.NetworkChannel.RemoteIPAddress.ToString()); }
private void OnNetworkError(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Error("Network Packet {0} Error : {1}.", ne.Id, ne.ErrorMessage); }
private void OnNetworkClosed(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Error("NetworkChannel {0} is closed.", ne.NetworkChannel.Name); }
private void OnNetworkMissHeartBeat(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } if (ne.MissCount > 2) { ne.NetworkChannel.Close(); } }
private void OnNetworkCustomError(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } if (ne.CustomErrorData != null) { Log.Error("Network Packet {0} CustomError : {1}.", ne.Id, ne.CustomErrorData); } }
private void OnResourceCheckComplete(object sender, GameFramework.Event.GameEventArgs e) { ResourceCheckCompleteEventArgs evt = (ResourceCheckCompleteEventArgs)e; int updateCount = evt.UpdateCount; if (updateCount <= 0) { Log.Info("无需更新资源。"); m_IsUpdateAllComplete = true; return; } Log.Info("需要更新的资源有{0}个。", updateCount); //更新资源 GameManager.Resource.UpdateResources(); }
static int FireNow(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityGameFramework.Runtime.EventComponent obj = (UnityGameFramework.Runtime.EventComponent)ToLua.CheckObject(L, 1, typeof(UnityGameFramework.Runtime.EventComponent)); object arg0 = ToLua.ToVarObject(L, 2); GameFramework.Event.GameEventArgs arg1 = (GameFramework.Event.GameEventArgs)ToLua.CheckObject(L, 3, typeof(GameFramework.Event.GameEventArgs)); obj.FireNow(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void OnOpenLaunchFormSuccess(object sender, GameFramework.Event.GameEventArgs e) { InitAll(); }
private void OnResourceUpdateAllComplete(object sender, GameFramework.Event.GameEventArgs e) { Log.Info("所有资源更新完毕!"); m_IsUpdateAllComplete = true; }
private void OnResourceUpdateSuccess(object sender, GameFramework.Event.GameEventArgs e) { ResourceUpdateSuccessEventArgs evt = (ResourceUpdateSuccessEventArgs)e; Log.Info("更新文件{0}完成!资源大小:{1}", evt.Name, evt.Length); }
private void OnResourceInitComplete(object sender, GameFramework.Event.GameEventArgs e) { OpenLaunchForm(); }
private void OnWebRequestFailure(object sender, GameFramework.Event.GameEventArgs e) { WebRequestFailureEventArgs evt = (WebRequestFailureEventArgs)e; Log.Error("Web Request Failure !! Url:{0}", evt.WebRequestUri); }
/// <summary> /// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。 /// </summary> /// <param name="sender">事件源。</param> /// <param name="e">事件参数。</param> public void FireNow(object sender, GameEventArgs e) { m_EventPool.FireNow(sender, e); }
private void OnUpdateTips(object sender, GameFramework.Event.GameEventArgs e) { LaunchFormUpdateTipsEventArgs evt = (LaunchFormUpdateTipsEventArgs)e; m_Text.text = evt.Tips; }
private void LoadDataSetSuccessAction(object sender, GameFramework.Event.GameEventArgs e) { _isLoad = true; }
public void Fire(object sender, GameEventArgs e) { eventPool.Fire(sender, e); }
private void OnVersionListUpdateSuccess(object sender, GameFramework.Event.GameEventArgs e) { Log.Info("version.dat 更新完成!"); m_IsUpdateVersionListComplete = true; }