private void OnRecvPlayerEnter(IChannel channel, Message message) { SPlayerEnter msg = message as SPlayerEnter; switch (msg.status) { case SPlayerEnter.Status.Fail: Debug.Log("Login fail"); Debug.Log(string.Format("name:{0} token:{1} scene:{2} status:{3}", msg.user, msg.token, msg.scene, msg.status)); MessageBox.Show("Username doesn't exists or wrong password."); return; case SPlayerEnter.Status.Error: MessageBox.Show("Login Error."); return; } MyNetwork network = GameObject.FindObjectOfType <MyNetwork>(); GameStart startup = GameObject.FindObjectOfType <GameStart>(); if (network.gameScene) {// ignore enter scene message when debug mode return; } //Console.WriteLine("Receive Enter..."); World.Instance.selfId = msg.id; startup.PlayerEnter(msg.scene); }
public void AskFriendRequestUpdate(object Internal) { while (true) { Thread.Sleep((int)Internal); if (PlayerInfo.friendRequest.Count > 0) { CFriendRequest msg = new CFriendRequest(); MyNetwork.Send(msg); } } }
void Awake() { m_instance = this; MessageBox.Init(); Debug.Log(this.name); if (!connected) { if (PlayerPrefs.HasKey(HOST) && PlayerPrefs.HasKey(PORT)) { string host = PlayerPrefs.GetString(HOST); short port = (short)PlayerPrefs.GetInt(PORT); connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } } if (!connected) { string host = this.address; short port = this.port; connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } if (gameScene) { if (connected) { // for debug only ... CLogin login = new CLogin(); login.user = "******"; login.password = "******"; // Send(login); } SceneManager.sceneLoaded += RecvSceneLoaded; } if (connected && heartBeatTimer == null) { heartBeatTimer = new Timer(); heartBeatTimer.Interval = 3000; heartBeatTimer.Elapsed += delegate { CHeartBeat msg = new CHeartBeat(); Send(msg); }; heartBeatTimer.Start(); } }
public void AskMallUpdate(object Internal) { while (true) { Thread.Sleep((int)Internal); //Debug.Log("sleep 1 mins"); if (TreasureInfo.treasureAttri.Count > 0) { CMall msg = new CMall(); MyNetwork.Send(msg); } } }
private void OnRecvPlayerEnter(IChannel channel, Message message) { MyNetwork network = GameObject.FindObjectOfType <MyNetwork>(); GameStart startup = GameObject.FindObjectOfType <GameStart>(); if (network.gameScene) {// ignore enter scene message when debug mode return; } //Console.WriteLine("Receive Enter..."); SPlayerEnter msg = message as SPlayerEnter; startup.PlayerEnter(msg.scene); }
void Awake() { m_instance = this; MessageBox.Init(); if (!connected) { if (PlayerPrefs.HasKey(HOST) && PlayerPrefs.HasKey(PORT)) { string host = PlayerPrefs.GetString(HOST); short port = (short)PlayerPrefs.GetInt(PORT); connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } } if (!connected) { string host = this.address; short port = this.port; connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } if (gameScene) { if (connected) { // for debug only ... //CLogin login = new CLogin(); //Send(login); } SceneManager.sceneLoaded += RecvSceneLoaded; } // ask for mall info every 5 min ThreadPool.QueueUserWorkItem(incomming.AskMallUpdate, 300000); ThreadPool.QueueUserWorkItem(incomming.AskFriendUpdate, 300000); ThreadPool.QueueUserWorkItem(incomming.AskFriendRequestUpdate, 300000); }
private void OnRecvPlayerEnter(IChannel channel, Message message) { MyNetwork network = GameObject.FindObjectOfType <MyNetwork>(); GameStart startup = GameObject.FindObjectOfType <GameStart>(); if (network.gameScene) {// ignore enter scene message when debug mode return; } Debug.Log("Receive Enter..."); SPlayerEnter msg = message as SPlayerEnter; World.Instance.init(msg.user, msg.id, msg.dbid, msg.inventory, msg.gold, msg.silver, msg.teammate_id); //World.Instance.addPlayers(msg.user, msg.id); foreach (KeyValuePair <string, int> kvp in World.Instance.get_players()) { Debug.Log(kvp.Key); } Debug.Log(msg.id); startup.PlayerEnter(msg.scene); }
void Awake() { m_instance = this; MessageBox.Init(); if (!connected) { if (PlayerPrefs.HasKey(HOST) && PlayerPrefs.HasKey(PORT)) { string host = PlayerPrefs.GetString(HOST); short port = (short)PlayerPrefs.GetInt(PORT); connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } } if (!connected) { string host = this.address; short port = this.port; connected = MyNetwork.Connect(host, port); if (!connected) { MessageBox.Show(string.Format("connect to {0}:{1} fail", host, port)); } } if (gameScene) { if (connected) { // for debug only ... CLogin login = new CLogin(); //Send(login); } SceneManager.sceneLoaded += RecvSceneLoaded; } }
private void OnRecvExit(IChannel channel, Message message) { MyNetwork.Close(); }