private void SendHeartBeat(object param) { CG_CONNECTED_HEARTBEAT cgBeat = (CG_CONNECTED_HEARTBEAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CONNECTED_HEARTBEAT); cgBeat.SetIsresponse(0); cgBeat.SendPacket(); }
void Update() { if (m_bBeginHeartBeat) { m_HeartBeatTimer -= Time.deltaTime; if (m_HeartBeatTimer < 0) { CG_CONNECTED_HEARTBEAT cgBeat = (CG_CONNECTED_HEARTBEAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CONNECTED_HEARTBEAT); cgBeat.SetIsresponse(0); cgBeat.SendPacket(); m_HeartBeatTimer = 1.0f; } } }
public uint Execute(PacketDistributed ipacket) { GC_CONNECTED_HEARTBEAT packet = (GC_CONNECTED_HEARTBEAT)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } GlobalData.ServerAnsiTime = packet.Serveransitime; Obj_MainPlayer mainPlayer = Singleton <ObjManager> .Instance.MainPlayer; if (null != mainPlayer) { mainPlayer.SynServerDateTime(); mainPlayer.LastHeartBeatTime = UnityEngine.Time.time; } CG_CONNECTED_HEARTBEAT cgBeat = (CG_CONNECTED_HEARTBEAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CONNECTED_HEARTBEAT); cgBeat.SetIsresponse(1); cgBeat.SendPacket(); return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }