public static void Init(GameObject go) { #if DEBUG Debug.Log("Unity DEBUG mode is on!"); #else Debug.Log("Unity DEBUG mode is off!"); #endif if (DebugMode) { Debug.Log("DebugUtils' debug mode is on!"); DebugToScreen.Init(go); DebugToScreen.RegisterHandler(); logWriter = new LogWriter(); Application.logMessageReceived += new Application.LogCallback(ProcessExceptionReport); logWriter.WriteLog("The current app version number is : " + Application.version); logWriter.WriteLog("The current resource version number : " + PlayerPrefs.GetInt(Resource.DownloadResource.VERSION_CODE_KEY, 0)); logWriter.WriteLog("The model of the device : " + SystemInfo.deviceName); logWriter.WriteLog("The user defined name of the device : " + SystemInfo.deviceModel); logWriter.WriteLog("Amount of video memory present : " + SystemInfo.graphicsMemorySize); logWriter.WriteLog("Graphics device shader capability level : " + SystemInfo.graphicsShaderLevel); logWriter.WriteLog("Amount of system memory present : " + SystemInfo.systemMemorySize); } else { Debug.Log("DebugUtils' debug mode is off!"); } }
private void OnConnectGameServer(ClientType clientType) { DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to GameServer " + clientType); UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu"); if (OpenMainMenuUI) { UIManager.locateState = UIManagerLocateState.MainMenu; } else { UIManager.locateState = UIManagerLocateState.BattleModeView; } DataManager clientData = DataManager.GetInstance(); clientData.ResetBattleData(); clientData.SetPlayerIsInBattle(false); HeartBeat.RegisterGameHeartMessageHandler(); //DataManager.GetInstance().RegisterDataServerMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); }
private void OnConnectLoginServer(ClientType clientType) { ClientTcpMessage.Reset(); UIManager.locateState = UIManagerLocateState.Login; HeartBeat.RegisterLoginHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); }
private void ShutdownServerSuccess() { System.Action <ClientType> connectSuccess = ( ClientType clientType ) => { HandleConnectServerFeedback(); //DataManager.GetInstance().RegisterDataServerMessageHandler(); HeartBeat.RegisterGameHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); }; Network.NetworkManager.Connect(ServerType.GameServer, dataManager.GetGameServerIp(), dataManager.GetGameServerPort(), connectSuccess, OnConnectGameServerFailed); }
private void OnConnectBattleServer(ClientType clientType) { NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.MatchMessage, HandleMatchFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.BattleMessage, HandleBattleMessageFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.SocialServer, MsgCode.InvitationListMessage, HandleInvationListFeedback); DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to BattleServer " + clientType); HeartBeat.RegisterBattleHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); SceneManager.LoadSceneAsync("Loading"); UIManager.locateState = UIManagerLocateState.None; SendNoticeC2S(0); }
private void OnConnectGameServerFailed(ClientType clientType) { string connectGameServerFailed = "连接GameServer失败,请重试" + clientType; string titleText = "提示"; System.Action <ClientType> connectSuccess = ( ClientType ct ) => { HandleConnectServerFeedback(); //DataManager.GetInstance().RegisterDataServerMessageHandler(); HeartBeat.RegisterGameHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); }; System.Action reconnect = () => { Network.NetworkManager.Connect(ServerType.GameServer, dataManager.GetGameServerIp(), dataManager.GetGameServerPort(), connectSuccess, OnConnectGameServerFailed); }; MessageDispatcher.PostMessage(Constants.MessageType.OpenAlertWindow, reconnect, UI.AlertType.ConfirmAlone, connectGameServerFailed, titleText); }
private void ConnectGameServer(string ip, int port) { System.Action <ClientType> connectSuccess = ( ClientType clientType ) => { DataManager.GetInstance().RegisterDataServerMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); HeartBeat.RegisterGameHeartMessageHandler(); NetworkManager.RegisterServerMessageHandler(MsgCode.LoginGameServerMessage, HandleLoginGameServerFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.CheckNoviceGuidanceMessage, HandleRegisterCheckNoviceGudanceFeedback); MessageDispatcher.PostMessage(MessageType.ConnectGameServer_GM); SendLoginGameServerMessage(); SendCheckNoviceGuidanceMessage(); ConnectSocialServer(socialServerIP, socialServerPort); }; NetworkManager.Connect(ServerType.GameServer, ip, port, connectSuccess, OnConnectGameServerFailed); }
private void OnConnectLobbyServer(ClientType clientType) { DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to LobbyServer " + clientType); HeartBeat.RegisterLobbyHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.MatchReadyDataMessage, HandleMatchReadyDataFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.MatchReadyDataRefreshMessage, HandleMatchReadyDataRefreshFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.ApplyRoomMessage, HandleApplyRoomFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.ChangeBattleConfigMessage, HandleChangeBattleConfigFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.InvitationMatchMessage, HandleInvationMatchFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.InvitationNoticeMessage, HandleInvationNoticeFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.MatchMessage, HandleMatchFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.BattleMessage, HandleBattleMessageFeedback); //NetworkManager.RegisterServerMessageHandler( MsgCode.NoticeMessage, HandleNoticeMessageFeedback ); SendApplyingMatchC2S(); }
private void OnConnectGameServer(ClientType clientType) { NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.MatchMessage, HandleMatchFeedback); NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.BattleMessage, HandleBattleMessageFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.InvitationMatchMessage, HandleInvationMatchFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.InvitationNoticeMessage, HandleInvationNoticeFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.ApplyRoomMessage, HandleApplyRoomFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.ChangeBattleConfigMessage, HandleChangeBattleConfigFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.MatchReadyDataMessage, HandleMatchReadyDataFeedback); NetworkManager.RegisterServerMessageHandler(MsgCode.MatchReadyDataRefreshMessage, HandleMatchReadyDataRefreshFeedback); DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to GameServer " + clientType); //DataManager.GetInstance().RegisterDataServerMessageHandler(); HeartBeat.RegisterGameHeartMessageHandler(); MultiDeviceListenerManager.RegisterHandler(); DebugToScreen.RegisterHandler(); view.OpenMatchUI(); }