public void ConnectToGameServer(Msg_C2G_Hello helloBody, IPEndInfo _gameTcpEnd, bool isReconnect) { Log("ConnectToGameServer " + helloBody + " isReconnect=" + isReconnect); IsReconnecting = isReconnect; ResetStatus(); this.helloBody = helloBody.Hello; InitNetClient(ref _netTcp, _gameTcpEnd.Ip, _gameTcpEnd.Port, () => { HasConnGameTcp = true; CurGameState = EGameState.Loading; _netTcp.SendMessage(EMsgSC.C2G_Hello, helloBody, (status, respond) => { if (status != EResponseStatus.Failed) { var rMsg = respond.Parse <Msg_G2C_Hello>(); _curMapId = rMsg.MapId; _localId = rMsg.LocalId; _gameUdpEnd = rMsg.UdpEnd; _handler.OnTcpHello(rMsg); ConnectUdp(); } else { _handler.OnGameStartFailed(); } } ); }); }
public void ConnectToGameServer(Msg_C2G_Hello helloBody, IPEndInfo _gameTcpEnd, bool isReconnect) { IsReconnecting = isReconnect; ResetStatus(); this.helloBody = helloBody.Hello; ConnectUdp(); SendTcp(EMsgSC.C2L_JoinRoom, new Msg_C2L_JoinRoom { RoomId = 0 }); }
public virtual void OnGameStart(Msg_C2G_Hello msg, IPEndInfo tcpEnd, bool isConnect) { }
public void OnGameStart(Msg_C2G_Hello msg, IPEndInfo tcpEnd, bool isReconnect) { Log("OnGameStart " + msg + " tcpEnd " + tcpEnd); EventHelper.Trigger(EEvent.OnConnectToGameServer, isReconnect); }