//这里判断是否需要更新 /// <summary> /// 检测更新 /// </summary> /// <returns></returns> private updateStatus DetectionUpdate() { GameVersion newVersion = ServerVersion(); fileName = "/" + newVersion.Version + "GY_Mahjong.apk"; //比较本地版本信息与服务器版本信息 try { string[] str1 = newVersion.Version.Split('.'); string[] str2 = Application.version.Split('.'); for (int i = 0; i < str1.Length; i++) { if (int.Parse(str1[i]) > int.Parse(str2[i])) { downloadPath = newVersion.url; return((updateStatus)newVersion.Status); } } return(updateStatus.NO); } catch (System.Exception e) { OutLog.log(e.ToString()); return(updateStatus.NotNetWork); } }
public bool Send(byte[] data) { //--------------------------- Connect(); if (!Connected) { return(false); } int i = IntToByte.bytesToInt(data, 0); OutLog.log(i.ToString()); Debug.Log("协议头 : " + i.ToString() + " 当前type : " + serverType); if (GameInfo.sendbyte == null || GameInfo.sendbyte != data || i == CreateHead.CSXYNUM + 1) { GameInfo.sendbyte = data; try { return(clientSocket.Send(data) > 0); } catch (Exception ex) { Debug.Log(ex.ToString()); return(false); } } else { return(true);//重复发送的情况返回 发送成功。 } }
private void ConnectServer() { try { clientSocket.Connect(endPort); Start(); } catch (Exception e) { OutLog.log("无法连接到服务器端,请检查您的网络!!" + e); } }
private void DDZNew(int news, byte[] body) { switch (news) { case CreateHead.CSXYNUMD + 2002: DDZData.returnCreateRoom = ProtobufUtility.DeserializeProtobuf <ddzReturnCreateRoom>(body); Debug.Log("22002:" + DDZData.returnCreateRoom); OutLog.log("22002:服务端返回房间信息"); break; case CreateHead.CSXYNUMD + 2004: DDZData.returnAddRoom = ProtobufUtility.DeserializeProtobuf <ddzReturnAddRoom>(body); Debug.Log("22004:" + DDZData.returnAddRoom); OutLog.log("22004:服务端返回加入信息"); break; case CreateHead.CSXYNUMD + 2005: DDZData.returnUserInfo = ProtobufUtility.DeserializeProtobuf <ddzReturnUserInfo>(body); Debug.Log("22005:" + DDZData.returnUserInfo); OutLog.log("22005:服务端主动推送加入玩家信息"); break; case CreateHead.CSXYNUMD + 2006: DDZData.returnStartGame = ProtobufUtility.DeserializeProtobuf <ddzReturnStartGame>(body); Debug.Log("22006:" + DDZData.returnStartGame); OutLog.log("22006:服务端返回主动推送游戏开始信息"); break; case CreateHead.CSXYNUMD + 2008: DDZData.returnStart = ProtobufUtility.DeserializeProtobuf <ddzReturnStart>(body); Debug.Log("22008:" + DDZData.returnStart); OutLog.log("22008:开始游戏"); break; case CreateHead.CSXYNUMD + 2010: DDZData.returnCallLandlord = ProtobufUtility.DeserializeProtobuf <ddzReturnCallLandlord>(body); Debug.Log("22010:" + DDZData.returnCallLandlord); OutLog.log("22010:服务器广播叫地主信息"); break; case CreateHead.CSXYNUMD + 2013: DDZData.returnOutCard = ProtobufUtility.DeserializeProtobuf <ddzReturnOutCard>(body); Debug.Log("22013:" + DDZData.returnOutCard); OutLog.log("22013:出牌返回信息"); break; case CreateHead.CSXYNUMD + 2014: DDZData.returnOutCardAll = ProtobufUtility.DeserializeProtobuf <ddzReturnOutCardAll>(body); Debug.Log("22014:" + DDZData.returnOutCardAll); OutLog.log("22014:广播出牌信息"); break; } }
/// <summary> /// 接受从服务器发来的消息,根据不同消息号,分发给不同的方法 /// </summary> public void ReceiveMessage() { try { while (true) { int count; byte[] data = new byte[2048]; // ms = new MemoryStream(); while (0 != (count = clientSocket.Receive(data))) { ms.Write(data, 0, count); if (count != data.Length) { break; } // if (count < 1024) break; } while (ms.Length > 0) { var datainfo = ms.ToArray(); int number = IntToByte.bytesToInt(datainfo, 0); //消息号 int length = IntToByte.bytesToInt(datainfo, 4); //消息长度 int resnumber = IntToByte.bytesToInt(datainfo, 8); //返回消息号 Debug.Log(number + ",长度" + length + ",包长" + datainfo.Length); OutLog.log(number + ",长度" + length + ",包长" + datainfo.Length); if (number < CreateHead.CSXYNUM || number > CreateHead.CSXYNUM * 2) { ms = new MemoryStream(); break; } if (length > ms.Length) { break; } byte[] body = new byte[length]; Array.Copy(datainfo, 12, body, 0, length); ms = new MemoryStream(); if (datainfo.Length > length + 12) { ms.Write(datainfo, length + 12, datainfo.Length - length - 12); } // Debug.Log(number); MethodsByNew(number, body); } } } catch (Exception ex) { //Debug.Log(ex.ToString()); OutLog.log("ReceiveMessage error" + ex.ToString()); } }
public void OnPointerClick() { if (!agreementTge.isOn) { FICWaringPanel._instance.Show("请阅读并同意用户协议!"); return; } GPSManager.instance.StartCrt(); GetTestUserInfo(); loginButton.enabled = false; // myShareSdk.Authorize(PlatformType.WeChat); //myShareSdk.GetUserInfo(PlatformType.WeChat); OutLog.log("点击登陆 !"); //Txt_Loading.text = "点击登录"; }
void AuthResultHandler(int reqID, ResponseState state, PlatformType type, Hashtable data) { //Txt_Loading.text = "获取授权回调"; if (state == ResponseState.Success) { //OutLog.PrintLog(MiniJSON.jsonEncode(result)); //授权成功的话,获取用户信息 // Txt_Loading.text = "授权成功"; //myShareSdk.GetUserInfo(PlatformType.WeChat); OutLog.log("获取授权," + state + "::" + MiniJSON.jsonEncode(data)); if (state == ResponseState.Success) { try { GameInfo.NickName = data["nickname"].ToString(); GameInfo.OpenID = data["openid"].ToString(); GameInfo.HeadImg = data["headimgurl"].ToString(); GameInfo.Sex = int.Parse(data["sex"].ToString()); //GameInfo.province = data["province"].ToString(); //GameInfo.city = data["city"].ToString(); GameInfo.unionid = data["unionid"].ToString(); //OutLog.PrintLog(MiniJSON.jsonEncode(data)); // Txt_Loading.text = "获取用户信息成功"; OutLog.log("微信获取openid:" + GameInfo.OpenID); GameInfo.cs.SentUserLoginMessage(GameInfo.OpenID, GameInfo.NickName, GameInfo.Sex.ToString(), GameInfo.province, GameInfo.city, GameInfo.HeadImg, GameInfo.unionid, GameInfo.Latitude); } catch (Exception ex) { EnableLoginButtons(); // Txt_Loading.text = ex.ToString(); OutLog.log("获取用户信息出错" + ex.ToString()); } } } else if (state == ResponseState.Fail) { EnableLoginButtons(); // Txt_Loading.text = "授权失败"; //OutLog.PrintLog("fail! error code = " + result["error_code"] + "; error msg = " + result["error_msg"]); } else if (state == ResponseState.Cancel) { EnableLoginButtons(); // Txt_Loading.text = "授权取消"; //OutLog.PrintLog("cancel !"); } }
//房卡登录模式(?微信登录模式) public void OnPointerClick() { if (!agreementTge.isOn) { FICWaringPanel._instance.Show("请阅读并同意用户协议!"); return; } GPSManager.instance.StartCrt(); //myShareSdk.GetUserInfo(PlatformType.WeChat); GetTestUserInfo(); //DisableLoginButtons(); GameInfo.loginType = LoginType.fangka; OutLog.log("点击登陆 !"); Txt_Loading.text = "点击登录"; }
private void GetUserInfoResultHandler(int reqID, ResponseState state, PlatformType type, Hashtable data) { //Txt_Loading.text = "获取用户信息回调"; OutLog.log("获取用户消息," + state + "::" + MiniJSON.jsonEncode(data)); if (state == ResponseState.Success) { try { GameInfo.NickName = data["nickname"].ToString(); GameInfo.OpenID = data["openid"].ToString(); GameInfo.HeadImg = data["headimgurl"].ToString(); GameInfo.Sex = int.Parse(data["sex"].ToString()); //GameInfo.province = data["province"].ToString(); //GameInfo.city = data["city"].ToString(); GameInfo.unionid = data["unionid"].ToString(); //OutLog.PrintLog(MiniJSON.jsonEncode(data)); // Txt_Loading.text = "获取用户信息成功"; OutLog.log("微信获取openid:" + GameInfo.OpenID); //Txt_Loading.text += "微信获取openid:" + GameInfo.OpenID; GameInfo.Latitude = UnityEngine.Random.Range(1f, 1000f).ToString() + " , " + UnityEngine.Random.Range(1f, 1000f).ToString(); GameInfo.cs.SentUserLoginMessage(GameInfo.OpenID, GameInfo.NickName, GameInfo.Sex.ToString(), GameInfo.province, GameInfo.city, GameInfo.HeadImg, GameInfo.unionid, GameInfo.Latitude); } catch (Exception ex) { // Txt_Loading.text = ex.ToString(); OutLog.log("获取用户信息出错" + ex.ToString()); EnableLoginButtons(); //Err.text = ex.StackTrace + ex.Message; } } else if (state == ResponseState.Cancel) { //Txt_Loading.text = "获取用户信息取消"; OutLog.log("获取用户信息取消"); EnableLoginButtons(); } else if (state == ResponseState.Fail) { // Txt_Loading.text = "获取用户信息失败"; OutLog.log("获取用户信息失败"); myShareSdk.Authorize(PlatformType.WeChat); EnableLoginButtons(); } }
void LoadConfigFile() { if (!File.Exists(Application.persistentDataPath + "/Config.xml")) { TextAsset txt = Resources.Load <TextAsset>("Configs/Config"); byte[] DataInfo = txt.bytes; using (FileStream fs = new FileStream(Application.persistentDataPath + "/Config.xml", FileMode.OpenOrCreate, FileAccess.ReadWrite)) { fs.Write(DataInfo, 0, DataInfo.Length); } } XmlDocument xml = new XmlDocument(); xml.Load(Application.persistentDataPath + "/Config.xml"); XmlNode ip = xml.SelectSingleNode("/data/SeverIP"); Debug.Log("当前列表服务器IP:" + ip.InnerText); OutLog.Log("当前列表服务器IP:" + ip.InnerText); //GameInfo.listIp = ip.InnerText; //10.10.20.82 //GameInfo.listIp = "47.104.183.97"; GameInfo.listIp = "192.168.1.100"; //XmlNode port = xml.SelectSingleNode("data/SeverPort"); XmlNode port = xml.SelectSingleNode("data/SeverPort"); Debug.Log("当前列表服务器prot:" + port.InnerText); OutLog.Log("当前列表服务器prot:" + port.InnerText); //GameInfo.listPort = port.InnerText; GameInfo.listPort = "2018"; XmlNode certificat = xml.SelectSingleNode("data/Certificate"); GameInfo.certificate = certificat.InnerText; OutLog.log("读取证书:" + GameInfo.certificate); }
/// <summary> /// 从服务器获取最新版本信息 /// </summary> GameVersion ServerVersion() { GameVersion json = new GameVersion(); WebClient webC = new WebClient(); byte[] data = new byte[2014]; string dataPath = "http://download.gzqyrj.com/Version/api/Values/GetVersion"; try { data = webC.DownloadData(dataPath); } catch (System.Exception e) { OutLog.log("serverVersion error" + e); return(json); } string dataStr = Encoding.UTF8.GetString(data); json = JsonUtility.FromJson <GameVersion>(dataStr) as GameVersion; return(json); }
private void GetTestUserInfo() { GameInfo.Sex = 0;// UnityEngine.Random.Range(1,3); GameInfo.province = "贵州"; GameInfo.city = "贵阳"; GameInfo.unionid = GameInfo.OpenID; GameInfo.NickName = "测试用户" + GameInfo.OpenID.Substring(0, 3); Debug.Log("登录"); GameInfo.HeadImg = GameInfo.Sex == 1 ? headimg[UnityEngine.Random.Range(5, headimg.Length)] : headimg[UnityEngine.Random.Range(0, 5)]; Debug.Log(GameInfo.Latitude); GameInfo.cs.SentUserLoginMessage(GameInfo.OpenID, GameInfo.NickName, GameInfo.Sex.ToString(), GameInfo.province, GameInfo.city, GameInfo.HeadImg, GameInfo.unionid, GameInfo.Latitude); OutLog.log("测试用户登录,openid:" + GameInfo.OpenID); //微信 //GameInfo.Sex = int.Parse(data["sex"].ToString()); //GameInfo.province = data["province"].ToString(); //GameInfo.city = data["city"].ToString(); //GameInfo.unionid = data["unionid"].ToString(); //GameInfo.NickName = "测试用户"; //GameInfo.OpenID = "abcdefghighklmn789654123"; //GameInfo.HeadImg = "https://timgsa.baidu.com/timg?image&quality=80&size=b9999_10000&sec=1491977284065&di=2df0abbda86b7c08d617ccebc795222a&imgtype=0&src=http%3A%2F%2Fimg01.appcms.cc%2F20140729%2Ft01a%2Ft01a1b9594e2775c715.png"; //GameInfo.cs.SentUserLoginMessage(GameInfo.OpenID, GameInfo.NickName, GameInfo.Sex.ToString(), GameInfo.province, GameInfo.city, GameInfo.HeadImg, GameInfo.unionid); }
public void SendDataToServer(byte[] sendData) { if (clientSocket != null) { if (clientSocket.Connected) { if (JudgeIsChangeSelfIpChange()) { clientSocket.Send(sendData); } else { if (!GameInfo.isAllreadyStart) { FICWaringPanel._instance.Show("您的IP发生改变,房间已解散或退出,点击确定返回大厅!"); FICWaringPanel._instance.WarnningMethods = delegate { SceneManager.LoadScene("Scene_Hall"); }; nowSelfIp = Network.player.ipAddress; ReconnnectServer(); } else { AddServer(); } } } else { OutLog.log("clientsocket 没有连接,不能发送"); AddServer(); } } else { OutLog.log("clientsocket 为空,不能发送"); } }
/// <summary> /// 当缺一门的牌确定后,将非缺门牌遮罩,只显示缺门牌,并排序到最右侧1-39筒。41-79条,81-119万,最开始调用的一次,之后的用其他方法 /// </summary> /// <param name="queType"></param> public void OnQueYiMenButtonClick(GameInfo.QueType queType, bool ispaixu = true) {//每次调用的时候,清空所有遮罩,生成特定遮罩//修改为遍历所有手牌,而不只是清空masklist ,多个杠牌会出错?? try { for (int i = 0; i < myCards.shouPaiGOList.Count; i++) { myCards.shouPaiGOList[i].GetComponent <MeshRenderer>().material.color = startGame.resetColor; myCards.shouPaiGOList[i].GetComponent <MJ_Event>().isCanOut = true; } } catch (System.Exception ex) { OutLog.log("清空所有遮罩,异常!!!!!!!!!!!" + ex.ToString()); } maskList.Clear(); isHaveTiao = false; isHaveTong = false; isHaveWan = false; switch (queType) { case GameInfo.QueType.Tong: foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS < 10) { isHaveTong = true; item.GetComponent <MJ_SP>().HS += 200; } } } if (ispaixu) { myCards.SortAllShouPai(); } foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS > 200) { item.GetComponent <MJ_SP>().HS -= 200; } else if (isHaveTong) { item.GetComponent <MeshRenderer>().material.color = startGame.darkColor; item.GetComponent <MJ_Event>().isCanOut = false; maskList.Add(item.gameObject); } } } break; case GameInfo.QueType.Tiao: foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS > 10 && item.GetComponent <MJ_SP>().HS < 20) { isHaveTiao = true; item.GetComponent <MJ_SP>().HS += 200; } } } if (ispaixu) { // GameInfo.PaiXu(myCards.shouPaiGOList, GameInfo.MJ_S_Flode);// 先排序,后减掉权重 myCards.SortAllShouPai(); } foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS > 200) { item.GetComponent <MJ_SP>().HS -= 200; } else if (isHaveTiao) { item.GetComponent <MeshRenderer>().material.color = startGame.darkColor; item.GetComponent <MJ_Event>().isCanOut = false; maskList.Add(item.gameObject); } } } break; case GameInfo.QueType.Wan: foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS > 20) { isHaveWan = true; } } } if (ispaixu) { //GameInfo.PaiXu(myCards.shouPaiGOList, GameInfo.MJ_S_Flode); myCards.SortAllShouPai(); } foreach (GameObject item in myCards.shouPaiGOList) { if (item != null) { if (item.GetComponent <MJ_SP>().HS < 20 && isHaveWan) { item.GetComponent <MeshRenderer>().material.color = startGame.darkColor; item.GetComponent <MJ_Event>().isCanOut = false; maskList.Add(item.gameObject); } } } break; case GameInfo.QueType.no: if (ispaixu) { //GameInfo.PaiXu(myCards.shouPaiGOList, GameInfo.MJ_S_Flode); myCards.SortAllShouPai(); } break; } }
// Update is called once per frame void Update() { if (GameInfo.returnGetRoomCard != null) { GameInfo.userRoomCard = GameInfo.returnGetRoomCard.UserRoomCard; RoomCardNum.text = GameInfo.userRoomCard + ""; GameInfo.returnGetRoomCard = null; } //返回公告信息 if (GameInfo.returnAnnouncement != null) { GameInfo.announcementInfo = GameInfo.returnAnnouncement.announcement; GameInfo.returnAnnouncement = null; } if (GameInfo.returnServerIP != null) { GameInfo.ip = GameInfo.returnServerIP.ip; GameInfo.port = GameInfo.returnServerIP.port; GameInfo.status = GameInfo.returnServerIP.Status; OutLog.log("马上断开socket链接"); GameInfo.cs.Closed(); SendAddServer sendAddServer = new SendAddServer();//..CreateBuilder() sendAddServer.openid = GameInfo.OpenID; sendAddServer.unionid = GameInfo.unionid; Debug.Log(GameInfo.OpenID); byte[] body = ProtobufUtility.GetByteFromProtoBuf(sendAddServer); byte[] data = CreateHead.CreateMessage(CreateHead.CSXYNUM + 1011, body.Length, 0, body); GameInfo.cs.serverType = ServerType.GameServer; OutLog.log("马上重新socket链接"); GameInfo.cs.Send(data); OutLog.log("已经重新socket链接"); if (GameInfo.status == 2) { GameInfo.room_id = int.Parse(GameInfo.returnServerIP.RoomID); Recon_Pel.SetActive(true); GameInfo.recon = true; isClosed = true; print("断线重连"); //提示用户有断线重联的情况, 跳转场景 reconTip.SetActive(true); Invoke("ReEnterRoom", 3); } GameInfo.returnServerIP = null; } if (GameInfo.returnAddServer != null) { GameInfo.addStatus = GameInfo.returnAddServer.status; GameInfo.returnAddServer = null; } if (Input.GetKeyUp(KeyCode.Escape)) { FICWaringPanel._instance.ShowQuit(); FICWaringPanel._instance.WarnningMethods = delegate { Application.Quit(); }; } if (GameInfo.returnGameOperation != null) { ShowOperationStatus(); } }
private void GYMJNew(int news, byte[] body) { switch (news) { case 12002: //服务器返回房间信息 GameInfo.returnCreatRoom = ProtobufUtility.DeserializeProtobuf <DNL.ReturnCreateRoom>(body); Debug.Log("12002:" + "返回房间信息" + GameInfo.returnCreatRoom.ToString()); OutLog.log("12002:" + GameInfo.returnCreatRoom.ToString()); break; case 10001: //心跳 GameInfo.UserHearbeat = 0; break; case 12004: //服务器返回加入信息 GameInfo.returnAddRoom = ProtobufUtility.DeserializeProtobuf <DNL.ReturnAddRoom>(body); Debug.Log("12004:" + GameInfo.returnAddRoom.ToString()); OutLog.log("12004:服务器返回加入信息"); break; case 12005: //服务器主动推送加入玩家信息 var returnUserInfo = ProtobufUtility.DeserializeProtobuf <DNL.ReturnUserInfo>(body); GameInfo.returnUserInfo = returnUserInfo; Debug.Log("12005:" + "服务端主动推送加入玩家信息" + returnUserInfo.ToString()); OutLog.log("12005:服务端主动推送加入玩家信息"); break; case 12006: //服务器返回主动推送游戏开始信息 var returnStartGame = ProtobufUtility.DeserializeProtobuf <DNL.ReturnStartGame>(body); GameInfo.returnStartGame = returnStartGame; Debug.Log("12006:" + "服务端推送游戏开始信息" + returnStartGame.ToString()); OutLog.log("12006:服务端推送游戏开始信息"); break; case 12008: //服务器返回开始游戏 var returnStart = ProtobufUtility.DeserializeProtobuf <DNL.ReturnStart>(body); GameInfo.returnStart = returnStart; Debug.Log("12008:" + "开始游戏" + returnStart.ToString()); OutLog.log("12008:开始游戏"); break; case 12010: //服务器返回开始游戏 var returnTTorTH = ProtobufUtility.DeserializeProtobuf <ReturnTTATH>(body); GameInfo.returnTTOrTH = returnTTorTH; Debug.Log("12010:" + "返回打出叫牌的集合" + returnTTorTH.ToString()); OutLog.log("12010:返回打出叫牌的集合"); break; case 13009: //返回出牌信息,出牌方,出牌的花色 var returnMsg = ProtobufUtility.DeserializeProtobuf <ReturnMsg>(body); GameInfo.returnMsg = returnMsg; Debug.Log("13009:" + "下发打出牌的消息" + returnMsg.ToString()); OutLog.log("13009:下发打出牌的消息"); break; case 13008: //返回碰杠胡摸 四个信息和 方位 var returnAll = ProtobufUtility.DeserializeProtobuf <ReturnAll>(body); GameInfo.returnAll = returnAll; Debug.Log("13008:" + "下发碰杠胡消息" + returnAll.ToString()); OutLog.log("13008:下发碰杠胡消息"); break; case CreateHead.CSXYNUM + 3003: //返回摸牌 var returnMP = ProtobufUtility.DeserializeProtobuf <ReturnMP>(body); GameInfo.returnMP = returnMP; Debug.Log(CreateHead.CSXYNUM + 3003 + "返回摸牌 " + returnMP.ToString()); OutLog.log("13003:返回摸牌"); break; case CreateHead.CSXYNUM + 4002: //返回下发碰杠胡消息 var returnPeng = ProtobufUtility.DeserializeProtobuf <ReturnPeng>(body); GameInfo.returnPeng = returnPeng; Debug.Log(CreateHead.CSXYNUM + 4002 + "下发碰杠胡后消息" + returnPeng.ToString()); OutLog.log("14002:下发碰杠胡后消息"); break; case CreateHead.CSXYNUM + 5002: //返回听牌方位 var returnBTMsg = ProtobufUtility.DeserializeProtobuf <ReturnBTMsg>(body); GameInfo.returnBTMSG = returnBTMsg; Debug.Log(CreateHead.CSXYNUM + 5002 + "返回听牌方位" + returnBTMsg.ToString()); OutLog.log("15002:返回听牌方位"); break; case CreateHead.CSXYNUM + 5013: //返回听牌方位 var returnTT = ProtobufUtility.DeserializeProtobuf <ReturnTT>(body); GameInfo.returnTT = returnTT; Debug.Log(CreateHead.CSXYNUM + 5013 + "返回天听方位(所有人)" + returnTT.ToString()); OutLog.log("15013:返回天听方位(所有人)"); break; case CreateHead.CSXYNUM + 6001: //返回是否、 var returnRecon = ProtobufUtility.DeserializeProtobuf <ReturnRecon>(body); GameInfo.returnRecon = returnRecon; Debug.Log(CreateHead.CSXYNUM + 6001 + "判断是否断线重连" + returnRecon.ToString()); OutLog.log("16001:判断是否断线重连"); break; case CreateHead.CSXYNUM + 7001: //返回断线前消息 var returnConnData = ProtobufUtility.DeserializeProtobuf <ReturnConnData>(body); GameInfo.returnConnData = returnConnData; Debug.Log(CreateHead.CSXYNUM + 7001 + "返回断线前信息" + returnConnData.ToString()); OutLog.log("17001:返回断线前信息"); break; case CreateHead.CSXYNUM + 7002: //返回重新发牌信息 var returnMsgList = ProtobufUtility.DeserializeProtobuf <ReturnMsgList>(body); GameInfo.returnMsgList = returnMsgList; Debug.Log(CreateHead.CSXYNUM + 7002 + "返回重发信息" + returnMsgList.ToString()); OutLog.log("17002:返回重发信息"); break; case CreateHead.CSXYNUM + 7004: //返回活跃用户 while (true) { if (GameInfo.returnHyUser == null) { var returnHyUser = ProtobufUtility.DeserializeProtobuf <ReturnHyUser>(body); GameInfo.returnHyUser = returnHyUser; Debug.Log(CreateHead.CSXYNUM + 7004 + "返回活跃用户" + returnHyUser.ToString()); OutLog.log("17004:返回活跃用户"); break; } else { Thread.Sleep(200); } } break; case CreateHead.CSXYNUM + 7005: //返回翻鸡牌 var returnFJ = ProtobufUtility.DeserializeProtobuf <ReturnFJ>(body); GameInfo.returnFJ = returnFJ; Debug.Log(CreateHead.CSXYNUM + 7005 + "返回翻鸡牌" + returnFJ.ToString()); OutLog.log("17005:返回翻鸡牌"); break; case CreateHead.CSXYNUM + 2009: //返回打出叫牌的集合 var returnTP = ProtobufUtility.DeserializeProtobuf <ReturnTP>(body); GameInfo.returnTP = returnTP; Debug.Log(CreateHead.CSXYNUM + 2009 + "返回打出叫牌的集合" + returnTP.ToString()); OutLog.log("12009:返回打出叫牌的集合"); break; case CreateHead.CSXYNUM + 7009: //返回结算信息(全体) var returnJS = ProtobufUtility.DeserializeProtobuf <ReturnJS>(body); GameInfo.returnJS = returnJS; Debug.Log(CreateHead.CSXYNUM + 7009 + "返回结算信息(全体)" + returnJS.ToString()); OutLog.log("17009:返回结算信息(全体)"); break; case CreateHead.CSXYNUM + 5004: //返回请求解散房间信息(所有人接收,客户端自主判断是否显示) var returnJSMsg = ProtobufUtility.DeserializeProtobuf <ReturnJSMsg>(body); GameInfo.returnJSMsg = returnJSMsg; Debug.Log(CreateHead.CSXYNUM + 5004 + "返回请求解散房间信息" + returnJSMsg.ToString()); OutLog.log("15004:返回请求解散房间信息"); break; case CreateHead.CSXYNUM + 5006: //返回单个用户同意解散房间信息 var returnJSByOnew = ProtobufUtility.DeserializeProtobuf <ReturnJSByOnew>(body); GameInfo.returnJSByOnew = returnJSByOnew; Debug.Log(CreateHead.CSXYNUM + 5006 + "返回单个用户同意信息" + returnJSByOnew.ToString()); OutLog.log("15006:返回单个用户同意信息"); break; case CreateHead.CSXYNUM + 5007: //返回集体消息是否解散房间 var returnALLIdea = ProtobufUtility.DeserializeProtobuf <ReturnAllIdea>(body); GameInfo.returnALLIdea = returnALLIdea; Debug.Log(CreateHead.CSXYNUM + 5007 + "返回集体消息是否解散房间" + returnALLIdea.ToString()); OutLog.log("15007:返回集体消息是否解散房间"); break; case CreateHead.CSXYNUM + 5009: //服务端返回退出玩家 var returnRemoveUser = ProtobufUtility.DeserializeProtobuf <ReturnRemoveUser>(body); GameInfo.returnRemoveUser = returnRemoveUser; Debug.Log(CreateHead.CSXYNUM + 5009 + "服务端返回退出玩家" + returnRemoveUser.ToString()); OutLog.log("15009:服务端返回退出玩家"); break; case CreateHead.CSXYNUM + 7003: //返回房间信息 var returnRoomMsg = ProtobufUtility.DeserializeProtobuf <ReturnRoomMsg>(body); GameInfo.returnRoomMsg = returnRoomMsg; Debug.Log(CreateHead.CSXYNUM + 7003 + "返回房间信息" + returnRoomMsg.ToString()); OutLog.log("17003:返回房间信息"); break; case CreateHead.CSXYNUM + 7008: //玩家手牌集合 var returnUserSPai = ProtobufUtility.DeserializeProtobuf <ReturnUserSPai>(body); GameInfo.returnUserSPai = returnUserSPai; Debug.Log(CreateHead.CSXYNUM + 7008 + "玩家手牌集合" + returnUserSPai.ToString()); OutLog.log("17008:玩家手牌集合"); break; case CreateHead.CSXYNUM + 5012: //服务器下发定缺信息 var returnAYM = ProtobufUtility.DeserializeProtobuf <ReturnAYM>(body); GameInfo.returnAYM = returnAYM; Debug.Log(CreateHead.CSXYNUM + 5012 + "返回缺牌信息" + returnAYM.ToString()); OutLog.log("15012:返回缺牌信息"); break; case CreateHead.CSXYNUM + 5015: //返回胡牌(替换原3008的胡 var returnHByType = ProtobufUtility.DeserializeProtobuf <ReturnHByType>(body); GameInfo.returnHByType = returnHByType; Debug.Log(CreateHead.CSXYNUM + 5015 + "返回胡牌" + returnHByType.ToString()); OutLog.log("15015:返回胡牌"); break; case CreateHead.CSXYNUM + 7006: //返回剩余牌堆数目 var returnPaiCount = ProtobufUtility.DeserializeProtobuf <ReturnPaiCount>(body); GameInfo.returnPaiCount = returnPaiCount; Debug.Log(CreateHead.CSXYNUM + 7006 + "返回剩余牌堆数" + returnPaiCount.ToString()); OutLog.log("17006:返回剩余牌堆数"); break; case CreateHead.CSXYNUM + 5014: var returnDJS = ProtobufUtility.DeserializeProtobuf <ReturnDJS>(body); GameInfo.returnDJS = returnDJS; Debug.Log(CreateHead.CSXYNUM + 5014 + "大结算信息" + returnDJS.ToString()); OutLog.log("15014:大结算信息"); break; case CreateHead.CSXYNUM + 5018: var returnZR = ProtobufUtility.DeserializeProtobuf <ReturnZR>(body); GameInfo.returnZR = returnZR; Debug.Log(CreateHead.CSXYNUM + 5018 + "下发责任鸡消息" + returnZR.ToString()); OutLog.log("15018:下发责任鸡消息"); break; case CreateHead.CSXYNUM + 5020: var returnZhuang = ProtobufUtility.DeserializeProtobuf <ReturnZhuang>(body); GameInfo.returnZhuang = returnZhuang; Debug.Log(CreateHead.CSXYNUM + 5020 + "返回庄" + returnZhuang.ToString()); OutLog.log("15020:返回庄"); break; case CreateHead.CSXYNUM + 5021: var returnHType = ProtobufUtility.DeserializeProtobuf <ReturnHType>(body); GameInfo.returnHType = returnHType; Debug.Log(CreateHead.CSXYNUM + 5021 + "返回胡信息" + returnHType.ToString()); OutLog.log("15021:返回胡信息"); break; case CreateHead.CSXYNUM + 5022: var returnGang = ProtobufUtility.DeserializeProtobuf <ReturnGang>(body); GameInfo.returnGang = returnGang; Debug.Log(CreateHead.CSXYNUM + 5022 + "返回杠消息" + returnGang.ToString()); OutLog.log("15022:返回杠消息"); break; case CreateHead.CSXYNUM + 7090: var returnRoomAdd = ProtobufUtility.DeserializeProtobuf <ReturnRoomAdd>(body); GameInfo.returnRoomAdd = returnRoomAdd; Debug.Log(CreateHead.CSXYNUM + 7090 + "返回加入房间状态" + returnRoomAdd.ToString()); OutLog.log("17090:返回加入房间状态"); break; case CreateHead.CSXYNUM + 7091: var returnDis = ProtobufUtility.DeserializeProtobuf <ReturnDis>(body); GameInfo.returnDis = returnDis; Debug.Log(CreateHead.CSXYNUM + 7091 + "返回用户距离" + returnDis.ToString()); OutLog.log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis); Debug.Log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis); break; case CreateHead.CSXYNUM + 7092: var returnIsJ = ProtobufUtility.DeserializeProtobuf <ReturnIsJ>(body); GameInfo.returnIsJ = returnIsJ; Debug.Log(CreateHead.CSXYNUM + 7092 + "返回是否有相近用户" + returnIsJ.ToString()); OutLog.log("17092:返回是否有相近用户"); break; case CreateHead.CSXYNUM + 7093: var returnIPSame = ProtobufUtility.DeserializeProtobuf <ReturnIPSame>(body); GameInfo.returnIPSame = returnIPSame; Debug.Log(CreateHead.CSXYNUM + 7093 + "返回是否有相同IP" + returnIPSame.ToString()); OutLog.log("17093:返回是否有相同IP"); break; case CreateHead.CSXYNUM + 8003: var returnVoice = ProtobufUtility.DeserializeProtobuf <ReturnVoice>(body); GameInfo.returnVoice = returnVoice; Debug.Log(CreateHead.CSXYNUM + 8003 + "返回语音信息" + returnVoice.ToString()); OutLog.log("18003:返回语音信息"); break; case CreateHead.CSXYNUM + 8004: var returnConnectionStatus = ProtobufUtility.DeserializeProtobuf <ReturnConnectionStatus>(body); GameInfo.returnConnectionStatus = returnConnectionStatus; Debug.Log(CreateHead.CSXYNUM + 8004 + "返回连接状态" + returnConnectionStatus.ToString()); OutLog.log(CreateHead.CSXYNUM + 8004 + returnConnectionStatus.ToString()); break; case CreateHead.CSXYNUM + +7095: var returnIsJ5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIsJ5Seconds>(body); GameInfo.returnIsJ5Seconds = returnIsJ5Seconds; Debug.Log(CreateHead.CSXYNUM + 7095 + "每五秒返回是否有相近用户" + returnIsJ5Seconds.ToString()); OutLog.log(CreateHead.CSXYNUM + 7095 + returnIsJ5Seconds.ToString()); break; case CreateHead.CSXYNUM + +7096: var returnIPSame5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIPSame5Seconds>(body); GameInfo.returnIPSame5Seconds = returnIPSame5Seconds; Debug.Log(CreateHead.CSXYNUM + 7096 + "每五秒返回是否y有相同IP" + returnIPSame5Seconds.ToString()); OutLog.log(CreateHead.CSXYNUM + 7096 + returnIPSame5Seconds.ToString()); break; case CreateHead.CSXYNUM + +7097: var returnCloseGPS = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS>(body); GameInfo.returnCloseGPS = returnCloseGPS; Debug.Log(CreateHead.CSXYNUM + 7097 + "返回是否开启GPS" + returnCloseGPS.ToString()); OutLog.log(CreateHead.CSXYNUM + 7097 + returnCloseGPS.ToString()); break; case CreateHead.CSXYNUM + +7098: var returnCloseGPS5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS5Seconds>(body); GameInfo.returnCloseGPS5Seconds = returnCloseGPS5Seconds; Debug.Log(CreateHead.CSXYNUM + 7098 + "返回是否开启GPS" + returnCloseGPS5Seconds.ToString()); OutLog.log(CreateHead.CSXYNUM + 7098 + returnCloseGPS5Seconds.ToString()); break; case CreateHead.CSXYNUM + +2011: var returnManaged = ProtobufUtility.DeserializeProtobuf <ReturnManaged>(body); GameInfo.returnManaged = returnManaged; Debug.Log(CreateHead.CSXYNUM + 2011 + "返回十秒出牌" + returnManaged.ToString()); OutLog.log(CreateHead.CSXYNUM + 2011 + returnManaged.ToString()); break; case CreateHead.CSXYNUM + +5010: var returnDisbandedFailure = ProtobufUtility.DeserializeProtobuf <ReturnDisbandedFailure>(body); GameInfo.returnDisbandedFailure = returnDisbandedFailure; Debug.Log(CreateHead.CSXYNUM + 5010 + "解散失败后,返回状态" + returnDisbandedFailure.ToString()); OutLog.log("15010:解散失败后,返回状态"); break; } }
/// <summary> /// 端口连接 /// </summary> public void Connect() { IPAddress ipaddress; EndPoint point; if (clientSocket != null && clientSocket.Connected) { return; } if (clientSocket != null) { try { clientSocket.Shutdown(SocketShutdown.Both); } catch (Exception) { } clientSocket.Close(); } clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); switch (GameInfo.cs.serverType) { case ServerType.ListServer: Debug.Log("列表服务器"); ipaddress = IPAddress.Parse(GameInfo.listIp); point = new IPEndPoint(ipaddress, int.Parse(GameInfo.listPort)); OutLog.log("列表服务器" + GameInfo.listIp + GameInfo.listPort); break; case ServerType.GameServer: Debug.Log("游戏服务器"); ipaddress = IPAddress.Parse(GameInfo.ip); point = new IPEndPoint(ipaddress, int.Parse(GameInfo.port)); OutLog.log("游戏服务器" + GameInfo.listIp + GameInfo.listPort); break; default: ipaddress = IPAddress.Parse(GameInfo.listIp); point = new IPEndPoint(ipaddress, int.Parse(GameInfo.listPort)); Debug.Log("服务器类型错误"); break; } try { clientSocket.Connect(point); } catch (Exception e) { Debug.Log("连接失败" + e); return; } clientSocket.Blocking = true; if (!clientSocket.Connected) { Closed(); Debug.Log("connect time out"); OutLog.log("connect time out"); } else { Debug.Log("connectSuccess"); OutLog.log("connectSuccess"); if (myThread != null) { myThread.Abort(); } myThread = new Thread(new ThreadStart(ReceiveMessage)); myThread.IsBackground = true; myThread.Start(); } }
private void ListNew(int news, byte[] body) { switch (news) { case 11002: //服务器返回登录信息 GameInfo.returnlogin = ProtobufUtility.DeserializeProtobuf <ReturnLogin>(body); Debug.Log("11002:" + GameInfo.returnlogin); OutLog.log("11002:登录"); break; //case CreateHead.CSXYNUM + 1://心跳 case 10001: //心跳 GameInfo.UserHearbeat = 0; break; case CreateHead.CSXYNUM + 1010: var returnServerIP = ProtobufUtility.DeserializeProtobuf <ReturnServerIP>(body); GameInfo.returnServerIP = returnServerIP; Debug.Log(CreateHead.CSXYNUM + 1010 + "服务器返回IP和端口" + returnServerIP.ip.ToString() + " ," + returnServerIP.port); OutLog.log("11010:服务器返回IP和端口"); break; case CreateHead.CSXYNUM + 1012: var returnAddServer = ProtobufUtility.DeserializeProtobuf <ReturnAddServer>(body); GameInfo.returnAddServer = returnAddServer; Debug.Log(CreateHead.CSXYNUM + 1012 + "连接上服务器后,服务器返回状态" + returnAddServer.ToString()); OutLog.log("11012:连接上服务器后,服务器返回状态"); break; case CreateHead.CSXYNUM + 8001: var returnAnnouncement = ProtobufUtility.DeserializeProtobuf <ReturnAnnouncement>(body); GameInfo.returnAnnouncement = returnAnnouncement; Debug.Log(CreateHead.CSXYNUM + 8001 + "返回公告信息" + returnAnnouncement.ToString()); OutLog.log("18001:返回公告信息"); break; case CreateHead.CSXYNUM + +9002: var returnUserRecord = ProtobufUtility.DeserializeProtobuf <ReturnUserRecord>(body); GameInfo.returnUserRecord = returnUserRecord; Debug.Log(CreateHead.CSXYNUM + 9002 + "返回用户战绩列表" + returnUserRecord.ToString()); OutLog.log("19002:返回用户战绩列表"); break; case CreateHead.CSXYNUM + +9004: var returnGetUserGamePlayback = ProtobufUtility.DeserializeProtobuf <ReturnGetUserGamePlayback>(body); GameInfo.returnGetUserGamePlayback = returnGetUserGamePlayback; Debug.Log(CreateHead.CSXYNUM + 9004 + "根据牌桌信息ID返回多局牌集合" + returnGetUserGamePlayback.ToString()); OutLog.log("19004:根据牌桌信息ID返回多局牌集合"); break; case CreateHead.CSXYNUM + +1031: var returnGroupInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfo>(body); GameInfo.returnGroupInfo = returnGroupInfo; Debug.Log(CreateHead.CSXYNUM + 1031 + "返回朋友圈信息" + returnGroupInfo.ToString()); OutLog.log("11031:返回朋友圈信息"); break; case CreateHead.CSXYNUM + +1061: var returnGroupApplyInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupApplyInfo>(body); GameInfo.returnGroupApplyInfo = returnGroupApplyInfo; Debug.Log(CreateHead.CSXYNUM + 1061 + "返回申请记录" + returnGroupApplyInfo.ToString()); OutLog.log("11061:返回申请记录"); break; case CreateHead.CSXYNUM + +1051: var returnPlayerList = ProtobufUtility.DeserializeProtobuf <ReturnPlayerList>(body); GameInfo.returnPlayerList = returnPlayerList; Debug.Log(CreateHead.CSXYNUM + 1051 + "获取圈内玩家列表" + returnPlayerList.ToString()); OutLog.log("11051:获取圈内玩家列表"); break; case CreateHead.CSXYNUM + +1052: var returnRecordList = ProtobufUtility.DeserializeProtobuf <ReturnRecordList>(body); GameInfo.returnRecordList = returnRecordList; Debug.Log(CreateHead.CSXYNUM + 1052 + "圈内玩家最近开房记录" + returnRecordList.ToString()); OutLog.log("11052:圈内玩家最近开房记录"); break; case CreateHead.CSXYNUM + +1081: var returnLobbyInfo = ProtobufUtility.DeserializeProtobuf <ReturnLobbyInfo>(body); GameInfo.returnLobbyInfo = returnLobbyInfo; Debug.Log(CreateHead.CSXYNUM + 1081 + "返回大厅信息" + returnLobbyInfo.ToString()); OutLog.log("11081:返回大厅信息"); break; case CreateHead.CSXYNUM + +1021: var returnGameOperation = ProtobufUtility.DeserializeProtobuf <ReturnGameOperation>(body); GameInfo.returnGameOperation = returnGameOperation; Debug.Log(CreateHead.CSXYNUM + 1021 + "返回操作是否成功" + returnGameOperation.ToString()); OutLog.log("11021:返回操作是否成功"); break; case CreateHead.CSXYNUM + +1041: var returnApplyToJoin = ProtobufUtility.DeserializeProtobuf <ReturnApplyToJoin>(body); GameInfo.returnApplyToJoin = returnApplyToJoin; Debug.Log(CreateHead.CSXYNUM + 1021 + "返回申请结果" + returnApplyToJoin.ToString()); OutLog.log("11021:返回申请结果"); break; case CreateHead.CSXYNUM + +1091: var returnQuitGroup = ProtobufUtility.DeserializeProtobuf <ReturnQuitGroup>(body); GameInfo.returnQuitGroup = returnQuitGroup; Debug.Log(CreateHead.CSXYNUM + 1091 + "返回退出结果" + returnQuitGroup.ToString()); OutLog.log("11091:返回退出结果"); break; case CreateHead.CSXYNUM + +1023: var returnGetRoomCard = ProtobufUtility.DeserializeProtobuf <ReturnGetRoomCard>(body); GameInfo.returnGetRoomCard = returnGetRoomCard; Debug.Log(CreateHead.CSXYNUM + 1023 + "返回房卡信息" + returnGetRoomCard.ToString()); OutLog.log("11023:返回房卡信息"); break; case CreateHead.CSXYNUM + +1104: var returnMessgae = ProtobufUtility.DeserializeProtobuf <ReturnMessgae>(body); GameInfo.returnMessgae = returnMessgae; Debug.Log(CreateHead.CSXYNUM + 1104 + "返回消息" + returnMessgae.ToString()); OutLog.log("11104:返回消息"); break; case CreateHead.CSXYNUM + +1033: var returnGroupInfoByGroupID = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfoByGroupID>(body); GameInfo.returnGroupInfoByGroupID = returnGroupInfoByGroupID; Debug.Log(CreateHead.CSXYNUM + 1033 + "根据圈子ID返回朋友圈信息" + returnGroupInfoByGroupID.ToString()); OutLog.log("11033:根据圈子ID返回朋友圈信息"); break; case CreateHead.CSXYNUM + +1035: var returnGroupUserInfoByGroupID = ProtobufUtility.DeserializeProtobuf <ReturnGroupUserInfoByGroupID>(body); GameInfo.returnGroupUserInfoByGroupID = returnGroupUserInfoByGroupID; Debug.Log(CreateHead.CSXYNUM + 1035 + "根据圈子ID返回朋友圈用户信息" + returnGroupUserInfoByGroupID.ToString()); OutLog.log("11035:根据圈子ID返回朋友圈用户信息"); break; case CreateHead.CSXYNUM + +1111: var returnMessgaeList = ProtobufUtility.DeserializeProtobuf <ReturnMessgaeList>(body); GameInfo.returnMessgaeList = returnMessgaeList; Debug.Log(CreateHead.CSXYNUM + 1111 + "服务器返回消息集合" + returnMessgaeList.ToString()); OutLog.log("11111: 服务器返回消息集合 "); break; } }
public void MethodsByNew(int news, byte[] body) { Debug.Log("newsNumber" + news.ToString()); GameInfo.UserHearbeat = 0; switch (news) { case 11002: //服务器返回登录信息 //GameInfo.returnlogin = ReturnLogin.ParseFrom(body); GameInfo.returnlogin = ProtobufUtility.DeserializeProtobuf <ReturnLogin>(body); // Debug.Log("11002:" + GameInfo.returnlogin.Loginstat); OutLog.log("11002:登录"); break; case 12002: //服务器返回房间信息 //GameInfo.returnCreatRoom = ReturnCreateRoom.ParseFrom(body); GameInfo.returnCreatRoom = ProtobufUtility.DeserializeProtobuf <ReturnCreateRoom>(body); Debug.Log("12002:" + "返回房间信息" + GameInfo.returnCreatRoom.ToString()); //OutLog.log("12002:" + GameInfo.returnCreatRoom.ToString()); break; case 12004: //服务器返回加入信息 // GameInfo.returnAddRoom = ReturnAddRoom.ParseFrom(body); GameInfo.returnAddRoom = ProtobufUtility.DeserializeProtobuf <ReturnAddRoom>(body); Debug.Log("12004:" + GameInfo.returnAddRoom.ToString()); OutLog.log("12004:服务器返回加入信息"); break; case 12005: //服务器主动推送加入玩家信息 //var returnUserInfo = ReturnUserInfo.ParseFrom(body); var returnUserInfo = ProtobufUtility.DeserializeProtobuf <ReturnUserInfo>(body); GameInfo.returnUserInfo = returnUserInfo; Debug.Log("12005:" + "服务端主动推送加入玩家信息" + returnUserInfo.ToString()); OutLog.log("12005:服务端主动推送加入玩家信息"); break; case 12006: //服务器返回主动推送游戏开始信息 // var returnStartGame = ReturnStartGame.ParseFrom(body); var returnStartGame = ProtobufUtility.DeserializeProtobuf <ReturnStartGame>(body); GameInfo.returnStartGame = returnStartGame; Debug.Log("12006:" + "服务端推送游戏开始信息" + returnStartGame.ToString()); OutLog.log("12006:服务端推送游戏开始信息"); break; case 12008: //服务器返回开始游戏 //var returnStart = ReturnStart.ParseFrom(body); var returnStart = ProtobufUtility.DeserializeProtobuf <ReturnStart>(body); GameInfo.returnStart = returnStart; Debug.Log("12008:" + "开始游戏" + returnStart.ToString()); OutLog.log("12008:开始游戏"); break; case 12010: //服务器返回开始游戏 //var returnTTorTH = ReturnTTATH.ParseFrom(body); var returnTTorTH = ProtobufUtility.DeserializeProtobuf <ReturnTTATH>(body); GameInfo.returnTTOrTH = returnTTorTH; Debug.Log("12010:" + "返回打出叫牌的集合" + returnTTorTH.ToString()); OutLog.log("12010:返回打出叫牌的集合"); break; case 13009: //返回出牌信息,出牌方,出牌的花色 //var returnMsg = ReturnMsg.ParseFrom(body); var returnMsg = ProtobufUtility.DeserializeProtobuf <ReturnMsg>(body); GameInfo.returnMsg = returnMsg; Debug.Log("13009:" + "下发打出牌的消息" + returnMsg.ToString()); OutLog.log("13009:下发打出牌的消息"); break; case 13008: //返回碰杠胡摸 四个信息和 方位 //var returnAll = ReturnAll.ParseFrom(body); var returnAll = ProtobufUtility.DeserializeProtobuf <ReturnAll>(body); GameInfo.returnAll = returnAll; Debug.Log("13008:" + "下发碰杠胡消息" + returnAll.ToString()); OutLog.log("13008:下发碰杠胡消息"); break; case CreateHead.CSXYNUM + 3003: //返回摸牌 //var returnMP = ReturnMP.ParseFrom(body); var returnMP = ProtobufUtility.DeserializeProtobuf <ReturnMP>(body); GameInfo.returnMP = returnMP; Debug.Log(CreateHead.CSXYNUM + 3003 + "返回摸牌 " + returnMP.ToString()); OutLog.log("13003:返回摸牌"); break; case CreateHead.CSXYNUM + 4002: //返回下发碰杠胡消息 //var returnPeng = ReturnPeng.ParseFrom(body); var returnPeng = ProtobufUtility.DeserializeProtobuf <ReturnPeng>(body); GameInfo.returnPeng = returnPeng; Debug.Log(CreateHead.CSXYNUM + 4002 + "下发碰杠胡后消息" + returnPeng.ToString()); OutLog.log("14002:下发碰杠胡后消息"); break; case CreateHead.CSXYNUM + 5002: //返回听牌方位 //var returnBTMsg = ReturnBTMsg.ParseFrom(body); var returnBTMsg = ProtobufUtility.DeserializeProtobuf <ReturnBTMsg>(body); GameInfo.returnBTMSG = returnBTMsg; Debug.Log(CreateHead.CSXYNUM + 5002 + "返回听牌方位" + returnBTMsg.ToString()); OutLog.log("15002:返回听牌方位"); break; case CreateHead.CSXYNUM + 5013: //返回听牌方位 //var returnTT = ReturnTT.ParseFrom(body); var returnTT = ProtobufUtility.DeserializeProtobuf <ReturnTT>(body); GameInfo.returnTT = returnTT; Debug.Log(CreateHead.CSXYNUM + 5013 + "返回天听方位(所有人)" + returnTT.ToString()); OutLog.log("15013:返回天听方位(所有人)"); break; case CreateHead.CSXYNUM + 6001: //返回是否、 //var returnRecon = ReturnRecon.ParseFrom(body); var returnRecon = ProtobufUtility.DeserializeProtobuf <ReturnRecon>(body); GameInfo.returnRecon = returnRecon; Debug.Log(CreateHead.CSXYNUM + 6001 + "判断是否断线重连" + returnRecon.ToString()); OutLog.log("16001:判断是否断线重连"); break; case CreateHead.CSXYNUM + 7001: //返回断线前消息 //var returnConnData = ReturnConnData.ParseFrom(body); var returnConnData = ProtobufUtility.DeserializeProtobuf <ReturnConnData>(body); GameInfo.returnConnData = returnConnData; Debug.Log(CreateHead.CSXYNUM + 7001 + "返回断线前信息" + returnConnData.ToString()); OutLog.log("17001:返回断线前信息"); break; case CreateHead.CSXYNUM + 7002: //返回重新发牌信息 //var returnMsgList = ReturnMsgList.ParseFrom(body); var returnMsgList = ProtobufUtility.DeserializeProtobuf <ReturnMsgList>(body); GameInfo.returnMsgList = returnMsgList; // Debug.Log(CreateHead.CSXYNUM + 7002 + "返回重发信息" + returnMsgList.ToString()); OutLog.log("17002:返回重发信息"); break; case CreateHead.CSXYNUM + 7004: //返回活跃用户 if (GameInfo.returnHyUser == null) { //var returnHyUser = ReturnHyUser.ParseFrom(body); var returnHyUser = ProtobufUtility.DeserializeProtobuf <ReturnHyUser>(body); GameInfo.returnHyUser = returnHyUser; Debug.Log(CreateHead.CSXYNUM + 7004 + "返回活跃用户" + returnHyUser.ToString()); OutLog.log("17004:返回活跃用户"); break; } break; case CreateHead.CSXYNUM + 7005: //返回翻鸡牌 //var returnFJ = ReturnFJ.ParseFrom(body); var returnFJ = ProtobufUtility.DeserializeProtobuf <ReturnFJ>(body); GameInfo.returnFJ = returnFJ; Debug.Log(CreateHead.CSXYNUM + 7005 + "返回翻鸡牌" + returnFJ.ToString()); OutLog.log("17005:返回翻鸡牌"); break; case CreateHead.CSXYNUM + 2009: //返回打出叫牌的集合 //var returnTP = ReturnTP.ParseFrom(body); var returnTP = ProtobufUtility.DeserializeProtobuf <ReturnTP>(body); GameInfo.returnTP = returnTP; Debug.Log(CreateHead.CSXYNUM + 2009 + "返回打出叫牌的集合" + returnTP.ToString()); OutLog.log("12009:返回打出叫牌的集合"); break; case CreateHead.CSXYNUM + 7009: //返回结算信息(全体) //var returnJS = ReturnJS.ParseFrom(body); var returnJS = ProtobufUtility.DeserializeProtobuf <ReturnJS>(body); GameInfo.returnJS = returnJS; // Debug.Log(CreateHead.CSXYNUM + 7009 + "返回结算信息(全体)" + returnJS.ToString()); OutLog.log("17009:返回结算信息(全体)"); break; case CreateHead.CSXYNUM + 5004: //返回请求解散房间信息(所有人接收,客户端自主判断是否显示) //var returnJSMsg = ReturnJSMsg.ParseFrom(body); var returnJSMsg = ProtobufUtility.DeserializeProtobuf <ReturnJSMsg>(body); GameInfo.returnJSMsg = returnJSMsg; // Debug.Log(CreateHead.CSXYNUM + 5004 + "返回请求解散房间信息" + returnJSMsg.ToString()); OutLog.log("15004:返回请求解散房间信息"); break; case CreateHead.CSXYNUM + 5006: //返回单个用户同意解散房间信息 //var returnJSByOnew = ReturnJSByOnew.ParseFrom(body); var returnJSByOnew = ProtobufUtility.DeserializeProtobuf <ReturnJSByOnew>(body); GameInfo.returnJSByOnew = returnJSByOnew; Debug.Log(CreateHead.CSXYNUM + 5006 + "返回单个用户同意信息" + returnJSByOnew.ToString()); OutLog.log("15006:返回单个用户同意信息"); break; case CreateHead.CSXYNUM + 5007: //返回集体消息是否解散房间 //var returnALLIdea = ReturnAllIdea.ParseFrom(body); var returnALLIdea = ProtobufUtility.DeserializeProtobuf <ReturnAllIdea>(body); GameInfo.returnALLIdea = returnALLIdea; Debug.Log(CreateHead.CSXYNUM + 5007 + "返回集体消息是否解散房间" + returnALLIdea.ToString()); OutLog.log("15007:返回集体消息是否解散房间"); break; case CreateHead.CSXYNUM + 5009: //服务端返回退出玩家 //var returnRemoveUser = ReturnRemoveUser.ParseFrom(body); var returnRemoveUser = ProtobufUtility.DeserializeProtobuf <ReturnRemoveUser>(body); GameInfo.returnRemoveUser = returnRemoveUser; Debug.Log(CreateHead.CSXYNUM + 5009 + "服务端返回退出玩家" + returnRemoveUser.ToString()); OutLog.log("15009:服务端返回退出玩家"); break; case CreateHead.CSXYNUM + 7003: //返回房间信息 //var returnRoomMsg = ReturnRoomMsg.ParseFrom(body); var returnRoomMsg = ProtobufUtility.DeserializeProtobuf <ReturnRoomMsg>(body); GameInfo.returnRoomMsg = returnRoomMsg; Debug.Log(CreateHead.CSXYNUM + 7003 + "返回房间信息" + returnRoomMsg.ToString()); OutLog.log("17003:返回房间信息"); break; case CreateHead.CSXYNUM + 7008: //玩家手牌集合 //var returnUserSPai = ReturnUserSPai.ParseFrom(body); var returnUserSPai = ProtobufUtility.DeserializeProtobuf <ReturnUserSPai>(body); GameInfo.returnUserSPai = returnUserSPai; Debug.Log(CreateHead.CSXYNUM + 7008 + "玩家手牌集合" + returnUserSPai.ToString()); OutLog.log("17008:玩家手牌集合"); break; case CreateHead.CSXYNUM + 5012: //服务器下发定缺信息 //var returnAYM = ReturnAYM.ParseFrom(body); var returnAYM = ProtobufUtility.DeserializeProtobuf <ReturnAYM>(body); GameInfo.returnAYM = returnAYM; Debug.Log(CreateHead.CSXYNUM + 5012 + "返回缺牌信息" + returnAYM.ToString()); OutLog.log("15012:返回缺牌信息"); break; case CreateHead.CSXYNUM + 5015: //返回胡牌(替换原3008的胡 //var returnHByType = ReturnHByType.ParseFrom(body); var returnHByType = ProtobufUtility.DeserializeProtobuf <ReturnHByType>(body); GameInfo.returnHByType = returnHByType; Debug.Log(CreateHead.CSXYNUM + 5015 + "返回胡牌" + returnHByType.ToString()); OutLog.log("15015:返回胡牌"); break; case CreateHead.CSXYNUM + 7006: //返回剩余牌堆数目 //var returnPaiCount = ReturnPaiCount.ParseFrom(body); var returnPaiCount = ProtobufUtility.DeserializeProtobuf <ReturnPaiCount>(body); GameInfo.returnPaiCount = returnPaiCount; Debug.Log(CreateHead.CSXYNUM + 7006 + "返回剩余牌堆数" + returnPaiCount.ToString()); OutLog.log("17006:返回剩余牌堆数"); break; case CreateHead.CSXYNUM + 1: //心跳 GameInfo.UserHearbeat = 0; break; case CreateHead.CSXYNUM + 5014: //var returnDJS = ReturnDJS.ParseFrom(body); var returnDJS = ProtobufUtility.DeserializeProtobuf <ReturnDJS>(body); GameInfo.returnDJS = returnDJS; Debug.Log(CreateHead.CSXYNUM + 5014 + "大结算信息" + returnDJS.ToString()); OutLog.log("15014:大结算信息"); break; case CreateHead.CSXYNUM + 5018: //var returnZR = ReturnZR.ParseFrom(body); var returnZR = ProtobufUtility.DeserializeProtobuf <ReturnZR>(body); GameInfo.returnZR = returnZR; Debug.Log(CreateHead.CSXYNUM + 5018 + "下发责任鸡消息" + returnZR.ToString()); OutLog.log("15018:下发责任鸡消息"); break; case CreateHead.CSXYNUM + 5020: //var returnZhuang = ReturnZhuang.ParseFrom(body); var returnZhuang = ProtobufUtility.DeserializeProtobuf <ReturnZhuang>(body); GameInfo.returnZhuang = returnZhuang; Debug.Log(CreateHead.CSXYNUM + 5020 + "返回庄" + returnZhuang.ToString()); OutLog.log("15020:返回庄"); break; case CreateHead.CSXYNUM + 5021: //var returnHType = ReturnHType.ParseFrom(body); var returnHType = ProtobufUtility.DeserializeProtobuf <ReturnHType>(body); GameInfo.returnHType = returnHType; Debug.Log(CreateHead.CSXYNUM + 5021 + "返回胡信息" + returnHType.ToString()); OutLog.log("15021:返回胡信息"); break; case CreateHead.CSXYNUM + 5022: //var returnGang = ReturnGang.ParseFrom(body); var returnGang = ProtobufUtility.DeserializeProtobuf <ReturnGang>(body); GameInfo.returnGang = returnGang; Debug.Log(CreateHead.CSXYNUM + 5022 + "返回杠消息" + returnGang.ToString()); OutLog.log("15022:返回杠消息"); break; case CreateHead.CSXYNUM + 7090: //var returnRoomAdd = ReturnRoomAdd.ParseFrom(body); var returnRoomAdd = ProtobufUtility.DeserializeProtobuf <ReturnRoomAdd>(body); GameInfo.returnRoomAdd = returnRoomAdd; Debug.Log(CreateHead.CSXYNUM + 7090 + "返回加入房间状态" + returnRoomAdd.ToString()); OutLog.log("17090:返回加入房间状态"); break; case CreateHead.CSXYNUM + 7091: //var returnDis = ReturnDis.ParseFrom(body); var returnDis = ProtobufUtility.DeserializeProtobuf <ReturnDis>(body); GameInfo.returnDis = returnDis; Debug.Log(CreateHead.CSXYNUM + 7091 + "返回用户距离" + returnDis.ToString()); OutLog.log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis); Debug.Log(returnDis.FW + "与" + returnDis.FWT + "相距:" + returnDis.dis); break; case CreateHead.CSXYNUM + 7092: //var returnIsJ = ReturnIsJ.ParseFrom(body); var returnIsJ = ProtobufUtility.DeserializeProtobuf <ReturnIsJ>(body); GameInfo.returnIsJ = returnIsJ; Debug.Log(CreateHead.CSXYNUM + 7092 + "返回是否有相近用户" + returnIsJ.ToString()); OutLog.log("17092:返回是否有相近用户"); break; case CreateHead.CSXYNUM + 7093: //var returnIPSame = ReturnIPSame.ParseFrom(body); var returnIPSame = ProtobufUtility.DeserializeProtobuf <ReturnIPSame>(body); GameInfo.returnIPSame = returnIPSame; Debug.Log(CreateHead.CSXYNUM + 7093 + "返回是否有相同IP" + returnIPSame.ToString()); OutLog.log("17093:返回是否有相同IP"); break; case CreateHead.CSXYNUM + 1010: //var returnServerIP = ReturnServerIP.ParseFrom(body); var returnServerIP = ProtobufUtility.DeserializeProtobuf <ReturnServerIP>(body); GameInfo.returnServerIP = returnServerIP; Debug.Log(CreateHead.CSXYNUM + 1010 + "服务器返回IP和端口" + returnServerIP.ToString()); OutLog.log("11010:服务器返回IP和端口"); break; case CreateHead.CSXYNUM + 1012: //var returnAddServer = ReturnAddServer.ParseFrom(body); var returnAddServer = ProtobufUtility.DeserializeProtobuf <ReturnAddServer>(body); GameInfo.returnAddServer = returnAddServer; Debug.Log(CreateHead.CSXYNUM + 1012 + "连接上服务器后,服务器返回状态" + returnAddServer.ToString()); OutLog.log("11012:连接上服务器后,服务器返回状态"); break; case CreateHead.CSXYNUM + 8001: //var returnAnnouncement = ReturnAnnouncement.ParseFrom(body); var returnAnnouncement = ProtobufUtility.DeserializeProtobuf <ReturnAnnouncement>(body); GameInfo.returnAnnouncement = returnAnnouncement; Debug.Log(CreateHead.CSXYNUM + 8001 + "返回公告信息" + returnAnnouncement.ToString()); OutLog.log("18001:返回公告信息"); break; case CreateHead.CSXYNUM + 8003: //var returnVoice = ReturnVoice.ParseFrom(body); var returnVoice = ProtobufUtility.DeserializeProtobuf <ReturnVoice>(body); GameInfo.returnVoice = returnVoice; Debug.Log(CreateHead.CSXYNUM + 8003 + "返回语音信息" + returnVoice.ToString()); OutLog.log("18003:返回语音信息"); break; case CreateHead.CSXYNUM + 8004: //var returnConnectionStatus = ReturnConnectionStatus.ParseFrom(body); var returnConnectionStatus = ProtobufUtility.DeserializeProtobuf <ReturnConnectionStatus>(body); GameInfo.returnConnectionStatus = returnConnectionStatus; Debug.Log(CreateHead.CSXYNUM + 8004 + "返回连接状态" + returnConnectionStatus.ToString()); //OutLog.log(CreateHead.CSXYNUM + 8004 + returnConnectionStatus.ToString() ); break; case CreateHead.CSXYNUM + +9002: //var returnUserRecord = ReturnUserRecord.ParseFrom(body); var returnUserRecord = ProtobufUtility.DeserializeProtobuf <ReturnUserRecord>(body); GameInfo.returnUserRecord = returnUserRecord; Debug.Log(CreateHead.CSXYNUM + 9002 + "返回用户战绩列表" + returnUserRecord.ToString()); OutLog.log("19002:返回用户战绩列表"); break; case CreateHead.CSXYNUM + +9004: //var returnGetUserGamePlayback = ReturnGetUserGamePlayback.ParseFrom(body); var returnGetUserGamePlayback = ProtobufUtility.DeserializeProtobuf <ReturnGetUserGamePlayback>(body); GameInfo.returnGetUserGamePlayback = returnGetUserGamePlayback; Debug.Log(CreateHead.CSXYNUM + 9004 + "根据牌桌信息ID返回多局牌集合" + returnGetUserGamePlayback.ToString()); OutLog.log("19004:根据牌桌信息ID返回多局牌集合"); break; case CreateHead.CSXYNUM + +7095: //var returnIsJ5Seconds = ReturnIsJ5Seconds.ParseFrom(body); var returnIsJ5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIsJ5Seconds>(body); GameInfo.returnIsJ5Seconds = returnIsJ5Seconds; Debug.Log(CreateHead.CSXYNUM + 7095 + "每五秒返回是否有相近用户" + returnIsJ5Seconds.ToString()); //OutLog.log(CreateHead.CSXYNUM + 7095 + returnIsJ5Seconds.ToString() ); break; case CreateHead.CSXYNUM + +7096: //var returnIPSame5Seconds = ReturnIPSame5Seconds.ParseFrom(body); var returnIPSame5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnIPSame5Seconds>(body); GameInfo.returnIPSame5Seconds = returnIPSame5Seconds; Debug.Log(CreateHead.CSXYNUM + 7096 + "每五秒返回是否y有相同IP" + returnIPSame5Seconds.ToString()); //OutLog.log(CreateHead.CSXYNUM + 7096 + returnIPSame5Seconds.ToString() ); break; case CreateHead.CSXYNUM + +7097: //var returnCloseGPS = ReturnCloseGPS.ParseFrom(body); var returnCloseGPS = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS>(body); GameInfo.returnCloseGPS = returnCloseGPS; Debug.Log(CreateHead.CSXYNUM + 7097 + "返回是否开启GPS" + returnCloseGPS.ToString()); //OutLog.log(CreateHead.CSXYNUM + 7097 + returnCloseGPS.ToString() ); break; case CreateHead.CSXYNUM + +7098: var returnCloseGPS5Seconds = ProtobufUtility.DeserializeProtobuf <ReturnCloseGPS5Seconds>(body); GameInfo.returnCloseGPS5Seconds = returnCloseGPS5Seconds; Debug.Log(CreateHead.CSXYNUM + 7098 + "返回是否开启GPS" + returnCloseGPS5Seconds.ToString()); //OutLog.log(CreateHead.CSXYNUM + 7098 + returnCloseGPS5Seconds.ToString() ); break; case CreateHead.CSXYNUM + +2011: //var returnManaged = ReturnManaged.ParseFrom(body); var returnManaged = ProtobufUtility.DeserializeProtobuf <ReturnManaged>(body); GameInfo.returnManaged = returnManaged; Debug.Log(CreateHead.CSXYNUM + 2011 + "返回十秒出牌" + returnManaged.ToString()); //OutLog.log(CreateHead.CSXYNUM + 2011 + returnManaged.ToString() ); break; case CreateHead.CSXYNUM + +5010: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnDisbandedFailure = ProtobufUtility.DeserializeProtobuf <ReturnDisbandedFailure>(body); GameInfo.returnDisbandedFailure = returnDisbandedFailure; Debug.Log(CreateHead.CSXYNUM + 5010 + "解散失败后,返回状态" + returnDisbandedFailure.ToString()); OutLog.log("15010:解散失败后,返回状态"); break; case CreateHead.CSXYNUM + +1031: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnGroupInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupInfo>(body); GameInfo.returnGroupInfo = returnGroupInfo; Debug.Log(CreateHead.CSXYNUM + 1031 + "返回朋友圈信息" + returnGroupInfo.ToString()); OutLog.log("11031:返回朋友圈信息"); break; case CreateHead.CSXYNUM + +1061: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnGroupApplyInfo = ProtobufUtility.DeserializeProtobuf <ReturnGroupApplyInfo>(body); GameInfo.returnGroupApplyInfo = returnGroupApplyInfo; Debug.Log(CreateHead.CSXYNUM + 1061 + "返回申请记录" + returnGroupApplyInfo.ToString()); OutLog.log("11061:返回申请记录"); break; case CreateHead.CSXYNUM + +1051: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnPlayerList = ProtobufUtility.DeserializeProtobuf <ReturnPlayerList>(body); GameInfo.returnPlayerList = returnPlayerList; Debug.Log(CreateHead.CSXYNUM + 1051 + "获取圈内玩家列表" + returnPlayerList.ToString()); OutLog.log("11051:获取圈内玩家列表"); break; case CreateHead.CSXYNUM + +1052: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnRecordList = ProtobufUtility.DeserializeProtobuf <ReturnRecordList>(body); GameInfo.returnRecordList = returnRecordList; Debug.Log(CreateHead.CSXYNUM + 1052 + "圈内玩家最近开房记录" + returnRecordList.ToString()); OutLog.log("11052:圈内玩家最近开房记录"); break; case CreateHead.CSXYNUM + +1081: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnLobbyInfo = ProtobufUtility.DeserializeProtobuf <ReturnLobbyInfo>(body); GameInfo.returnLobbyInfo = returnLobbyInfo; Debug.Log(CreateHead.CSXYNUM + 1081 + "返回大厅信息" + returnLobbyInfo.ToString()); OutLog.log("11081:返回大厅信息"); break; case CreateHead.CSXYNUM + +1021: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnGameOperation = ProtobufUtility.DeserializeProtobuf <ReturnGameOperation>(body); GameInfo.returnGameOperation = returnGameOperation; Debug.Log(CreateHead.CSXYNUM + 1021 + "返回操作是否成功" + returnGameOperation.ToString()); OutLog.log("11021:返回操作是否成功"); break; case CreateHead.CSXYNUM + +1041: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnApplyToJoin = ProtobufUtility.DeserializeProtobuf <ReturnApplyToJoin>(body); GameInfo.returnApplyToJoin = returnApplyToJoin; Debug.Log(CreateHead.CSXYNUM + 1021 + "返回申请结果" + returnApplyToJoin.ToString()); OutLog.log("11021:返回申请结果"); break; case CreateHead.CSXYNUM + +1091: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnQuitGroup = ProtobufUtility.DeserializeProtobuf <ReturnQuitGroup>(body); GameInfo.returnQuitGroup = returnQuitGroup; Debug.Log(CreateHead.CSXYNUM + 1091 + "返回退出结果" + returnQuitGroup.ToString()); OutLog.log("11091:返回退出结果"); break; case CreateHead.CSXYNUM + +1023: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnGetRoomCard = ProtobufUtility.DeserializeProtobuf <ReturnGetRoomCard>(body); GameInfo.returnGetRoomCard = returnGetRoomCard; Debug.Log(CreateHead.CSXYNUM + 1023 + "返回房卡信息" + returnGetRoomCard.ToString()); OutLog.log("11023:返回房卡信息"); break; case CreateHead.CSXYNUM + +1104: //var returnDisbandedFailure = ReturnDisbandedFailure.ParseFrom(body); var returnMessgae = ProtobufUtility.DeserializeProtobuf <ReturnMessgae>(body); GameInfo.returnMessgae = returnMessgae; Debug.Log(CreateHead.CSXYNUM + 1104 + "返回消息" + returnMessgae.ToString()); OutLog.log("11104:返回消息"); break; } }