public void StartSelectServer(GameServerAreaData gameServerArea) { Debug.Log("开始选服"); if (ApplicationManager.Instance.m_AppMode == AppMode.Release) { RuntimePlatform platform = Application.platform; //if (Application.isEditor) //{ // if (platform == RuntimePlatform.OSXEditor) // platform = RuntimePlatform.IPhonePlayer; // else // { // platform = RuntimePlatform.Android; // } //} string defaultChannel = "GameCenter"; string channel = SDKManager.GetProperties(SDKInterfaceDefine.PropertiesKey_ChannelName, defaultChannel); GameInfoCollecter.AddNetworkStateInfoValue("渠道", channel); string selectNetworkPath = gameServerArea.m_SelectServerURL; SelectSeverController.Start(selectNetworkPath, Application.version, platform, channel, (data) => { SelectNetworkData select = null; bool isSelectRight = false; if (data == null || data.Count == 0) { Debug.LogError("没有合适的服务器!"); //return; string networkID = SDKManager.GetProperties("NetworkID", "3"); select = DataGenerateManager <SelectNetworkData> .GetData(networkID); } else { int r = UnityEngine.Random.Range(0, data.Count); select = data[r]; isSelectRight = true; } GameInfoCollecter.AddNetworkStateInfoValue("是否正确匹配服务器", isSelectRight); GameInfoCollecter.AddNetworkStateInfoValue("匹配服务器", select.m_serverIP + ":" + select.m_port); GameInfoCollecter.AddNetworkStateInfoValue("服务器描述", select.m_description); SelectServerCompleted(select); }); } else { if (OnSelectServerLocal != null) { OnSelectServerLocal(SelectServerCompleted); } } }
public void StartSelectServer(GameServerAreaDataGenerate gameServerArea) { Debug.Log("开始选服"); if (ApplicationManager.Instance.m_AppMode == AppMode.Release) { RuntimePlatform platform = Application.platform; if (Application.isEditor) { if (platform == RuntimePlatform.OSXEditor) { platform = RuntimePlatform.IPhonePlayer; } else { platform = RuntimePlatform.Android; } } string channel = SDKManager.GetProperties(SDKInterfaceDefine.PropertiesKey_ChannelName, "GameCenter"); string selectNetworkPath = gameServerArea.m_SelectServerURL; SelectSeverController.Start(selectNetworkPath, Application.version, platform, channel, (data) => { SelectNetworkData select = null; if (data == null || data.Count == 0) { Debug.LogError("没有合适的服务器!"); //return; string networkID = SDKManager.GetProperties("NetworkID", "3"); select = DataGenerateManager <SelectNetworkData> .GetData(networkID); } else { int r = UnityEngine.Random.Range(0, data.Count); select = data[r]; } SelectServerCompleted(select); }); } else { if (OnSelectServerLocal != null) { OnSelectServerLocal(SelectServerCompleted); } } }