private IEnumerator SendAlive() { while( true) { yield return new WaitForSeconds( 15.0f); if( SOCKET_STATE.SS_DISCONNECT != AsCommonSender.GetSocketState() && isConnected == true) { body_CS_LIVE packetData = new body_CS_LIVE(); byte[] data = packetData.ClassToPacketBytes(); AsCommonSender.SendToIAP( data); } } }
private IEnumerator SendAlive_GameServer() { while( true) { yield return new WaitForSeconds( 10.0f); body_CS_LIVE packetData = new body_CS_LIVE(); byte[] data = packetData.ClassToPacketBytes(); AddSend_GameServer( data); } }