private void OnConnectBC(GM_Connect recvData) { int roleId = recvData.roleId; CreatePlayerCharacter(ProtoTransfer.Get(recvData.player)); Debug.Log("玩家连接成功, id = " + roleId); }
private void OnConnectReturn(GM_Connect recvData) { int roleId = recvData.roleId; mFrameInterval = recvData.frameinterval; GameApplication.GetSingleton().mode = (Mode)recvData.mode; PlayerManager.GetSingleton().mRoleId = roleId; CreatePlayerCharacter(ProtoTransfer.Get(recvData.player)); Debug.Log("自己连接成功,id = " + roleId); }
private void OnConnect(Session c, int roleId) { User user = new User(roleId, c); mUserList.Add(user); Debug.Log(string.Format("{0} roleid={1} tcp={2}, udp={3} connected! count={4}", c.id, user.roleid, c.tcpAdress, c.udpAdress, mUserList.Count), ConsoleColor.Yellow); GM_Connect sendData = new GM_Connect(); sendData.roleId = user.roleid; sendData.frameinterval = FRAME_INTERVAL; //告诉客户端帧时长 毫秒 //sendData.player = ProtoTransfer.Get(user.mPlayerInfo); user.SendTcp(MessageID.GM_CONNECT_SC, sendData); //告诉别人有人连接了 for (int i = 0; i < mUserList.Count; ++i) { var u = mUserList[i]; //别人 if (c != u.client) { u.SendTcp(MessageID.GM_CONNECT_BC, sendData); } } //告诉他有哪些人已经连接了 for (int i = 0; i < mUserList.Count; ++i) { var u = mUserList[i];//别人 if (c != u.client) { sendData.roleId = u.roleid; //sendData.player = ProtoTransfer.Get(u.mPlayerInfo); //发给自己 user.SendTcp(MessageID.GM_CONNECT_BC, sendData); } } }