//获取本机的终端 protected override void OnRoomConnectedSuccessListener(NetPeer netPeer, LiteLocal liteLocal, RoomInfo roomInfo) { base.OnRoomConnectedSuccessListener(netPeer, liteLocal, roomInfo); this.serverPeer = netPeer; }
//这个函数会在每个客户端连接进来的时候调用一次 protected override void OnPlayerConnectedListener(User user, IPEndPoint iPEndPoint, LiteLocal liteLocal) { base.OnPlayerConnectedListener(user, iPEndPoint, liteLocal); //查找连接进来的终端,然后保存 client = this.FindPeer(iPEndPoint); }
//客户端断开连接的时候调用这个函数,清除该终端 protected override void OnPlayerDisconnectedListener(User user, IPEndPoint iPEndPoint, LiteLocal liteLocal) { base.OnPlayerDisconnectedListener(user, iPEndPoint, liteLocal); //如果是一个客户端就使其为空,如果是链表就删除 if (client.EndPoint == iPEndPoint) { client = null; } }
//这个函数会在每个客户端连接进来的时候调用一次 protected override void OnPlayerConnectedListener(User user, IPEndPoint iPEndPoint, LiteLocal liteLocal) { base.OnPlayerConnectedListener(user, iPEndPoint, liteLocal); //查找连接进来的终端,然后保存 client.Add(this.FindPeer(iPEndPoint)); //UnityEngine.Debug.Log("链表中客户端数量===" + client.Count); //client = this.FindPeer(iPEndPoint); //UnityEngine.Debug.Log("客户端个数===" + client.Count); }
//客户端断开连接的时候调用这个函数,清除该终端 protected override void OnPlayerDisconnectedListener(User user, IPEndPoint iPEndPoint, LiteLocal liteLocal) { base.OnPlayerDisconnectedListener(user, iPEndPoint, liteLocal); for (int i = 0; i < client.Count; i++) { if (client[i].EndPoint.ToString() == iPEndPoint.ToString()) { client[i] = null; } } }
protected override void OnPlayerConnectedListener(User user, IPEndPoint iPEndPoint, LiteLocal liteLocal) { base.OnPlayerConnectedListener(user, iPEndPoint, liteLocal); }
protected override void OnRoomDisconnectedListener(NetPeer netPeer, LiteLocal liteLocal, DisconnectedType disconnectedType) { base.OnRoomDisconnectedListener(netPeer, liteLocal, disconnectedType); ServerPeer = null; }
protected override void OnRoomConnectedFailureListener(NetPeer netPeer, LiteLocal liteLocal) { base.OnRoomConnectedFailureListener(netPeer, liteLocal); ServerPeer = null; }
protected override void OnRoomConnectedSuccessListener(NetPeer netPeer, LiteLocal liteLocal, RoomInfo roomInfo) { base.OnRoomConnectedSuccessListener(netPeer, liteLocal, roomInfo); ServerPeer = netPeer; Log.WriteLineTest("[Server]=" + ServerPeer.EndPoint.ToString()); }
//IOS或者安卓休眠掉线重连 protected override void OnReconnectedListener(NetPeer netPeer, LiteLocal liteLocal, int reconnectedCount) { base.OnReconnectedListener(netPeer, liteLocal, reconnectedCount); ServerPeer = null; }