Пример #1
0
        private void OnPingPro(MemoryStream ms, UInt64 userID, BaseMessage bs)
        {
            LoginMsg.C2S_Ping msg = new LoginMsg.C2S_Ping();
            msg = ProtoBuf.Serializer.Deserialize<LoginMsg.C2S_Ping>(ms);
            ms.Close();

            m_dicUserinfo[userID].heartTime = MsgResend.GetTime();//记录心跳

            LoginMsg.S2C_Ping rmsg = new LoginMsg.S2C_Ping();
            rmsg.time = msg.time;

            //m_dicUserinfo[_userid].msgSendNum++;
            LoginServerManager.Instance.Server.SendMessage(userID, CmdNum.SC_Ping, rmsg, bs.sender,0.0f,0,false);
        }
Пример #2
0
        private void OnPingPro(MemoryStream ms)
        {
            if (Global.Instance.gameState != Global.EGameState.Battle && Global.Instance.gameState != Global.EGameState.Main)
                return;
            //packetCount++;
            //NGUIDebug.LogToScreen("SC_PVP_Move:" + packetCount.ToString());

            LoginMsg.S2C_Ping msg = new LoginMsg.S2C_Ping();
            msg = ProtoBuf.Serializer.Deserialize<LoginMsg.S2C_Ping>(ms);
            ms.Close();

            int iping = (int)((Time.realtimeSinceStartup - msg.time) * 500.0f);
            if (Global.Instance.gameState == Global.EGameState.Main && Global.Instance.main != null && Global.Instance.main.MainUI != null)
                Global.Instance.main.MainUI.GetComponent<MainUI>().Ping.text = iping.ToString() + "ms";
            else if (Global.Instance.gameState == Global.EGameState.Battle && Global.Instance.battle != null && Global.Instance.battle.BattleUI != null)
                Global.Instance.battle.BattleUI.GetComponent<BattleUI>().Ping.text = iping.ToString() + "ms";
        }