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); }
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"; }