public static void Init(GameObject go)
 {
     if (instance == null)
     {
         instance = go.AddComponent <MultiDeviceListenerManager>();
     }
 }
Пример #2
0
        private void OnConnectGameServer(ClientType clientType)
        {
            DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to GameServer " + clientType);

            UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");

            if (OpenMainMenuUI)
            {
                UIManager.locateState = UIManagerLocateState.MainMenu;
            }
            else
            {
                UIManager.locateState = UIManagerLocateState.BattleModeView;
            }

            DataManager clientData = DataManager.GetInstance();

            clientData.ResetBattleData();
            clientData.SetPlayerIsInBattle(false);

            HeartBeat.RegisterGameHeartMessageHandler();
            //DataManager.GetInstance().RegisterDataServerMessageHandler();
            MultiDeviceListenerManager.RegisterHandler();
            DebugToScreen.RegisterHandler();
        }
    private void OnConnectLoginServer(ClientType clientType)
    {
        ClientTcpMessage.Reset();
        UIManager.locateState = UIManagerLocateState.Login;

        HeartBeat.RegisterLoginHeartMessageHandler();
        MultiDeviceListenerManager.RegisterHandler();
        DebugToScreen.RegisterHandler();
    }
        void GoRegister(ClientType clientType)
        {
            //DebugUtils.Log( DebugUtils.Type.AsyncSocket, "Begin to Connect LoginServer IP = " + curServerIp );
            SceneManager.LoadScene("MainMenu");
            UIManager.locateState = UIManagerLocateState.Login;

            HeartBeat.RegisterLoginHeartMessageHandler();

            MultiDeviceListenerManager.Init(boot);
            MultiDeviceListenerManager.RegisterHandler();


            NetworkAlert.Init();
        }
Пример #5
0
        private void ShutdownServerSuccess()
        {
            System.Action <ClientType> connectSuccess = ( ClientType clientType ) =>
            {
                HandleConnectServerFeedback();

                //DataManager.GetInstance().RegisterDataServerMessageHandler();

                HeartBeat.RegisterGameHeartMessageHandler();
                MultiDeviceListenerManager.RegisterHandler();
                DebugToScreen.RegisterHandler();
            };

            Network.NetworkManager.Connect(ServerType.GameServer, dataManager.GetGameServerIp(), dataManager.GetGameServerPort(), connectSuccess, OnConnectGameServerFailed);
        }
Пример #6
0
        private void OnConnectBattleServer(ClientType clientType)
        {
            NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.MatchMessage, HandleMatchFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.BattleMessage, HandleBattleMessageFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.SocialServer, MsgCode.InvitationListMessage, HandleInvationListFeedback);
            DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to BattleServer " + clientType);
            HeartBeat.RegisterBattleHeartMessageHandler();
            MultiDeviceListenerManager.RegisterHandler();
            DebugToScreen.RegisterHandler();

            SceneManager.LoadSceneAsync("Loading");
            UIManager.locateState = UIManagerLocateState.None;

            SendNoticeC2S(0);
        }
Пример #7
0
        private void OnConnectGameServerFailed(ClientType clientType)
        {
            string connectGameServerFailed = "连接GameServer失败,请重试" + clientType;
            string titleText = "提示";

            System.Action <ClientType> connectSuccess = ( ClientType ct ) =>
            {
                HandleConnectServerFeedback();
                //DataManager.GetInstance().RegisterDataServerMessageHandler();
                HeartBeat.RegisterGameHeartMessageHandler();
                MultiDeviceListenerManager.RegisterHandler();
                DebugToScreen.RegisterHandler();
            };
            System.Action reconnect = () => { Network.NetworkManager.Connect(ServerType.GameServer, dataManager.GetGameServerIp(), dataManager.GetGameServerPort(), connectSuccess, OnConnectGameServerFailed); };

            MessageDispatcher.PostMessage(Constants.MessageType.OpenAlertWindow, reconnect, UI.AlertType.ConfirmAlone, connectGameServerFailed, titleText);
        }
Пример #8
0
        private void ConnectGameServer(string ip, int port)
        {
            System.Action <ClientType> connectSuccess = ( ClientType clientType ) => {
                DataManager.GetInstance().RegisterDataServerMessageHandler();
                MultiDeviceListenerManager.RegisterHandler();
                DebugToScreen.RegisterHandler();

                HeartBeat.RegisterGameHeartMessageHandler();

                NetworkManager.RegisterServerMessageHandler(MsgCode.LoginGameServerMessage, HandleLoginGameServerFeedback);
                NetworkManager.RegisterServerMessageHandler(MsgCode.CheckNoviceGuidanceMessage, HandleRegisterCheckNoviceGudanceFeedback);
                MessageDispatcher.PostMessage(MessageType.ConnectGameServer_GM);
                SendLoginGameServerMessage();
                SendCheckNoviceGuidanceMessage();

                ConnectSocialServer(socialServerIP, socialServerPort);
            };

            NetworkManager.Connect(ServerType.GameServer, ip, port, connectSuccess, OnConnectGameServerFailed);
        }
Пример #9
0
        private void OnConnectLobbyServer(ClientType clientType)
        {
            DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to LobbyServer " + clientType);

            HeartBeat.RegisterLobbyHeartMessageHandler();
            MultiDeviceListenerManager.RegisterHandler();
            DebugToScreen.RegisterHandler();

            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.MatchReadyDataMessage, HandleMatchReadyDataFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.MatchReadyDataRefreshMessage, HandleMatchReadyDataRefreshFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.ApplyRoomMessage, HandleApplyRoomFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.ChangeBattleConfigMessage, HandleChangeBattleConfigFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.InvitationMatchMessage, HandleInvationMatchFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.GameServer, MsgCode.InvitationNoticeMessage, HandleInvationNoticeFeedback);

            NetworkManager.RegisterServerMessageHandler(MsgCode.MatchMessage, HandleMatchFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.BattleMessage, HandleBattleMessageFeedback);
            //NetworkManager.RegisterServerMessageHandler( MsgCode.NoticeMessage, HandleNoticeMessageFeedback );

            SendApplyingMatchC2S();
        }
Пример #10
0
        private void OnConnectGameServer(ClientType clientType)
        {
            NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.MatchMessage, HandleMatchFeedback);
            NetworkManager.RemoveServerMessageHandler(ServerType.LobbyServer, MsgCode.BattleMessage, HandleBattleMessageFeedback);

            NetworkManager.RegisterServerMessageHandler(MsgCode.InvitationMatchMessage, HandleInvationMatchFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.InvitationNoticeMessage, HandleInvationNoticeFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.ApplyRoomMessage, HandleApplyRoomFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.ChangeBattleConfigMessage, HandleChangeBattleConfigFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.MatchReadyDataMessage, HandleMatchReadyDataFeedback);
            NetworkManager.RegisterServerMessageHandler(MsgCode.MatchReadyDataRefreshMessage, HandleMatchReadyDataRefreshFeedback);

            DebugUtils.Log(DebugUtils.Type.AsyncSocket, "Success! Connected to GameServer " + clientType);

            //DataManager.GetInstance().RegisterDataServerMessageHandler();

            HeartBeat.RegisterGameHeartMessageHandler();
            MultiDeviceListenerManager.RegisterHandler();
            DebugToScreen.RegisterHandler();

            view.OpenMatchUI();
        }