void HandleLoginConnectionEvent(SFConnection.Event conEvent) { switch (conEvent.EventType) { case SFConnection.EventTypes.EVT_STATE_CHANGE: PrintStatus("Login Connection state chagned {0}", conEvent.State); break; case SFConnection.EventTypes.EVT_CONNECTION_RESULT: PrintStatus("Login Connection result {0}", conEvent.HResult); if (conEvent.HResult.IsSucceeded) { m_Login = new SF.Net.SendMessageLogin(m_ConnectionLogin); m_Login.CreateRandomUserCmd(0, StringCrc32.HashString(m_GameID), m_LoginID); if (mLoginConnectedAction != null) { mLoginConnectedAction(this); } } break; case SFConnection.EventTypes.EVT_DISCONNECTED: { PrintStatus("Login Connection disconnected"); if (mLoginDisConnectedAction != null) { mLoginDisConnectedAction(this, m_Login); } } break; } }
void HandleGameConnectionEvent(SFConnection.Event conEvent) { switch (conEvent.EventType) { case SFConnection.EventTypes.EVT_STATE_CHANGE: PrintStatus(1, "Game Connection state chagned {0}", conEvent.State); break; case SFConnection.EventTypes.EVT_CONNECTION_RESULT: PrintStatus(1, "Game Connection result {0} ID = {1}", conEvent.HResult, m_LoginID); if (conEvent.HResult.IsSucceeded) { if (mGameSvrConnectedAction != null) { mGameSvrConnectedAction(this); } PrintStatus(1, "Send JoinGameServerCmd ID = {0}", m_LoginID); m_Game = new SF.Net.SendMessageGame(m_ConnectionGame); m_Game.JoinGameServerCmd(0, m_AccountID, m_LoginTicket, m_LoginEntityID); } else { if (mGameSvrFailedConnectAction != null) { mGameSvrFailedConnectAction(this); } } break; case SFConnection.EventTypes.EVT_DISCONNECTED: { if (mGameSvrDisConnectedAction != null) { mGameSvrDisConnectedAction(this, m_Game); } PrintStatus(1, "Game Connection disconnected"); } break; } }
void HandleLoginConnectionEvent(SFConnection.Event conEvent) { switch (conEvent.EventType) { case SFConnection.EventTypes.EVT_STATE_CHANGE: //PrintStatus("Login Connection state chagned {0} ID = {1}", conEvent.State, m_LoginID); break; case SFConnection.EventTypes.EVT_CONNECTION_RESULT: PrintStatus(1, "Login Connection result CID:{0}, hr:{1} ID = {2}", m_ConnectionLogin.CID, conEvent.HResult, m_LoginID); if (conEvent.HResult.IsSucceeded) { if (mLoginConnectedAction != null) { mLoginConnectedAction(this); } m_Login = new SF.Net.SendMessageLogin(m_ConnectionLogin); m_Login.CreateRandomUserCmd(0, StringCrc32.HashString(m_GameID), m_LoginID); } else { if (mLoginFailedConnectAction != null) { mLoginFailedConnectAction(this); } } break; case SFConnection.EventTypes.EVT_DISCONNECTED: { if (mLoginDisConnectedAction != null) { mLoginDisConnectedAction(this, m_Login); } PrintStatus(0, "Login Connection disconnected ID = {0}", m_LoginID); } break; } }
void HandleGameConnectionEvent(SFConnection.Event conEvent) { switch (conEvent.EventType) { case SFConnection.EventTypes.EVT_STATE_CHANGE: PrintStatus("Game Connection state chagned {0}", conEvent.State); break; case SFConnection.EventTypes.EVT_CONNECTION_RESULT: PrintStatus("Game Connection result {0}", conEvent.HResult); if (conEvent.HResult.IsSucceeded) { if (ActionList.Count > 0) { ActionList[0].OnGameConnected(); } } break; case SFConnection.EventTypes.EVT_DISCONNECTED: PrintStatus("Game Connection disconnected"); break; } }