internal static BufferEntity CreqateAndSendPackage(BufferEntity request, IMessage message) { Debug.Log("会话ID:" + request.session); UClient client = GameManager.uSocket.GetClient(request.session); return(CreqateAndSendPackage(client, request.messageID, message)); }
//创建客户端建立虚拟连接的接口 void CreateUClient(BufferEntity buffer) { UClient client; if (!clients.TryGetValue(buffer.session, out client)) { client = new UClient(this, buffer.endPoint, 0, 0, buffer.session, dispatchNetEvent); clients.TryAdd(buffer.session, client); } }
/// <summary> /// 创建并且发送报文 /// </summary> /// <param name="uClient"></param> /// <param name="messageID"></param> /// <param name="message"></param> /// <returns></returns> public static BufferEntity CreqateAndSendPackage(UClient uClient, int messageID, IMessage message) { //如果处于连接状态 if (uClient.isConnect) { //打印protobuf 按json格式 Debug.Log(messageID, message); BufferEntity bufferEntity = new BufferEntity(uClient.endPoint, uClient.session, 0, 0, MessageType.Login.GetHashCode(), messageID, ProtobufHelper.ToBytes(message)); uClient.Send(bufferEntity); return(bufferEntity); } return(null); }