/// <summary> /// 创建网络连接成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的网络连接成功事件。</returns> public static NetworkConnectedEventArgs Create(GameFramework.Network.NetworkConnectedEventArgs e) { NetworkConnectedEventArgs networkConnectedEventArgs = ReferencePool.Acquire <NetworkConnectedEventArgs>(); networkConnectedEventArgs.NetworkChannel = e.NetworkChannel; networkConnectedEventArgs.UserData = e.UserData; return(networkConnectedEventArgs); }
private void OnNetworkConnected(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("NetworkChannel {0} is connected. IP: {1}", ne.NetworkChannel.Name, ne.NetworkChannel.RemoteIPAddress.ToString()); }
private void OnNetworkConnected(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.", ne.NetworkChannel.Name, ne.NetworkChannel.Socket.LocalEndPoint.ToString(), ne.NetworkChannel.Socket.RemoteEndPoint.ToString()); }
private void OnNetworkConnected(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } //Log.Info("Network channel '{0}' connected, local address '{1}:{2}', remote address '{3}:{4}'.", ne.NetworkChannel.Name, ne.NetworkChannel.LocalIPAddress, ne.NetworkChannel.LocalPort.ToString(), ne.NetworkChannel.RemoteIPAddress, ne.NetworkChannel.RemotePort.ToString()); }
private void OnConnected(object sender, GameEventArgs e) { NetworkConnectedEventArgs ne = (NetworkConnectedEventArgs)e; // 发送消息给服务端 //m_Channel.Send(new CSHello() //{ // Name = "服务器你好吗?", //}); }
private void OnNetworkConnected(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' connected .", ne.NetworkChannel.Name); }
private void OnNetworkConnected(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != StarForce.GameEntry.Network.GetNetworkChannel("socket0")) { return; } Debug.Log("Ready to Send... =>"); CSHeartBeat p = new CSHeartBeat(); ne.NetworkChannel.Send <CSHeartBeat>(p); }
private void OnNetworkConnected(object sender, GameFramework.Network.NetworkConnectedEventArgs e) { m_EventComponent.Fire(this, NetworkConnectedEventArgs.Create(e)); }