/// <summary> /// 네트워크 상태 변경시 호출될 콜백 매소드. /// </summary> /// <param name="server_token"></param> void on_status_changed(NETWORK_EVENT status) { switch (status) { // 접속 성공. case NETWORK_EVENT.connected: { CLogManager.log("on connected"); this.received_msg += "on connected\n"; // if (SaveServer == false) GetComponent <CMainTitle>().on_connected(); //else // GetComponent<CSaveServerNet>().on_connected(); } break; // 연결 끊김. case NETWORK_EVENT.disconnected: GetComponent <CMainTitle>().on_Disconnected(); CLogManager.log("disconnected"); this.received_msg += "disconnected\n"; Awake(); break; } }
private void shipButton_Click(object sender, EventArgs e) { shipButton.Enabled = false; shipProgressBar.Value = 0; new Thread(new ThreadStart(() => { mLog.log("GetShippingLabelList:" + SysConfig.LGNUM + ":" + this.shipDateTime.Value.Date.ToString("yyyyMMdd")); List <ShippingLabel> shipList = SAPDataService.GetShippingLabelList(SysConfig.LGNUM , this.shipDateTime.Value.Date.ToString("yyyyMMdd")); if (shipList != null) { Invoke(new Action(() => { shipProgressBar.Maximum = shipList.Count; })); int failCount = 0; foreach (ShippingLabel sl in shipList) { Invoke(new Action(() => { shipProgressBar.Value++; })); if (!LocalDataService.SaveShippingLabelNew(sl)) { failCount++; } } string log = string.Format("手工下载货运{0}条,失败{1}条", shipList.Count, failCount); Invoke(new Action(() => { shipLogLabel.Text = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + " " + log; shipLogLabel.BackColor = failCount > 0 ? Color.Red : Color.White; })); } else { string log = string.Format("手工下载货运0条,失败0条"); Invoke(new Action(() => { shipLogLabel.Text = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + " " + log; shipLogLabel.BackColor = Color.White; })); } Invoke(new Action(() => { shipButton.Enabled = true; })); })).Start(); }
void on_status_changed(NETWORK_EVENT status) { switch (status) { case NETWORK_EVENT.connected: { CLogManager.log("on connected"); this.txtServerMsg.text = "on connected\n"; GameObject.Find("MainTitle").GetComponent <NetworkTitle>().on_connected(); } break; case NETWORK_EVENT.disconnected: CLogManager.log("disconnected"); this.txtServerMsg.text = "disconnected\n"; break; } }
/// <summary> /// 네트워크 상태 변경시 호출될 콜백 매소드. /// </summary> /// <param name="server_token"></param> void on_status_changed(NETWORK_EVENT status) { switch (status) { // 접속 성공. case NETWORK_EVENT.connected: { CLogManager.log("on connected"); this.received_msg += "on connected\n"; GameObject.Find("MainTitle").GetComponent <CMainTitle>().on_connected(); } break; // 연결 끊김. case NETWORK_EVENT.disconnected: CLogManager.log("disconnected"); this.received_msg += "disconnected\n"; break; } }
void on_status_changed(NETWORK_EVENT status) { switch (status) { case NETWORK_EVENT.connected: { CLogManager.log("on connected"); this.received_msg += "on connected\n"; user_state = USER_STATE.CONNECTED; break; } case NETWORK_EVENT.disconnected: { CLogManager.log("disconnected"); this.received_msg += "disconnected\n"; user_state = USER_STATE.NOT_CONNECTED; break; } } }
/// <summary> /// 네트워크 상태 변경시 호출될 콜백 매소드. /// </summary> /// <param name="server_token"></param> void on_status_changed(NETWORK_EVENT status) { switch (status) { // 접속 성공. case NETWORK_EVENT.connected: { CLogManager.log("on connected"); this.received_msg += "on connected\n"; //CPacket msg = CPacket.create((short)PROTOCOL.CHAT_MSG_REQ); //msg.push("Hello!!!"); //this.gameserver.send(msg); } break; // 연결 끊김. case NETWORK_EVENT.disconnected: CLogManager.log("disconnected"); this.received_msg += "disconnected\n"; break; } }