示例#1
0
 private void m_FirSomeEvent(EVENT_TYPE eventType, COMPLETE_OR_FAILED isComplete, string message)
 {
     if (FirSomeEvent != null)
     {
         SocketClieCtrlEventArgs eventArgs = new SocketClieCtrlEventArgs();
         eventArgs.SetParam(eventType, isComplete, message);
         FirSomeEvent(this, eventArgs);
     }
 }
示例#2
0
        private void m_SocketSendEventHandle(COMPLETE_OR_FAILED isComplete, string message)
        {
            DebugQy.LogTag("【LAM】m_SocketSendEventHandle", "SND CALL BACK:" + message);
            switch (isComplete)
            {
            case COMPLETE_OR_FAILED.DEFAULT:
                DebugQy.LogError("【LAM】m_SocketSendEventHandle" + "---SND CALL BACK:" + message);
                break;

            case COMPLETE_OR_FAILED.COMPLETE:
                //socket数据处理器直接处理数据
                break;

            case COMPLETE_OR_FAILED.FAILED:
                //发送失败逻辑处理
                m_LinkFailedEventTrigger((int)LINK_STATUS_CODE.SOCKET_SND_F);
                break;
            }
        }
示例#3
0
        private void m_SocketConnectedEventHandle(COMPLETE_OR_FAILED isComplete, string message)
        {
            DebugQy.LogTag("【LAM】m_SocketConnectedEventHandle", "---CON CALL BACK:" + message);
            switch (isComplete)
            {
            case COMPLETE_OR_FAILED.DEFAULT:
                DebugQy.LogError("【LAM】m_SocketConnectedEventHandle" + "---CON CALL BACK:" + message);
                break;

            case COMPLETE_OR_FAILED.COMPLETE:
                m_SocketClientController.ReceiveMessage();
                m_PushRoomVerification();
                break;

            case COMPLETE_OR_FAILED.FAILED:
                m_LinkFailedEventTrigger((int)LINK_STATUS_CODE.SOCKET_CON_F);
                break;
            }
        }
示例#4
0
 public void SetParam(EVENT_TYPE eventType, COMPLETE_OR_FAILED isComplete, string message)
 {
     EventType  = eventType;
     IsComplete = isComplete;
     Message    = message;
 }
示例#5
0
        private void m_SocketReceiveEventHandle(COMPLETE_OR_FAILED isComplete, string message)
        {
            DebugQy.LogTag("【LAM】m_SocketReceiveEventHandle", "REC CALL BACK:" + message);
            switch (isComplete)
            {
            case COMPLETE_OR_FAILED.DEFAULT:
                DebugQy.LogError("【LAM】m_SocketReceiveEventHandle" + "---REC CALL BACK:" + message);
                break;

            case COMPLETE_OR_FAILED.COMPLETE:
                ClearDataFormat _clearData;
                bool            _isSucc = m_datahandle.SocketStrDataHandle(message, out _clearData);
                //if (_clearData.Type != REV_MSG_TYPE.HEART_BEAT)
                //{
                //    DebugQy.LeoLog("<color=red>>>>>>>>:" + message + "</color>");
                //}
                if (_isSucc)
                {
                    switch (_clearData.Type)
                    {
                    case REV_MSG_TYPE.DEFAULT:
                        DebugQy.LogError("【LAM】case :0" + "---REC CALL BACK:" + message + "\n"
                                         + "type is not clear.");
                        break;

                    case REV_MSG_TYPE.HEART_BEAT:                              //20000 ---- 收到心跳信息
                        DebugQy.Log("【LAM】case :20000" + "HeatBeat:");
                        m_HeartBeatReturn(_clearData.Time);
                        return;

                    case REV_MSG_TYPE.ROOM_VERIFICATION_T:                      //21100 ---- 收到房间验证 正确
                        DebugQy.LogTag("【LAM】case :21100", "Room verification right.");
                        string codeStr = WEB_BASE_URL + "deviceId=" + m_deviceId + "&gameId=" + m_gameId + "&socketType=1";
                        m_isConnected = true;
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_ROOM_VERIFY_T, codeStr);
                        break;

                    case REV_MSG_TYPE.ROOM_VERIFICATION_F:                      //21101 ---- 收到房间验证 错误
                        DebugQy.LogTag("【LAM】case :21101", "Room verification wrong.");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_ROOM_VERIFY_F, "Verification failed.");
                        break;

                    case REV_MSG_TYPE.AWARD_LIST_T:                             //21200 ---- 收到 奖励申请 正确
                        DebugQy.LogTag("【LAM】case :21200", "奖励申请 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_AWARD_LIST_T, _clearData.Msg);
                        break;

                    case REV_MSG_TYPE.AWARD_LIST_F:                             //21201 ---- 收到 奖励申请 错误
                        DebugQy.LogTag("【LAM】case :21201", "奖励申请 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_AWARD_LIST_F, "Request award list failed.");
                        break;

                    case REV_MSG_TYPE.ROOM_STATUS_T:                            //22000 ---- 房间状态推送 正确
                        DebugQy.LogTag("【LAM】case :22000", "房间状态 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_ROOM_STATUS_T, _clearData.Msg);
                        break;

                    case REV_MSG_TYPE.ROOM_STATUS_F:                            //22001 ---- 房间状态推送 错误
                        DebugQy.LogTag("【LAM】case :22001", "房间状态 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_ROOM_STATUS_F, "Push room status failed.");
                        break;

                    case REV_MSG_TYPE.SUMMARIZE_T:                              //22100 ---- 收到 排行榜 正确
                        DebugQy.LogTag("【LAM】case :22100", "汇总数据 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_SUMMARIZE_T, _clearData.Msg);
                        break;

                    case REV_MSG_TYPE.SUMMARIZE_F:                              //22101 ---- 收到 排行榜 错误
                        DebugQy.LogTag("【LAM】case :22101", "汇总数据 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_SUMMARIZE_F, "Push rank list failed.");
                        break;

                    case REV_MSG_TYPE.PC_H5_T:                                  //40000 ---- 用户数据 正确
                        DebugQy.LogTag("【LAM】case :40000", "用户数据 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_CUSTOM_MSG_T, _clearData.Msg);
                        break;

                    case REV_MSG_TYPE.PC_H5_F:                                  //40001 ---- 用户数据 错误
                        DebugQy.LogTag("【LAM】case :40001", "用户数据 回复");
                        m_DataEventTrigger(DATA_STATUS_CODE.DATA_CUSTOM_MSG_F, "Recv user message failed.");
                        break;

                    case REV_MSG_TYPE.H5_LINK_BROKEN:                                //23000 ---- H5 断链 链接
                        DebugQy.LogTag("【LAM】case :23000", "用户断开链接信息");
                        m_DataEventTrigger(DATA_STATUS_CODE.LINK_USER_BROKEN, _clearData.Msg);
                        break;

                    default:
                        DebugQy.LogWarning("【LAM】Can not clear the type");
                        break;
                    }
                }
                else
                {
                    DebugQy.LogWarning("m_SocketSendEventHandle: Some format is wrong.check the message :" + message);
                }
                break;

            case COMPLETE_OR_FAILED.FAILED:
                UnityEngine.Debug.Log("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:" + message);
                //接收失败逻辑处理
                m_LinkFailedEventTrigger((int)LINK_STATUS_CODE.SOCKET_REV_F);
                break;
            }
        }