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); } }
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; } }
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; } }
public void SetParam(EVENT_TYPE eventType, COMPLETE_OR_FAILED isComplete, string message) { EventType = eventType; IsComplete = isComplete; Message = message; }
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; } }