/// <summary> /// socket链接回调函数 /// </summary> /// <param name="result">true 链接成功,false 链接失败</param> private void ConnectCallback(bool result) { Log.Debug("LoginModel ConnectCallback result:" + result); if (result) { connectResult = ConnectResultType.SocketConnectSuccess; NetReconnectManager.Instance.HaseConnected = true; NetReconnectManager.Instance.RemoveConnectiong(); //LoginModel.Instance.TosClientLogin(Global.Instance.userplatformname, Global.Instance.localToken); } else { if (NetReconnectManager.Instance.CanReconnect == false) { _connectCount = 0; return; } if (_connectCount >= 2) { //RecordMsg.Error(RecordType.ConnectBgpFail, _connectCount.ToString()); } _connectCount++; //按场景设置重连次数 float delay = 2.0f; int MaxCount = NetReconnectManager.CONNECT_SOCKET_COUNT; /* if (ChangeSceneManager.Instance.currentSceneName == SceneName.FightScene) * { * MaxCount = NetReconnectManager.LOGIN_CONNECT_COUNT; * delay = 1.0f; * } * else if (ChangeSceneManager.Instance.currentSceneName == SceneName.FightScene) * { * MaxCount = NetReconnectManager.FIGHT_CONNECT_COUNT; * }*/ if (_connectCount < MaxCount) { //TimerManager.Instance.SetTimeOut(ToReconnect, delay); } else { Log.Debug("LoginModel ConnectCallback " + _connectCount + "次连接失败后返回"); _connectCount = 0; connectResult = ConnectResultType.SocketConnectFail; } } }
public ConnectResultMsg(ConnectResultType _t, object _p, bool _isR) { type = _t; param = _p; }