示例#1
0
 public void ConnectToGameServer(Msg_C2G_Hello helloBody, IPEndInfo _gameTcpEnd, bool isReconnect)
 {
     Log("ConnectToGameServer  " + helloBody + " isReconnect=" + isReconnect);
     IsReconnecting = isReconnect;
     ResetStatus();
     this.helloBody = helloBody.Hello;
     InitNetClient(ref _netTcp, _gameTcpEnd.Ip, _gameTcpEnd.Port, () => {
         HasConnGameTcp = true;
         CurGameState   = EGameState.Loading;
         _netTcp.SendMessage(EMsgSC.C2G_Hello, helloBody, (status, respond) => {
             if (status != EResponseStatus.Failed)
             {
                 var rMsg    = respond.Parse <Msg_G2C_Hello>();
                 _curMapId   = rMsg.MapId;
                 _localId    = rMsg.LocalId;
                 _gameUdpEnd = rMsg.UdpEnd;
                 _handler.OnTcpHello(rMsg);
                 ConnectUdp();
             }
             else
             {
                 _handler.OnGameStartFailed();
             }
         }
                             );
     });
 }
示例#2
0
 public void ConnectToGameServer(Msg_C2G_Hello helloBody, IPEndInfo _gameTcpEnd, bool isReconnect)
 {
     IsReconnecting = isReconnect;
     ResetStatus();
     this.helloBody = helloBody.Hello;
     ConnectUdp();
     SendTcp(EMsgSC.C2L_JoinRoom, new Msg_C2L_JoinRoom
     {
         RoomId = 0
     });
 }
 public virtual void OnGameStart(Msg_C2G_Hello msg, IPEndInfo tcpEnd, bool isConnect)
 {
 }
 public void OnGameStart(Msg_C2G_Hello msg, IPEndInfo tcpEnd, bool isReconnect)
 {
     Log("OnGameStart " + msg + " tcpEnd " + tcpEnd);
     EventHelper.Trigger(EEvent.OnConnectToGameServer, isReconnect);
 }