// 读取数据 private void ReadData() { byte[] data = NetEncode.Decode(ref receiveCache); //说明获取到一条完整数据 if (data != null) { PacketBase msg = NetSerilizer.DeSerialize <PacketBase>(data); #if UNITY_EDITOR || UNITY_STANDALONE_WIN string dataStr = Utils.ToStr(Utils.DeSerialize(msg)); Debug.LogFormat("<<=:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr); //Debug.LogFormat("<<=:{0}; code:{1}; msg:{2};data:[{3}]", msg.packetType, msg.code, msg.msg, dataStr); #endif //if(msg.code != 0 && string.IsNullOrEmpty(msg.msg) == false) //{ // Game.DialogMgr.ShowDialog1Btn(msg.msg); //} if (receiveCallBack != null) { receiveCallBack(msg); } //尾递归,继续读取数据 ReadData(); } else { isReceiving = false; } }
/// <summary> /// 读取数据 /// </summary> private void ReadData() { byte[] data = NetEncode.Decode(ref receiveCache); //说明数据保存成功 if (data != null) { NetModel item = DeSerilizer(data); UnityEngine.Debug.Log(item.Message); if (receiveCallBack != null) { receiveCallBack(item); } //尾递归,继续读取数据 ReadData(); } else { isReceiving = false; } }
/// <summary> /// 读取数据 /// </summary> private void ReadData() { byte[] data = NetEncode.Decode(ref receiveCache); //如果数据读取成功 if (null != data) { NetModel item = NetSerilizer.DeSerialize(data); Debug.Log(item.ID + "," + item.Commit + "," + item.Message); if (null != receiveCallback) { receiveCallback(item); } //尾递归,继续处理数据 ReadData(); } else { isReceiving = false; } }