public void SendMsg(PacketBase msg) { if (Connected) { #if UNITY_EDITOR || UNITY_STANDALONE_WIN string dataStr = Utils.ToStr(Utils.DeSerialize(msg)); if (msg.packetType != PacketType.HEARTBEAT) { 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 try { byte[] datas = NetSerilizer.Serialize(msg); byte[] result = NetEncode.Encode(datas);// Encoding.UTF8.GetBytes(msg); Debug.Log(result.Length); client.Send(result); } catch { Debug.Log("net close!"); // client.Shutdown(SocketShutdown.Both); // client.Close(); ////////////////20180423 Game.SocketGame.SocketNetTools.StopClient(); string gameserver = "daqingmj.youhao88.com:7000"; Game.InitGameSocket(gameserver); ////////////////20180423 } } else { Debug.LogWarning("SendMsg not Connected : " + msg.packetType); ////////////////20180423 Game.SocketGame.SocketNetTools.StopClient(); string gameserver = "daqingmj.youhao88.com:7000"; Game.InitGameSocket(gameserver); ////////////////20180423 //Game.SocketGame.DoBackGameRequest(); } }
public void SendMsg(PacketBase msg) { if (Connected) { #if UNITY_EDITOR || UNITY_STANDALONE_WIN string dataStr = Utils.ToStr(Utils.DeSerialize(msg)); if (msg.packetType != PacketType.HEARTBEAT) { 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 byte[] datas = NetSerilizer.Serialize(msg); byte[] result = NetEncode.Encode(datas);// Encoding.UTF8.GetBytes(msg); Debug.Log(result.Length); client.Send(result); } else { Debug.LogWarning("SendMsg not Connected : " + msg.packetType); } }