void Network_NetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { if (socket == ConnectionID.Game) { if (wError == NetworkManager.Status.Connected) { ClearPlayers(); //连接成功后登陆游戏服 var item = GameApp.GameListMgr.FindRoomItem(GameApp.GameData.EnterRoomID); if (item == null) { return; } uint uid = GameApp.GameData.UserInfo.UserID; string pwd = GameApp.GameData.Password; string mac = GameApp.GameData.MAC; GameApp.GameSrv.SendLoginGameSvr(item.GameNameID, uid, pwd, mac); } else { GameApp.GameData.UserInfo.SetSitInfo(CommonDefine.INVALID_TABLE, CommonDefine.INVALID_CHAIR); } } }
private void HandleNetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { if (socket == ConnectionID.Game) { GameApp.PopupMgr.HideTips(); if (wError != NetworkManager.Status.Connected) { if (retryTimes >= GlobalConst.Game.ReconnectTimes || !GameApp.GameMgr.IsInGame()) { //TODO 提示无法连接 StartCoroutine(Quit(false)); } else { //TODO 提示重连 retryTimes++; StartCoroutine(Reconnect()); } } } else { StartCoroutine(Quit(true)); } }
private void NetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { if (wError != NetworkManager.Status.Connected) { GameApp.GameMgr.DestoryGame(true); if (bShowSocketTips == false) { return; } if (socket == ConnectionID.Lobby) { HallTransfer.Instance.cnCloseWebpage(); GameApp.PopupMgr.Confirm("提示", "为了您的账户安全,请重新登录!", delegate(MessageBoxResult style) { GameApp.GetInstance().SwitchAccount(); }, 15); } else { HallTransfer.Instance.cnCloseWebpage(); GameApp.PopupMgr.Confirm("提示", wError == NetworkManager.Status.TimeOut ? "连接超时,请重试!" : "与游戏服务器断开连接,请重试!", delegate(MessageBoxResult style) { GameApp.GetInstance().SwitchAccount(); }, 15); } } }
void Network_NetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { if (socket == ConnectionID.Game) { //主动推送心跳避免没发送消息之前被服务器断开连接 SendToHallSvr(MainCommand.MDM_KN_COMMAND, SubCommand.SUB_KN_DETECT_SOCKET, 0, null); } }
private void Network_NetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { /*if (socket == NetworkManager.ConnectionFlag.Game && * wError != NetworkManager.Status.Connected) * { * PushTableEvent(TableEvents.GAME_LOST, 0, null); * }*/ }
void HandleNetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { Logger.UI.Log("network status changed. Socket:" + socket + " Status:" + wError); GameApp.PopupMgr.HideTips(); if (!bShowSocketTips) { return; } switch (wError) { case NetworkManager.Status.Connected: { nConnectCount = 0; LoginTransfer.Instance.cnNetworkError((int)wError); if (bLoginAfterConnected) { bLoginAfterConnected = false; NcLoginBtnClick(GameApp.GameData.Account, GameApp.GameData.Password, true); } else { Invoke("Disconnect", GlobalConst.Base.LoginTimeOut); } break; } case NetworkManager.Status.Disconnected: case NetworkManager.Status.TimeOut: { if (nConnectCount >= GlobalConst.Game.ReconnectTimes) { nConnectCount = 0; GameApp.PopupMgr.Confirm("提示", "与服务器连接失败,请检查网络后重试!", delegate(MessageBoxResult result) { LoginTransfer.Instance.cnNetworkError(3); }, 999f); } else { StartCoroutine(Reconnect()); } break; } } }
private void HandleNetworkStatusChangeEvent(ConnectionID socket, NetworkManager.Status wError) { if (wError == NetworkManager.Status.Connected) { patching = true; startTime = Time.realtimeSinceStartup; // ShowStatus("获取远程版本"); GameApp.Account.ReqGetVersionInfo(); } else { startTime = 0.0f; patching = false; HideStatus(); } }