private void SendMessage(JsonMessage msg) { try { JsonMessageDispatcher.SendMessage(msg); } catch (Exception ex) { LogSystem.Error("LobbyNetworkSystem.SendMessage throw Exception:{0}\n{1}", ex.Message, ex.StackTrace); } }
private void OnMessageReceived(object sender, SocketIOClient.MessageEventArgs e) { SocketIOClient.Messages.TextMessage msg = e.Message as SocketIOClient.Messages.TextMessage; if (null != msg) { JsonMessageDispatcher.HandleNodeMessage(msg.MessageText); } }
public void Init() { JsonMessageDispatcher.Init(); NetWorkMessageInit(); m_IsWaitStart = true; m_IsLogged = false; m_LastReceiveHeartbeatTime = 0; }
private void OnMessageReceived(object sender, WebSocket4Net.MessageReceivedEventArgs e) { string msg = e.Message; if (null != msg) { LogSystem.Info("Receive Lobby Message:{0}", msg); JsonMessageDispatcher.HandleNodeMessage(msg); } }
public void Init() { GfxSystem.EventChannelForLogic.Subscribe <string, string, string>("ge_login_lobby", "lobby", LoginLobby); GfxSystem.EventChannelForLogic.Subscribe <int>("ge_select_scene", "lobby", SelectScene); GfxSystem.EventChannelForLogic.Subscribe <int>("ge_select_hero", "lobby", SelectHero); GfxSystem.EventChannelForLogic.Subscribe("ge_start_game", "lobby", StartGame); JsonMessageDispatcher.Init(); InitMessageHandler(); m_IsWaitStart = true; m_IsLogged = false; }
private void SendMessage(JsonMessageID id, JsonData msg) { JsonMessageDispatcher.SendMessage((int)id, msg); }
private void RegisterMsgHandler(JsonMessageID id, JsonMessageHandlerDelegate handler) { JsonMessageDispatcher.RegisterMessageHandler((int)id, handler); }