private static async void OnCreateRoom(this UILobbyComponent self) { try { using (Session session = Game.Scene.GetComponent <NetOuterComponent>().Create("127.0.0.1:10001")) { R2C_Login r2CLogin = await session.Call <C2R_Login, R2C_Login>(new C2R_Login() { Account = "abcdef", Password = "******" }); Session gateSession = Game.Scene.GetComponent <NetOuterComponent>().Create(r2CLogin.Address); G2C_LoginGate g2CLoginGate = await gateSession.Call <C2G_LoginGate, G2C_LoginGate>(new C2G_LoginGate(r2CLogin.Key)); Log.Info("登陆gate成功!"); } } catch (Exception e) { Log.Error(e.ToString()); } }
public async Task Send(Session session, int j) { try { await session.Call <R2C_Ping>(new C2R_Ping()); ++this.k; if (this.k % 10000 != 0) { return; } long time2 = TimeHelper.ClientNow(); long time = time2 - this.time1; this.time1 = time2; Log.Info($"Benchmark k: {this.k} 每10W次耗时: {time} ms"); } catch (Exception e) { Log.Error(e.ToString()); } }
private async void RequestLock() { try { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(this.address); string serverAddress = Game.Scene.GetComponent <StartConfigComponent>().StartConfig.ServerIP; G2G_LockRequest request = new G2G_LockRequest { Id = this.Entity.Id, Address = serverAddress }; await session.Call <G2G_LockResponse>(request); this.status = LockStatus.Locked; foreach (TaskCompletionSource <bool> taskCompletionSource in this.queue) { taskCompletionSource.SetResult(true); } this.queue.Clear(); } catch (Exception e) { Log.Error($"获取锁失败: {this.address} {this.Entity.Id} {e}"); } }
public async void SaveLog(Disposer disposer) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call(new DBSaveRequest { Disposer = disposer, NeedCache = false, CollectionName = "Log" }); }
public async Task Save(Disposer disposer, bool needCache, CancellationToken cancellationToken) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call(new DBSaveRequest { Disposer = disposer, NeedCache = needCache }, cancellationToken); }
public async Task SaveBatch(List <Disposer> disposers, bool needCache = true) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call(new DBSaveBatchRequest { Disposers = disposers, NeedCache = needCache }); }
public async Task Save(Disposer disposer, bool needCache = true) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call <DBSaveResponse>(new DBSaveRequest { Disposer = disposer, NeedCache = needCache }); }
public async void SaveLog(Entity entity) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call <DBSaveResponse>(new DBSaveRequest { Entity = entity, NeedCache = false, CollectionName = "Log" }); }
public async Task Save(Entity entity, bool needCache, CancellationToken cancellationToken) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call <DBSaveResponse>(new DBSaveRequest { Entity = entity, NeedCache = needCache }, cancellationToken); }
public async Task SaveBatch(List <Entity> entitys, bool needCache = true) { Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(dbAddress); await session.Call <DBSaveBatchResponse>(new DBSaveBatchRequest { Entitys = entitys, NeedCache = needCache }); }