/// <summary> /// 发送数据包 /// </summary> /// <typeparam name="T">泛型</typeparam> /// <param name="socketType">socket类型</param> /// <param name="channel">通信协议[PID]</param> /// <param name="type">内容的类型,0-Protobuf1,Json</param> /// <param name="tbuff">传递的内容</param> /// <param name="offCheckTimeOut">是否超时</param> public void SendBuff <T>(SocketType socketType, int channel, int type, T tbuff, bool offCheckTimeOut = false) { SendMsgVO msgVO = new SendMsgVO(); msgVO.socketType = socketType; msgVO.channel = channel; msgVO.type = type; msgVO.tbuff = tbuff; msgVO.offCheckTimeOut = offCheckTimeOut; GameMgr.Instance.SendMsgPool.Enqueue(msgVO); }
/// <summary> /// 发送数据包 /// </summary> /// <typeparam name="T">泛型</typeparam> /// <param name="socketType">socket类型</param> /// <param name="channel">通信协议[PID]</param> /// <param name="type">内容的类型,0-Protobuf1,Json</param> /// <param name="tbuff">传递的内容</param> /// <param name="offCheckTimeOut">是否忽略超时</param> public void SendBuff <T>(SocketType socketType, int channel, int type, T tbuff, bool offCheckTimeOut = false) { SendMsgVO msgVO = new SendMsgVO(); msgVO.socketType = socketType; msgVO.channel = channel; msgVO.msgType = type; msgVO.tbuff = tbuff; msgVO.offCheckTimeOut = offCheckTimeOut; GameMgr.Instance.SendMsgPool.Enqueue(msgVO); if (!offCheckTimeOut) { waitMsgList.Add(channel); Timer.Instance.AddTimer(0, 1, 0, () => { UIManager.Instance.SetWaitIconActive(waitMsgList.Count > 0); }); } }