示例#1
0
        private void OnNetworkError(object sender, GameEventArgs e)
        {
            UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
            Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage);

            ne.NetworkChannel.Close();
        }
    private void OnNetworkError(object sender, GameFramework.Event.GameEventArgs e)
    {
        UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
        if (ne.NetworkChannel != m_NetworkChannel)
        {
            return;
        }

        Log.Error("Network Packet {0} Error : {1}.", ne.Id, ne.ErrorMessage);
    }
示例#3
0
        /// <summary>
        /// 创建网络错误事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>创建的网络错误事件。</returns>
        public static NetworkErrorEventArgs Create(GameFramework.Network.NetworkErrorEventArgs e)
        {
            NetworkErrorEventArgs networkErrorEventArgs = ReferencePool.Acquire <NetworkErrorEventArgs>();

            networkErrorEventArgs.NetworkChannel  = e.NetworkChannel;
            networkErrorEventArgs.ErrorCode       = e.ErrorCode;
            networkErrorEventArgs.SocketErrorCode = e.SocketErrorCode;
            networkErrorEventArgs.ErrorMessage    = e.ErrorMessage;
            return(networkErrorEventArgs);
        }
示例#4
0
 private void OnNetworkError(object sender, GameFramework.Network.NetworkErrorEventArgs e)
 {
     m_EventComponent.Fire(this, NetworkErrorEventArgs.Create(e));
 }