示例#1
0
        void StateEnter_LoginPlatform(xc.Machine.State s)
        {
            ControlServerLogHelper.GetInstance().PostStartClientLog();

            GlobalConfig globalConfig = GlobalConfig.GetInstance();

            if (globalConfig.IsEnterSDK)
            {
                login_wnd = "UIQuickLoginWindow";
                UIManager.Instance.ShowWindow(login_wnd);
            }
            else
            {
                if (Game.Instance.IsSkillEditorScene == false)
                {
                    if (string.IsNullOrEmpty(globalConfig.LoginInfo.AccName) == true)
                    {
                        login_wnd = "UIAccountWindow";
                        UIManager.Instance.ShowWindow(login_wnd);
                    }
                    else
                    {
                        login_wnd = "UILoginWindow";
                        UIManager.Instance.ShowWindow(login_wnd);
                    }
                }
            }
        }
示例#2
0
        public void OnGetServerStateFinished(string url, string error, string reply, System.Object userData)
        {
#if UNITY_IPHONE
            reply = Utils.AES.Decode(reply, Const.CS_URL_KEY, Const.CS_URL_IV);
#endif
            System.Object replyObject = MiniJSON.JsonDecode(reply);
            if (CheckReply(url, error, replyObject) == false)
            {
                if (mGetServerStateFinishedCallback != null)
                {
                    mGetServerStateFinishedCallback(null, false);
                }
                return;
            }

            ServerInfo serverInfo = userData as ServerInfo;
            if (serverInfo == null)
            {
                GameDebug.LogError("Error in OnGetServerStateFinished, serverInfo is null!!!");
                return;
            }

            Hashtable hashtable = (replyObject as Hashtable)["args"] as Hashtable;
            if (hashtable != null)
            {
                serverInfo.State = (EServerState)DBTextResource.ParseI(hashtable["status"].ToString());
            }
            bool canEnter = CheckServerState(serverInfo);

            // 如果是不推荐进入的服务器,则读取recomm属性选中推荐的服务器
            if (serverInfo.State == EServerState.NotRecomm)
            {
                if (hashtable != null)
                {
                    Hashtable recommHashtable = hashtable["recomm"] as Hashtable;
                    if (recommHashtable != null)
                    {
                        ServerInfo recommServerInfo = ParseServerInfo(recommHashtable);
                        if (recommServerInfo != null)
                        {
                            xc.ui.UIWidgetHelp.GetInstance().ShowNoticeDlg(DBConstText.GetText("SERVER_NOT_RECOMM_TIPS"), (x) =>
                            {
                                ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_SELECT_SERVER, new CEventBaseArgs(recommServerInfo));
                            });
                            canEnter = false;
                        }
                    }
                }
            }

            if (mGetServerStateFinishedCallback != null)
            {
                mGetServerStateFinishedCallback(serverInfo, canEnter);
            }

            if (canEnter == false || mEnterWhenGetServerStateFinished == false)
            {
                return;
            }

            GlobalConfig.GetInstance().LoginInfo.ServerInfo = serverInfo;

            string[] ips  = serverInfo.Url.Split(':');
            Game     game = Game.GetInstance();
            game.ServerIP   = ips[0];
            game.ServerPort = DBTextResource.ParseI(ips[1]);
            game.ServerID   = (uint)serverInfo.SId;

            ControlServerLogHelper.GetInstance().PostAccountLoginLogS(serverInfo.ServerId, serverInfo.State);

            game.GameMode = (Game.EGameMode)((int)game.GameMode | (int)xc.Game.EGameMode.GM_Net);
            game.Login();
        }
示例#3
0
 private void OnEnterGame()
 {
     RequestAppendInfo();                     // 请求所有本地角色相关系统的信息
     ControlServerLogHelper.SendMobileInfo(); // 发送客户端的数据
 }