| | |
| | | bool connectedDetecting = false; |
| | | |
| | | NetworkReachability m_NetWorkReachability = NetworkReachability.ReachableViaCarrierDataNetwork;
|
| | | NetworkReachability netWorkReachability
|
| | | {
|
| | | NetworkReachability netWorkReachability {
|
| | | get { return m_NetWorkReachability; }
|
| | | set
|
| | | {
|
| | | set {
|
| | | if (m_NetWorkReachability != value)
|
| | | {
|
| | | m_NetWorkReachability = value;
|
| | |
| | | return;
|
| | | }
|
| | |
|
| | | if ((DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD)
|
| | | if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD)
|
| | | {
|
| | | DetectConnected(3);
|
| | | }
|
| | | else if (!GameNetSystem.Instance.socketConnected)
|
| | | else if (!GameNetSystem.Instance.mainSocketConnected)
|
| | | {
|
| | | DetectConnected(3);
|
| | | }
|
| | |
| | |
|
| | | var isDisconnected = false;
|
| | | #if UNITY_IOS && !UNITY_EDITOR
|
| | | isDisconnected = (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > 3;
|
| | | isDisconnected = GameNetSystem.Instance.timeSinceMainSocketLastProtocol > 3f;
|
| | | #else
|
| | | isDisconnected = !GameNetSystem.Instance.socketConnected || (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD;
|
| | | isDisconnected = !GameNetSystem.Instance.mainSocketConnected
|
| | | || GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD;
|
| | | #endif
|
| | |
|
| | | if (isDisconnected)
|