| | |
| | | Queue<GameNetPackBasic> mainProtocolQueue = new Queue<GameNetPackBasic>();
|
| | | Queue<GameNetPackBasic> crossSeverProtocolQueue = new Queue<GameNetPackBasic>();
|
| | |
|
| | | public bool isCrossSevering { get; set; }
|
| | |
|
| | | public CrossServerData crossServerData { get; private set; }
|
| | |
|
| | | public GameNetSystem()
|
| | |
| | | public void UpdateCrossServerData(string ip, int port, byte state)
|
| | | {
|
| | | this.crossServerData = new CrossServerData(ip, port, state);
|
| | | if (this.crossServerData.crossState == 0)
|
| | | {
|
| | | crossServerConnected_Loigc = false;
|
| | | }
|
| | | }
|
| | |
|
| | | public void SendInfo(GameNetPackBasic protocol)
|
| | |
| | | {
|
| | | try
|
| | | {
|
| | | crossServerConnected_Loigc = false;
|
| | |
|
| | | if (mainSocket != null)
|
| | | {
|
| | | mainSocket.CloseConnect();
|