少年修仙传客户端代码仓库
client_Wu Xijin
2018-08-13 eda22bcd9683f3a94e0744da60d23808272c627f
Core/GameEngine/DataToCtl/CreateOrSelectRoleState.cs
@@ -4,112 +4,112 @@
using System;
using Snxxz.UI;
public class CreateOrSelectRoleState : NetState
{
    const int OVERTIME_THRESHOLD = 12;
    bool connectedDetecting = false;
public class CreateOrSelectRoleState : NetState
{
    const int OVERTIME_THRESHOLD = 12;
    bool connectedDetecting = false;
    NetworkReachability m_NetWorkReachability = NetworkReachability.ReachableViaCarrierDataNetwork;
    NetworkReachability netWorkReachability {
        get { return m_NetWorkReachability; }
        set {
            if (m_NetWorkReachability != value)
            {
                m_NetWorkReachability = value;
                DetectConnected(3);
            }
        }
    }
    NetworkReachability m_NetWorkReachability = NetworkReachability.ReachableViaCarrierDataNetwork;
    NetworkReachability netWorkReachability {
        get { return m_NetWorkReachability; }
        set {
            if (m_NetWorkReachability != value)
            {
                m_NetWorkReachability = value;
                DetectConnected(3);
            }
    public override void OnEnter()
    {
        m_NetWorkReachability = Application.internetReachability;
        NetLinkWin.Hide();
        base.OnEnter();
    }
    protected override void Update()
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.CreateOrSelectRole)
        {
            return;
        }
        if (connectedDetecting)
        {
            return;
        }
        if ((DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD)
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.socketConnected)
        {
            DetectConnected(3);
        }
        else
        {
#if UNITY_IOS && !UNITY_EDITOR
            netWorkReachability = Application.internetReachability;
#endif
        }
    }
    public override void OnEnter()
    {
        m_NetWorkReachability = Application.internetReachability;
        NetLinkWin.Hide();
        base.OnEnter();
    }
    protected override void Update()
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.CreateOrSelectRole)
        {
            return;
        }
        if (connectedDetecting)
        {
            return;
        }
        if ((DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD)
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.socketConnected)
        {
            DetectConnected(3);
        }
        else
        {
#if UNITY_IOS && !UNITY_EDITOR
            netWorkReachability = Application.internetReachability;
#endif
        }
    }
    public override void OnExit()
    {
        base.OnExit();
    }
    private void DetectConnected(int _seconds)
    {
        connectedDetecting = true;
        var sendInfo = new C0104_tagCOnlineReturn();
        sendInfo.Type = 0;
        GameNetSystem.Instance.SendInfo(sendInfo);// 在线回应
        Clock.Create(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd);
    }
    private void OnDetectEnd()
    {
        connectedDetecting = false;
        var isDisconnected = false;
#if UNITY_IOS && !UNITY_EDITOR
        isDisconnected = (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > 3;
#else
        isDisconnected = !GameNetSystem.Instance.socketConnected || (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD;
#endif
        if (isDisconnected)
        {
            switch (Application.internetReachability)
            {
                case NetworkReachability.NotReachable:
                    GameNetSystem.Instance.Disconnect();
                    WindowCenter.Instance.Open<DisconnectHintWin>();
                    break;
                case NetworkReachability.ReachableViaCarrierDataNetwork:
                case NetworkReachability.ReachableViaLocalAreaNetwork:
                    GameNetSystem.Instance.Reconnect();
                    break;
            }
        }
    }
    private void OnApplicationPause(bool pause)
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.CreateOrSelectRole)
        {
            return;
        }
        if (!pause)
        {
            DetectConnected(3);
        }
    public override void OnExit()
    {
        base.OnExit();
    }
    private void DetectConnected(int _seconds)
    {
        connectedDetecting = true;
        var sendInfo = new C0104_tagCOnlineReturn();
        sendInfo.Type = 0;
        GameNetSystem.Instance.SendInfo(sendInfo);// 在线回应
        Clock.Create(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd);
    }
    private void OnDetectEnd()
    {
        connectedDetecting = false;
        var isDisconnected = false;
#if UNITY_IOS && !UNITY_EDITOR
        isDisconnected = (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > 3;
#else
        isDisconnected = !GameNetSystem.Instance.socketConnected || (DateTime.Now - GameNetSystem.Instance.lastPackageTime).TotalSeconds > OVERTIME_THRESHOLD;
#endif
        if (isDisconnected)
        {
            switch (Application.internetReachability)
            {
                case NetworkReachability.NotReachable:
                    GameNetSystem.Instance.Disconnect();
                    WindowCenter.Instance.Open<DisconnectHintWin>();
                    break;
                case NetworkReachability.ReachableViaCarrierDataNetwork:
                case NetworkReachability.ReachableViaLocalAreaNetwork:
                    GameNetSystem.Instance.Reconnect();
                    break;
            }
        }
    }
    private void OnApplicationPause(bool pause)
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.CreateOrSelectRole)
        {
            return;
        }
        if (!pause)
        {
            DetectConnected(3);
        }
    }
}