少年修仙传客户端代码仓库
client_Wu Xijin
2018-12-28 1af0cbd6f49754272ab5a1eeb51c78e4f19b532c
5398 【前端】【1.4】跨服竞技场开发,修改跨服竞技场断线重连逻辑
2个文件已修改
8 ■■■■ 已修改文件
Core/GameEngine/DataToCtl/ConnectedState.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/GameNetSystem.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/DataToCtl/ConnectedState.cs
@@ -44,12 +44,12 @@
        }
        if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD
            || (!GameNetSystem.Instance.crossServerConnected_Loigc && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
            || (GameNetSystem.Instance.crossServerConnected_Loigc && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.mainSocketConnected
            || (!GameNetSystem.Instance.crossServerConnected_Loigc && !GameNetSystem.Instance.crossServerSocketConnected))
            || (GameNetSystem.Instance.crossServerConnected_Loigc && !GameNetSystem.Instance.crossServerSocketConnected))
        {
            DetectConnected(3);
        }
Core/NetworkPackage/GameNetSystem.cs
@@ -73,7 +73,7 @@
    public bool mainSocketConnected { get { return mainSocket == null ? false : mainSocket.connected; } }
    public float timeSinceMainSocketLastProtocol {
        get { return mainSocket == null ? 0f : (float)(DateTime.Now - mainSocket.lastPackageTime).TotalSeconds; }
        get { return mainSocket == null ? Time.time : (float)(DateTime.Now - mainSocket.lastPackageTime).TotalSeconds; }
    }
    public bool crossServerConnected_Loigc { get; set; }
@@ -81,7 +81,7 @@
    public bool crossServerSocketConnected { get { return crossServerConnected_Loigc && (crossServerSocket == null ? false : crossServerSocket.connected); } }
    public float timeSinceCrossServerSocketLastProtocol {
        get { return crossServerSocket == null ? 0f : (float)(DateTime.Now - crossServerSocket.lastPackageTime).TotalSeconds; }
        get { return crossServerSocket == null ? Time.time : (float)(DateTime.Now - crossServerSocket.lastPackageTime).TotalSeconds; }
    }
    Queue<GameNetPackBasic> mainProtocolQueue = new Queue<GameNetPackBasic>();