| Core/GameEngine/DataToCtl/ConnectedState.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/GameNetSystem.cs | ●●●●● 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>();