少年修仙传客户端代码仓库
client_Wu Xijin
2018-12-21 b5e4e330bb59846770f396583e4429f5584b1e81
5398 子 【开发】【1.4】跨服竞技场 / 【前端】【1.4】跨服竞技场开发
4个文件已修改
44 ■■■■■ 已修改文件
Core/GameEngine/DataToCtl/ConnectedState.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/DataToCtl/CreateOrSelectRoleState.cs 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H03_MainCharacter/DTC0309_tagPlayerLoginInfo.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/GameNetSystem.cs 8 ●●●● 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.isCrossSevering && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
            || (!GameNetSystem.Instance.crossServerConnected_Loigc && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.mainSocketConnected
            || !GameNetSystem.Instance.crossServerSocketConnected)
            || (!GameNetSystem.Instance.crossServerConnected_Loigc && !GameNetSystem.Instance.crossServerSocketConnected))
        {
            DetectConnected(3);
        }
@@ -74,7 +74,7 @@
        sendInfo1.Type = 0;
        GameNetSystem.Instance.SendInfo(sendInfo1);// 在线回应
        if (GameNetSystem.Instance.isCrossSevering)
        if (GameNetSystem.Instance.crossServerConnected_Loigc)
        {
            var sendInfo2 = new C0104_tagCOnlineReturn();
            sendInfo2.Type = 0;
@@ -96,7 +96,7 @@
            || GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD;
#endif
        if (GameNetSystem.Instance.isCrossSevering)
        if (GameNetSystem.Instance.crossServerConnected_Loigc)
        {
#if UNITY_IOS && !UNITY_EDITOR
            isDisconnected = isDisconnected || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > 3f;
Core/GameEngine/DataToCtl/CreateOrSelectRoleState.cs
@@ -40,13 +40,11 @@
            return;
        }
        if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD
            || (!GameNetSystem.Instance.isCrossSevering && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
        if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD)
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.mainSocketConnected
            || !GameNetSystem.Instance.crossServerSocketConnected)
        else if (!GameNetSystem.Instance.mainSocketConnected)
        {
            DetectConnected(3);
        }
@@ -71,13 +69,6 @@
        sendInfo.Type = 0;
        GameNetSystem.Instance.SendInfo(sendInfo);// 在线回应
        if (GameNetSystem.Instance.isCrossSevering)
        {
            var sendInfo2 = new C0104_tagCOnlineReturn();
            sendInfo2.Type = 0;
            GameNetSystem.Instance.SendToCrossServer(sendInfo2);// 在线回应
        }
        Clock.Create(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd);
    }
@@ -92,16 +83,6 @@
        isDisconnected = !GameNetSystem.Instance.mainSocketConnected
            || GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD;
#endif
        if (GameNetSystem.Instance.isCrossSevering)
        {
#if UNITY_IOS && !UNITY_EDITOR
            isDisconnected = isDisconnected || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > 3f;
#else
            isDisconnected = isDisconnected || !GameNetSystem.Instance.crossServerSocketConnected
                || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD;
#endif
        }
        if (isDisconnected)
        {
Core/NetworkPackage/DTCFile/ServerPack/H03_MainCharacter/DTC0309_tagPlayerLoginInfo.cs
@@ -19,7 +19,10 @@
        H0309_tagPlayerLoginInfo vNetData = vNetPack as H0309_tagPlayerLoginInfo;
        PlayerDatas.Instance.loginInfo = vNetData;
        GameNetSystem.Instance.UpdateCrossServerData(vNetData.IP, vNetData.Port, vNetData.CrossState);
        if (vNetData.socketType== GameNetSystem.SocketType.Main)
        {
            GameNetSystem.Instance.UpdateCrossServerData(vNetData.IP, vNetData.Port, vNetData.CrossState);
        }
        if (RoleChange != null)
        {
Core/NetworkPackage/GameNetSystem.cs
@@ -87,8 +87,6 @@
    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()
@@ -163,6 +161,10 @@
    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)
@@ -308,6 +310,8 @@
    {
        try
        {
            crossServerConnected_Loigc = false;
            if (mainSocket != null)
            {
                mainSocket.CloseConnect();