| Core/GameEngine/DataToCtl/ConnectedState.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/DataToCtl/CreateOrSelectRoleState.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ServerPack/H03_MainCharacter/DTC0309_tagPlayerLoginInfo.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.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();