From ddcba938b4b7cb150170a07d59b480d0748a476c Mon Sep 17 00:00:00 2001
From: client_Wu Xijin <364452445@qq.com>
Date: 星期一, 20 八月 2018 09:55:42 +0800
Subject: [PATCH] 2666 前端】法宝主界面快捷入口显示修改

---
 Core/NetworkPackage/GameNetSystem.cs |  582 +++++++++++++++++++++++++++++-----------------------------
 1 files changed, 291 insertions(+), 291 deletions(-)

diff --git a/Core/NetworkPackage/GameNetSystem.cs b/Core/NetworkPackage/GameNetSystem.cs
index fd990ae..f9cf6d7 100644
--- a/Core/NetworkPackage/GameNetSystem.cs
+++ b/Core/NetworkPackage/GameNetSystem.cs
@@ -1,291 +1,291 @@
-锘縰sing UnityEngine;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using Snxxz.UI;
-
-public class GameNetSystem : Singleton<GameNetSystem>
-{
-    NetUpdateBehaviour m_NetUpdateBehaviour;
-    NeverConnectState neverConnectState;
-    AccountLoginState accountLoginState;
-    CreateOrSelectRoleState createOrSelectRoleState;
-    RoleLoginState roleLoginState;
-    ConnectedState connectedState;
-    DisconnectState disconnectState;
-
-    NetState m_NetState;
-    public NetState netState {
-        get { return this.m_NetState; }
-        set {
-            if (this.m_NetState != value)
-            {
-                switch (m_NetState)
-                {
-                    case NetState.NerverConnect:
-                        neverConnectState.OnExit();
-                        break;
-                    case NetState.AccountLogin:
-                        accountLoginState.OnExit();
-                        break;
-                    case NetState.CreateOrSelectRole:
-                        createOrSelectRoleState.OnExit();
-                        break;
-                    case NetState.RoleLogin:
-                        roleLoginState.OnExit();
-                        break;
-                    case NetState.Connected:
-                        connectedState.OnExit();
-                        break;
-                    case NetState.DisConnected:
-                        disconnectState.OnExit();
-                        break;
-                }
-
-                this.m_NetState = value;
-                switch (m_NetState)
-                {
-                    case NetState.NerverConnect:
-                        neverConnectState.OnEnter();
-                        break;
-                    case NetState.AccountLogin:
-                        accountLoginState.OnEnter();
-                        break;
-                    case NetState.CreateOrSelectRole:
-                        createOrSelectRoleState.OnEnter();
-                        break;
-                    case NetState.RoleLogin:
-                        roleLoginState.OnEnter();
-                        break;
-                    case NetState.Connected:
-                        connectedState.OnEnter();
-                        break;
-                    case NetState.DisConnected:
-                        disconnectState.OnEnter();
-                        break;
-                }
-            }
-        }
-    }
-
-    private ClientSocketController socketController;
-    public bool socketConnected { get { return socketController == null ? false : socketController.Connected; } }
-
-    Queue<GameNetPackBasic> packQueue = new Queue<GameNetPackBasic>();
-
-    DateTime m_LastPackageTime;
-    public DateTime lastPackageTime { get { return m_LastPackageTime; } }
-
-    Action onConnected;
-    public event Action disconnectEvent;
-    public event Action connectedEvent;
-
-    public GameNetSystem()
-    {
-        var gameObject = new GameObject("NetUpdateBehaviour");
-        GameObject.DontDestroyOnLoad(gameObject);
-        m_NetUpdateBehaviour = gameObject.AddComponent<NetUpdateBehaviour>();
-        m_NetUpdateBehaviour.RegisterUpdateCallBack(OnUpdate);
-
-        neverConnectState = gameObject.AddComponent<NeverConnectState>();
-        accountLoginState = gameObject.AddComponent<AccountLoginState>();
-        createOrSelectRoleState = gameObject.AddComponent<CreateOrSelectRoleState>();
-        roleLoginState = gameObject.AddComponent<RoleLoginState>();
-        connectedState = gameObject.AddComponent<ConnectedState>();
-        disconnectState = gameObject.AddComponent<DisconnectState>();
-
-        netState = NetState.NerverConnect;
-    }
-
-    public void BeginConnectGameServer(string _ip, int _port, Action _onConnected)
-    {
-        if (socketController != null && socketController.Connected)
-        {
-            socketController.CloseConnect();
-        }
-
-        socketController = new ClientSocketController();
-
-        GameNetEncode.ResetEncodeIndex();
-        lock (packQueue)
-        {
-            packQueue.Clear();
-        }
-
-        onConnected = _onConnected;
-        socketController.Connect(_ip, _port, OnSocketConnected);
-    }
-
-    public void SendInfo(GameNetPackBasic vNetPack)
-    {
-        if (socketController != null)
-        {
-            socketController.SendInfo(vNetPack);
-        }
-    }
-
-    public void SendInfo(byte[] vBytes)
-    {
-        if (socketController != null)
-        {
-            socketController.SendInfo(vBytes);
-        }
-    }
-
-    public void PushPackage(GameNetPackBasic _package)
-    {
-        if (_package == null)
-        {
-            return;
-        }
-
-        m_LastPackageTime = DateTime.Now;
-
-        lock (packQueue)
-        {
-            lock (_package)
-            {
-                if (PackageRegedit.Contain(_package.cmd))
-                {
-                    packQueue.Enqueue(_package);
-                }
-                else
-                {
-                    DesignDebug.LogWarningFormat("鏁版嵁鍖�(cmd:{0})鏈櫥璁帮紒", _package.cmd);
-                }
-            }
-
-        }
-
-    }
-
-    public void Disconnect()
-    {
-        try
-        {
-            if (socketController != null)
-            {
-                socketController.CloseConnect();
-            }
-            GameNetEncode.ResetEncodeIndex();
-
-            lock (packQueue)
-            {
-                packQueue.Clear();
-            }
-        }
-        catch (Exception ex)
-        {
-            Debug.Log(ex);
-        }
-        finally
-        {
-            netState = NetState.DisConnected;
-        }
-
-    }
-
-    public void Reconnect()
-    {
-        try
-        {
-            if (socketController != null)
-            {
-                socketController.CloseConnect();
-            }
-            GameNetEncode.ResetEncodeIndex();
-            lock (packQueue)
-            {
-                packQueue.Clear();
-            }
-        }
-        catch (Exception ex)
-        {
-            Debug.Log(ex);
-        }
-        finally
-        {
-            netState = NetState.AccountLogin;
-
-            var loginModel = ModelCenter.Instance.GetModel<LoginModel>();
-            loginModel.busy = false;
-            loginModel.ReAccountLogin();
-        }
-    }
-
-    public void LoginOut()
-    {
-        try
-        {
-            if (socketController != null)
-            {
-                socketController.CloseConnect();
-            }
-            GameNetEncode.ResetEncodeIndex();
-            lock (packQueue)
-            {
-                packQueue.Clear();
-            }
-        }
-        catch (Exception ex)
-        {
-            Debug.Log(ex);
-        }
-        finally
-        {
-            netState = NetState.NerverConnect;
-            var loginModel = ModelCenter.Instance.GetModel<LoginModel>();
-            loginModel.busy = false;
-            WindowJumpMgr.Instance.ClearJumpData();
-            StageManager.Instance.LoadLoginStage();
-            NetLinkWin.Hide();
-        }
-
-    }
-
-    public void OnAccountLogin()
-    {
-        netState = NetState.AccountLogin;
-    }
-
-    public void OnEnterWorld()
-    {
-        netState = NetState.RoleLogin;
-    }
-
-    void OnUpdate()
-    {
-        lock (packQueue)
-        {
-            if (packQueue != null)
-            {
-                while (packQueue.Count > 0)
-                {
-                    PackageRegedit.Distribute(packQueue.Dequeue());
-                }
-            }
-        }
-
-    }
-
-    private void OnSocketConnected()
-    {
-        m_LastPackageTime = DateTime.Now;
-        if (onConnected != null)
-        {
-            onConnected();
-            onConnected = null;
-        }
-    }
-
-    public enum NetState
-    {
-        NerverConnect = 1,
-        AccountLogin = 2,
-        CreateOrSelectRole = 3,
-        RoleLogin = 4,
-        Connected = 5,
-        DisConnected = 6,
-    }
-
-}
+锘縰sing UnityEngine;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using Snxxz.UI;
+
+public class GameNetSystem : Singleton<GameNetSystem>
+{
+    NetUpdateBehaviour m_NetUpdateBehaviour;
+    NeverConnectState neverConnectState;
+    AccountLoginState accountLoginState;
+    CreateOrSelectRoleState createOrSelectRoleState;
+    RoleLoginState roleLoginState;
+    ConnectedState connectedState;
+    DisconnectState disconnectState;
+
+    NetState m_NetState;
+    public NetState netState {
+        get { return this.m_NetState; }
+        set {
+            if (this.m_NetState != value)
+            {
+                switch (m_NetState)
+                {
+                    case NetState.NerverConnect:
+                        neverConnectState.OnExit();
+                        break;
+                    case NetState.AccountLogin:
+                        accountLoginState.OnExit();
+                        break;
+                    case NetState.CreateOrSelectRole:
+                        createOrSelectRoleState.OnExit();
+                        break;
+                    case NetState.RoleLogin:
+                        roleLoginState.OnExit();
+                        break;
+                    case NetState.Connected:
+                        connectedState.OnExit();
+                        break;
+                    case NetState.DisConnected:
+                        disconnectState.OnExit();
+                        break;
+                }
+
+                this.m_NetState = value;
+                switch (m_NetState)
+                {
+                    case NetState.NerverConnect:
+                        neverConnectState.OnEnter();
+                        break;
+                    case NetState.AccountLogin:
+                        accountLoginState.OnEnter();
+                        break;
+                    case NetState.CreateOrSelectRole:
+                        createOrSelectRoleState.OnEnter();
+                        break;
+                    case NetState.RoleLogin:
+                        roleLoginState.OnEnter();
+                        break;
+                    case NetState.Connected:
+                        connectedState.OnEnter();
+                        break;
+                    case NetState.DisConnected:
+                        disconnectState.OnEnter();
+                        break;
+                }
+            }
+        }
+    }
+
+    private ClientSocketController socketController;
+    public bool socketConnected { get { return socketController == null ? false : socketController.Connected; } }
+
+    Queue<GameNetPackBasic> packQueue = new Queue<GameNetPackBasic>();
+
+    DateTime m_LastPackageTime;
+    public DateTime lastPackageTime { get { return m_LastPackageTime; } }
+
+    Action onConnected;
+    public event Action disconnectEvent;
+    public event Action connectedEvent;
+
+    public GameNetSystem()
+    {
+        var gameObject = new GameObject("NetUpdateBehaviour");
+        GameObject.DontDestroyOnLoad(gameObject);
+        m_NetUpdateBehaviour = gameObject.AddComponent<NetUpdateBehaviour>();
+        m_NetUpdateBehaviour.RegisterUpdateCallBack(OnUpdate);
+
+        neverConnectState = gameObject.AddComponent<NeverConnectState>();
+        accountLoginState = gameObject.AddComponent<AccountLoginState>();
+        createOrSelectRoleState = gameObject.AddComponent<CreateOrSelectRoleState>();
+        roleLoginState = gameObject.AddComponent<RoleLoginState>();
+        connectedState = gameObject.AddComponent<ConnectedState>();
+        disconnectState = gameObject.AddComponent<DisconnectState>();
+
+        netState = NetState.NerverConnect;
+    }
+
+    public void BeginConnectGameServer(string _ip, int _port, Action _onConnected)
+    {
+        if (socketController != null && socketController.Connected)
+        {
+            socketController.CloseConnect();
+        }
+
+        socketController = new ClientSocketController();
+
+        GameNetEncode.ResetEncodeIndex();
+        lock (packQueue)
+        {
+            packQueue.Clear();
+        }
+
+        onConnected = _onConnected;
+        socketController.Connect(_ip, _port, OnSocketConnected);
+    }
+
+    public void SendInfo(GameNetPackBasic vNetPack)
+    {
+        if (socketController != null)
+        {
+            socketController.SendInfo(vNetPack);
+        }
+    }
+
+    public void SendInfo(byte[] vBytes)
+    {
+        if (socketController != null)
+        {
+            socketController.SendInfo(vBytes);
+        }
+    }
+
+    public void PushPackage(GameNetPackBasic _package)
+    {
+        if (_package == null)
+        {
+            return;
+        }
+
+        m_LastPackageTime = DateTime.Now;
+
+        lock (packQueue)
+        {
+            lock (_package)
+            {
+                if (PackageRegedit.Contain(_package.cmd))
+                {
+                    packQueue.Enqueue(_package);
+                }
+                else
+                {
+                    DebugEx.LogWarningFormat("鏁版嵁鍖�(cmd:{0})鏈櫥璁帮紒", _package.cmd);
+                }
+            }
+
+        }
+
+    }
+
+    public void Disconnect()
+    {
+        try
+        {
+            if (socketController != null)
+            {
+                socketController.CloseConnect();
+            }
+            GameNetEncode.ResetEncodeIndex();
+
+            lock (packQueue)
+            {
+                packQueue.Clear();
+            }
+        }
+        catch (Exception ex)
+        {
+            Debug.Log(ex);
+        }
+        finally
+        {
+            netState = NetState.DisConnected;
+        }
+
+    }
+
+    public void Reconnect()
+    {
+        try
+        {
+            if (socketController != null)
+            {
+                socketController.CloseConnect();
+            }
+            GameNetEncode.ResetEncodeIndex();
+            lock (packQueue)
+            {
+                packQueue.Clear();
+            }
+        }
+        catch (Exception ex)
+        {
+            Debug.Log(ex);
+        }
+        finally
+        {
+            netState = NetState.AccountLogin;
+
+            var loginModel = ModelCenter.Instance.GetModel<LoginModel>();
+            loginModel.busy = false;
+            loginModel.ReAccountLogin();
+        }
+    }
+
+    public void LoginOut()
+    {
+        try
+        {
+            if (socketController != null)
+            {
+                socketController.CloseConnect();
+            }
+            GameNetEncode.ResetEncodeIndex();
+            lock (packQueue)
+            {
+                packQueue.Clear();
+            }
+        }
+        catch (Exception ex)
+        {
+            Debug.Log(ex);
+        }
+        finally
+        {
+            netState = NetState.NerverConnect;
+            var loginModel = ModelCenter.Instance.GetModel<LoginModel>();
+            loginModel.busy = false;
+            WindowJumpMgr.Instance.ClearJumpData();
+            StageManager.Instance.LoadLoginStage();
+            NetLinkWin.Hide();
+        }
+
+    }
+
+    public void OnAccountLogin()
+    {
+        netState = NetState.AccountLogin;
+    }
+
+    public void OnEnterWorld()
+    {
+        netState = NetState.RoleLogin;
+    }
+
+    void OnUpdate()
+    {
+        lock (packQueue)
+        {
+            if (packQueue != null)
+            {
+                while (packQueue.Count > 0)
+                {
+                    PackageRegedit.Distribute(packQueue.Dequeue());
+                }
+            }
+        }
+
+    }
+
+    private void OnSocketConnected()
+    {
+        m_LastPackageTime = DateTime.Now;
+        if (onConnected != null)
+        {
+            onConnected();
+            onConnected = null;
+        }
+    }
+
+    public enum NetState
+    {
+        NerverConnect = 1,
+        AccountLogin = 2,
+        CreateOrSelectRole = 3,
+        RoleLogin = 4,
+        Connected = 5,
+        DisConnected = 6,
+    }
+
+}

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