添加服务器心跳包消息处理
							parent
							
								
									f217a3ad6c
								
							
						
					
					
						commit
						5f06a17ee3
					
				|  | @ -98,6 +98,11 @@ namespace DofLibrary | ||||||
|                 //Debug.Log("[ProcessMessage]GameFinish"); |                 //Debug.Log("[ProcessMessage]GameFinish"); | ||||||
|                 _receiver.OnGameFinish(serverMessage.GameFinish); |                 _receiver.OnGameFinish(serverMessage.GameFinish); | ||||||
|             } |             } | ||||||
|  |             else if (serverMessage.Heartbeat != null) | ||||||
|  |             { | ||||||
|  |                 //Debug.Log("[ProcessMessage]Heartbeat"); | ||||||
|  |                 _receiver.OnHeartbeat(serverMessage.Heartbeat); | ||||||
|  |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         /// <summary> |         /// <summary> | ||||||
|  |  | ||||||
|  | @ -41,5 +41,10 @@ namespace DofLibrary | ||||||
|         /// </summary> |         /// </summary> | ||||||
|         /// <param name="gameFinish">两个玩家的得分</param> |         /// <param name="gameFinish">两个玩家的得分</param> | ||||||
|         void OnGameFinish(GameFinish gameFinish); |         void OnGameFinish(GameFinish gameFinish); | ||||||
|  | 
 | ||||||
|  |         /// <summary> | ||||||
|  |         /// 心跳包 | ||||||
|  |         /// </summary> | ||||||
|  |         void OnHeartbeat(Heartbeat heartbeat); | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  | @ -137,6 +137,15 @@ namespace Dof | ||||||
|         public bool ShouldSerializeGameFinish() => __pbn__actual.Is(5); |         public bool ShouldSerializeGameFinish() => __pbn__actual.Is(5); | ||||||
|         public void ResetGameFinish() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 5); |         public void ResetGameFinish() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 5); | ||||||
| 
 | 
 | ||||||
|  |         [global::ProtoBuf.ProtoMember(21, Name = @"heartbeat")] | ||||||
|  |         public Heartbeat Heartbeat | ||||||
|  |         { | ||||||
|  |             get => __pbn__actual.Is(21) ? ((Heartbeat)__pbn__actual.Object) : default; | ||||||
|  |             set => __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(21, value); | ||||||
|  |         } | ||||||
|  |         public bool ShouldSerializeHeartbeat() => __pbn__actual.Is(21); | ||||||
|  |         public void ResetHeartbeat() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 21); | ||||||
|  | 
 | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     [global::ProtoBuf.ProtoContract()] |     [global::ProtoBuf.ProtoContract()] | ||||||
|  | @ -191,6 +200,9 @@ namespace Dof | ||||||
|         [global::System.ComponentModel.DefaultValue("")] |         [global::System.ComponentModel.DefaultValue("")] | ||||||
|         public string IosGeneration { get; set; } = ""; |         public string IosGeneration { get; set; } = ""; | ||||||
| 
 | 
 | ||||||
|  |         [global::ProtoBuf.ProtoMember(4, Name = @"diff_count")] | ||||||
|  |         public int DiffCount { get; set; } | ||||||
|  | 
 | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     [global::ProtoBuf.ProtoContract()] |     [global::ProtoBuf.ProtoContract()] | ||||||
|  |  | ||||||
|  | @ -24,6 +24,8 @@ message ServerMessage { | ||||||
|     LevelStart level_start = 3; |     LevelStart level_start = 3; | ||||||
|     PointFound point_found = 4; |     PointFound point_found = 4; | ||||||
|     GameFinish game_finish = 5; |     GameFinish game_finish = 5; | ||||||
|  | 
 | ||||||
|  |     Heartbeat heartbeat = 21; | ||||||
|   } |   } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -41,6 +43,7 @@ message LevelResource { | ||||||
|   string level_id = 1; |   string level_id = 1; | ||||||
|   string android_generation = 2; |   string android_generation = 2; | ||||||
|   string ios_generation = 3; |   string ios_generation = 3; | ||||||
|  |   int32 diff_count = 4; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| // PlayerEntered 服务端接收到 PlayerEnter 消息后发还给客户端的回执 | // PlayerEntered 服务端接收到 PlayerEnter 消息后发还给客户端的回执 | ||||||
|  |  | ||||||
		Loading…
	
		Reference in New Issue
	
	 xiaohang
						xiaohang