删除 YouleNexus 内嵌 .git,统一由根仓库唯一管理。提交: - projects/ 旧 H5 模板 Game_Surface_3 与各子游戏源码 - cocoscreator_projects/YouleNexus 工程 + cocos-creator-mcp 扩展源码 - CLAUDE.md、.mcp.json 等配置 library/temp/node_modules/dist 等缓存由 .gitignore 排除。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
582 lines
14 KiB
JavaScript
582 lines
14 KiB
JavaScript
var Net = Net||{};
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Net.tcp = {};
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Net.tcp.isConnected = false;//已有连接连上
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Net.tcp.tcpIDAva = 1;//用过的ID的最大值
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Net.tcp.tcpIDList = [];//TCP ID列表
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Net.tcp.connectCount = 3;//同时最多连接个数
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Net.tcp.connectList = [];//tcp连接对象池
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Net.tcp.connect = function(_id,ws){
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}
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Net.ws_tcp;
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Net._SendData = function(_app,_route,_rpc,_data){
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var _msg = {};
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_msg.app = _app,
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_msg.route = _route;
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_msg.rpc = _rpc;
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_msg.data = _data;
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if(ConstVal.netType == 0){
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Net.ws_tcp.send(JSON.stringify(_msg));
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}else{
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Func.AjaxHttp2(GameData.Server,JSON.stringify(_msg),
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function(cbData){
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console.log(cbData);
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},function(){
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GameUI.OpenTips("网络状况不好");
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});
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}
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if(Game_Config.Debugger.isDebugger){
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console.log("发送数据:"+JSON.stringify(_msg));
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}
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}
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Net.submit_error = function(_packet,_msg){
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//提交错误
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if(GameData.errorMsg != _msg){
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GameData.errorMsg = _msg;
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}else {
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return;
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}
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var msg = {
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app:"youle",
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route:"agent",
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rpc:"submit_error",
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data:{
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packet:_packet,
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msg:_msg,
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playerid:C_Player.playerid,
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agentid:GameData.AgentId,
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gameid:GameData.GameId,
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}
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}
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try{
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Net.ws_tcp.send(JSON.stringify(msg));
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}catch(e){
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}
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}
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Net.submit_log = function(_packet,_msg){
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var msg = {
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app:"youle",
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route:"agent",
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rpc:"submit_error",
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data:{
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packet:_packet,
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msg:_msg,
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playerid:C_Player.playerid,
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agentid:GameData.AgentId,
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gameid:GameData.GameId
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}
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}
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console.log(_packet);
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console.log(_msg);
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try{
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Net.ws_tcp.send(JSON.stringify(msg));
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}catch(e){
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}
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}
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//发送创建房间
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Net.Send_create_room = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.create_room,_data);
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}
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//接收创建房间
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Net.create_room = function(_msg){
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//Logic.CreateRoom(_msg.data);
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Desk.create_room(_msg);
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GameUI.EndLoad();
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Game_Modify.createRoom(_msg.roomtype,_msg.data.infinite);
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if(Game_Modify.onCreateRoom){
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Game_Modify.onCreateRoom(_msg.data);
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}
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}
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//发送登录请求
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Net.Send_login = function(_data){
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//console.log(returnCitySN);
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if(typeof returnCitySN != "undefined"){
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_data.ip = returnCitySN.cip;
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}
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_data.machineid = Logic.getMachineId();
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_data.machineroom = Utl.getRoomcode();
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//alert("进入Net.Send_login方法");
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GameUI.StartLoad();
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var _playerid = Logic.readPlayerId();
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if(_playerid){
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_data.playerid = _playerid;
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}
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GameData.loginList.push(GameData.TcpID);
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GameData.isSendLoginState = true;
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GameData.sendLoginTimes++;
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if(GameData.sendLoginTimer == null){
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GameData.isSendLoginTimer = setTimeout(function(){
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GameData.ConnectType = false;
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GameData.disType = true;
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GameData.NetType=1;
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GameUI.StartLoad();
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GameData.isClose = true;
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Net.ws_tcp.close();
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GameData.isCloseTimer = setInterval(function(){
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if(GameData.isClose){
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Net.ws_tcp.close();
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}
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},5000);
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},4000);
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}
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if(GameData.sendLoginTimes>=2){
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if(GameData.isSendLoginTimer){
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window.clearTimeout(GameData.isSendLoginTimer);
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GameData.isSendLoginTimer = null;
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}
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if(GameData.isClose){
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GameData.isClose = false;
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window.clearTimeout(GameData.isCloseTimer);
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}
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if(GameData.sendLoginTimer){
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window.clearTimeout(GameData.sendLoginTimer);
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GameData.sendLoginTimer = null;
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}
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GameUI.EndLoad();
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GameUI.OpenKick("网络繁忙,请退出游戏,稍后登录! ");
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}
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Net._SendData(AppList.app,RouteList.agent,RpcList.player_login,_data);
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}
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//接收登录
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Net.player_login = function(_msg){
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GameUI.EndLoad();
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Desk.login(_msg);
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}
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//发送玩家自己进入房间请求
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Net.Send_self_join_room = function(_data){
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GameUI.StartLoad();
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GameData.shortCode = _data.roomcode;
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this._SendData(AppList.app,RouteList.agent,RpcList.self_join_room,_data);
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}
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//接收玩家自己进入房间请求
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Net.self_join_room = function(_msg){
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Desk.self_join_room(_msg);
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GameUI.EndLoad();
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}
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//发送未开局之前房主自己解散房间
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Net.Send_self_break_room = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_break_room,_data);
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}
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//接收未开局之前房主自己解散房间
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Net.self_break_room = function(_msg){
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Desk.self_break_room(_msg);
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GameUI.EndLoad();
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}
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//接收未开局之前他人房主解散房间
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Net.other_break_room = function(_msg){
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Desk.other_break_room(_msg);
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}
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//接收其他玩家加入房间
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Net.other_join_room = function(_msg){
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Desk.other_join_room(_msg);
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GameUI.EndLoad();
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}
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//发送未开局之前自己退出房间
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Net.Send_self_exit_room = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_exit_room,_data);
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}
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//接收未开局之前自己退出房间
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Net.self_exit_room = function(_msg){
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GameUI.closeCheck();
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Desk.self_exit_room(_msg);
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GameUI.EndLoad();
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}
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//接收未开局之前其他玩家退出房间
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Net.other_exit_room = function(_msg){
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Desk.other_exit_room(_msg);
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}
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//发送开局之后自己申请解散房间
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Net.Send_self_apply_free_room = function(_data){
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//GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_apply_free_room,_data);
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}
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//接收开局之后自己申请解散房间
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Net.self_apply_free_room = function(_msg){
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Desk.self_apply_free_room(_msg);
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GameUI.EndLoad();
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}
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//接收开局之后其他玩家申请解散房间
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Net.other_apply_free_room = function(_msg){
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Desk.other_apply_free_room(_msg);
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}
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//发送自己同意解散房间
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Net.Send_self_agree_free_room = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_agree_free_room,_data);
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}
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//接收自己同意解散房间
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Net.self_agree_free_room = function(_msg){
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Desk.self_agree_free_room(_msg);
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GameUI.EndLoad();
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}
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//接收其他玩家同意解散房间
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Net.other_agree_free_room = function(_msg){
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Desk.other_agree_free_room(_msg);
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GameUI.EndLoad();
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}
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//发送自己拒绝解散房间
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Net.Send_self_refuse_free_room = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_refuse_free_room,_data);
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}
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//接收自己拒绝解散房间
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Net.self_refuse_free_room = function(_msg){
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Desk.self_refuse_free_room(_msg);
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GameUI.EndLoad();
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}
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//接收其他玩家拒绝解散房间
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Net.other_refuse_free_room = function(_msg){
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Desk.other_refuse_free_room(_msg);
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GameUI.EndLoad();
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}
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//接收解散房间
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Net.free_room = function(_msg){
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Desk.free_room(_msg);
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GameUI.EndLoad();
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}
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//发送获取战绩
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Net.Send_get_player_grade1 = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.get_player_grade1,_data);
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}
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//接收获取战绩
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Net.get_player_grade1 = function(_msg){
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Game_Modify.get_player_grade1(_msg);
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GameUI.EndLoad();
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//Logic.SetCombatInfo(_msg.data);
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//GameUI.OpenCombat();
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}
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//发送获取战绩2
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Net.Send_get_player_grade2 = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.get_player_grade2,_data);
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}
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//接收获取战绩2
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Net.get_player_grade2 = function(_msg){
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Game_Modify.get_player_grade2(_msg);
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GameUI.EndLoad();
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}
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//接收修改房卡
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Net.update_roomcard = function(_msg){
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C_Player.UpdateRoomcard(_msg);
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}
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//接收其他玩家离线
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Net.other_offline = function(_msg){
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Desk.other_offline(_msg);
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}
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//接收其他玩家上线
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Net.other_online = function(_msg){
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Desk.other_online(_msg);
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}
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//发送发送聊天消息
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Net.Send_send_text = function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.send_text,_data);
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}
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//接收发送聊天消息
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Net.send_text = function(_msg){
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Desk.send_text(_msg);
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}
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//发送获取任务列表
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Net.Send_get_player_task = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.get_player_task,_data);
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}
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//接收获取任务列表
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Net.get_player_task = function(_msg){
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Desk.get_player_task(_msg);
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//GameUI.SetTaskInfo(_msg);
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GameUI.EndLoad();
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}
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//发送完成任务
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Net.Send_player_finish_task = function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.player_finish_task,_data);
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}
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//接收完成任务
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Net.player_finish_task = function(_msg){
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C_Player.player_finish_task(_msg);
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}
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//发送领取任务奖励
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Net.Send_get_task_award = function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.get_task_award,_data);
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}
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//接收领取任务奖励
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Net.get_task_award = function(_msg){
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C_Player.get_task_award(_msg);
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GameUI.EndLoad();
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}
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//发送有任务可领取
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Net.Send_can_award = function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.refresh_task_state,_data);
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}
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//接收有任务可领取
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Net.can_award = function(_msg){
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C_Player.can_award(_msg);
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}
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//接收踢下线
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Net.kick_offline = function(_msg){
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Desk.kick_offline(_msg);
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}
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//发送自己打电话
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Net.Send_call_phone = function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.call_phone,_data);
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}
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//接收自己打电话
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Net.call_phone = function(_msg){
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Desk.call_phone(_msg);
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}
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//发送自己挂断电话
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Net.Send_hangup_phone = function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.hangup_phone,_data);
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}
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//接自己收挂断打电话
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Net.hangup_phone = function(_msg){
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Desk.hangup_phone(_msg);
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}
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//发送房主开局
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Net.Send_self_makewar = function(_data){
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//GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.room,RpcList.self_makewar,_data);
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}
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//接收房主开局
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Net.self_makewar = function(_msg){
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Desk.self_makewar(_msg);
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//GameUI.EndLoad();
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}
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//接收房主开局
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Net.other_makewar = function(_msg){
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Desk.makewar(_msg);
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}
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//自己发送互动
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Net.Send_send_gift=function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.send_gift,_data);
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}
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Net.send_gift=function(_msg){
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Desk.send_gift(_msg);
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}
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//自己发送语音
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Net.Send_send_voice=function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.send_voice,_data);
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}
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Net.send_voice=function(_msg){
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Desk.send_voice(_msg);
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}
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//发送切换至房间服务器
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Net.Send_connect_roomserver=function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.connect_roomserver,_data);
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}
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Net.connect_roomserver=function(_msg){
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GameData.ConnectType=true;
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GameData.disType =false;
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GameData.ConnectPack = _msg.data;
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GameData.ConnectRpc = RpcList.connect_roomserver;
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GameData.Server=_msg.data.roomserver;
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//Logic.Connect();
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Net.ws_tcp.close();
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}
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//发送切换至大厅服务器
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Net.Send_connect_agentserver=function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.connect_agentserver,_data);
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}
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Net.connect_agentserver=function(_msg){
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if(_msg.data.opt == RpcList.other_break_room || _msg.data.opt == RpcList.free_room){
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GameUI.StartLoad();
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}
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GameData.ConnectType=true;
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GameData.disType =false;
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GameData.ConnectRpc = RpcList.connect_agentserver;
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GameData.ConnectPack = _msg.data;
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GameData.Server=_msg.data.agentserver;
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//Logic.Connect();
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Net.ws_tcp.close();
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}
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Net.Send_broadcast=function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.broadcast,_data);
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}
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//接收即时信息
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Net.broadcast=function(_msg){
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//
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Desk.broadcast(_msg);
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}
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//发送互动
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Net.Send_send_phiz=function(_data){
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this._SendData(AppList.app,RouteList.room,RpcList.send_phiz,_data);
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}
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//接收互动
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Net.send_phiz=function(_msg){
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Desk.send_phiz(_msg);
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}
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//提交反馈
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Net.Send_submit_opinion=function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.submit_opinion,_data);
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}
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//接收反馈
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Net.submit_opinion=function(_msg){
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Desk.submit_opinion(_msg);
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}
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//踢出玩家
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Net.Send_kick_server=function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.kick_server,_data);
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}
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Net.kick_server=function(_msg){
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Desk.kick_server(_msg);
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}
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//获取支付列表
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Net.Send_get_paylist=function(_data){
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GameUI.StartLoad();
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this._SendData(AppList.app,RouteList.agent,RpcList.get_paylist,_data);
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}
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//接收支付列表
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Net.get_paylist=function(_msg){
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GameData.payList = _msg.data.paylist;
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GameUI.OpenPay();
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GameUI.EndLoad();
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}
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//支付成功后通知服务器
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Net.Send_pay_succ=function(_data){
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this._SendData(AppList.app,RouteList.agent,RpcList.pay_succ,_data);
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}
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//提交位置信息
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Net.Send_submit_location=function(_data){
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.submit_location,_data);
|
|
}
|
|
//提交位置信息
|
|
Net.submit_location=function(_msg){
|
|
Game.submit_location(_msg);
|
|
}
|
|
//发送绑定
|
|
Net.Send_binding_invitecode=function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.binding_invitecode,_data);
|
|
}
|
|
//接收绑定
|
|
Net.binding_invitecode=function(_msg){
|
|
GameUI.EndLoad();
|
|
C_Player.binding_invitecode(_msg);
|
|
}
|
|
|
|
//接收修改豆豆
|
|
Net.update_bean = function(_msg){
|
|
//C_Player.update_bean(_msg);
|
|
Desk.update_bean(_msg);
|
|
}
|
|
|
|
Net.Send_get_player_invitecode = function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.get_player_invitecode,_data);
|
|
}
|
|
Net.get_player_invitecode = function(_msg){
|
|
GameUI.EndLoad();
|
|
C_Player.setInvitecod(_msg.data.invitecode);
|
|
GameUI.OpenBind();
|
|
}
|
|
|
|
Net.Send_beanroom_surrender = function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.room,RpcList.beanroom_surrender,_data);
|
|
}
|
|
Net.beanroom_surrender = function(_msg){
|
|
GameUI.EndLoad();
|
|
GameUI.closeCheck();
|
|
if(_msg.data.state==0){
|
|
Game_Modify.onSurrender(_msg);
|
|
}else{//失败
|
|
if(_msg.data.showerror==1){
|
|
GameUI.OpenTips(_msg.data.error);
|
|
}
|
|
}
|
|
|
|
}
|
|
Net.Send_player_prepare = function(_data){
|
|
this._SendData(AppList.app,RouteList.room,RpcList.player_prepare,_data);
|
|
}
|
|
Net.player_prepare = function(_msg){
|
|
Desk.player_prepare(_msg);
|
|
}
|
|
Net.Send_share_room = function(_data){
|
|
this._SendData(AppList.app,RouteList.room,RpcList.share_room,_data);
|
|
}
|
|
Net.share_room = function(_msg){
|
|
Desk.share_room(_msg);
|
|
}
|
|
Net.Send_get_share_room = function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.get_share_room,_data);
|
|
|
|
}
|
|
Net.get_share_room = function(_msg){
|
|
Desk.get_share_room(_msg);
|
|
GameUI.EndLoad();
|
|
}
|
|
Net.Send_quick_enter_share_room = function(_data){
|
|
console.log(_data);
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.quick_enter_share_room,_data);
|
|
}
|
|
Net.show_message = function(_msg){
|
|
GameUI.EndLoad();
|
|
Desk.show_message(_msg);
|
|
}
|
|
Net.Send_advanced_roomlist = function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.advanced_roomlist,_data);
|
|
|
|
}
|
|
Net.advanced_roomlist = function(_msg){
|
|
GameUI.EndLoad();
|
|
Desk.advanced_roomlist(_msg);
|
|
}
|
|
Net.Send_advanced_createroom = function(_data){
|
|
GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.agent,RpcList.advanced_createroom,_data);
|
|
|
|
}
|
|
Net.advanced_createroom = function(_msg){
|
|
GameUI.EndLoad();
|
|
Desk.advanced_createroom(_msg);
|
|
}
|
|
Net.Send_change_room = function(_data){
|
|
//GameUI.StartLoad();
|
|
this._SendData(AppList.app,RouteList.room,RpcList.change_room,_data);
|
|
}
|
|
|
|
|
|
|
|
|