void LoginLayerUC::LinkedGameServer(const Server& server) { CNetClient *tcp = CNetClient::getShareInstance(); tcp->setAddress(server.server_host().c_str(), server.server_port(),true); if (!tcp->isConnected()&&!tcp->getIsCloseConn()) { tcp->connect(); } }
//连接网关服务器,连接成功后,网关服务器会自动推送服务器列表的消息过来 void LoginLayerUC::LinkedServerListNet() { #if DIRECT_CONNECT_GAMESERVER directConnectGameServer(); return; #endif GateServer gateServer = LoginScene::getGateServer(); CNetClient *tcp = CNetClient::getShareInstance(); tcp->setAddress(gateServer.sHost.c_str(), gateServer.iPort,false); if (!tcp->isConnected()) { tcp->connect(); } }
void LoginLayerUC::selectServer( CCObject* pObj ) { PlayEffectSound(SFX_Button); CImageView* pImageView = (CImageView*)pObj; if(m_iSelectServerIndex != pImageView->getParent()->getTag()) { m_iSelectServerIndex = pImageView->getParent()->getTag(); CNetClient *tcp = CNetClient::getShareInstance(); if (tcp->isConnected()) { tcp->close(); } } updateSelectServer(); hideServerList(); }