void GameWin::syncFlow() { AppDelegate *app = (AppDelegate*)Application::getInstance(); std::string strFlow= updateFlow();//read local and add current NetworkType Networ = app->GetNetWorkStatus(); if (Networ != NetworkTypeNone) { if (m_UserID > 0 && strFlow.length()>0) { _UserInfo userInfo = DataAccess::getUserInfoByID(m_UserID); HttpRequest* request = new HttpRequest(); request->setUrl(UCAPIWebPostURL); request->setRequestType(HttpRequest::Type::POST); request->setResponseCallback(CC_CALLBACK_2(GameWin::onSyncCompleted, this)); //char p[10]; //sprintf(p, "%s", strFlow); std::string sPost = "action=save_user_info&EncryptData="; long lUserDiff = app->GetUserScoreDiff(); int iLevel = app->GetUserLevel(); char p1[10]; char p2[10]; char p3[10]; sprintf(p1, "%d", lUserDiff); sprintf(p2, "%d", iLevel); string s1 = p1; string s2 = p2; //std::string sPost = "action=sync_point&EncryptData="; int iTools = app->GetToolsDiff(); sprintf(p3, "%d", iTools); string s4 = p3; string s3 = "score = " + strFlow + "&local_point = " + s1 + "&LV = " + s2 + "&UserID = " + userInfo.strUserGuid+"&VirtualPops=" + s4; s3 = app->encode_data_for_http(s3); sPost = sPost + s3; sPost = sPost + "&" + app->GetAccessString(); const char* postData = sPost.c_str(); request->setRequestData(postData, strlen(postData)); request->setTag("save_ranking"); cocos2d::network::HttpClient::getInstance()->send(request); request->release(); } else updateLocalFlow();//not login or read local error } else { updateLocalFlow();//no network } }