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C# StatusCode.ToString方法代码示例

本文整理汇总了C#中StatusCode.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# StatusCode.ToString方法的具体用法?C# StatusCode.ToString怎么用?C# StatusCode.ToString使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在StatusCode的用法示例。


在下文中一共展示了StatusCode.ToString方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnPeerStatusCallback

    public void OnPeerStatusCallback(Game game, StatusCode returnCode)
    {
        switch (returnCode)
        {
            case StatusCode.Connect:
                {
                    break;
                }

            case StatusCode.Disconnect:
            case StatusCode.DisconnectByServer:
            case StatusCode.DisconnectByServerLogic:
            case StatusCode.DisconnectByServerUserLimit:
            case StatusCode.TimeoutDisconnect:
                {
                    game.SetDisconnected(returnCode);
                    break;
                }

            default:
                {
                    game.DebugReturn(DebugLevel.ERROR, returnCode.ToString());
                    break;
                }
        }
    }
开发者ID:valentin-bas,项目名称:PhotonGame,代码行数:26,代码来源:WaitingForConnect.cs

示例2: OnStatusChanged

 public void OnStatusChanged(StatusCode statusCode)
 {
     Debug.Log("OnStatusChanged:" + statusCode.ToString());
     switch (statusCode)
     {
         case StatusCode.Connect:
             stopwatch.Stop();
             Debug.Log(string.Format("连线成功,耗时:{0}秒",stopwatch.Elapsed.TotalSeconds.ToString()));
             stopwatch.Reset();
             break;
         case StatusCode.Disconnect:
             Debug.Log("断线");
             break;
         case StatusCode.DisconnectByServerUserLimit:
             Debug.Log("人数达上线");
             break;
         case StatusCode.ExceptionOnConnect:
             Debug.Log("连线时意外错误");
             break;
         case StatusCode.DisconnectByServer:
             Debug.Log("被Server强制断线");
             break;
         case StatusCode.TimeoutDisconnect:
             Debug.Log("超时断线");
             break;
         case StatusCode.Exception:
         case StatusCode.ExceptionOnReceive:
             Debug.Log("其他例外");
             break;
     }
 }
开发者ID:roget,项目名称:UnityPhotonCloudDemo,代码行数:31,代码来源:LRCloudClient.cs

示例3: OnStatusChanged

 public void OnStatusChanged(StatusCode statusCode)
 {
     Debug.Log (statusCode.ToString ());
     switch (statusCode)
     {
     case StatusCode.Connect: 					// connect success
         Debug.Log("connect success");
         break;
     case StatusCode.Disconnect: 				// disconnected
         Debug.Log("disconnect from server");
         break;
     case StatusCode.DisconnectByServerUserLimit: //  limit on connected user
         Debug.Log ("room full");
         break;
     case StatusCode.ExceptionOnConnect:			//	error on connection
         Debug.Log("connection error");
         break;
     case StatusCode.DisconnectByServer:			// disconnected by server
         Debug.Log("disconnect by server");
         break;
     case StatusCode.TimeoutDisconnect:			// disconnected while timeout
         Debug.Log("time out");
         break;
     case StatusCode.Exception:					// other exception
     case StatusCode.ExceptionOnReceive:
         Debug.Log("unexpect error");
         break;
     }
 }
开发者ID:lagane100,项目名称:APPgame,代码行数:29,代码来源:EZCloudClient.cs

示例4: GetStatusLine

        private string GetStatusLine(StatusCode code)
        {
            // TODO: Create the response status line and return it
            string statusLine = string.Empty;

             statusLine = "HTTP/1.1 " + ((int)code).ToString() + " " +  code.ToString() + "\r\n";


            return statusLine;
        }
开发者ID:eslamromario,项目名称:HTTP-Server,代码行数:10,代码来源:Response.cs

示例5: OnStatusChanged

    public void OnStatusChanged(StatusCode statusCode)
    {
        // connected to Photon Server
        if (statusCode == StatusCode.Connect) {
            connected = true;
        }

        // log status change
        Debug.Log("Status change" + statusCode.ToString());
    }
开发者ID:yut148,项目名称:PhotonAckClient,代码行数:10,代码来源:PhotonAckClient.cs

示例6: SendUpdate

        private async void SendUpdate(string controller, StatusCode statusCode, string message)
        {
            JObject obj = new JObject(
                new JProperty("controller", controller),
                new JProperty("code", statusCode.ToString()),
                new JProperty("message", message)
            );
            
            byte[] bytes = Encoding.UTF8.GetBytes(obj.ToString());

            ArraySegment<byte> segment = new ArraySegment<byte>(bytes);
            await Socket.SendAsync(segment, WebSocketMessageType.Text, true, CancellationToken.None);
        }
开发者ID:iKadmium,项目名称:kadmium-osc-dmx-dotnet,代码行数:13,代码来源:DashboardSocketHandler.cs

示例7: OnStatusChanged

        public void OnStatusChanged(StatusCode statusCode)
        {
            switch (statusCode)
            {
                    //  连接成功
                case StatusCode.Connect:
                    Utility.Log("Connect Success!");
                    break;

                    //  断线
                case StatusCode.Disconnect:
                    //  服务器未开启
                    Utility.Log("Disconnect!");
                    break;

                    //  人数上线
                case StatusCode.ExceptionOnConnect:
                    Utility.Log("超过Photon授权人数上线");
                    break;

                    //  服务器强制断开
                case StatusCode.DisconnectByServer:
                    Utility.Log("服务器强制断开");
                    break;

                    //  超时断线
                case StatusCode.TimeoutDisconnect:
                    Utility.Log("超时断线");
                    break;

                    //  其他原因
                case StatusCode.Exception:
                    Utility.Log("Exception");
                    break;

                    //  收到异常处理
                case StatusCode.ExceptionOnReceive:
                    //  服务器未开启
                    Utility.Log("ExceptionOnReceive");
                    break;
                default:
                    Utility.Log(statusCode.ToString());
                    break;
            }

        }
开发者ID:tsuixl,项目名称:Frame,代码行数:46,代码来源:CSPhotonPeer.cs

示例8: OnStatusChanged

 public void OnStatusChanged(StatusCode statusCode)
 {
     print(statusCode.ToString());
     switch (statusCode)
     {
         case StatusCode.Connect:
             Peer.EstablishEncryption();
             break;
         case StatusCode.Disconnect:
         case StatusCode.DisconnectByServer:
         case StatusCode.DisconnectByServerLogic:
         case StatusCode.DisconnectByServerUserLimit:
         case StatusCode.ExceptionOnConnect:
         case StatusCode.TimeoutDisconnect:
             Controller.OnDisconnect("" + statusCode);
             State = new Disconnected(_instance);
             break;
         case StatusCode.EncryptionEstablished:
             State = new Connected(_instance);
             break;
         default:
             Controller.OnUnexpectedStatusCode(statusCode);
             State = new Disconnected(_instance);
             break;
     }
 }
开发者ID:seanbraley,项目名称:PocketCosmos,代码行数:26,代码来源:PhotonEngine.cs

示例9: GetStatusLine

 private string GetStatusLine(StatusCode code)
 {
     // TODO: Create the response status line and return it
     string statusLine = string.Format("HTTP/1.1 ", ((int)code).ToString(), code.ToString());
     return statusLine;
 }
开发者ID:bavly,项目名称:Network-project-,代码行数:6,代码来源:Response.cs

示例10: GetDealByProcessDate

 public List<DA_TRN> GetDealByProcessDate(DateTime processdate, StatusCode statuscode)
 {
     List<DA_TRN> trans = null;
     using (EFUnitOfWork unitOfWork = new EFUnitOfWork())
     {
         trans = unitOfWork.DA_TRNRepository.GetAllByEngineDateStatusCode(processdate, statuscode.ToString());
     }
     return trans;
 }
开发者ID:Theeranit,项目名称:DealMarker,代码行数:9,代码来源:DealBusiness.cs

示例11: OnStatusChanged

 public void OnStatusChanged(StatusCode statusCode)
 {
     switch (statusCode) {
         case StatusCode.Connect:
             Debug.Log("Connected to server!");
             break;
         case StatusCode.Disconnect:
             Debug.Log("Disconnected to server!");
             break;
         default:
             Debug.Log("Unknown status: " + statusCode.ToString());
             break;
     }
 }
开发者ID:AlexGrey,项目名称:MinesClient,代码行数:14,代码来源:PhotonServer.cs

示例12: OnStatusChanged

    public void OnStatusChanged(StatusCode statusCode)
    {
        if (this.DebugOut >= DebugLevel.INFO)
        {
            this.DebugReturn(DebugLevel.INFO, string.Format("OnStatusChanged: {0}", statusCode.ToString()));
        }

        switch (statusCode)
        {
            case StatusCode.Connect:
                if (this.State == global::PeerState.ConnectingToGameserver)
                {
                    if (this.DebugOut >= DebugLevel.ALL)
                    {
                        this.DebugReturn(DebugLevel.ALL, "Connected to gameserver.");
                    }
                    this.State = global::PeerState.ConnectedToGameserver;
                }
                else
                {
                    if (this.DebugOut >= DebugLevel.ALL)
                    {
                        this.DebugReturn(DebugLevel.ALL, "Connected to masterserver.");
                    }
                    if (this.State == global::PeerState.Connecting)
                    {
                        SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
                        this.State = global::PeerState.Connected;
                    }
                    else
                    {
                        this.State = global::PeerState.ConnectedComingFromGameserver;
                    }
                }

                if (this.requestSecurity)
                {
                    this.EstablishEncryption();
                }
                else
                {
                    if (!this.OpAuthenticate(this.mAppId, this.mAppVersion))
                    {
                        this.externalListener.DebugReturn(DebugLevel.ERROR, "Error Authenticating! Did not work.");
                    }
                }
                break;

            case StatusCode.Disconnect:
                if (this.State == global::PeerState.DisconnectingFromMasterserver)
                {
                    if (this.nodeId != 0)
                    {
                        Debug.Log("connecting to game on node " + this.nodeId);
                    }

                    this.Connect(this.mGameserver, this.mAppId, this.nodeId);
                    this.State = global::PeerState.ConnectingToGameserver;
                }
                else if (this.State == global::PeerState.DisconnectingFromGameserver)
                {
                    // don't preselect node
                    this.nodeId = 0;
                    this.Connect(this.masterServerAddress, this.mAppId, 0);
                    this.State = global::PeerState.ConnectingToMasterserver;
                }
                else
                {
                    this.LeftRoomCleanup();
                    this.State = global::PeerState.PeerCreated;
                    SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
                }
                break;

            case StatusCode.ExceptionOnConnect:
                this.State = global::PeerState.PeerCreated;

                DisconnectCause cause = (DisconnectCause)statusCode;
                SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
                break;

            case StatusCode.Exception:
                this.State = global::PeerState.PeerCreated;

                if (!string.IsNullOrEmpty(this.mGameserver) && this.mGameserver.StartsWith("127.0.0.1"))
                {
                    this.DebugReturn(DebugLevel.WARNING, "Connection to game server failed and address is: 127.0.0.1. This might be a misconfiguration in the game server.");
                }

                cause = (DisconnectCause)statusCode;
                SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
                this.Disconnect();
                break;

            case StatusCode.InternalReceiveException:
            case StatusCode.TimeoutDisconnect:
            case StatusCode.DisconnectByServer:
            case StatusCode.DisconnectByServerLogic:
            case StatusCode.DisconnectByServerUserLimit:
                this.State = global::PeerState.PeerCreated;
//.........这里部分代码省略.........
开发者ID:henghonglee,项目名称:SGICollab,代码行数:101,代码来源:NetworkingPeer.cs

示例13: OnPeerStatusCallback

 /// <summary>
 /// The on peer status callback.
 /// </summary>
 /// <param name="game">
 /// The game.
 /// </param>
 /// <param name="returnCode">
 /// The return code.
 /// </param>
 public void OnPeerStatusCallback(Game game, StatusCode returnCode)
 {
     game.DebugReturn(DebugLevel.ERROR, returnCode.ToString());
 }
开发者ID:ommziSolution,项目名称:PhotonServer,代码行数:13,代码来源:Disconnected.cs

示例14: OnStatusChanged

        public void OnStatusChanged(StatusCode returnCode)
        {
            try
            {
                if (this.listener.IsDebugLogEnabled)
                {
                    this.listener.LogDebug(string.Format("{0}: received callback {1}", this.avatar.Id, returnCode));
                }

                switch (returnCode)
                {
                    case StatusCode.Connect:
                        this.SetConnected();
                        this.EnterWorld();
                        break;

                    case StatusCode.Disconnect:
                    case StatusCode.DisconnectByServer:
                    case StatusCode.DisconnectByServerLogic:
                    case StatusCode.DisconnectByServerUserLimit:
                    case StatusCode.TimeoutDisconnect:
                        this.SetDisconnected(returnCode);
                        break;

                    default:
                        this.DebugReturn(DebugLevel.ERROR, returnCode.ToString());
                        break;
                }
            }
            catch (Exception e)
            {
                this.listener.LogError(e);
            }
        }
开发者ID:JerryBian,项目名称:PhotonSample,代码行数:34,代码来源:Game.cs

示例15: OnStatusChanged

 public void OnStatusChanged(StatusCode statusCode)
 {
     switch (statusCode)
     {
         case StatusCode.Connect:
             Debug.Log("Connected to server!");
             break;
         case StatusCode.Disconnect:
             Debug.Log("Disconnected from server!");
             break;
         case StatusCode.TimeoutDisconnect:
             Debug.Log("TimeoutDisconnected from server!");
             break;
         case StatusCode.DisconnectByServer:
             Debug.Log("DisconnectedByServer from server!");
             break;
         case StatusCode.DisconnectByServerUserLimit:
             Debug.Log("DisconnectedByLimit from server!");
             break;
         case StatusCode.DisconnectByServerLogic:
             Debug.Log("DisconnectedByLogic from server!");
             break;
         case StatusCode.EncryptionEstablished:
             break;
         case StatusCode.EncryptionFailedToEstablish:
             break;
         default:
             Debug.Log("Unknown status:" + statusCode.ToString());
             break;
     }
 }
开发者ID:nPaul,项目名称:TestPhotonLib,代码行数:31,代码来源:PhotonServer.cs


注:本文中的StatusCode.ToString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。