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No commits in common. "0b74d889d80ee30139bd72d390bf2558826b3a96" and "eb94e706dfa6732041c6dda7edb3897dc946a0ab" have entirely different histories.

3 changed files with 5 additions and 5 deletions

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@ -2,7 +2,7 @@
"name": "AlicizaX.Network.Editor", "name": "AlicizaX.Network.Editor",
"rootNamespace": "AlicizaX.Network.Editor", "rootNamespace": "AlicizaX.Network.Editor",
"references": [ "references": [
"GUID:fb064c8bf96bac94e90d2f39090daa94", "GUID:acfef7cabed3b0a42b25edb1cd4fa259",
"GUID:3d13889895c726f458c6fea2413408f3" "GUID:3d13889895c726f458c6fea2413408f3"
], ],
"includePlatforms": [ "includePlatforms": [

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@ -2,7 +2,8 @@
"name": "AlicizaX.Network.Runtime", "name": "AlicizaX.Network.Runtime",
"rootNamespace": "", "rootNamespace": "",
"references": [ "references": [
"GUID:1619e00706139ce488ff80c0daeea8e7", "GUID:75b6f2078d190f14dbda4a5b747d709c",
"GUID:0b7224b83ba514121aa026f3857f820a",
"GUID:f51ebe6a0ceec4240a699833d6309b23" "GUID:f51ebe6a0ceec4240a699833d6309b23"
], ],
"includePlatforms": [], "includePlatforms": [],

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@ -10,7 +10,7 @@ namespace AlicizaX.Network.Runtime
[UnityEngine.Scripting.Preserve] [UnityEngine.Scripting.Preserve]
internal sealed class NetworkModule : INetworkModule internal sealed class NetworkModule : INetworkModule
{ {
private Fantasy.Scene _scene; private Scene _scene;
private Session _session; private Session _session;
private int _heartInterval; private int _heartInterval;
@ -18,7 +18,6 @@ namespace AlicizaX.Network.Runtime
public EConnectState ConnectState => _connectState; public EConnectState ConnectState => _connectState;
private EConnectState _connectState; private EConnectState _connectState;
void IModule.Dispose() void IModule.Dispose()
{ {
_scene?.Dispose(); _scene?.Dispose();
@ -41,7 +40,7 @@ namespace AlicizaX.Network.Runtime
allAssemblies[allAssemblies.Length - 1] = typeof(NetworkModule).Assembly; allAssemblies[allAssemblies.Length - 1] = typeof(NetworkModule).Assembly;
await Fantasy.Platform.Unity.Entry.Initialize(allAssemblies); await Fantasy.Platform.Unity.Entry.Initialize(allAssemblies);
_scene = await Fantasy.Scene.Create(SceneRuntimeMode.MainThread); _scene = await Scene.Create(SceneRuntimeMode.MainThread);
} }
public void Connect(string remoteAddress, NetworkProtocolType networkProtocolType, bool isHttps) public void Connect(string remoteAddress, NetworkProtocolType networkProtocolType, bool isHttps)