private void ObserveEnterSceneResult(NodeMessage msg, int handle, uint seq)
{
if (handle != 0)
return;
GameFrameworkMessage.NodeMessageWithGuid headerMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithGuid;
if (null != headerMsg) {
GameFrameworkMessage.EnterSceneResult protoMsg = msg.m_ProtoData as GameFrameworkMessage.EnterSceneResult;
if (null != protoMsg) {
UserProcessScheduler dataProcess = UserServer.Instance.UserProcessScheduler;
UserInfo user = dataProcess.GetUserInfo(headerMsg.m_Guid);
if (user != null && protoMsg.result == 0) {
user.CurrentState = UserState.Room;
user.SceneId = protoMsg.scene_type;
}
}
}
}