﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HT.Framework;
using DG.Tweening;
using System.Net.Sockets;
using System.Threading;
/// <summary>
/// 新建通信管道
/// </summary>
public class #SCRIPTNAME# : ProtocolChannelBase
{
    /// <summary>
    /// 通信协议
    /// </summary>
    public override ProtocolType Protocol
    {
        get
        {
            return ProtocolType.Tcp;
        }
    }
    /// <summary>
    /// 通道类型
    /// </summary>
    public override SocketType Way
    {
        get
        {
            return SocketType.Stream;
        }
    }
    /// <summary>
    /// 是否需要保持连接
    /// </summary>
    public override bool IsNeedConnect
    {
        get
        {
            return true;
        }
    }

    /// <summary>
    /// 是否是断开连接请求
    /// </summary>
    /// <param name="message">消息对象</param>
    /// <returns>是否是断开连接请求</returns>
    public override bool IsDisconnectRequest(INetworkMessage message)
    {
        return false;
    }
    /// <summary>
    /// 封装消息
    /// </summary>
    /// <param name="message">消息对象</param>
    /// <returns>封装后的字节数组</returns>
    public override byte[] EncapsulatedMessage(INetworkMessage message)
    {
        return null;
    }
    /// <summary>
    /// 接收消息
    /// </summary>
    /// <param name="client">客户端</param>
    /// <returns>接收到的消息对象</returns>
    protected override INetworkMessage ReceiveMessage(Socket client)
    {
        Thread.Sleep(5000);
        return null;
    }
}