Document
Introduction
Summary
arcalet ?
Capabilities
Object Model
arcalet API
Synchronization
Event Processing
Callback
API Class
Objects Summary
Error Code
Reference
ArcaletGame
Constructor
Method
Property
Event
ArcaletScene
Constructor
Method
Property
Event
ArcaletItem
Method
Super User
ArcaletScore
Method
Super User
ArcaletShop
Method
ArcaletSystem
Method
ArcaletThreadPool
Method
ReferenceArcaletGame 》 Event

Event

void OnCompletion(int code)
After the Launch() method completes, a code of 0 indicates success. If the number is not 0, it is an error code. The following is a definition of each error code:
99 	        Exception or timeout 
101 	The number of gamers logged in has reached Max CCU
102 	User has signed into the same game repeatedly
103 	Account password error
104 	Can not create a scene
105 	Can not connect to the arcalet game server
106 	Can not find the arcalet game server
void OnStateChanged(int state,int code)
The method is invoked when the connection status with the arcalet game servers changes. The meaning of the state values are as follows:
The following list is ordered: state value, state meaning, code value
State State Meaning Code
0 not connected 0
100 about to connect (have found the arcalet game server) 0
200 have connected to the game server 0
300 audited by the server 0
400 have been verified by the account password 0
500 has entered the private scene 0
600 has entered the main hall of this game scene 0
901 error occurred while receiving data (disconnection) System error code
902 error occurred while sending data (disconnection) System error code
903 error occurred while detecting the network quality (disconnection) System error code
904 background procedure error while receiving data (disconnection) System error code
905 background procedure error while sending data (disconnection) System error code
void OnMessageIn(string Msg,int delayMilliSecond)
This method is triggered when the default scene receives messages. If the local program and the message sender have both already initiated the 'packet delay detection radar', then the parameter delayMilliSecond will indicate the delay of previously sent messages, measured in milliseconds. 	
void OnPrivateMessageIn(string Msg, int delayMilliSecond)
This method is triggered when the private scene receives messages. If the local program and the message sender have both already initiated the 'packet delay detection radar', then the parameter delayMilliSecond will indicate the delay of previously sent messages, measured in milliseconds. 
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