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https://github.com/Alex-Rachel/TEngine.git
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[+] UpdateNetwork Module
[+] UpdateNetwork Module
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@@ -1,10 +1,9 @@
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using ProtoBuf;
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using ProtoBuf.Meta;
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using System;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Net.Sockets;
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using System.Reflection;
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using GameProto;
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using TEngine;
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namespace GameLogic
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@@ -29,31 +28,6 @@ namespace GameLogic
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{
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_networkChannel = networkChannel;
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// 反射注册包和包处理函数。
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Type packetBaseType = typeof(ProtoPacket);
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Assembly assembly = Assembly.GetExecutingAssembly();
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Type[] types = assembly.GetTypes();
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for (int i = 0; i < types.Length; i++)
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{
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if (!types[i].IsClass || types[i].IsAbstract)
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{
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continue;
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}
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if (types[i].BaseType == packetBaseType)
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{
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PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
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Type packetType = GetServerToClientPacketType(packetBase.Id);
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if (packetType != null)
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{
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Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
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continue;
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}
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_serverToClientPacketTypes.Add(packetBase.Id, types[i]);
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}
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}
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GameEvent.AddEventListener<INetworkChannel, object>(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected);
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GameEvent.AddEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent, OnNetworkClosed);
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GameEvent.AddEventListener<INetworkChannel, int>(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat);
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@@ -84,13 +58,16 @@ namespace GameLogic
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_networkChannel.Socket.SendBufferSize = 1024 * 64;
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}
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public CSPkg HeartBeatPack = new CSPkg { Head = new CSPkgHead(), Body = new CSPkgBody() };
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/// <summary>
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/// 发送心跳消息包。
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/// </summary>
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/// <returns>是否发送心跳消息包成功。</returns>
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public bool SendHeartBeat()
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{
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_networkChannel.Send(MemoryPool.Acquire<HeartBeat>());
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HeartBeatPack.Head.MsgId = (uint)CSMsgID.CsCmdHeatbeatReq;
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_networkChannel.Send(HeartBeatPack);
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return true;
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}
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@@ -101,10 +78,9 @@ namespace GameLogic
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/// <param name="packet">要序列化的消息包。</param>
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/// <param name="destination">要序列化的目标流。</param>
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/// <returns>是否序列化成功。</returns>
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public bool Serialize<T>(T packet, Stream destination) where T : Packet
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public bool Serialize(CSPkg packet, Stream destination)
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{
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PacketBase packetImpl = packet as PacketBase;
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if (packetImpl == null)
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if (packet == null)
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{
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Log.Warning("Packet is invalid.");
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return false;
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@@ -113,12 +89,7 @@ namespace GameLogic
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_cachedStream.SetLength(_cachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
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_cachedStream.Position = 0L;
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PacketHeader packetHeader = MemoryPool.Acquire<PacketHeader>();
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Serializer.Serialize(_cachedStream, packetHeader);
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MemoryPool.Release(packetHeader);
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Serializer.SerializeWithLengthPrefix(_cachedStream, packet, PrefixStyle.Fixed32);
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MemoryPool.Release((IMemory)packet);
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global::ProtobufUtility.ToStream(packet,destination);
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_cachedStream.WriteTo(destination);
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return true;
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@@ -132,9 +103,10 @@ namespace GameLogic
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/// <returns>反序列化后的消息包头。</returns>
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public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
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{
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// TODO
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// 注意:此函数并不在主线程调用!
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customErrorData = null;
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return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, MemoryPool.Acquire<PacketHeader>(), typeof(PacketHeader));
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return null; //(IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, MemoryPool.Acquire<PacketHeader>(), typeof(PacketHeader));
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}
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/// <summary>
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@@ -144,7 +116,7 @@ namespace GameLogic
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/// <param name="source">要反序列化的来源流。</param>
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/// <param name="customErrorData">用户自定义错误数据。</param>
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/// <returns>反序列化后的消息包。</returns>
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public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
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public CSPkg DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
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{
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// 注意:此函数并不在主线程调用!
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customErrorData = null;
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@@ -156,13 +128,13 @@ namespace GameLogic
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return null;
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}
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Packet packet = null;
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CSPkg csPkg = null;
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if (scPacketHeader.IsValid)
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{
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Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
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if (packetType != null)
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{
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packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, MemoryPool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
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csPkg = global::ProtobufUtility.Deserialize<CSPkg>(((MemoryStream)source).GetBuffer());;
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}
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else
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{
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@@ -175,7 +147,7 @@ namespace GameLogic
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}
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MemoryPool.Release(scPacketHeader);
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return packet;
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return csPkg;
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}
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private Type GetServerToClientPacketType(int id)
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