Update Network.cs

This commit is contained in:
ALEXTANG
2023-05-20 11:10:46 +08:00
parent da12bd7cab
commit b15f51631a

View File

@@ -1,6 +1,6 @@
using System; using System.Collections.Generic;
using System.Collections.Generic;
using System.Net.Sockets; using System.Net.Sockets;
using GameBase;
using UnityEngine; using UnityEngine;
namespace TEngine namespace TEngine
@@ -9,9 +9,9 @@ namespace TEngine
/// 网络组件。 /// 网络组件。
/// </summary> /// </summary>
[DisallowMultipleComponent] [DisallowMultipleComponent]
public sealed class Network : GameFrameworkModuleBase public sealed class Network : UnitySingleton<Network>
{ {
private static NetworkManager m_NetworkManager = null; private NetworkManager m_NetworkManager = null;
/// <summary> /// <summary>
/// 获取网络频道数量。 /// 获取网络频道数量。
@@ -21,7 +21,7 @@ namespace TEngine
/// <summary> /// <summary>
/// 游戏框架组件初始化。 /// 游戏框架组件初始化。
/// </summary> /// </summary>
protected override void Awake() public override void Awake()
{ {
base.Awake(); base.Awake();
@@ -50,7 +50,7 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="name">网络频道名称。</param> /// <param name="name">网络频道名称。</param>
/// <returns>是否存在网络频道。</returns> /// <returns>是否存在网络频道。</returns>
public static bool HasNetworkChannel(string name) public bool HasNetworkChannel(string name)
{ {
return m_NetworkManager.HasNetworkChannel(name); return m_NetworkManager.HasNetworkChannel(name);
} }
@@ -60,7 +60,7 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="name">网络频道名称。</param> /// <param name="name">网络频道名称。</param>
/// <returns>要获取的网络频道。</returns> /// <returns>要获取的网络频道。</returns>
public static INetworkChannel GetNetworkChannel(string name) public INetworkChannel GetNetworkChannel(string name)
{ {
return m_NetworkManager.GetNetworkChannel(name); return m_NetworkManager.GetNetworkChannel(name);
} }
@@ -69,11 +69,11 @@ namespace TEngine
/// 获取所有网络频道。 /// 获取所有网络频道。
/// </summary> /// </summary>
/// <returns>所有网络频道。</returns> /// <returns>所有网络频道。</returns>
public static INetworkChannel[] StaticGetAllNetworkChannels() public INetworkChannel[] StaticGetAllNetworkChannels()
{ {
return m_NetworkManager.GetAllNetworkChannels(); return m_NetworkManager.GetAllNetworkChannels();
} }
/// <summary> /// <summary>
/// 获取所有网络频道。 /// 获取所有网络频道。
/// </summary> /// </summary>
@@ -87,7 +87,7 @@ namespace TEngine
/// 获取所有网络频道。 /// 获取所有网络频道。
/// </summary> /// </summary>
/// <param name="results">所有网络频道。</param> /// <param name="results">所有网络频道。</param>
public static void GetAllNetworkChannels(List<INetworkChannel> results) public void GetAllNetworkChannels(List<INetworkChannel> results)
{ {
m_NetworkManager.GetAllNetworkChannels(results); m_NetworkManager.GetAllNetworkChannels(results);
} }
@@ -99,7 +99,8 @@ namespace TEngine
/// <param name="serviceType">网络服务类型。</param> /// <param name="serviceType">网络服务类型。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param> /// <param name="networkChannelHelper">网络频道辅助器。</param>
/// <returns>要创建的网络频道。</returns> /// <returns>要创建的网络频道。</returns>
public static INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper) public INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType,
INetworkChannelHelper networkChannelHelper)
{ {
return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper); return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper);
} }
@@ -109,7 +110,7 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="channelName">网络频道名称。</param> /// <param name="channelName">网络频道名称。</param>
/// <returns>是否销毁网络频道成功。</returns> /// <returns>是否销毁网络频道成功。</returns>
public static bool DestroyNetworkChannel(string channelName) public bool DestroyNetworkChannel(string channelName)
{ {
return m_NetworkManager.DestroyNetworkChannel(channelName); return m_NetworkManager.DestroyNetworkChannel(channelName);
} }
@@ -129,7 +130,8 @@ namespace TEngine
GameEvent.Send(NetworkEvent.NetworkMissHeartBeatEvent, channel, missCount); GameEvent.Send(NetworkEvent.NetworkMissHeartBeatEvent, channel, missCount);
} }
private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError, string errorMessage) private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError,
string errorMessage)
{ {
GameEvent.Send(NetworkEvent.NetworkErrorEvent, channel, networkErrorCode, socketError, errorMessage); GameEvent.Send(NetworkEvent.NetworkErrorEvent, channel, networkErrorCode, socketError, errorMessage);
} }