[+] Network Module

[+] Network Module
This commit is contained in:
ALEXTANG
2023-04-21 10:50:04 +08:00
parent 2fcd02d69e
commit f1c8a91660
5 changed files with 253 additions and 6 deletions

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@@ -0,0 +1,62 @@
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor.Inspector
{
[CustomEditor(typeof(Network))]
internal sealed class NetworkInspector : GameFrameworkInspector
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!EditorApplication.isPlaying)
{
EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
return;
}
Network t = (Network)target;
if (IsPrefabInHierarchy(t.gameObject))
{
EditorGUILayout.LabelField("Network Channel Count", t.NetworkChannelCount.ToString());
INetworkChannel[] networkChannels = t.GetAllNetworkChannels();
foreach (INetworkChannel networkChannel in networkChannels)
{
DrawNetworkChannel(networkChannel);
}
}
Repaint();
}
private void DrawNetworkChannel(INetworkChannel networkChannel)
{
EditorGUILayout.BeginVertical("box");
{
EditorGUILayout.LabelField(networkChannel.Name, networkChannel.Connected ? "Connected" : "Disconnected");
EditorGUILayout.LabelField("Service Type", networkChannel.ServiceType.ToString());
EditorGUILayout.LabelField("Address Family", networkChannel.AddressFamily.ToString());
EditorGUILayout.LabelField("Local Address", networkChannel.Connected ? networkChannel.Socket.LocalEndPoint.ToString() : "Unavailable");
EditorGUILayout.LabelField("Remote Address", networkChannel.Connected ? networkChannel.Socket.RemoteEndPoint.ToString() : "Unavailable");
EditorGUILayout.LabelField("Send Packet", Utility.Text.Format("{0} / {1}", networkChannel.SendPacketCount, networkChannel.SentPacketCount));
EditorGUILayout.LabelField("Receive Packet", Utility.Text.Format("{0} / {1}", networkChannel.ReceivePacketCount, networkChannel.ReceivedPacketCount));
EditorGUILayout.LabelField("Miss Heart Beat Count", networkChannel.MissHeartBeatCount.ToString());
EditorGUILayout.LabelField("Heart Beat", Utility.Text.Format("{0:F2} / {1:F2}", networkChannel.HeartBeatElapseSeconds, networkChannel.HeartBeatInterval));
EditorGUI.BeginDisabledGroup(!networkChannel.Connected);
{
if (GUILayout.Button("Disconnect"))
{
networkChannel.Close();
}
}
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
}
}

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timeCreated: 1682045195

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@@ -0,0 +1,135 @@
using System.Collections.Generic;
using System.Net.Sockets;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 网络组件。
/// </summary>
[DisallowMultipleComponent]
public sealed class Network : GameFrameworkModuleBase
{
private static INetworkManager m_NetworkManager = null;
/// <summary>
/// 获取网络频道数量。
/// </summary>
public int NetworkChannelCount => m_NetworkManager.NetworkChannelCount;
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_NetworkManager = GameFrameworkEntry.GetModule<INetworkManager>();
if (m_NetworkManager == null)
{
Log.Fatal("Network manager is invalid.");
return;
}
m_NetworkManager.NetworkConnected += OnNetworkConnected;
m_NetworkManager.NetworkClosed += OnNetworkClosed;
m_NetworkManager.NetworkMissHeartBeat += OnNetworkMissHeartBeat;
m_NetworkManager.NetworkError += OnNetworkError;
m_NetworkManager.NetworkCustomError += OnNetworkCustomError;
}
/// <summary>
/// 检查是否存在网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否存在网络频道。</returns>
public static bool HasNetworkChannel(string name)
{
return m_NetworkManager.HasNetworkChannel(name);
}
/// <summary>
/// 获取网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>要获取的网络频道。</returns>
public static INetworkChannel GetNetworkChannel(string name)
{
return m_NetworkManager.GetNetworkChannel(name);
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <returns>所有网络频道。</returns>
public static INetworkChannel[] StaticGetAllNetworkChannels()
{
return m_NetworkManager.GetAllNetworkChannels();
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <returns>所有网络频道。</returns>
public INetworkChannel[] GetAllNetworkChannels()
{
return m_NetworkManager.GetAllNetworkChannels();
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <param name="results">所有网络频道。</param>
public static void GetAllNetworkChannels(List<INetworkChannel> results)
{
m_NetworkManager.GetAllNetworkChannels(results);
}
/// <summary>
/// 创建网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="serviceType">网络服务类型。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
/// <returns>要创建的网络频道。</returns>
public static INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper)
{
return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper);
}
/// <summary>
/// 销毁网络频道。
/// </summary>
/// <param name="channelName">网络频道名称。</param>
/// <returns>是否销毁网络频道成功。</returns>
public static bool DestroyNetworkChannel(string channelName)
{
return m_NetworkManager.DestroyNetworkChannel(channelName);
}
private void OnNetworkConnected(INetworkChannel channel, object userdata)
{
GameEvent.Send(NetworkEvent.NetworkConnectedEvent, channel, userdata);
}
private void OnNetworkClosed(INetworkChannel channel)
{
GameEvent.Send(NetworkEvent.NetworkClosedEvent, channel);
}
private void OnNetworkMissHeartBeat(INetworkChannel channel, int missCount)
{
GameEvent.Send(NetworkEvent.NetworkMissHeartBeatEvent, channel, missCount);
}
private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError, string errorMessage)
{
GameEvent.Send(NetworkEvent.NetworkErrorEvent, channel, networkErrorCode, socketError, errorMessage);
}
private void OnNetworkCustomError(INetworkChannel channel, object userData)
{
GameEvent.Send(NetworkEvent.NetworkCustomErrorEvent, channel, userData);
}
}
}

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