mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
[+] Network Module
[+] Network Module
This commit is contained in:
@@ -449,7 +449,7 @@ Transform:
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@@ -593,7 +593,7 @@ Transform:
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@@ -869,7 +869,7 @@ Transform:
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m_Children: []
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m_Father: {fileID: 2061060682}
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--- !u!114 &1947304786
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--- !u!114 &1947304786
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MonoBehaviour:
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@@ -996,7 +996,7 @@ Transform:
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--- !u!114 &2049602907
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--- !u!114 &2049602907
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MonoBehaviour:
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MonoBehaviour:
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@@ -1052,6 +1052,7 @@ Transform:
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m_GameSpeed: 1
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m_GameSpeed: 1
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m_RunInBackground: 1
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m_RunInBackground: 1
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m_NeverSleep: 1
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m_NeverSleep: 1
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--- !u!1 &2088009246
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GameObject:
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2088009247}
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- component: {fileID: 2088009248}
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m_Layer: 0
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m_Name: Network
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!114 &2088009248
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2088009246}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 8edbc7d090fd4bb1ad2c6aa967ff0b76, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1 &2108959335
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -1112,7 +1156,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 2061060682}
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m_Father: {fileID: 2061060682}
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m_RootOrder: 10
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m_RootOrder: 11
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2108959337
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--- !u!114 &2108959337
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MonoBehaviour:
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MonoBehaviour:
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62
Assets/TEngine/Editor/Inspector/NetworkInspector.cs
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62
Assets/TEngine/Editor/Inspector/NetworkInspector.cs
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@@ -0,0 +1,62 @@
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using UnityEditor;
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using UnityEngine;
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namespace TEngine.Editor.Inspector
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{
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[CustomEditor(typeof(Network))]
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internal sealed class NetworkInspector : GameFrameworkInspector
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if (!EditorApplication.isPlaying)
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{
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EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
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return;
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}
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Network t = (Network)target;
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if (IsPrefabInHierarchy(t.gameObject))
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{
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EditorGUILayout.LabelField("Network Channel Count", t.NetworkChannelCount.ToString());
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INetworkChannel[] networkChannels = t.GetAllNetworkChannels();
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foreach (INetworkChannel networkChannel in networkChannels)
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{
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DrawNetworkChannel(networkChannel);
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}
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}
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Repaint();
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}
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private void DrawNetworkChannel(INetworkChannel networkChannel)
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{
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EditorGUILayout.BeginVertical("box");
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{
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EditorGUILayout.LabelField(networkChannel.Name, networkChannel.Connected ? "Connected" : "Disconnected");
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EditorGUILayout.LabelField("Service Type", networkChannel.ServiceType.ToString());
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EditorGUILayout.LabelField("Address Family", networkChannel.AddressFamily.ToString());
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EditorGUILayout.LabelField("Local Address", networkChannel.Connected ? networkChannel.Socket.LocalEndPoint.ToString() : "Unavailable");
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EditorGUILayout.LabelField("Remote Address", networkChannel.Connected ? networkChannel.Socket.RemoteEndPoint.ToString() : "Unavailable");
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EditorGUILayout.LabelField("Send Packet", Utility.Text.Format("{0} / {1}", networkChannel.SendPacketCount, networkChannel.SentPacketCount));
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EditorGUILayout.LabelField("Receive Packet", Utility.Text.Format("{0} / {1}", networkChannel.ReceivePacketCount, networkChannel.ReceivedPacketCount));
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EditorGUILayout.LabelField("Miss Heart Beat Count", networkChannel.MissHeartBeatCount.ToString());
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EditorGUILayout.LabelField("Heart Beat", Utility.Text.Format("{0:F2} / {1:F2}", networkChannel.HeartBeatElapseSeconds, networkChannel.HeartBeatInterval));
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EditorGUI.BeginDisabledGroup(!networkChannel.Connected);
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{
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if (GUILayout.Button("Disconnect"))
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{
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networkChannel.Close();
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}
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}
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EditorGUI.EndDisabledGroup();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Separator();
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}
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}
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}
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3
Assets/TEngine/Editor/Inspector/NetworkInspector.cs.meta
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3
Assets/TEngine/Editor/Inspector/NetworkInspector.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3301ba180cdc446bbdf823c860ae7a68
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timeCreated: 1682045195
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135
Assets/TEngine/Runtime/GameFramework/Network/Network.cs
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135
Assets/TEngine/Runtime/GameFramework/Network/Network.cs
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@@ -0,0 +1,135 @@
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using System.Collections.Generic;
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using System.Net.Sockets;
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using UnityEngine;
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namespace TEngine
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{
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/// <summary>
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/// 网络组件。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class Network : GameFrameworkModuleBase
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{
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private static INetworkManager m_NetworkManager = null;
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/// <summary>
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/// 获取网络频道数量。
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/// </summary>
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public int NetworkChannelCount => m_NetworkManager.NetworkChannelCount;
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_NetworkManager = GameFrameworkEntry.GetModule<INetworkManager>();
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if (m_NetworkManager == null)
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{
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Log.Fatal("Network manager is invalid.");
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return;
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}
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m_NetworkManager.NetworkConnected += OnNetworkConnected;
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m_NetworkManager.NetworkClosed += OnNetworkClosed;
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m_NetworkManager.NetworkMissHeartBeat += OnNetworkMissHeartBeat;
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m_NetworkManager.NetworkError += OnNetworkError;
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m_NetworkManager.NetworkCustomError += OnNetworkCustomError;
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}
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/// <summary>
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/// 检查是否存在网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <returns>是否存在网络频道。</returns>
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public static bool HasNetworkChannel(string name)
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{
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return m_NetworkManager.HasNetworkChannel(name);
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}
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/// <summary>
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/// 获取网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <returns>要获取的网络频道。</returns>
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public static INetworkChannel GetNetworkChannel(string name)
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{
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return m_NetworkManager.GetNetworkChannel(name);
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}
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/// <summary>
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/// 获取所有网络频道。
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/// </summary>
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/// <returns>所有网络频道。</returns>
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public static INetworkChannel[] StaticGetAllNetworkChannels()
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{
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return m_NetworkManager.GetAllNetworkChannels();
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}
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/// <summary>
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/// 获取所有网络频道。
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/// </summary>
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/// <returns>所有网络频道。</returns>
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public INetworkChannel[] GetAllNetworkChannels()
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{
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return m_NetworkManager.GetAllNetworkChannels();
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}
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/// <summary>
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/// 获取所有网络频道。
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/// </summary>
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/// <param name="results">所有网络频道。</param>
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public static void GetAllNetworkChannels(List<INetworkChannel> results)
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{
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m_NetworkManager.GetAllNetworkChannels(results);
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}
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/// <summary>
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/// 创建网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <param name="serviceType">网络服务类型。</param>
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/// <param name="networkChannelHelper">网络频道辅助器。</param>
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/// <returns>要创建的网络频道。</returns>
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public static INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper)
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{
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return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper);
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}
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/// <summary>
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/// 销毁网络频道。
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/// </summary>
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/// <param name="channelName">网络频道名称。</param>
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/// <returns>是否销毁网络频道成功。</returns>
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public static bool DestroyNetworkChannel(string channelName)
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{
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return m_NetworkManager.DestroyNetworkChannel(channelName);
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}
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private void OnNetworkConnected(INetworkChannel channel, object userdata)
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{
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GameEvent.Send(NetworkEvent.NetworkConnectedEvent, channel, userdata);
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}
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private void OnNetworkClosed(INetworkChannel channel)
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{
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GameEvent.Send(NetworkEvent.NetworkClosedEvent, channel);
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}
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private void OnNetworkMissHeartBeat(INetworkChannel channel, int missCount)
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{
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GameEvent.Send(NetworkEvent.NetworkMissHeartBeatEvent, channel, missCount);
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}
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private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError, string errorMessage)
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{
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GameEvent.Send(NetworkEvent.NetworkErrorEvent, channel, networkErrorCode, socketError, errorMessage);
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}
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private void OnNetworkCustomError(INetworkChannel channel, object userData)
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{
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GameEvent.Send(NetworkEvent.NetworkCustomErrorEvent, channel, userData);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8edbc7d090fd4bb1ad2c6aa967ff0b76
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timeCreated: 1682044812
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Reference in New Issue
Block a user