Update GameClient.cs

This commit is contained in:
ALEXTANG
2023-05-20 12:23:45 +08:00
parent cd87c71281
commit f92bf5c602

View File

@@ -34,34 +34,34 @@ namespace GameLogic
public class GameClient : Singleton<GameClient>
{
public INetworkChannel Channel;
private readonly INetworkChannel _channel;
private GameClientStatus m_status = GameClientStatus.StatusInit;
private GameClientStatus _status = GameClientStatus.StatusInit;
private MsgDispatcher m_dispatcher;
private readonly MsgDispatcher _dispatcher;
private ClientConnectWatcher m_connectWatcher;
private readonly ClientConnectWatcher _connectWatcher;
private float m_lastLogDisconnectErrTime = 0f;
private float _lastLogDisconnectErrTime = 0f;
private int m_lastNetErrCode = 0;
private int _lastNetErrCode = 0;
public int LastNetErrCode => m_lastNetErrCode;
public int LastNetErrCode => _lastNetErrCode;
public GameClientStatus Status
{
get => m_status;
set => m_status = value;
get => _status;
set => _status = value;
}
public bool IsEntered => m_status == GameClientStatus.StatusEnter;
public bool IsEntered => _status == GameClientStatus.StatusEnter;
/// <summary>
/// 连续心跳超时
/// </summary>
private int m_heatBeatTimeoutNum = 0;
private int _heatBeatTimeoutNum = 0;
private int m_ping = -1;
private int _ping = -1;
private float NowTime => GameTime.unscaledTime;
@@ -70,22 +70,23 @@ namespace GameLogic
public GameClient()
{
m_connectWatcher = new ClientConnectWatcher(this);
m_dispatcher = new MsgDispatcher();
m_dispatcher.SetTimeout(5f);
_connectWatcher = new ClientConnectWatcher(this);
_dispatcher = new MsgDispatcher();
_dispatcher.SetTimeout(5f);
GameEvent.AddEventListener<INetworkChannel,object>(NetworkEvent.NetworkConnectedEvent,OnNetworkConnected);
GameEvent.AddEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent,OnNetworkClosed);
GameEvent.AddEventListener<INetworkChannel,NetworkErrorCode,SocketError,string>(NetworkEvent.NetworkErrorEvent,OnNetworkError);
GameEvent.AddEventListener<INetworkChannel,object>(NetworkEvent.NetworkCustomErrorEvent,OnNetworkCustomError);
Channel = Network.Instance.CreateNetworkChannel("GameClient", ServiceType.Tcp, new NetworkChannelHelper());
_channel = Network.Instance.CreateNetworkChannel("GameClient", ServiceType.Tcp, new NetworkChannelHelper());
}
private void OnNetworkConnected(INetworkChannel channel, object userdata)
{
bool isReconnect = (m_status == GameClientStatus.StatusReconnect);
bool isReconnect = (_status == GameClientStatus.StatusReconnect);
//准备登录
Status = GameClientStatus.StatusLogin;
// TODO Reconnected
OnServerConnected(isReconnect);
}
private void OnNetworkClosed(INetworkChannel channel)
@@ -125,7 +126,7 @@ namespace GameLogic
Status = reconnect ? GameClientStatus.StatusReconnect : GameClientStatus.StatusInit;
Channel.Connect(host, port);
_channel.Connect(host, port);
}
public void Reconnect()
@@ -136,15 +137,20 @@ namespace GameLogic
return;
}
m_connectWatcher.OnReConnect();
_connectWatcher.OnReConnect();
Connect(_lastHost, _lastPort, true);
}
public void Shutdown()
{
Channel.Close();
m_status = GameClientStatus.StatusInit;
_channel.Close();
_status = GameClientStatus.StatusInit;
}
public void OnServerConnected(bool isReconnect)
{
}
public bool SendCsMsg(CSPkg reqPkg)
@@ -160,12 +166,12 @@ namespace GameLogic
public bool IsStatusCanSendMsg(uint msgId)
{
bool canSend = false;
if (m_status == GameClientStatus.StatusLogin)
if (_status == GameClientStatus.StatusLogin)
{
canSend = (msgId == (uint)CSMsgID.CsCmdActLoginReq);
}
if (m_status == GameClientStatus.StatusEnter)
if (_status == GameClientStatus.StatusEnter)
{
canSend = true;
}
@@ -173,10 +179,10 @@ namespace GameLogic
if (!canSend)
{
float nowTime = NowTime;
if (m_lastLogDisconnectErrTime + 5 < nowTime)
if (_lastLogDisconnectErrTime + 5 < nowTime)
{
Log.Error("GameClient not connected, send msg failed, msgId[{0}]", msgId);
m_lastLogDisconnectErrTime = nowTime;
_lastLogDisconnectErrTime = nowTime;
}
//UISys.Mgr.ShowTipMsg(TextDefine.ID_ERR_NETWORKD_DISCONNECT);
@@ -200,14 +206,14 @@ namespace GameLogic
resHandler(CsMsgResult.InternalError, null);
}
m_dispatcher.NotifyCmdError(resCmd, CsMsgResult.InternalError);
_dispatcher.NotifyCmdError(resCmd, CsMsgResult.InternalError);
}
else
{
//注册消息
if (resHandler != null)
{
m_dispatcher.RegSeqHandle(reqPkg.Head.Echo, resCmd, resHandler);
_dispatcher.RegSeqHandle(reqPkg.Head.Echo, resCmd, resHandler);
if (reqPkg.Head.Echo > 0 && IsWaitingCmd(resCmd) && needShowWaitUI)
{
// TODO
@@ -225,7 +231,7 @@ namespace GameLogic
{
Log.Debug("[c-s] CmdId[{0}]\n{1}", reqPkg.Head.MsgId, reqPkg.Body.ToString());
}
var sendRet = Channel.Send(reqPkg);
var sendRet = _channel.Send(reqPkg);
return sendRet;
return true;
}
@@ -233,14 +239,13 @@ namespace GameLogic
private bool IsIgnoreLog(uint msgId)
{
bool ignoreLog = false;
/*switch (msgId)
switch (msgId)
{
case (uint)CSMsgID.CsCmdHeatbeatReq:
case (uint)CSMsgID.CsCmdHeatbeatRes:
ignoreLog = true;
break;
}*/
}
return ignoreLog;
}
@@ -257,19 +262,39 @@ namespace GameLogic
private void ResetParam()
{
m_lastLogDisconnectErrTime = 0f;
m_heatBeatTimeoutNum = 0;
_lastLogDisconnectErrTime = 0f;
_heatBeatTimeoutNum = 0;
_lastHbTime = 0f;
m_ping = -1;
m_lastNetErrCode = 0;
_ping = -1;
_lastNetErrCode = 0;
}
public void OnUpdate()
{
m_dispatcher.Update();
_dispatcher.Update();
TickHeartBeat();
CheckHeatBeatTimeout();
m_connectWatcher.Update();
_connectWatcher.Update();
}
/// <summary>
/// 注册静态消息
/// </summary>
/// <param name="iCmdID"></param>
/// <param name="msgDelegate"></param>
public void RegCmdHandle(int iCmdID, CsMsgDelegate msgDelegate)
{
_dispatcher.RegCmdHandle((uint)iCmdID, msgDelegate);
}
/// <summary>
/// 移除消息处理函数
/// </summary>
/// <param name="cmdId"></param>
/// <param name="msgDelegate"></param>
public void RmvCmdHandle(int cmdId, CsMsgDelegate msgDelegate)
{
_dispatcher.RmvCmdHandle((uint)cmdId, msgDelegate);
}
/// <summary>
@@ -287,12 +312,12 @@ namespace GameLogic
/// <param name="needWatch"></param>
public void SetWatchReconnect(bool needWatch)
{
m_connectWatcher.Enable = needWatch;
_connectWatcher.Enable = needWatch;
}
public bool IsNetworkOkAndLogin()
{
return m_status == GameClientStatus.StatusEnter;
return _status == GameClientStatus.StatusEnter;
}
#region
@@ -314,13 +339,13 @@ namespace GameLogic
private bool CheckHeatBeatTimeout()
{
if (m_heatBeatTimeoutNum >= HeatBeatTimeoutMaxCount)
if (_heatBeatTimeoutNum >= HeatBeatTimeoutMaxCount)
{
//断开连接
Shutdown();
//准备重连
m_heatBeatTimeoutNum = 0;
_heatBeatTimeoutNum = 0;
Status = GameClientStatus.StatusClose;
Log.Error("heat beat detect timeout");
return false;
@@ -354,16 +379,16 @@ namespace GameLogic
//如果是超时了,则标记最近收到包的次数
if (result == CsMsgResult.MsgTimeOut)
{
m_heatBeatTimeoutNum++;
Log.Warning("heat beat timeout: {0}", m_heatBeatTimeoutNum);
_heatBeatTimeoutNum++;
Log.Warning("heat beat timeout: {0}", _heatBeatTimeoutNum);
}
}
else
{
var resBody = msg.Body.HeatBeatRes;
float diffTime = NowTime - resBody.HeatEchoTime;
m_ping = (int)(diffTime * 1000);
m_heatBeatTimeoutNum = 0;
_ping = (int)(diffTime * 1000);
_heatBeatTimeoutNum = 0;
}
}
@@ -380,7 +405,7 @@ namespace GameLogic
{
if (IsPingValid())
{
return m_ping / 4;
return _ping / 4;
}
else
{
@@ -393,7 +418,7 @@ namespace GameLogic
{
if (IsNetworkOkAndLogin())
{
return m_ping >= 0;
return _ping >= 0;
}
return false;