Files
TEngine/Assets/TEngine/Runtime/GameFramework/Network/Network.cs
ALEXTANG f1c8a91660 [+] Network Module
[+] Network Module
2023-04-21 10:50:04 +08:00

135 lines
4.7 KiB
C#

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);
}
}
}