mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
135 lines
4.7 KiB
C#
135 lines
4.7 KiB
C#
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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} |