yyl
2025-05-13 6208ed5ed833142a459d0dc8ad8622ca8047a80e
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
 
public class ConnectedState : NetState
{
 
    const int OVERTIME_THRESHOLD = 20;
 
    bool connectedDetecting = false;
 
    NetworkReachability m_NetWorkReachability = NetworkReachability.ReachableViaCarrierDataNetwork;
    NetworkReachability netWorkReachability {
        get { return m_NetWorkReachability; }
        set {
            if (m_NetWorkReachability != value)
            {
                m_NetWorkReachability = value;
                DetectConnected(3);
            }
        }
    }
 
    public override void OnEnter()
    {
        base.OnEnter();
 
        m_NetWorkReachability = Application.internetReachability;
        // NetLinkWin.Hide();
    }
 
    protected override void Update()
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.Connected)
        {
            return;
        }
 
        if (connectedDetecting)
        {
            return;
        }
 
        if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD
            || (GameNetSystem.Instance.crossServerConnected_Loigc && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD))
        {
            DetectConnected(3);
        }
        else if (!GameNetSystem.Instance.mainSocketConnected
            || (GameNetSystem.Instance.crossServerConnected_Loigc && !GameNetSystem.Instance.crossServerSocketConnected))
        {
            DetectConnected(3);
        }
        else
        {
#if UNITY_IOS && !UNITY_EDITOR
            netWorkReachability = Application.internetReachability;
#endif
        }
    }
 
    Clock clock;
 
    public override void OnExit()
    {
        if (clock != null)
        {
            Clock.Stop(clock);
        }
        clock = null;
 
        base.OnExit();
    }
 
    private void DetectConnected(int _seconds)
    {
        connectedDetecting = true;
 
        // var sendInfo1 = new C0104_tagCOnlineReturn();
        // sendInfo1.Type = 0;
        // GameNetSystem.Instance.SendInfo(sendInfo1);// 在线回应
 
        // if (GameNetSystem.Instance.crossServerConnected_Loigc)
        // {
        //     var sendInfo2 = new C0104_tagCOnlineReturn();
        //     sendInfo2.Type = 0;
        //     GameNetSystem.Instance.SendToCrossServer(sendInfo2);// 在线回应
        // }
 
        // if (clock != null)
        // {
        //     Clock.Stop(clock);
        // }
        // clock = Clock.AlarmAt(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd);
    }
 
    private void OnDetectEnd()
    {
        connectedDetecting = false;
 
        var isDisconnected = false;
#if UNITY_IOS && !UNITY_EDITOR
        isDisconnected = GameNetSystem.Instance.timeSinceMainSocketLastProtocol > 3f;
#else
        isDisconnected = !GameNetSystem.Instance.mainSocketConnected
            || GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD;
#endif
 
        if (GameNetSystem.Instance.crossServerConnected_Loigc)
        {
#if UNITY_IOS && !UNITY_EDITOR
            isDisconnected = isDisconnected || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > 3f;
#else
            isDisconnected = isDisconnected || !GameNetSystem.Instance.crossServerSocketConnected
                || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD;
#endif
        }
 
        if (isDisconnected)
        {
            switch (Application.internetReachability)
            {
                case NetworkReachability.NotReachable:
                    GameNetSystem.Instance.Disconnect();
                    // WindowCenter.Instance.Open<DisconnectHintWin>();
                    break;
                case NetworkReachability.ReachableViaCarrierDataNetwork:
                case NetworkReachability.ReachableViaLocalAreaNetwork:
                    GameNetSystem.Instance.Reconnect();
                    break;
            }
        }
    }
 
    private void OnApplicationPause(bool pause)
    {
        if (GameNetSystem.Instance.netState != GameNetSystem.NetState.Connected)
        {
            return;
        }
 
        if (!pause)
        {
            DetectConnected(3);
        }
    }
 
}