| Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0418_tagObjInfoRefresh.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB430_tagSCTurnFightReport.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/Core/NetworkPackage/DataToCtl/PackageRegedit.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/Core/NetworkPackage/GameNetSystem.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0418_tagObjInfoRefresh.cs
@@ -29,6 +29,7 @@ { if (vNetData.packUID < lastPackUIDDict[vNetData.RefreshType]) { Debug.LogWarning($"封包顺序问题 0418 封包太旧被过滤 {vNetData.packUID} > {lastPackUIDDict[vNetData.RefreshType]}"); return; } lastPackUIDDict[vNetData.RefreshType] = vNetData.packUID; @@ -36,6 +37,10 @@ //防范断线重连时,战斗中的旧包影响数据 Update0418(vNetData); } else { Debug.LogWarning($"因为断线重连导致 0418 封包太旧被过滤 {vNetData.packUID} > {DTC0102_tagCDBPlayer.loginPackUID}"); } break; case 0: UpdateBattleField(vNetData); Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB430_tagSCTurnFightReport.cs
@@ -65,6 +65,7 @@ { if (!FilterBeforeB424(npk)) { npk.socketType = ServerType.B430; vPackList.Add(npk); BattleManager.Instance.PushPackUID(guid, npk.packUID); } Main/Core/NetworkPackage/DataToCtl/PackageRegedit.cs
@@ -151,6 +151,12 @@ } public static void Distribute(GameNetPackBasic _package) { #if UNITY_EDITOR if (_package.socketType == ServerType.MainFight) NetPkgCtl.RecordPackage(ServerType.MainFight, string.Empty, NetPackagetType.Server, _package.ToString(), FieldPrint.PrintFields(_package), FieldPrint.PrintFieldsExpand(_package, true)); #endif try { //执行主工程的封包 Main/Core/NetworkPackage/GameNetSystem.cs
@@ -283,4 +283,5 @@ { Main = 1, B430 = 2, MainFight = 3, } Main/System/Battle/BattleManager.cs
@@ -147,6 +147,7 @@ { if (!allow) { _package.socketType = ServerType.MainFight; packQueue.Enqueue(_package); } } @@ -169,6 +170,7 @@ List<GameNetPackBasic> newPackList = ParseBattlePackList(string.Empty, packQueueSnapshot); #if UNITY_EDITOR Action printNewPack = () => { string temp = "After AnalysisPackQueueAndDistribute newPackList count: " + newPackList.Count + "\n"; @@ -191,7 +193,7 @@ }; printNewPack(); #endif // HashSet<int> skipIndexes = new HashSet<int>(); // // 这里已经是按照Dequeue的顺序了 @@ -277,11 +279,11 @@ public static List<GameNetPackBasic> ParseBattlePackList(string guid, List<GameNetPackBasic> packQueueSnapshot) { var list = CustomHB426CombinePack.CombineToSkillPackFromList(guid, packQueueSnapshot); string str = "ParseBattlePackList \n"; for (int i = 0; i < list.Count; i++) { str += " " + list[i].GetType().Name + "\n"; } // string str = "ParseBattlePackList \n"; // for (int i = 0; i < list.Count; i++) // { // str += " " + list[i].GetType().Name + "\n"; // } // BattleDebug.LogError(str); return list;