0312 战斗片段-主线小怪封包查看增加非战斗封包的二次推送显示;增加0418过旧封包输出排查问题
5个文件已修改
27 ■■■■ 已修改文件
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0418_tagObjInfoRefresh.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/HB4_FightDefine/DTCB430_tagSCTurnFightReport.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DataToCtl/PackageRegedit.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/GameNetSystem.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleManager.cs 14 ●●●●● 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;