From 51b0f6ed9f4e1d3bb6f8144470b46908c7699a96 Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期一, 11 五月 2026 16:20:37 +0800
Subject: [PATCH] Merge branch 'master' into h5version
---
Main/Core/NetworkPackage/GameNetSystem.cs | 20 ++++++++++++++++----
1 files changed, 16 insertions(+), 4 deletions(-)
diff --git a/Main/Core/NetworkPackage/GameNetSystem.cs b/Main/Core/NetworkPackage/GameNetSystem.cs
index a0661a3..e3033f9 100644
--- a/Main/Core/NetworkPackage/GameNetSystem.cs
+++ b/Main/Core/NetworkPackage/GameNetSystem.cs
@@ -2,6 +2,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using Cysharp.Threading.Tasks;
public class GameNetSystem : Singleton<GameNetSystem>
@@ -117,7 +118,15 @@
Debug.Log(ex);
}
+ Debug.unityLogger.logEnabled = true;
+
mainSocket = new ClientSocket(ServerType.Main);
+ // websocket鐨勬柇寮�閾炬帴闇�瑕佸鐞嗕竴涓�
+ mainSocket.OnDisconnected = () =>
+ {
+ netState = NetState.DisConnected;
+ LoginManager.Instance.busy = false;
+ };
mainProtocolQueue.Clear();
mainSocket.Connect(ip, port, (bool ok) =>
@@ -159,7 +168,7 @@
SendInfo(sendQueue.Dequeue());
}
}
- Debug.LogError($"閲嶇偣鎻愰啋锛�0403鐧诲綍鍚� 鍙戦�佺紦瀛樺寘鏁伴噺 {cnt} 涓�");
+ Debug.Log($"閲嶇偣鎻愰啋锛�0403鐧诲綍鍚� 鍙戦�佺紦瀛樺寘鏁伴噺 {cnt} 涓�");
}
public void SendInfo(GameNetPackBasic protocol)
@@ -178,7 +187,7 @@
{
if (protocol is not C0123_tagCClientPackVersion && protocol is not C0101_tagCPlayerLogin)
{
- Debug.LogError("閲嶇偣鎻愰啋锛氱櫥褰曞畬鎴愬墠鐨勫皝鍖呭厛鍔犲叆闃熷垪 绛�0403鍥炲寘鍚庡啀涓�璧峰彂閫佹湇鍔$ " + protocol.ToString());
+ Debug.Log("閲嶇偣鎻愰啋锛氱櫥褰曞畬鎴愬墠鐨勫皝鍖呭厛鍔犲叆闃熷垪 绛�0403鍥炲寘鍚庡啀涓�璧峰彂閫佹湇鍔$ " + protocol.ToString());
sendQueue.Enqueue(protocol);
return;
}
@@ -191,6 +200,7 @@
}
}
+#if UNITY_EDITOR
public void SendInfo(byte[] vBytes)
{
if (mainSocket != null)
@@ -198,7 +208,7 @@
mainSocket.SendInfo(vBytes);
}
}
-
+#endif
public void PushPackage(GameNetPackBasic protocol, ServerType type)
{
@@ -292,7 +302,7 @@
LoginManager.Instance.busy = false;
- StageManager.Instance.ReturnToLoginScene();
+ StageManager.Instance.ReturnToLoginScene().Forget();
NetLinkWin.Hide();
}
}
@@ -309,6 +319,8 @@
void OnUpdate()
{
+ mainSocket?.DispatchMessageQueue();
+
lock (this)
{
while (mainProtocolQueue.Count > 0)
--
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