using UnityEngine; using System; using System.Collections; using System.Collections.Generic; using Snxxz.UI; [XLua.LuaCallCSharp] public class GameNetSystem : Singleton { NetUpdateBehaviour m_NetUpdateBehaviour; NeverConnectState neverConnectState; AccountLoginState accountLoginState; CreateOrSelectRoleState createOrSelectRoleState; RoleLoginState roleLoginState; ConnectedState connectedState; DisconnectState disconnectState; NetState m_NetState; public NetState netState { get { return this.m_NetState; } set { if (this.m_NetState != value) { switch (m_NetState) { case NetState.NerverConnect: neverConnectState.OnExit(); break; case NetState.AccountLogin: accountLoginState.OnExit(); break; case NetState.CreateOrSelectRole: createOrSelectRoleState.OnExit(); break; case NetState.RoleLogin: roleLoginState.OnExit(); break; case NetState.Connected: connectedState.OnExit(); break; case NetState.DisConnected: disconnectState.OnExit(); break; } this.m_NetState = value; switch (m_NetState) { case NetState.NerverConnect: neverConnectState.OnEnter(); break; case NetState.AccountLogin: accountLoginState.OnEnter(); break; case NetState.CreateOrSelectRole: createOrSelectRoleState.OnEnter(); break; case NetState.RoleLogin: roleLoginState.OnEnter(); break; case NetState.Connected: connectedState.OnEnter(); break; case NetState.DisConnected: disconnectState.OnEnter(); break; } } } } private ClientSocket mainSocket; public bool mainSocketConnected { get { return mainSocket == null ? false : mainSocket.connected; } } public float timeSinceMainSocketLastProtocol { get { return mainSocket == null ? 0f : (float)(DateTime.Now - mainSocket.lastPackageTime).TotalSeconds; } } private ClientSocket crossServerSocket; public bool crossServerSocketConnected { get { return crossServerSocket == null ? false : crossServerSocket.connected; } } public float timeSinceCrossServerSocketLastProtocol { get { return crossServerSocket == null ? 0f : (float)(DateTime.Now - crossServerSocket.lastPackageTime).TotalSeconds; } } Queue mainProtocolQueue = new Queue(); Queue crossSeverProtocolQueue = new Queue(); public GameNetSystem() { var gameObject = new GameObject("NetUpdateBehaviour"); GameObject.DontDestroyOnLoad(gameObject); m_NetUpdateBehaviour = gameObject.AddComponent(); m_NetUpdateBehaviour.RegisterUpdateCallBack(OnUpdate); neverConnectState = gameObject.AddComponent(); accountLoginState = gameObject.AddComponent(); createOrSelectRoleState = gameObject.AddComponent(); roleLoginState = gameObject.AddComponent(); connectedState = gameObject.AddComponent(); disconnectState = gameObject.AddComponent(); netState = NetState.NerverConnect; } public void BeginConnectGameServer(string ip, int port, Action onConnected) { try { if (mainSocketConnected) { mainSocket.CloseConnect(); } } catch (System.Exception ex) { DebugEx.Log(ex); } mainSocket = new ClientSocket(SocketType.Main); mainProtocolQueue.Clear(); mainSocket.Connect(ip, port, () => { if (onConnected != null) { onConnected(); } }); } public void BeginConnectCrossServer(string ip, int port, Action onConnected) { try { if (crossServerSocketConnected) { crossServerSocket.CloseConnect(); } } catch (System.Exception ex) { DebugEx.Log(ex); } crossServerSocket = new ClientSocket(SocketType.CrossSever); crossSeverProtocolQueue.Clear(); this.crossServerSocket.Connect(ip, port, () => { if (onConnected != null) { onConnected(); } }); } public void SendInfo(GameNetPackBasic protocol) { if (mainSocket != null) { mainSocket.SendInfo(protocol); DebugPkgCache.Push(protocol); } } public void SendInfo(byte[] vBytes) { if (mainSocket != null) { mainSocket.SendInfo(vBytes); } } public void SendToCrossServer(GameNetPackBasic protocol) { if (crossServerSocket != null) { crossServerSocket.SendInfo(protocol); DebugPkgCache.Push(protocol); } } public void PushPackage(GameNetPackBasic protocol, SocketType type) { lock (this) { if (protocol == null) { return; } if (PackageRegedit.Contain(protocol.cmd)) { switch (type) { case SocketType.Main: mainProtocolQueue.Enqueue(protocol); break; case SocketType.CrossSever: crossSeverProtocolQueue.Enqueue(protocol); break; default: break; } DebugPkgCache.Push(protocol); } else { DebugEx.LogWarningFormat("数据包(cmd:{0})未登记!", protocol.cmd); } } } public void Disconnect() { try { if (mainSocket != null) { mainSocket.CloseConnect(); } if (crossServerSocket != null) { crossServerSocket.CloseConnect(); } mainProtocolQueue.Clear(); crossSeverProtocolQueue.Clear(); } catch (Exception ex) { Debug.Log(ex); } finally { netState = NetState.DisConnected; var loginModel = ModelCenter.Instance.GetModel(); loginModel.busy = false; } } public void Reconnect() { try { if (mainSocket != null) { mainSocket.CloseConnect(); } if (crossServerSocket != null) { crossServerSocket.CloseConnect(); } mainProtocolQueue.Clear(); crossSeverProtocolQueue.Clear(); } catch (Exception ex) { Debug.Log(ex); } finally { netState = NetState.AccountLogin; var loginModel = ModelCenter.Instance.GetModel(); loginModel.busy = false; loginModel.ReAccountLogin(); } } public void LoginOut() { try { if (mainSocket != null) { mainSocket.CloseConnect(); } if (crossServerSocket != null) { crossServerSocket.CloseConnect(); } mainProtocolQueue.Clear(); crossSeverProtocolQueue.Clear(); } catch (Exception ex) { Debug.Log(ex); } finally { netState = NetState.NerverConnect; var loginModel = ModelCenter.Instance.GetModel(); loginModel.busy = false; WindowJumpMgr.Instance.ClearJumpData(); StageManager.Instance.LoadLoginStage(); NetLinkWin.Hide(); } } public void OnAccountLogin() { netState = NetState.AccountLogin; } public void OnEnterWorld() { netState = NetState.RoleLogin; } void OnUpdate() { while (mainProtocolQueue.Count > 0) { PackageRegedit.Distribute(mainProtocolQueue.Dequeue()); } while (crossSeverProtocolQueue.Count > 0) { PackageRegedit.Distribute(crossSeverProtocolQueue.Dequeue()); } } public enum NetState { NerverConnect = 1, AccountLogin = 2, CreateOrSelectRole = 3, RoleLogin = 4, Connected = 5, DisConnected = 6, } public enum SocketType { Main = 1, CrossSever = 2, } }