- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Event;
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using GameFramework.Network;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 网络心跳包丢失事件。
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/// </summary>
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public sealed class NetworkMissHeartBeatEventArgs : GameEventArgs
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{
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/// <summary>
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/// 网络心跳包丢失事件编号。
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/// </summary>
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public static readonly int EventId = typeof(NetworkMissHeartBeatEventArgs).GetHashCode();
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/// <summary>
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/// 初始化网络心跳包丢失事件的新实例。
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/// </summary>
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public NetworkMissHeartBeatEventArgs()
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{
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NetworkChannel = null;
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MissCount = 0;
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}
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/// <summary>
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/// 获取网络心跳包丢失事件编号。
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/// </summary>
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public override int Id
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{
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get
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{
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return EventId;
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}
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}
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/// <summary>
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/// 获取网络频道。
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/// </summary>
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public INetworkChannel NetworkChannel
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取心跳包已丢失次数。
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/// </summary>
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public int MissCount
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{
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get;
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private set;
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}
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/// <summary>
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/// 创建网络心跳包丢失事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的网络心跳包丢失事件。</returns>
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public static NetworkMissHeartBeatEventArgs Create(GameFramework.Network.NetworkMissHeartBeatEventArgs e)
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{
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NetworkMissHeartBeatEventArgs networkMissHeartBeatEventArgs = ReferencePool.Acquire<NetworkMissHeartBeatEventArgs>();
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networkMissHeartBeatEventArgs.NetworkChannel = e.NetworkChannel;
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networkMissHeartBeatEventArgs.MissCount = e.MissCount;
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return networkMissHeartBeatEventArgs;
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}
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/// <summary>
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/// 清理网络心跳包丢失事件。
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/// </summary>
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public override void Clear()
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{
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NetworkChannel = null;
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MissCount = 0;
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}
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}
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}
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