init
This commit is contained in:
@@ -0,0 +1,72 @@
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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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/// 网络连接关闭事件。
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/// </summary>
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public sealed class NetworkClosedEventArgs : GameEventArgs
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{
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/// <summary>
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/// 网络连接关闭事件编号。
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/// </summary>
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public static readonly int EventId = typeof(NetworkClosedEventArgs).GetHashCode();
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/// <summary>
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/// 初始化网络连接关闭事件的新实例。
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/// </summary>
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public NetworkClosedEventArgs()
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{
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NetworkChannel = null;
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}
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/// <summary>
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/// 获取网络连接关闭事件编号。
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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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/// 创建网络连接关闭事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的网络连接关闭事件。</returns>
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public static NetworkClosedEventArgs Create(GameFramework.Network.NetworkClosedEventArgs e)
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{
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NetworkClosedEventArgs networkClosedEventArgs = ReferencePool.Acquire<NetworkClosedEventArgs>();
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networkClosedEventArgs.NetworkChannel = e.NetworkChannel;
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return networkClosedEventArgs;
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}
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/// <summary>
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/// 清理网络连接关闭事件。
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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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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 47e152dade5b74240ae4e03d817452cf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,152 @@
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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.Network;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 网络组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/Network")]
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public sealed class NetworkComponent : GameFrameworkComponent
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{
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private INetworkManager m_NetworkManager = null;
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private EventComponent m_EventComponent = null;
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/// <summary>
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/// 获取网络频道数量。
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/// </summary>
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public int NetworkChannelCount
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{
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get
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{
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return m_NetworkManager.NetworkChannelCount;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_NetworkManager = GameFrameworkEntry.GetModule<INetworkManager>();
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if (m_NetworkManager == null)
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{
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Log.Fatal("Network manager is invalid.");
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return;
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}
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m_NetworkManager.NetworkConnected += OnNetworkConnected;
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m_NetworkManager.NetworkClosed += OnNetworkClosed;
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m_NetworkManager.NetworkMissHeartBeat += OnNetworkMissHeartBeat;
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m_NetworkManager.NetworkError += OnNetworkError;
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m_NetworkManager.NetworkCustomError += OnNetworkCustomError;
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}
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private void Start()
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{
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m_EventComponent = GameEntry.GetComponent<EventComponent>();
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if (m_EventComponent == null)
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{
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Log.Fatal("Event component is invalid.");
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return;
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}
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}
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/// <summary>
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/// 检查是否存在网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <returns>是否存在网络频道。</returns>
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public bool HasNetworkChannel(string name)
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{
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return m_NetworkManager.HasNetworkChannel(name);
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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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/// <param name="name">网络频道名称。</param>
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/// <returns>要获取的网络频道。</returns>
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public INetworkChannel GetNetworkChannel(string name)
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{
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return m_NetworkManager.GetNetworkChannel(name);
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}
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/// <summary>
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/// 获取所有网络频道。
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/// </summary>
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/// <returns>所有网络频道。</returns>
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public INetworkChannel[] GetAllNetworkChannels()
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{
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return m_NetworkManager.GetAllNetworkChannels();
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}
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/// <summary>
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/// 获取所有网络频道。
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/// </summary>
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/// <param name="results">所有网络频道。</param>
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public void GetAllNetworkChannels(List<INetworkChannel> results)
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{
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m_NetworkManager.GetAllNetworkChannels(results);
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}
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/// <summary>
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/// 创建网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <param name="serviceType">网络服务类型。</param>
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/// <param name="networkChannelHelper">网络频道辅助器。</param>
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/// <returns>要创建的网络频道。</returns>
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public INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper)
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{
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return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper);
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}
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/// <summary>
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/// 销毁网络频道。
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/// </summary>
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/// <param name="name">网络频道名称。</param>
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/// <returns>是否销毁网络频道成功。</returns>
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public bool DestroyNetworkChannel(string name)
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{
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return m_NetworkManager.DestroyNetworkChannel(name);
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}
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private void OnNetworkConnected(object sender, GameFramework.Network.NetworkConnectedEventArgs e)
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{
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m_EventComponent.Fire(this, NetworkConnectedEventArgs.Create(e));
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}
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private void OnNetworkClosed(object sender, GameFramework.Network.NetworkClosedEventArgs e)
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{
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m_EventComponent.Fire(this, NetworkClosedEventArgs.Create(e));
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}
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private void OnNetworkMissHeartBeat(object sender, GameFramework.Network.NetworkMissHeartBeatEventArgs e)
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{
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m_EventComponent.Fire(this, NetworkMissHeartBeatEventArgs.Create(e));
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}
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private void OnNetworkError(object sender, GameFramework.Network.NetworkErrorEventArgs e)
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{
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m_EventComponent.Fire(this, NetworkErrorEventArgs.Create(e));
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}
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private void OnNetworkCustomError(object sender, GameFramework.Network.NetworkCustomErrorEventArgs e)
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{
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m_EventComponent.Fire(this, NetworkCustomErrorEventArgs.Create(e));
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: 7afc859893311c34a8d8c2c426ab192d
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
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//------------------------------------------------------------
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||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
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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/// 网络连接成功事件。
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/// </summary>
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public sealed class NetworkConnectedEventArgs : GameEventArgs
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{
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/// <summary>
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/// 网络连接成功事件编号。
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/// </summary>
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public static readonly int EventId = typeof(NetworkConnectedEventArgs).GetHashCode();
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/// <summary>
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/// 初始化网络连接成功事件的新实例。
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/// </summary>
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public NetworkConnectedEventArgs()
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{
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NetworkChannel = null;
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UserData = null;
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}
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/// <summary>
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||||
/// 获取网络连接成功事件编号。
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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>
|
||||
/// 获取网络频道。
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||||
/// </summary>
|
||||
public INetworkChannel NetworkChannel
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||||
{
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||||
get;
|
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private set;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取用户自定义数据。
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||||
/// </summary>
|
||||
public object UserData
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||||
{
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||||
get;
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||||
private set;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建网络连接成功事件。
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||||
/// </summary>
|
||||
/// <param name="e">内部事件。</param>
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||||
/// <returns>创建的网络连接成功事件。</returns>
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public static NetworkConnectedEventArgs Create(GameFramework.Network.NetworkConnectedEventArgs e)
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{
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NetworkConnectedEventArgs networkConnectedEventArgs = ReferencePool.Acquire<NetworkConnectedEventArgs>();
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networkConnectedEventArgs.NetworkChannel = e.NetworkChannel;
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networkConnectedEventArgs.UserData = e.UserData;
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return networkConnectedEventArgs;
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}
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|
||||
/// <summary>
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||||
/// 清理网络连接成功事件。
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/// </summary>
|
||||
public override void Clear()
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||||
{
|
||||
NetworkChannel = null;
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||||
UserData = null;
|
||||
}
|
||||
}
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 980f3ac1c6457c64281b99ea2fc94384
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
using GameFramework.Network;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 用户自定义网络错误事件。
|
||||
/// </summary>
|
||||
public sealed class NetworkCustomErrorEventArgs : GameEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// 用户自定义网络错误事件编号。
|
||||
/// </summary>
|
||||
public static readonly int EventId = typeof(NetworkCustomErrorEventArgs).GetHashCode();
|
||||
|
||||
/// <summary>
|
||||
/// 初始化用户自定义网络错误事件的新实例。
|
||||
/// </summary>
|
||||
public NetworkCustomErrorEventArgs()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
CustomErrorData = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取用户自定义网络错误事件编号。
|
||||
/// </summary>
|
||||
public override int Id
|
||||
{
|
||||
get
|
||||
{
|
||||
return EventId;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取网络频道。
|
||||
/// </summary>
|
||||
public INetworkChannel NetworkChannel
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取用户自定义错误数据。
|
||||
/// </summary>
|
||||
public object CustomErrorData
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建用户自定义网络错误事件。
|
||||
/// </summary>
|
||||
/// <param name="e">内部事件。</param>
|
||||
/// <returns>创建的用户自定义网络错误事件。</returns>
|
||||
public static NetworkCustomErrorEventArgs Create(GameFramework.Network.NetworkCustomErrorEventArgs e)
|
||||
{
|
||||
NetworkCustomErrorEventArgs networkCustomErrorEventArgs = ReferencePool.Acquire<NetworkCustomErrorEventArgs>();
|
||||
networkCustomErrorEventArgs.NetworkChannel = e.NetworkChannel;
|
||||
networkCustomErrorEventArgs.CustomErrorData = e.CustomErrorData;
|
||||
return networkCustomErrorEventArgs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理用户自定义网络错误事件。
|
||||
/// </summary>
|
||||
public override void Clear()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
CustomErrorData = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a95c49efb7b92094a98ac60c420c06f1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,107 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
using GameFramework.Network;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络错误事件。
|
||||
/// </summary>
|
||||
public sealed class NetworkErrorEventArgs : GameEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络错误事件编号。
|
||||
/// </summary>
|
||||
public static readonly int EventId = typeof(NetworkErrorEventArgs).GetHashCode();
|
||||
|
||||
/// <summary>
|
||||
/// 初始化网络错误事件的新实例。
|
||||
/// </summary>
|
||||
public NetworkErrorEventArgs()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
ErrorCode = NetworkErrorCode.Unknown;
|
||||
ErrorMessage = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取网络错误事件编号。
|
||||
/// </summary>
|
||||
public override int Id
|
||||
{
|
||||
get
|
||||
{
|
||||
return EventId;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取网络频道。
|
||||
/// </summary>
|
||||
public INetworkChannel NetworkChannel
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取错误码。
|
||||
/// </summary>
|
||||
public NetworkErrorCode ErrorCode
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取 Socket 错误码。
|
||||
/// </summary>
|
||||
public SocketError SocketErrorCode
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取错误信息。
|
||||
/// </summary>
|
||||
public string ErrorMessage
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建网络错误事件。
|
||||
/// </summary>
|
||||
/// <param name="e">内部事件。</param>
|
||||
/// <returns>创建的网络错误事件。</returns>
|
||||
public static NetworkErrorEventArgs Create(GameFramework.Network.NetworkErrorEventArgs e)
|
||||
{
|
||||
NetworkErrorEventArgs networkErrorEventArgs = ReferencePool.Acquire<NetworkErrorEventArgs>();
|
||||
networkErrorEventArgs.NetworkChannel = e.NetworkChannel;
|
||||
networkErrorEventArgs.ErrorCode = e.ErrorCode;
|
||||
networkErrorEventArgs.SocketErrorCode = e.SocketErrorCode;
|
||||
networkErrorEventArgs.ErrorMessage = e.ErrorMessage;
|
||||
return networkErrorEventArgs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理网络错误事件。
|
||||
/// </summary>
|
||||
public override void Clear()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
ErrorCode = NetworkErrorCode.Unknown;
|
||||
ErrorMessage = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bf09e20028671e24b97571df241445f5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,84 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
using GameFramework.Network;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络心跳包丢失事件。
|
||||
/// </summary>
|
||||
public sealed class NetworkMissHeartBeatEventArgs : GameEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络心跳包丢失事件编号。
|
||||
/// </summary>
|
||||
public static readonly int EventId = typeof(NetworkMissHeartBeatEventArgs).GetHashCode();
|
||||
|
||||
/// <summary>
|
||||
/// 初始化网络心跳包丢失事件的新实例。
|
||||
/// </summary>
|
||||
public NetworkMissHeartBeatEventArgs()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
MissCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取网络心跳包丢失事件编号。
|
||||
/// </summary>
|
||||
public override int Id
|
||||
{
|
||||
get
|
||||
{
|
||||
return EventId;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取网络频道。
|
||||
/// </summary>
|
||||
public INetworkChannel NetworkChannel
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取心跳包已丢失次数。
|
||||
/// </summary>
|
||||
public int MissCount
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建网络心跳包丢失事件。
|
||||
/// </summary>
|
||||
/// <param name="e">内部事件。</param>
|
||||
/// <returns>创建的网络心跳包丢失事件。</returns>
|
||||
public static NetworkMissHeartBeatEventArgs Create(GameFramework.Network.NetworkMissHeartBeatEventArgs e)
|
||||
{
|
||||
NetworkMissHeartBeatEventArgs networkMissHeartBeatEventArgs = ReferencePool.Acquire<NetworkMissHeartBeatEventArgs>();
|
||||
networkMissHeartBeatEventArgs.NetworkChannel = e.NetworkChannel;
|
||||
networkMissHeartBeatEventArgs.MissCount = e.MissCount;
|
||||
return networkMissHeartBeatEventArgs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理网络心跳包丢失事件。
|
||||
/// </summary>
|
||||
public override void Clear()
|
||||
{
|
||||
NetworkChannel = null;
|
||||
MissCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: dc1159a2cf0027947b397dbabbf4da4d
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MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
|
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icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
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||||
Reference in New Issue
Block a user