geometry-tower-defense/Assets/GameFramework/Scripts/Runtime/Network/NetworkComponent.cs

153 lines
5.2 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Network;
using System.Collections.Generic;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 网络组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Network")]
public sealed class NetworkComponent : GameFrameworkComponent
{
private INetworkManager m_NetworkManager = null;
private EventComponent m_EventComponent = null;
/// <summary>
/// 获取网络频道数量。
/// </summary>
public int NetworkChannelCount
{
get
{
return m_NetworkManager.NetworkChannelCount;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_NetworkManager = GameFrameworkEntry.GetModule<INetworkManager>();
if (m_NetworkManager == null)
{
Log.Fatal("Network manager is invalid.");
return;
}
m_NetworkManager.NetworkConnected += OnNetworkConnected;
m_NetworkManager.NetworkClosed += OnNetworkClosed;
m_NetworkManager.NetworkMissHeartBeat += OnNetworkMissHeartBeat;
m_NetworkManager.NetworkError += OnNetworkError;
m_NetworkManager.NetworkCustomError += OnNetworkCustomError;
}
private void Start()
{
m_EventComponent = GameEntry.GetComponent<EventComponent>();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
}
/// <summary>
/// 检查是否存在网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否存在网络频道。</returns>
public bool HasNetworkChannel(string name)
{
return m_NetworkManager.HasNetworkChannel(name);
}
/// <summary>
/// 获取网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>要获取的网络频道。</returns>
public INetworkChannel GetNetworkChannel(string name)
{
return m_NetworkManager.GetNetworkChannel(name);
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <returns>所有网络频道。</returns>
public INetworkChannel[] GetAllNetworkChannels()
{
return m_NetworkManager.GetAllNetworkChannels();
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <param name="results">所有网络频道。</param>
public void GetAllNetworkChannels(List<INetworkChannel> results)
{
m_NetworkManager.GetAllNetworkChannels(results);
}
/// <summary>
/// 创建网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="serviceType">网络服务类型。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
/// <returns>要创建的网络频道。</returns>
public INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper)
{
return m_NetworkManager.CreateNetworkChannel(name, serviceType, networkChannelHelper);
}
/// <summary>
/// 销毁网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否销毁网络频道成功。</returns>
public bool DestroyNetworkChannel(string name)
{
return m_NetworkManager.DestroyNetworkChannel(name);
}
private void OnNetworkConnected(object sender, GameFramework.Network.NetworkConnectedEventArgs e)
{
m_EventComponent.Fire(this, NetworkConnectedEventArgs.Create(e));
}
private void OnNetworkClosed(object sender, GameFramework.Network.NetworkClosedEventArgs e)
{
m_EventComponent.Fire(this, NetworkClosedEventArgs.Create(e));
}
private void OnNetworkMissHeartBeat(object sender, GameFramework.Network.NetworkMissHeartBeatEventArgs e)
{
m_EventComponent.Fire(this, NetworkMissHeartBeatEventArgs.Create(e));
}
private void OnNetworkError(object sender, GameFramework.Network.NetworkErrorEventArgs e)
{
m_EventComponent.Fire(this, NetworkErrorEventArgs.Create(e));
}
private void OnNetworkCustomError(object sender, GameFramework.Network.NetworkCustomErrorEventArgs e)
{
m_EventComponent.Fire(this, NetworkCustomErrorEventArgs.Create(e));
}
}
}