第一批重构,主要是物理迁移脚本和部分命名空间的调整

- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹
- 调整 DataTable 和 Definition 下脚本的命名空间
- 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
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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.Localization;
using System;
using System.Xml;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// XML 格式的本地化辅助器。
/// </summary>
public class XmlLocalizationHelper : DefaultLocalizationHelper
{
/// <summary>
/// 解析字典。
/// </summary>
/// <param name="dictionaryString">要解析的字典字符串。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否解析字典成功。</returns>
public override bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData)
{
try
{
string currentLanguage = GameEntry.Localization.Language.ToString();
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.LoadXml(dictionaryString);
XmlNode xmlRoot = xmlDocument.SelectSingleNode("Dictionaries");
XmlNodeList xmlNodeDictionaryList = xmlRoot.ChildNodes;
for (int i = 0; i < xmlNodeDictionaryList.Count; i++)
{
XmlNode xmlNodeDictionary = xmlNodeDictionaryList.Item(i);
if (xmlNodeDictionary.Name != "Dictionary")
{
continue;
}
string language = xmlNodeDictionary.Attributes.GetNamedItem("Language").Value;
if (language != currentLanguage)
{
continue;
}
XmlNodeList xmlNodeStringList = xmlNodeDictionary.ChildNodes;
for (int j = 0; j < xmlNodeStringList.Count; j++)
{
XmlNode xmlNodeString = xmlNodeStringList.Item(j);
if (xmlNodeString.Name != "String")
{
continue;
}
string key = xmlNodeString.Attributes.GetNamedItem("Key").Value;
string value = xmlNodeString.Attributes.GetNamedItem("Value").Value;
if (!localizationManager.AddRawString(key, value))
{
Log.Warning("Can not add raw string with key '{0}' which may be invalid or duplicate.", key);
return false;
}
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse dictionary data with exception '{0}'.", exception.ToString());
return false;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public abstract class CSPacketBase : PacketBase
{
public override PacketType PacketType
{
get
{
return PacketType.ClientToServer;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public sealed class CSPacketHeader : PacketHeaderBase
{
public override PacketType PacketType
{
get
{
return PacketType.ClientToServer;
}
}
}
}
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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;
using GameFramework.Event;
using GameFramework.Network;
using ProtoBuf;
using ProtoBuf.Meta;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class NetworkChannelHelper : INetworkChannelHelper
{
private readonly Dictionary<int, Type> m_ServerToClientPacketTypes = new Dictionary<int, Type>();
private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8);
private INetworkChannel m_NetworkChannel = null;
/// <summary>
/// 获取消息包头长度。
/// </summary>
public int PacketHeaderLength
{
get
{
return sizeof(int);
}
}
/// <summary>
/// 初始化网络频道辅助器。
/// </summary>
/// <param name="networkChannel">网络频道。</param>
public void Initialize(INetworkChannel networkChannel)
{
m_NetworkChannel = networkChannel;
// 反射注册包和包处理函数。
Type packetBaseType = typeof(SCPacketBase);
Type packetHandlerBaseType = typeof(PacketHandlerBase);
Assembly assembly = Assembly.GetExecutingAssembly();
Type[] types = assembly.GetTypes();
for (int i = 0; i < types.Length; i++)
{
if (!types[i].IsClass || types[i].IsAbstract)
{
continue;
}
if (types[i].BaseType == packetBaseType)
{
PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
Type packetType = GetServerToClientPacketType(packetBase.Id);
if (packetType != null)
{
Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
continue;
}
m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]);
}
else if (types[i].BaseType == packetHandlerBaseType)
{
IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]);
m_NetworkChannel.RegisterHandler(packetHandler);
}
}
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
}
/// <summary>
/// 关闭并清理网络频道辅助器。
/// </summary>
public void Shutdown()
{
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
m_NetworkChannel = null;
}
/// <summary>
/// 准备进行连接。
/// </summary>
public void PrepareForConnecting()
{
m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64;
m_NetworkChannel.Socket.SendBufferSize = 1024 * 64;
}
/// <summary>
/// 发送心跳消息包。
/// </summary>
/// <returns>是否发送心跳消息包成功。</returns>
public bool SendHeartBeat()
{
m_NetworkChannel.Send(ReferencePool.Acquire<CSHeartBeat>());
return true;
}
/// <summary>
/// 序列化消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要序列化的消息包。</param>
/// <param name="destination">要序列化的目标流。</param>
/// <returns>是否序列化成功。</returns>
public bool Serialize<T>(T packet, Stream destination) where T : Packet
{
PacketBase packetImpl = packet as PacketBase;
if (packetImpl == null)
{
Log.Warning("Packet is invalid.");
return false;
}
if (packetImpl.PacketType != PacketType.ClientToServer)
{
Log.Warning("Send packet invalid.");
return false;
}
m_CachedStream.SetLength(m_CachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
m_CachedStream.Position = 0L;
CSPacketHeader packetHeader = ReferencePool.Acquire<CSPacketHeader>();
Serializer.Serialize(m_CachedStream, packetHeader);
ReferencePool.Release(packetHeader);
Serializer.SerializeWithLengthPrefix(m_CachedStream, packet, PrefixStyle.Fixed32);
ReferencePool.Release((IReference)packet);
m_CachedStream.WriteTo(destination);
return true;
}
/// <summary>
/// 反序列化消息包头。
/// </summary>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包头。</returns>
public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, ReferencePool.Acquire<SCPacketHeader>(), typeof(SCPacketHeader));
}
/// <summary>
/// 反序列化消息包。
/// </summary>
/// <param name="packetHeader">消息包头。</param>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包。</returns>
public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
SCPacketHeader scPacketHeader = packetHeader as SCPacketHeader;
if (scPacketHeader == null)
{
Log.Warning("Packet header is invalid.");
return null;
}
Packet packet = null;
if (scPacketHeader.IsValid)
{
Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
if (packetType != null)
{
packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, ReferencePool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
}
else
{
Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
}
}
else
{
Log.Warning("Packet header is invalid.");
}
ReferencePool.Release(scPacketHeader);
return packet;
}
private Type GetServerToClientPacketType(int id)
{
Type type = null;
if (m_ServerToClientPacketTypes.TryGetValue(id, out type))
{
return type;
}
return null;
}
private void OnNetworkConnected(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.", ne.NetworkChannel.Name, ne.NetworkChannel.Socket.LocalEndPoint.ToString(), ne.NetworkChannel.Socket.RemoteEndPoint.ToString());
}
private void OnNetworkClosed(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name);
}
private void OnNetworkMissHeartBeat(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' miss heart beat '{1}' times.", ne.NetworkChannel.Name, ne.MissCount.ToString());
if (ne.MissCount < 2)
{
return;
}
ne.NetworkChannel.Close();
}
private void OnNetworkError(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage);
ne.NetworkChannel.Close();
}
private void OnNetworkCustomError(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using ProtoBuf;
using System;
namespace StarForce
{
[Serializable, ProtoContract(Name = @"CSHeartBeat")]
public class CSHeartBeat : CSPacketBase
{
public CSHeartBeat()
{
}
public override int Id
{
get
{
return 1;
}
}
public override void Clear()
{
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using ProtoBuf;
using System;
namespace StarForce
{
[Serializable, ProtoContract(Name = @"SCHeartBeat")]
public class SCHeartBeat : SCPacketBase
{
public SCHeartBeat()
{
}
public override int Id
{
get
{
return 2;
}
}
public override void Clear()
{
}
}
}
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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.Network;
using ProtoBuf;
namespace StarForce
{
public abstract class PacketBase : Packet, IExtensible
{
private IExtension m_ExtensionObject;
public PacketBase()
{
m_ExtensionObject = null;
}
public abstract PacketType PacketType
{
get;
}
IExtension IExtensible.GetExtensionObject(bool createIfMissing)
{
return Extensible.GetExtensionObject(ref m_ExtensionObject, createIfMissing);
}
}
}
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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.Network;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class SCHeartBeatHandler : PacketHandlerBase
{
public override int Id
{
get
{
return 2;
}
}
public override void Handle(object sender, Packet packet)
{
SCHeartBeat packetImpl = (SCHeartBeat)packet;
Log.Info("Receive packet '{0}'.", packetImpl.Id.ToString());
}
}
}
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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.Network;
namespace StarForce
{
public abstract class PacketHandlerBase : IPacketHandler
{
public abstract int Id
{
get;
}
public abstract void Handle(object sender, Packet packet);
}
}
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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;
using GameFramework.Network;
namespace StarForce
{
public abstract class PacketHeaderBase : IPacketHeader, IReference
{
public abstract PacketType PacketType
{
get;
}
public int Id
{
get;
set;
}
public int PacketLength
{
get;
set;
}
public bool IsValid
{
get
{
return PacketType != PacketType.Undefined && Id > 0 && PacketLength >= 0;
}
}
public void Clear()
{
Id = 0;
PacketLength = 0;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public enum PacketType : byte
{
/// <summary>
/// 未定义。
/// </summary>
Undefined = 0,
/// <summary>
/// 客户端发往服务器的包。
/// </summary>
ClientToServer,
/// <summary>
/// 服务器发往客户端的包。
/// </summary>
ServerToClient,
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public abstract class SCPacketBase : PacketBase
{
public override PacketType PacketType
{
get
{
return PacketType.ServerToClient;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public sealed class SCPacketHeader : PacketHeaderBase
{
public override PacketType PacketType
{
get
{
return PacketType.ServerToClient;
}
}
}
}
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