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
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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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using ProtoBuf;
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using ProtoBuf.Meta;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using UnityGameFramework.Runtime;
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namespace StarForce
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{
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public class NetworkChannelHelper : INetworkChannelHelper
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{
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private readonly Dictionary<int, Type> m_ServerToClientPacketTypes = new Dictionary<int, Type>();
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private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8);
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private INetworkChannel m_NetworkChannel = null;
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/// <summary>
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/// 获取消息包头长度。
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/// </summary>
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public int PacketHeaderLength
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{
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get
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{
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return sizeof(int);
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}
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}
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/// <summary>
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/// 初始化网络频道辅助器。
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/// </summary>
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/// <param name="networkChannel">网络频道。</param>
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public void Initialize(INetworkChannel networkChannel)
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{
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m_NetworkChannel = networkChannel;
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// 反射注册包和包处理函数。
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Type packetBaseType = typeof(SCPacketBase);
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Type packetHandlerBaseType = typeof(PacketHandlerBase);
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Assembly assembly = Assembly.GetExecutingAssembly();
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Type[] types = assembly.GetTypes();
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for (int i = 0; i < types.Length; i++)
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{
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if (!types[i].IsClass || types[i].IsAbstract)
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{
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continue;
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}
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if (types[i].BaseType == packetBaseType)
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{
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PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
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Type packetType = GetServerToClientPacketType(packetBase.Id);
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if (packetType != null)
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{
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Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
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continue;
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}
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m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]);
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}
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else if (types[i].BaseType == packetHandlerBaseType)
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{
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IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]);
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m_NetworkChannel.RegisterHandler(packetHandler);
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}
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}
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GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
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GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
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GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
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GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
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GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
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}
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/// <summary>
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/// 关闭并清理网络频道辅助器。
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/// </summary>
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public void Shutdown()
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{
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GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
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GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
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GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
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GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
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GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
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m_NetworkChannel = null;
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}
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/// <summary>
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/// 准备进行连接。
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/// </summary>
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public void PrepareForConnecting()
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{
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m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64;
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m_NetworkChannel.Socket.SendBufferSize = 1024 * 64;
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}
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/// <summary>
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/// 发送心跳消息包。
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/// </summary>
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/// <returns>是否发送心跳消息包成功。</returns>
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public bool SendHeartBeat()
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{
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m_NetworkChannel.Send(ReferencePool.Acquire<CSHeartBeat>());
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return true;
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}
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/// <summary>
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/// 序列化消息包。
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/// </summary>
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/// <typeparam name="T">消息包类型。</typeparam>
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/// <param name="packet">要序列化的消息包。</param>
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/// <param name="destination">要序列化的目标流。</param>
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/// <returns>是否序列化成功。</returns>
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public bool Serialize<T>(T packet, Stream destination) where T : Packet
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{
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PacketBase packetImpl = packet as PacketBase;
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if (packetImpl == null)
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{
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Log.Warning("Packet is invalid.");
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return false;
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}
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if (packetImpl.PacketType != PacketType.ClientToServer)
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{
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Log.Warning("Send packet invalid.");
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return false;
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}
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m_CachedStream.SetLength(m_CachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
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m_CachedStream.Position = 0L;
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CSPacketHeader packetHeader = ReferencePool.Acquire<CSPacketHeader>();
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Serializer.Serialize(m_CachedStream, packetHeader);
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ReferencePool.Release(packetHeader);
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Serializer.SerializeWithLengthPrefix(m_CachedStream, packet, PrefixStyle.Fixed32);
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ReferencePool.Release((IReference)packet);
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m_CachedStream.WriteTo(destination);
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return true;
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}
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/// <summary>
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/// 反序列化消息包头。
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/// </summary>
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/// <param name="source">要反序列化的来源流。</param>
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/// <param name="customErrorData">用户自定义错误数据。</param>
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/// <returns>反序列化后的消息包头。</returns>
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public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
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{
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// 注意:此函数并不在主线程调用!
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customErrorData = null;
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return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, ReferencePool.Acquire<SCPacketHeader>(), typeof(SCPacketHeader));
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}
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/// <summary>
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/// 反序列化消息包。
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/// </summary>
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/// <param name="packetHeader">消息包头。</param>
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/// <param name="source">要反序列化的来源流。</param>
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/// <param name="customErrorData">用户自定义错误数据。</param>
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/// <returns>反序列化后的消息包。</returns>
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public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
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{
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// 注意:此函数并不在主线程调用!
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customErrorData = null;
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SCPacketHeader scPacketHeader = packetHeader as SCPacketHeader;
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if (scPacketHeader == null)
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{
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Log.Warning("Packet header is invalid.");
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return null;
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}
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Packet packet = null;
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if (scPacketHeader.IsValid)
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{
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Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
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if (packetType != null)
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{
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packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, ReferencePool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
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}
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else
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{
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Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
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}
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}
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else
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{
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Log.Warning("Packet header is invalid.");
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}
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ReferencePool.Release(scPacketHeader);
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return packet;
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}
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private Type GetServerToClientPacketType(int id)
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{
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Type type = null;
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if (m_ServerToClientPacketTypes.TryGetValue(id, out type))
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{
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return type;
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}
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return null;
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}
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private void OnNetworkConnected(object sender, GameEventArgs e)
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{
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UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e;
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if (ne.NetworkChannel != m_NetworkChannel)
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{
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return;
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}
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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());
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}
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private void OnNetworkClosed(object sender, GameEventArgs e)
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{
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UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e;
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if (ne.NetworkChannel != m_NetworkChannel)
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{
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return;
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}
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Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name);
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}
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private void OnNetworkMissHeartBeat(object sender, GameEventArgs e)
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{
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UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e;
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if (ne.NetworkChannel != m_NetworkChannel)
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{
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return;
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}
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Log.Info("Network channel '{0}' miss heart beat '{1}' times.", ne.NetworkChannel.Name, ne.MissCount.ToString());
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if (ne.MissCount < 2)
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{
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return;
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}
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ne.NetworkChannel.Close();
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}
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private void OnNetworkError(object sender, GameEventArgs e)
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{
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UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
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if (ne.NetworkChannel != m_NetworkChannel)
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{
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return;
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}
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Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage);
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ne.NetworkChannel.Close();
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}
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private void OnNetworkCustomError(object sender, GameEventArgs e)
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{
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UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e;
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if (ne.NetworkChannel != m_NetworkChannel)
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{
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return;
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}
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}
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}
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}
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