初始化仓库

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SepComet
2026-02-07 19:38:49 +08:00
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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;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 网络连接关闭事件。
/// </summary>
public sealed class NetworkClosedEventArgs : GameEventArgs
{
/// <summary>
/// 网络连接关闭事件编号。
/// </summary>
public static readonly int EventId = typeof(NetworkClosedEventArgs).GetHashCode();
/// <summary>
/// 初始化网络连接关闭事件的新实例。
/// </summary>
public NetworkClosedEventArgs()
{
NetworkChannel = null;
}
/// <summary>
/// 获取网络连接关闭事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取网络频道。
/// </summary>
public INetworkChannel NetworkChannel
{
get;
private set;
}
/// <summary>
/// 创建网络连接关闭事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的网络连接关闭事件。</returns>
public static NetworkClosedEventArgs Create(GameFramework.Network.NetworkClosedEventArgs e)
{
NetworkClosedEventArgs networkClosedEventArgs = ReferencePool.Acquire<NetworkClosedEventArgs>();
networkClosedEventArgs.NetworkChannel = e.NetworkChannel;
return networkClosedEventArgs;
}
/// <summary>
/// 清理网络连接关闭事件。
/// </summary>
public override void Clear()
{
NetworkChannel = null;
}
}
}
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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;
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));
}
}
}
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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;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 网络连接成功事件。
/// </summary>
public sealed class NetworkConnectedEventArgs : GameEventArgs
{
/// <summary>
/// 网络连接成功事件编号。
/// </summary>
public static readonly int EventId = typeof(NetworkConnectedEventArgs).GetHashCode();
/// <summary>
/// 初始化网络连接成功事件的新实例。
/// </summary>
public NetworkConnectedEventArgs()
{
NetworkChannel = null;
UserData = null;
}
/// <summary>
/// 获取网络连接成功事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取网络频道。
/// </summary>
public INetworkChannel NetworkChannel
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建网络连接成功事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的网络连接成功事件。</returns>
public static NetworkConnectedEventArgs Create(GameFramework.Network.NetworkConnectedEventArgs e)
{
NetworkConnectedEventArgs networkConnectedEventArgs = ReferencePool.Acquire<NetworkConnectedEventArgs>();
networkConnectedEventArgs.NetworkChannel = e.NetworkChannel;
networkConnectedEventArgs.UserData = e.UserData;
return networkConnectedEventArgs;
}
/// <summary>
/// 清理网络连接成功事件。
/// </summary>
public override void Clear()
{
NetworkChannel = null;
UserData = null;
}
}
}
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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;
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;
}
}
}
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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 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;
}
}
}
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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;
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;
}
}
}
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