初始化仓库
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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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