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using System.Net;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
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using DotRecast.Core.Collections;
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using JNGame.Network;
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using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
namespace AppGame.Systems
{
public class JNGClient : JNTCPClient
{
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private string _point;
private int _clientId;
public int ClientId => _clientId;
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/// <summary>
/// 区块服务器标识
/// </summary>
private string _tileServer;
public string TileServer => _tileServer;
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public void BindID(int clientId)
{
_clientId = clientId;
}
public void SetPoint(string point)
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{
_point = point;
}
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public void SetTileServer(string tileServer)
{
_tileServer = tileServer;
}
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protected override async UniTask<string> GetEndPoint()
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{
await UniTask.NextFrame();
return _point;
}
public override async Task OnInit()
{
//监听服务端事件
AddListener((int)NActionEnum.NSyncStateDataUpdate,OnNSyncStateDataUpdate);
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AddListener((int)NActionEnum.LocalClientConnect,OnClientConnect);
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AddListener((int)NActionEnum.NSyncTileAllUpdateBack,OnNSyncTileAllUpdateBack);
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//连接
await base.OnInit();
}
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private void OnClientConnect(byte[] obj)
{
//向服务器发送玩家Id
Send((int)GActionEnum.BindClientID,new RClientIDMessage()
{
ClientId = ClientId
});
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//向服务器索要全量信息
Send((int)NActionEnum.NSyncTileAllUpdate);
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}
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private void OnNSyncStateDataUpdate(byte[] data)
{
var info = JNStateItemData.Parser.ParseFrom(data);
App.Game.AddState(info);
}
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/// <summary>
/// 状态同步全量回调
/// </summary>
/// <param name="obj"></param>
private void OnNSyncTileAllUpdateBack(byte[] data)
{
var allData = JNStateTileAllData.Parser.ParseFrom(data);
App.Game.ClearTileState(allData.TId);
//生效全局回调
allData.Data.Data.ForEach(child =>
{
App.Game.AddState(child);
});
}
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}
}