JisolGame/JNFrame2/Assets/Scripts/AppGame/Sync/Tile/JNGTileSlaveServerSystem.cs

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C#
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2024-08-31 15:35:12 +08:00
using System.Collections.Generic;
using System.Threading.Tasks;
using AppGame.Systems;
using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using Game.Input;
using Game.JNGFrame.Logic;
using Game.JNGFrame.Logic.Entity;
using Game.JNGFrame.View;
using Game.JNGState.Logic.Data;
using Game.Logic.System;
using Game.Logic.System.Logic;
using Game.Logic.System.Usual;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Util;
using Plugins.JNGame.Network.Action;
using UnityEngine;
namespace AppGame.Sync
{
/// <summary>
/// 瓦片状态同步[从服务器]
/// </summary>
public class JNGTileSlaveServerSystem : JNSSTileServerService
{
protected List<JNFrameInput> Inputs = new();
protected override int[][] Tiles => new[]
{
new[] { 1, 2, 3 },
new[] { 4, 5, 6 },
new[] { 7, 8, 9 },
};
protected override int TileSize => 100;
/// <summary>
/// 主服务器
/// </summary>
public JNGTileClient Master { get; private set; }
public override TileMasterSlaveEnum MSRole => TileMasterSlaveEnum.Slave;
public override SLogicSystem[] NewLogicSystems()
{
return new SLogicSystem[]
{
//基础数据
new DInputSystem(), //游戏输入
new DDataSystem(), //游戏数据
//逻辑层
new DMapSystem(), //游戏地图
new DWorldSystem(), //游戏逻辑
new DPlayerSystem(), //玩家逻辑
new DBossSystem(), //Boss逻辑
};
}
public override SDataSystemBase[] NewDataSystems()
{
return new SDataSystemBase[] {
new EDNodeDataSystem(SStateDataEnum.Server), //游戏数据
new EDPlayerDataSystem(SStateDataEnum.Server), //游戏数据
new EDBossDataSystem(SStateDataEnum.Server), //游戏数据
};
}
// #if UNITY_EDITOR
/// <summary>
/// 编辑器显示视图层
/// </summary>
/// <returns></returns>
public override SViewSystem[] NewViewSystems()
{
return new SViewSystem[]
{
//视图层
new DViewSystem(), //游戏视图
};
}
// #endif
protected override JNTileContexts CreateTileContexts()
{
return new EDContexts();
}
/// <summary>
/// 初始化服务器
/// </summary>
/// <returns></returns>
protected override async Task OnInit()
{
RandomSize = (await App.GAPI.NSyncTileRandomId).data;
await base.OnInit();
//添加Tile从服务器
App.Business.Send((int)NActionEnum.NAddTileServer,new JNAddTileServer()
{
Tile = TID,
Ip = "127.0.0.1",
Port = App.Server.Port,
Master = false
});
//更新主服务器
Timers.Instance.SetInterval(1f, UpdateTileSocket);
}
protected override async UniTask<int> FetchTileId()
{
await UniTask.NextFrame();
return 1;
}
protected override void OnRunSimulate()
{
//插入未处理输入
lock (Inputs)
{
foreach (var input in Inputs)
{
GetSystem<DInputSystem>().Enqueue(input);
}
Inputs.Clear();
}
base.OnRunSimulate();
}
/// <summary>
/// 添加输入
/// </summary>
public void AddInput(JNStateTileInputs info)
{
lock (Inputs)
{
info.Message.Inputs.ForEach(child =>
{
Inputs.Add(child);
});
}
}
/// <summary>
/// 连接主服务器
/// </summary>
private void UpdateTileSocket()
{
//如果有连接则直接返回
if (Master is not null) return;
//连接主服务器
OnMasterConnect();
}
private async void OnMasterConnect()
{
var message = (await App.GAPI.NSyncTileServer(TID));
if (Master is not null) return;
if (message.data is null) return;
Master = new JNGTileClient();
var info = message.data;
Debug.Log($"[JNGTileSlaveServerSystem {TID}] 连接 Socket");
Master.SetRole(JNGClientRole.SlaveServer);
Master.SetPoint($"{info.ip}:{info.port}");
Master.SetTileServer(info.server);
await Master.OnInit();
}
/// <summary>
/// 删除Socket
/// </summary>
public void RemoveSocket(string server)
{
if (Master is not null && Master.TileServer == server)
{
Master.OnClose();
Master = null;
}
}
}
}