提交无缝数据回滚

This commit is contained in:
PC-20230316NUNE\Administrator
2024-08-23 10:48:19 +08:00
parent 8932528f5e
commit 77db4d7d71
23 changed files with 98 additions and 98 deletions

View File

@@ -45,12 +45,12 @@ namespace JNGame.Sync.System.Data
/// <summary>
/// 插入字节
/// </summary>
public void OnInsertUBytes(Dictionary<long, byte[]> bytes);
public void OnInsertUBytes(Dictionary<ulong, byte[]> bytes);
/// <summary>
/// 获取全部字节
/// </summary>
public Dictionary<long, byte[]> GetDataBytes();
public Dictionary<ulong, byte[]> GetDataBytes();
}
@@ -64,7 +64,7 @@ namespace JNGame.Sync.System.Data
public abstract int NetID { get; }
//网络通讯的更新字节数据
protected Dictionary<long, byte[]> UBytes = new();
protected Dictionary<ulong, byte[]> UBytes = new();
public SStateDataEnum Type;
@@ -117,13 +117,13 @@ namespace JNGame.Sync.System.Data
/// </summary>
/// <param name="bytes"></param>
/// <returns>是否清空UBytes</returns>
public abstract void OnSendUBytes(Dictionary<long, byte[]> bytes);
public abstract void OnSendUBytes(Dictionary<ulong, byte[]> bytes);
/// <summary>
/// 插入字节
/// </summary>
/// <returns></returns>
public void OnInsertUBytes(Dictionary<long, byte[]> bytes)
public void OnInsertUBytes(Dictionary<ulong, byte[]> bytes)
{
//提交数据更新
OnUByteUpdate(bytes);
@@ -132,9 +132,9 @@ namespace JNGame.Sync.System.Data
/// <summary>
/// 获取全部字节
/// </summary>
public Dictionary<long, byte[]> GetDataBytes()
public Dictionary<ulong, byte[]> GetDataBytes()
{
var data = new Dictionary<long, byte[]>();
var data = new Dictionary<ulong, byte[]>();
lock (Data)
{
@@ -153,7 +153,7 @@ namespace JNGame.Sync.System.Data
/// <summary>
/// 将UByte提交更新
/// </summary>
public virtual void OnUByteUpdate(Dictionary<long, byte[]> bytes)
public virtual void OnUByteUpdate(Dictionary<ulong, byte[]> bytes)
{
lock (Data)
{
@@ -187,7 +187,7 @@ namespace JNGame.Sync.System.Data
/// <param name="id"></param>
/// <param name="bytes"></param>
/// <returns></returns>
public T NewObject(long id,byte[] bytes)
public T NewObject(ulong id,byte[] bytes)
{
var data = new T();
data.Id = id;
@@ -225,7 +225,7 @@ namespace JNGame.Sync.System.Data
/// <summary>
/// 删除数据
/// </summary>
public virtual void Delete(long id)
public virtual void Delete(ulong id)
{
UBytes[id] = SDByteOperate.DELETE;
}

View File

@@ -21,13 +21,13 @@ namespace JNGame.Sync.System.Data
/// <summary>
/// 获取有权限的全部字节
/// </summary>
public Dictionary<long, byte[]> GetHostDataBytes();
public Dictionary<ulong, byte[]> GetHostDataBytes();
/// <summary>
/// 获取指定区块的全部字节
/// </summary>
public Dictionary<long, byte[]> GetTileDataBytes(int index);
public Dictionary<ulong, byte[]> GetTileDataBytes(int index);
@@ -68,7 +68,7 @@ namespace JNGame.Sync.System.Data
{
}
public override void OnUByteUpdate(Dictionary<long, byte[]> bytes)
public override void OnUByteUpdate(Dictionary<ulong, byte[]> bytes)
{
base.OnUByteUpdate(bytes);
if (isServer)
@@ -83,11 +83,11 @@ namespace JNGame.Sync.System.Data
protected virtual void OnDataSyncContext()
{
Dictionary<long, T> lIsTileData;
Dictionary<ulong, T> lIsTileData;
lock (Data)
{
lIsTileData = new Dictionary<long, T>(Data);
lIsTileData = new Dictionary<ulong, T>(Data);
}
NodeContext.GetEntities().ForEach(child =>
@@ -155,7 +155,7 @@ namespace JNGame.Sync.System.Data
{
//需要删除的数据Id
var ids = new List<long>();
var ids = new List<ulong>();
Data.ForEach(child =>
{
@@ -175,10 +175,10 @@ namespace JNGame.Sync.System.Data
}
public Dictionary<long, byte[]> GetHostDataBytes()
public Dictionary<ulong, byte[]> GetHostDataBytes()
{
var data = new Dictionary<long, byte[]>();
var data = new Dictionary<ulong, byte[]>();
lock (Data)
{
@@ -195,10 +195,10 @@ namespace JNGame.Sync.System.Data
}
public Dictionary<long, byte[]> GetTileDataBytes(int index)
public Dictionary<ulong, byte[]> GetTileDataBytes(int index)
{
var data = new Dictionary<long, byte[]>();
var data = new Dictionary<ulong, byte[]>();
lock (Data)
{

View File

@@ -16,9 +16,9 @@ namespace JNGame.Sync.Frame.Service
private Func<int,int,int> nRandomInt;
//Id
private long _id = 0;
private long _idMin = long.MinValue;
private long _idMax = long.MaxValue;
private ulong _id = 0;
private ulong _idMin = ulong.MinValue;
private ulong _idMax = ulong.MaxValue;
public JNRandomSystem(int seed)
{
@@ -41,12 +41,12 @@ namespace JNGame.Sync.Frame.Service
return nRandomInt(max,min);
}
public long NextId()
public ulong NextId()
{
return ++_id;
}
public void SetIdValue(long min,long max)
public void SetIdValue(ulong min,ulong max)
{
if (_id < min)
{
@@ -55,21 +55,5 @@ namespace JNGame.Sync.Frame.Service
_idMin = min;
_idMax = max;
}
/// <summary>
/// 适配Id 用于 历史Id和新Id重复问题
/// </summary>
/// <param name="id"></param>
/// <exception cref="NotImplementedException"></exception>
public void AdaptId(long id)
{
if (_idMin <= id && id >= _idMax)
{
if (id > _id)
{
_id = id;
}
}
}
}
}

View File

@@ -26,7 +26,7 @@ namespace JNGame.Sync.System
/// <summary>
/// 数据唯一Id
/// </summary>
public long Id { get; set; }
public ulong Id { get; set; }
/// <summary>
/// 判断是否一样
@@ -54,12 +54,12 @@ namespace JNGame.Sync.System
{
//数据Id
public long Id { get; private set; }
public ulong Id { get; private set; }
public JNRandomSystem Random => GetSystem<JNRandomSystem>();
//数据集
public Dictionary<long, T> Data = new();
public Dictionary<ulong, T> Data = new();
public virtual T[] Datas {
get
@@ -80,7 +80,7 @@ namespace JNGame.Sync.System
/// <summary>
/// 返回最新数据 (收集最新的ISData数据 正常来讲只有服务端会运行)
/// </summary>
public virtual Dictionary<long, T> GetLatest()
public virtual Dictionary<ulong, T> GetLatest()
{
return new ();
}

View File

@@ -9,8 +9,8 @@ namespace JNGame.Sync.System
public class SLogicSystem : SBaseSystem,IJNSyncCycle,IJNSyncId
{
private long _id;
public long Id => _id;
private ulong _id;
public ulong Id => _id;
public virtual void OnSyncStart()
{