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https://gitee.com/jisol/jisol-game/
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@@ -0,0 +1,241 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Threading.Tasks;
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using AppGame.Systems;
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using DotRecast.Core.Collections;
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using Game.Input;
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using Game.JNGFrame.View;
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using Game.JNGState.Logic.Data;
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using JNGame.Math;
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using JNGame.Sync.State.Tile;
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using JNGame.Sync.System;
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using JNGame.Sync.System.Data;
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using JNGame.Util;
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using Plugins.JNGame.Network.Action;
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using UnityEngine;
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namespace AppGame.Sync
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{
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public class JNGTileClientSystem : JNSSTileClientService
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{
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//区块Socket
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public Dictionary<int, JNGClient> Sockets = new ();
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//玩家位置 和 区块
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public LVector3? PlayerPos;
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public int? PlayerTile;
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public override void Initialize()
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{
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base.Initialize();
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//默认玩家位置
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SetPlayerPosition(LVector3.Zero);
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//定时更新Socket
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Timers.Instance.SetInterval(1f, UpdateTileSocket);
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}
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protected override int[][] Tiles => new[]
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{
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new[] { 1, 2, 3 },
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new[] { 4, 5, 6 },
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new[] { 7, 8, 9 },
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};
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protected override int TileSize => 100;
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public override SLogicSystem[] NewLogicSystems()
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{
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return new SLogicSystem[]
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{
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//基础数据
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new DInputSystem(), //游戏输入
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};
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}
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public override SDataSystemBase[] NewDataSystems()
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{
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return new SDataSystemBase[] {
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new EDNodeDataSystem(SStateDataEnum.Client), //游戏数据
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new EDPlayerDataSystem(SStateDataEnum.Client), //游戏数据
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new EDBossDataSystem(SStateDataEnum.Client), //游戏数据
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};
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}
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public override SViewSystem[] NewViewSystems()
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{
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return new SViewSystem[]
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{
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//视图层
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new DViewSystem(), //游戏视图
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};
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}
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protected override void OnRunSimulate()
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{
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//更新玩家位置
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UpdatePlayerPosition();
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base.OnRunSimulate();
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//发送输入
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OnSendInput();
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}
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/// <summary>
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/// 发送输入 (正常服务器是不需要发送输入的 这里用于测试)
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/// </summary>
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private void OnSendInput()
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{
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var inputs = GetSystem<DInputSystem>().Dequeue();
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if (inputs.Inputs.Count > 0)
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{
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//发送帧数据给服务端
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JNStateTileInputs tileInputs = new JNStateTileInputs()
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{
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TId = PlayerTile ?? (Sockets.Keys.Count > 0 ? Sockets.Keys.Last() : 0),
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Message = inputs
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};
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App.Client.Send((int)NActionEnum.NSyncTileInput,tileInputs);
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}
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}
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/// <summary>
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/// 设置玩家位置
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/// </summary>
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public void SetPlayerPosition(LVector3 pos)
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{
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PlayerPos = pos;
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int index = GetTileIndex(pos);
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if (PlayerTile != index)
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{
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PlayerTile = index;
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App.Event.Dispatch(GEvent.GSwPlayerTile);
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}
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}
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/// <summary>
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/// 更新玩家位置
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/// </summary>
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public void UpdatePlayerPosition()
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{
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if (PlayerPos is null) return;
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List<int> ids = GetTileGridIndex(PlayerPos.Value);
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ids.ForEach(AddTileShow);
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TileShow.ToArray().ForEach(id =>
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{
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if (!(ids.Contains(id)))
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{
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RemoveTileShow(id);
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}
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});
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}
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/// <summary>
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/// 更新区块Socket
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/// </summary>
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public void UpdateTileSocket()
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{
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TileShow.ForEach(index =>
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{
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if (!IsTileConnect(index))
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{
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AddSocket(index);
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}
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});
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var keysToRemove = Sockets.Keys.Where(key => !TileShow.Contains(key)).ToList();
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foreach (var key in keysToRemove)
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{
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RemoveSocket(key);
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}
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}
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/// <summary>
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/// 判断是否当前区块是否连接
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public bool IsTileConnect(int index)
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{
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return Sockets.ContainsKey(index);
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}
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protected async Task AddSocket(int index,TileServerInfo info = null)
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{
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if (IsTileConnect(index)) return;
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var client = new JNGClient();
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Sockets.Add(index,client);
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//获取连接
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if (info is null)
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{
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var message = (await App.GAPI.NSyncTileServer(index));
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info = message.data;
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}
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if (info is not null)
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{
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client.SetPoint($"{info.ip}:{info.port}");
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client.SetTileServer(info.server);
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if (IsTileConnect(index))
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{
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Debug.Log($"[{index}] 连接 Socket");
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App.Client.AddClient(client);
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}
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}
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else
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{
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Sockets.Remove(index);
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}
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}
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public async Task SwSocket(int index,TileServerInfo info)
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{
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RemoveSocket(index);
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await AddSocket(index, info);
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}
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protected void RemoveSocket(int index)
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{
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if (Sockets.TryGetValue(index,out var client))
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{
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Debug.Log($"[{index}] 卸载 Socket");
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App.Client.RemoveClient(client);
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}
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Sockets.Remove(index);
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//并且释放数据
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GetSystems<ISTileDataSystem>().ForEach(data =>
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{
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data.ClearTileData(index);
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});
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}
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public void RemoveSocket(string server)
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{
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Sockets.ToArray().ForEach(tile =>
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{
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if (tile.Value.TileServer != server) return;
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tile.Value.OnClose();
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Sockets.Remove(tile.Key);
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//并且释放数据
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GetSystems<ISTileDataSystem>().ForEach(data =>
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{
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data.ClearTileData(tile.Key);
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});
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});
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a158f1d590a642988611d229ddaa6a1c
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timeCreated: 1722493289
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@@ -0,0 +1,292 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using AppGame.Systems;
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using AppGame.Systems.CServer;
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using Cysharp.Threading.Tasks;
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using DotRecast.Core.Collections;
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using Game.Input;
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using Game.JNGFrame.Logic.Entity;
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using Game.JNGFrame.View;
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using Game.JNGState.Logic.Data;
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using Game.Logic.System.Logic;
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using Game.Logic.System.Usual;
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using JNGame.Sync.State.Tile;
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using JNGame.Sync.State.Tile.Entity;
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using JNGame.Sync.System;
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using JNGame.Sync.System.Data;
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using JNGame.Util;
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using Plugins.JNGame.Network.Action;
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using UnityEngine;
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namespace AppGame.Sync
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{
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/// <summary>
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/// 瓦片状态同步[服务器]
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/// </summary>
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public class JNGTileServerSystem : JNSSTileServerService
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{
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protected List<JNFrameInput> Inputs = new();
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//区块Socket
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public Dictionary<int, JNGTileClient> Sockets = new ();
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//是否开始前尝试连接周围区块去恢复历史数据
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public bool isRecover = true;
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public override TileMasterSlaveEnum MSRole => TileMasterSlaveEnum.Master;
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/// <summary>
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/// 初始化服务器
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/// </summary>
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/// <returns></returns>
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protected override async Task OnInit()
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{
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RandomSize = (await App.GAPI.NSyncTileRandomId).data;
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await base.OnInit();
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if (isRecover)
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{
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List<int> tileIds = GetTileGridIndex(TID);
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foreach (var tileId in tileIds)
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{
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var client = await AddSocket(tileId);
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if (client is null) continue;
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//连接到附近区块 开始 恢复数据
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Debug.Log($"[JNGTileServerSystem] 连接到附近区块{tileId} 开始 恢复数据");
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var tileInfo = await client.NSyncTileGetTileInfo(TID);
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if (tileInfo is not null)
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{
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Debug.Log("[JNGTileServerSystem] 获取到恢复数据成功 正在恢复数据");
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var message = new Dictionary<ulong, byte[]>();
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tileInfo.Data.Data.ForEach(frame =>
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{
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message.Clear();
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foreach (var data in frame.Messages)
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{
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message.Add(data.Key,data.Value.Data.ToByteArray());
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}
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GetSystems<ISStateDataSystem>().ForEach(child =>
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{
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if (child.NetID != frame.NetID) return;
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child.OnInsertUBytes(message,true);
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});
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});
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}
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else
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{
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Debug.Log("[JNGTileServerSystem] 获取到恢复数据失败");
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}
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}
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Debug.Log("[JNGTileServerSystem] 恢复数据结束");
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}
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//添加Tile服务器
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App.Business.Send((int)NActionEnum.NAddTileServer,new JNAddTileServer()
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{
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Tile = TID,
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Ip = "127.0.0.1",
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Port = App.Server.Port,
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Master = true
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});
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//定时更新Socket
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Timers.Instance.SetInterval(1f, UpdateTileSocket);
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}
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public override SLogicSystem[] NewLogicSystems()
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{
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return new SLogicSystem[]
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{
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//基础数据
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new DInputSystem(), //游戏输入
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new DDataSystem(), //游戏数据
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//逻辑层
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new DMapSystem(), //游戏地图
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new DWorldSystem(), //游戏逻辑
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new DPlayerSystem(), //玩家逻辑
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new DBossSystem(), //Boss逻辑
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};
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}
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public override SDataSystemBase[] NewDataSystems()
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{
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return new SDataSystemBase[] {
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new EDNodeDataSystem(SStateDataEnum.Server), //游戏数据
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new EDPlayerDataSystem(SStateDataEnum.Server), //游戏数据
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new EDBossDataSystem(SStateDataEnum.Server), //游戏数据
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};
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}
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#if UNITY_EDITOR
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/// <summary>
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/// 编辑器显示视图层
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/// </summary>
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/// <returns></returns>
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public override SViewSystem[] NewViewSystems()
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{
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return new SViewSystem[]
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{
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//视图层
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new DViewSystem(), //游戏视图
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};
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}
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#endif
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protected override JNTileContexts CreateTileContexts()
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{
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return new EDContexts();
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}
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protected override int[][] Tiles => new[]
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{
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new[] { 1, 2, 3 },
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new[] { 4, 5, 6 },
|
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new[] { 7, 8, 9 },
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};
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protected override int TileSize => 100;
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protected override async UniTask<int> FetchTileId()
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{
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// await UniTask.NextFrame();
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// return TileId++;
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var message = await App.GAPI.NSyncTileId;
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return message.data;
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}
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|
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|
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protected override void OnRunSimulate()
|
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{
|
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|
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//插入未处理输入
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lock (Inputs)
|
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{
|
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foreach (var input in Inputs)
|
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{
|
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GetSystem<DInputSystem>().Enqueue(input);
|
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}
|
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Inputs.Clear();
|
||||
}
|
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base.OnRunSimulate();
|
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|
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}
|
||||
|
||||
/// <summary>
|
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/// 添加输入
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/// </summary>
|
||||
public void AddInput(JNStateTileInputs info)
|
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{
|
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lock (Inputs)
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{
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info.Message.Inputs.ForEach(child =>
|
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{
|
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Inputs.Add(child);
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});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新区块Socket
|
||||
/// </summary>
|
||||
public void UpdateTileSocket()
|
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{
|
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|
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//获取周围TileId
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List<int> grid = GetTileGridIndex(TID);
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grid.Remove(TID);
|
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|
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grid.ForEach(index =>
|
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{
|
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if (!IsTileConnect(index))
|
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{
|
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AddSocket(index);
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断是否当前区块是否连接
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public bool IsTileConnect(int index)
|
||||
{
|
||||
return Sockets.ContainsKey(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前连接的区块列表
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override int[] GetLinkTiles()
|
||||
{
|
||||
return Sockets.Keys.Where(key => Sockets[key].IsOpen).ToArray();
|
||||
}
|
||||
|
||||
protected async Task<JNGTileClient> AddSocket(int index)
|
||||
{
|
||||
if (IsTileConnect(index)) return null;
|
||||
|
||||
var client = new JNGTileClient();
|
||||
Sockets.Add(index,client);
|
||||
|
||||
//获取连接
|
||||
var message = (await App.GAPI.NSyncTileServer(index));
|
||||
TileServerInfo info = message.data;
|
||||
if (info is not null)
|
||||
{
|
||||
Debug.Log($"[{index}] 连接 Socket");
|
||||
client.SetRole(JNGClientRole.Player);
|
||||
client.SetPoint($"{info.ip}:{info.port}");
|
||||
client.SetTileServer(info.server);
|
||||
await client.OnInit();
|
||||
return client;
|
||||
}
|
||||
else
|
||||
{
|
||||
Sockets.Remove(index);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁Socket
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
public void RemoveSocket(int index)
|
||||
{
|
||||
if (Sockets.TryGetValue(index,out var client))
|
||||
{
|
||||
Debug.Log($"[{index}] 卸载 Socket");
|
||||
client.OnClose();
|
||||
}
|
||||
Sockets.Remove(index);
|
||||
}
|
||||
public void RemoveSocket(string server)
|
||||
{
|
||||
Sockets.ToArray().ForEach(tile =>
|
||||
{
|
||||
if (tile.Value.TileServer != server) return;
|
||||
tile.Value.OnClose();
|
||||
Sockets.Remove(tile.Key);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34430b78df32409ea2142a49f0e36683
|
||||
timeCreated: 1722241862
|
@@ -0,0 +1,202 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 234cd20f90624e6aa602e3ce4cd5c800
|
||||
timeCreated: 1724639704
|
Reference in New Issue
Block a user