提交新概念 Tile从服务器

This commit is contained in:
PC-20230316NUNE\Administrator
2024-08-31 15:35:12 +08:00
parent 77db4d7d71
commit d67032e1de
1039 changed files with 57738 additions and 412 deletions

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@@ -53,6 +53,15 @@ namespace Plugins.JNGame.Util
/// <typeparam name="T">事件参数类型</typeparam>
/// <param name="eventId">事件标识符</param>
/// <param name="listener">事件监听器</param>
public void RemoveListener(string eventId, Action listener)
{
if (EventHandlers.ContainsKey(eventId))
{
//eventHandlers[eventId] = (Action<T>)eventHandlers[eventId] - listener;
EventHandlers[eventId].Remove(listener);
Debug.Log(eventId + "RemoveListener" + EventHandlers[eventId].Count);
}
}
public void RemoveListener<T>(string eventId, Action<T> listener)
{
if (EventHandlers.ContainsKey(eventId))

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@@ -1,4 +1,7 @@
using System;
using System.IO;
using System.Net.Sockets;
using System.Runtime.Serialization.Formatters.Binary;
namespace Plugins.JNGame.Util
{
@@ -15,5 +18,25 @@ namespace Plugins.JNGame.Util
BitConverter.GetBytes(value).CopyTo(result, 0);
return result;
}
public static byte[] ObjectToBytes<T>(T data)
{
var formatter = new BinaryFormatter();
using var mStream = new MemoryStream();
formatter.Serialize(mStream, data);
mStream.Flush();
return mStream.GetBuffer();
}
public static T BytesToObject<T>(byte[] data)
{
var formatter = new BinaryFormatter();
using var mStream = new MemoryStream();
mStream.Write(data, 0, data.Length);
mStream.Flush();
mStream.Seek(0, SeekOrigin.Begin);
return (T)formatter.Deserialize(mStream);
}
}
}

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@@ -0,0 +1,78 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace JNGame.Util
{
/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary>
/// A thread-safe class which holds a queue with actions to execute on the next Update() method. It can be used to make calls to the main thread for
/// things such as UI Manipulation in Unity. It was developed for use in combination with the Firebase Unity plugin, which uses separate threads for event handling
/// </summary>
public class UnityMainThreadDispatcher : SingletonScene<UnityMainThreadDispatcher> {
private readonly Queue<Action> _executionQueue = new Queue<Action>();
public void Update() {
lock(_executionQueue) {
while (_executionQueue.Count > 0) {
_executionQueue.Dequeue().Invoke();
}
}
}
/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue(IEnumerator action) {
lock (_executionQueue) {
_executionQueue.Enqueue (() => {
StartCoroutine(action);
});
}
}
/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}
/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync(Action action)
{
var tcs = new TaskCompletionSource<bool>();
void WrappedAction() {
try
{
action();
tcs.TrySetResult(true);
} catch (Exception ex)
{
tcs.TrySetException(ex);
}
}
Enqueue(ActionWrapper(WrappedAction));
return tcs.Task;
}
IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d1e1ab4d41f4a618dcf3ba40014cf20
timeCreated: 1724926741