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https://gitee.com/jisol/jisol-game/
synced 2025-11-11 08:38:45 +00:00
提交新概念 Tile从服务器
This commit is contained in:
@@ -4,9 +4,10 @@ using DotRecast.Core.Collections;
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using Game.Input;
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using Game.JNGFrame.Logic;
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using Game.JNGFrame.Logic.Entity;
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using Game.JNGFrame.Logic.System;
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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.Entity;
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using JNGame.Sync.Frame;
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using JNGame.Sync.System;
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@@ -2,10 +2,11 @@
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using Game.Input;
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using Game.JNGFrame.Logic;
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using Game.JNGFrame.Logic.Entity;
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using Game.JNGFrame.Logic.System;
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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;
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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.Entity;
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using JNGame.Sync.State;
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using JNGame.Sync.System;
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@@ -35,6 +36,7 @@ namespace AppGame.Sync
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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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@@ -23,8 +23,9 @@ namespace AppGame.Sync
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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
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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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@@ -64,6 +65,7 @@ namespace AppGame.Sync
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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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@@ -111,6 +113,12 @@ namespace AppGame.Sync
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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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@@ -148,7 +156,7 @@ namespace AppGame.Sync
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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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{
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RemoveSocket(key);
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}
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}
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@@ -163,7 +171,7 @@ namespace AppGame.Sync
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return Sockets.ContainsKey(index);
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}
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protected async Task AddSocket(int index)
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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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@@ -171,8 +179,12 @@ namespace AppGame.Sync
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Sockets.Add(index,client);
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//获取连接
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var message = (await App.GAPI.NSyncTileServer(index));
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TileServerInfo info = message.data;
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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($"{info.ip}:{info.port}");
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@@ -191,19 +203,25 @@ namespace AppGame.Sync
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}
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public async Task SwSocket(int index,TileServerInfo info)
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{
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RemoveSocket(index);
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await AddSocket(index, info);
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}
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protected void RemoveSocket(int index)
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{
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if (Sockets.TryGetValue(index,out var client))
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{
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Debug.Log($"[{index}] 卸载 Socket");
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App.Client.RemoveClient(client);
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//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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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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@@ -1,18 +1,18 @@
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using System;
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using System.Collections.Generic;
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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 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;
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using Game.JNGFrame.Logic.Entity;
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using Game.JNGFrame.Logic.System;
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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;
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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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@@ -28,11 +28,6 @@ namespace AppGame.Sync
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/// </summary>
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public class JNGTileServerSystem : JNSSTileServerService
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{
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/// <summary>
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/// 测试标识
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/// </summary>
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private static int TileId = 1;
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protected List<JNFrameInput> Inputs = new();
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@@ -41,6 +36,8 @@ namespace AppGame.Sync
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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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@@ -100,7 +97,8 @@ namespace AppGame.Sync
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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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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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@@ -121,6 +119,7 @@ namespace AppGame.Sync
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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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@@ -128,8 +127,9 @@ namespace AppGame.Sync
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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 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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@@ -253,6 +253,7 @@ namespace AppGame.Sync
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if (info is not null)
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{
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Debug.Log($"[{index}] 连接 Socket");
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client.SetRole(JNGClientRole.Player);
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client.SetPoint($"{info.ip}:{info.port}");
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client.SetTileServer(info.server);
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await client.OnInit();
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@@ -0,0 +1,202 @@
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using System.Collections.Generic;
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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;
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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;
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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[从服务器]
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/// </summary>
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public class JNGTileSlaveServerSystem : JNSSTileServerService
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{
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protected List<JNFrameInput> Inputs = new();
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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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/// <summary>
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/// 主服务器
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/// </summary>
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public JNGTileClient Master { get; private set; }
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public override TileMasterSlaveEnum MSRole => TileMasterSlaveEnum.Slave;
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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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/// <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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//添加Tile从服务器
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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 = false
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});
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//更新主服务器
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Timers.Instance.SetInterval(1f, UpdateTileSocket);
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}
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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 1;
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}
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protected override void OnRunSimulate()
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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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}
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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>
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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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});
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}
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}
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/// <summary>
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/// 连接主服务器
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/// </summary>
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private void UpdateTileSocket()
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{
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//如果有连接则直接返回
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if (Master is not null) return;
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//连接主服务器
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OnMasterConnect();
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}
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private async void OnMasterConnect()
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{
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var message = (await App.GAPI.NSyncTileServer(TID));
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if (Master is not null) return;
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if (message.data is null) return;
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Master = new JNGTileClient();
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var info = message.data;
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Debug.Log($"[JNGTileSlaveServerSystem {TID}] 连接 Socket");
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Master.SetRole(JNGClientRole.SlaveServer);
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Master.SetPoint($"{info.ip}:{info.port}");
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Master.SetTileServer(info.server);
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await Master.OnInit();
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}
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/// <summary>
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/// 删除Socket
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/// </summary>
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public void RemoveSocket(string server)
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{
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if (Master is not null && Master.TileServer == server)
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{
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Master.OnClose();
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Master = null;
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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: 234cd20f90624e6aa602e3ce4cd5c800
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timeCreated: 1724639704
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