using System;
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.Logic;
using Game.Logic.System.Usual;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Network.Action;
using Samples.AppGame;
using UnityEngine;
namespace AppGame.Sync
{
///
/// 帧同步游戏
///
public class JNGFrameSystem : JNSyncFrameService
{
public override SLogicSystem[] NewLogicSystems()
{
return new SLogicSystem[]
{
//基础数据
new DInputSystem(), //游戏输入
new DDataSystem(), //游戏数据
//帧同步逻辑层
new DMapSystem(), //游戏地图
new DWorldSystem(), //游戏逻辑
};
}
public override SDataSystemBase[] NewDataSystems()
{
return new SDataSystemBase[] {
new EDNodeDataSystem(SStateDataEnum.ServerClient), //游戏数据
};
}
public override SViewSystem[] NewViewSystems()
{
return new SViewSystem[]
{
//视图层
new DViewSystem(), //游戏视图
};
}
public override bool IsStartGame => true;
public override JNContexts CreateContexts()
{
return new EDContexts();
}
protected override void OnRunSimulate()
{
if (!(NFrameQueue.TryDequeue(out var frame))) return;
//插入当前输入
frame.Messages.ForEach(child =>
{
GetSystem().Enqueue(child);
});
Simulate();
}
///
/// 获取输入
///
///
protected override JNFrameInputs GetInputs()
{
return GetSystem().UIInputDequeue();
}
///
/// 发送输入
///
///
protected override void OnSendInput(JNFrameInputs inputs)
{
//发送帧数据给服务端
App.Business.Send((int)NActionEnum.NSyncFrameInput,inputs);
}
///
/// 追帧
///
///
///
///
protected override async UniTask OnServerData(int start, int end)
{
Debug.Log($"OnServerData - {start}");
try
{
var data = (await App.API.GetByte($"/sync/frame?start={start}"));
if (data is { Length: > 0 })
{
JNFrameInfos info = JNFrameInfos.Parser.ParseFrom(data);
Debug.Log($"OnServerData - {start} {end} 结束");
return info;
}
}
catch(Exception e)
{
// ignored
Debug.LogError(e.Message);
}
return new JNFrameInfos();
}
}
}