PC-20230316NUNE\Administrator 894100ae37 提交Unity 联机Pro
2024-08-17 14:27:18 +08:00

135 lines
3.5 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using AppGame.Sync;
using JNGame.Sync.Frame;
using JNGame.Sync.State;
using JNGame.Sync.System.Data;
using JNGame.Sync.System.View;
using Plugins.JNGame.System;
namespace AppGame.Systems
{
public class JNGGame : SystemBase
{
/// <summary>
/// 同步组
/// </summary>
private List<JNSyncDefaultService> syncs = new();
private JNSyncDefaultService client;
private List<JNSStateServerService> servers = new();
public bool IsStartGame => syncs.Count > 0 && syncs[0].IsStartGame;
public override async Task OnInit()
{
}
/// <summary>
/// 运行一个同步类
/// </summary>
public T Start<T>() where T : JNSyncDefaultService,new()
{
syncs.Add(new T());
syncs[^1].Initialize();
if (syncs[^1] is JNSStateServerService server)
{
servers.Add(server);
}
else
{
client = syncs[^1];
}
return syncs[^1] as T;
}
/// <summary>
/// 更新周期
/// </summary>
public void Update()
{
foreach (var sync in syncs)
{
sync.Execute();
}
}
/// <summary>
/// 获取第一个客户端的输入类
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public T GetInput<T>() where T : JNInputBase, new()
{
return GetClient().GetSystem<JNInputSystem>().Input<T>();
}
/// <summary>
/// 获取第一个客户端
/// </summary>
/// <returns></returns>
public JNSyncDefaultService GetClient()
{
return client;
}
public T GetClient<T>() where T : JNSyncDefaultService
{
return (T)client;
}
/// <summary>
/// 接收输入数据
/// </summary>
/// <param name="frame"></param>
public void AddInput(JNFrameInfo frame)
{
foreach (var sync in syncs)
{
(sync as JNGFrameSystem)?.AddFrame(frame);
(sync as JNGStateServerSystem)?.AddInput(frame);
}
}
public void AddTileInput(JNStateTileInputs frame)
{
foreach (var sync in syncs)
{
if (sync is JNGTileServerSystem system)
{
if (system.TID == frame.TId || frame.TId == 0)
{
system.AddInput(frame);
}
}
}
}
/// <summary>
/// 接收状态数据
/// </summary>
/// <param name="frame"></param>
public void AddState(JNStateItemData frame)
{
var message = new Dictionary<long, byte[]>();
foreach (var data in frame.Messages)
{
message.Add(data.Key,data.Value.Data.ToByteArray());
}
foreach (var sync in syncs)
{
sync.GetSystems<ISStateDataSystem>().ForEach(child =>
{
if (child.NetID != frame.NetID) return;
child.OnInsertUBytes(message);
});
}
}
}
}