533 lines
22 KiB
C#
533 lines
22 KiB
C#
using Logic;
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using Logic.Action;
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using Logic.CrashSight;
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using RuntimeData;
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using TH1_Core.Events;
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using TH1_Core.Managers;
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using TH1_Logic.Config;
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using TH1_Logic.Core;
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using TH1_Logic.Net;
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using UnityEngine;
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namespace TH1_Logic.Steam
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{
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public class GameNetReceiver
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{
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public static GameNetReceiver Instance { get; } = new GameNetReceiver();
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public void OnMessageReceived(byte[] data)
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{
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try
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{
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var message = MemoryPack.MemoryPackSerializer.Deserialize<BaseMessage>(data);
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if (message == null) return;
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if (message.MessageType == P2PMsgType.NetworkStress) return;
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if (message.MessageType == P2PMsgType.String) OnReceivedString((StringMessage)message);
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if (message.MessageType == P2PMsgType.GameStart) OnReceivedGameStart((GameStartMessage)message);
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if (message.MessageType == P2PMsgType.ActionConfirm) OnReceivedActionConfirm((ActionConfirmMessage)message);
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if (message.MessageType == P2PMsgType.ActionExcute) OnReceivedActionExcute((ActionExcuteMessage)message);
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if (message.MessageType == P2PMsgType.TurnEnd) OnReceivedTurnEnd((TurnEndMessage)message);
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if (message.MessageType == P2PMsgType.MapConfirm) OnReceivedMapConfirm((MapConfirmMessage)message);
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if (message.MessageType == P2PMsgType.ForceUpdate) OnReceivedForceUpdate((ForceUpdateMessage)message);
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if (message.MessageType == P2PMsgType.ChangeCiv) OnReceivedChangeCiv((ChangeCivMessage)message);
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if (message.MessageType == P2PMsgType.UpdateLobbyData) OnReceivedUpdateLobbyData((UpdateLobbyDataMessage)message);
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if (message.MessageType == P2PMsgType.RequestLobbyData) OnReceivedRequestLobbyData((RequestLobbyDataMessage)message);
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if (message.MessageType == P2PMsgType.Heartbeat) OnReceivedHeartbeat((HeartbeatMessage)message);
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if (message.MessageType == P2PMsgType.MemberStateSync) OnReceivedMemberStateSync((MemberStateSyncMessage)message);
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if (message.MessageType == P2PMsgType.RequestForceUpdate) OnReceivedRequestForceUpdate((RequestForceUpdateMessage)message);
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if (message.MessageType == P2PMsgType.HeartbeatReply) OnReceivedHeartbeatReply((HeartbeatReplyMessage)message);
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if (message.MessageType == P2PMsgType.ChatMessage) OnReceivedChatMessage((ChatMessage)message);
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if (message.MessageType == P2PMsgType.InviteMessage) OnReceivedInviteMessage((InviteMessage)message);
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}
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catch (System.Exception e)
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{
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LogSystem.LogError($"OnMessageReceived 处理失败, bytes: {data?.Length ?? 0}, error: {e}");
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}
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}
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// 基础字符串消息
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private void OnReceivedString(StringMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedString");
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return;
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}
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if (string.IsNullOrEmpty(message.Content)) return;
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LogSystem.LogInfo($"收到消息 : {message.Content}");
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}
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// 只有玩家会收到
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private void OnReceivedGameStart(GameStartMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedGameStart");
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return;
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}
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if (!IsValidIncomingMultiMap(message.MapData))
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{
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LogSystem.LogError("OnReceivedGameStart 收到无效多人地图数据");
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return;
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}
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if (LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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LogSystem.LogWarning($"OnReceivedGameStart : {NetData.GetMapDataHash(message.MapData)}");
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//客户端开启游戏
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//如果loading失败 直接开始游戏并关闭当前页面
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UIManager.Instance.ShowLoading();
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// 只有真正进局成功后才关闭多人面板;失败时保留房间 UI 方便重试或提示。
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var started = false;
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try
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{
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started = Main.Instance.NetStartGame(message.MapData);
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}
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catch (System.Exception e)
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{
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LogSystem.LogError($"[GameNetReceiver] NetStartGame threw, fallback closing multiplay UI: {e}");
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}
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finally
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{
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if (started) EventManager.Publish(new HideUIOutsideMultiplay(){});
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}
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}
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// 只有房主会收到
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private void OnReceivedActionConfirm(ActionConfirmMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedActionConfirm");
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return;
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}
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if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (message.ActionData == null) return;
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if (message.ActionData.Version != Main.MapData.Net.GetActionVersion())
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{
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LogSystem.LogError($"OnReceivedActionConfirm Version 不一致");
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return;
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}
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if (NetData.GetMapDataHash(Main.MapData) != message.ActionData.MapHash)
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{
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LogSystem.LogError($"OnReceivedActionConfirm MapHash 不一致,拒绝执行");
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return;
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}
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message.ActionData.Param.MapData = Main.MapData;
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message.ActionData.Param.RefreshParams();
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if (message.ActionData.ActionId.ActionType != CommonActionType.TurnStart
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&& message.ActionData.ActionId.ActionType != CommonActionType.PlayerSurrender
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&& Main.MapData.CurPlayer != null && Main.MapData.CurPlayer.Id != message.ActionData.Param.PlayerId)
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{
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LogSystem.LogError($"OnReceivedActionConfirm Player 不一致");
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return;
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}
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var action = ActionLogicFactory.GetActionLogic(message.ActionData.ActionId);
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if (action == null)
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{
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LogSystem.LogError($"OnReceivedActionConfirm 找不到对应 Action");
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return;
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}
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action.CompleteExecute(message.ActionData.Param);
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}
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// 只有玩家会收到
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private void OnReceivedActionExcute(ActionExcuteMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedActionExcute");
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return;
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}
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if (LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (message.ActionData == null) return;
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if (Main.MapData == null) return;
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// 这里感觉可以不用了,游戏内心跳包会校验这种情况,先放着
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if (message.ActionData.Version > Main.MapData.Net.GetActionVersion())
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{
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GameNetSender.Instance.SendRequestForceUpdate();
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return;
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}
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if (message.ActionData.Version != Main.MapData.Net.GetActionVersion()) return;
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if (NetData.GetMapDataHash(Main.MapData) != message.ActionData.MapHash)
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{
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LogSystem.LogError($"OnReceivedActionExcute MapHash 不一致,拒绝执行");
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if (message.Map != null) Main.MapData.FindDifferences(message.Map);
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return;
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}
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message.ActionData.Param.MapData = Main.MapData;
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message.ActionData.Param.RefreshParams();
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if (message.ActionData.ActionId.ActionType != CommonActionType.TurnStart
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&& message.ActionData.ActionId.ActionType != CommonActionType.PlayerSurrender
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&& Main.MapData.CurPlayer != null && Main.MapData.CurPlayer.Id != message.ActionData.Param.PlayerId)
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{
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LogSystem.LogError($"OnReceivedActionExcute Player 不一致");
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return;
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}
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var action = ActionLogicFactory.GetActionLogic(message.ActionData.ActionId);
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if (action == null)
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{
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LogSystem.LogError($"OnReceivedActionConfirm 找不到对应 Action");
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return;
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}
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action.NetCompleteExecute(message.ActionData.Param);
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}
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// 只有房主会收到
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private void OnReceivedTurnEnd(TurnEndMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedTurnEnd");
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return;
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}
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if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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Main.PlayerLogic.EndPlayerTurn(Main.MapData, message.PlayerId);
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}
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// 房主或者成员收到心跳校验
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private void OnReceivedMapConfirm(MapConfirmMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedMapConfirm");
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return;
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}
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if (Main.MapData == null) return;
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if (Main.MapData.Net?.Actions == null) return;
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// 房主收到校验信息时校验状态
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if (LobbyManager.Instance.Lobby.IsLobbyOwner())
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{
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if (Main.MapData.Net.Actions.Count == 0 || message.Index == 0) return;
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var confirm = Main.Instance.ConfirmMap.GetPlayerConfirm(message.MemberId);
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if (message.Index > Main.MapData.Net.Actions.Count)
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{
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LogSystem.LogError($"房主端:message.Index > Main.MapData.Net.Actions.Count");
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confirm.State = MemberNetState.Error;
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}
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else if (message.Index < Main.MapData.Net.Actions.Count)
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{
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if (Time.time - Main.MapData.Net.Actions[^1].Time > 8f)
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{
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LogSystem.LogError($"房主端:message.Index < Main.MapData.Net.Actions.Count");
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confirm.State = MemberNetState.Error;
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}
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}
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else if (message.ActionData == null)
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{
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LogSystem.LogError($"房主端:message.ActionData == null");
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confirm.State = MemberNetState.Error;
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}
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else if (!Main.MapData.Net.Actions[message.Index - 1].IsEqual(message.ActionData))
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{
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LogSystem.LogError($"房主端:!Main.MapData.Net.Actions[message.Index - 1].IsEqual(message.ActionData)");
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confirm.State = MemberNetState.Error;
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}
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else
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{
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confirm.State = MemberNetState.OK;
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}
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}
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// 成员收到校验信息时校验状态
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else
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{
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if (Main.MapData.Net.Actions.Count == 0 || message.Index == 0) return;
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if (message.Index > Main.MapData.Net.Actions.Count)
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{
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LogSystem.LogError($"成员端: message.Index > Main.MapData.Net.Actions.Count");
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GameNetSender.Instance.SendRequestForceUpdate();
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}
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else if (message.ActionData == null)
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{
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LogSystem.LogError($"成员端: message.ActionData == null");
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GameNetSender.Instance.SendRequestForceUpdate();
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}
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else if (!Main.MapData.Net.Actions[message.Index - 1].IsEqual(message.ActionData))
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{
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LogSystem.LogError($"成员端: !Main.MapData.Net.Actions[message.Index - 1].IsEqual(message.ActionData)");
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GameNetSender.Instance.SendRequestForceUpdate();
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}
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}
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}
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// 只有玩家会收到
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private void OnReceivedForceUpdate(ForceUpdateMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedForceUpdate");
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return;
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}
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if (LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (!IsValidIncomingMultiMap(message.MapData))
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{
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LogSystem.LogError("OnReceivedForceUpdate 收到无效多人地图数据");
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return;
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}
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try
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{
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if (!message.MapData.Net.RefreshPlayerNet(message.MapData))
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{
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LogSystem.LogError("OnReceivedForceUpdate 玩家网络映射失败");
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return;
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}
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}
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catch (System.Exception e)
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{
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LogSystem.LogError($"OnReceivedForceUpdate RefreshPlayerNet failed: {e}");
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return;
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}
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var confirm = Main.Instance.ConfirmMap.GetPlayerConfirm(LobbyManager.Instance.Lobby.GetSelfMemberId());
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LogSystem.LogError($"触发断线重连, 触发原因: {confirm?.State}");
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try
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{
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Main.MapData?.FindDifferences(message.MapData);
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}
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catch (System.Exception e)
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{
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LogSystem.LogError($"OnReceivedForceUpdate FindDifferences failed: {e}");
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}
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var previousState = Main.Instance.GameLogic.GetCurState();
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Main.Instance.GameLogic.ChangeState(GameState.ForceUpdating);
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try
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{
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if (!Main.Instance.NetResumeMatch(message.MapData))
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{
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Main.Instance.GameLogic.ChangeState(previousState);
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return;
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}
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}
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catch (System.Exception e)
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{
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LogSystem.LogError($"OnReceivedForceUpdate NetResumeMatch failed: {e}");
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Main.Instance.GameLogic.ChangeState(previousState);
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return;
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}
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EventManager.Publish(new HideUIOutsideAll());
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EventManager.Publish(new HideUIOutsideMultiplay());
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Timer.Instance.TimerRegister(this, () =>
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{
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//TODO Hint重做
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//UIManager.Instance.GameUI.NetHint.SetActive(false);
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},2f,"NetHint Wrong");
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// Main.MapData = message.MapData;
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}
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private bool IsValidIncomingMultiMap(MapData mapData)
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{
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return mapData?.Net != null
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&& !mapData.DeserializedMissingCriticalData
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&& mapData.Net.Mode == NetMode.Multi
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&& mapData.MapConfig != null
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&& mapData.GridMap != null
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&& mapData.PlayerMap != null
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&& mapData.CityMap != null
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&& mapData.UnitMap != null;
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}
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// 成员房间配置变更(阵营/准备状态),只有房主会收到
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private void OnReceivedChangeCiv(ChangeCivMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedChangeCiv");
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return;
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}
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if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (message.Civ == null) return;
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if (Main.Instance.MapConfig.UpdateMemberCiv(message.Civ))
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Main.Instance.MapConfig.CheckMapConfigChanged();
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}
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// 只有玩家会收到
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private void OnReceivedUpdateLobbyData(UpdateLobbyDataMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedUpdateLobbyData");
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return;
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}
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if (LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (message.Config == null) return;
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Main.Instance.MapConfig = message.Config;
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if (Main.Instance.MapConfig.HasSameLobbyMembers(LobbyManager.Instance.Lobby.GetAllMemberInfo()))
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{
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GameNetSender.Instance.MarkLobbyDataSyncedFromHost();
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}
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else
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{
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GameNetSender.Instance.MarkLobbyDataSyncRequired();
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GameNetSender.Instance.RequestLobbyData();
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}
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EventManager.Publish(new UpdateUIOutsideMultiplayRoomSetting());
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}
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// 收到请求更新房间配置 只有房主会收到
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private void OnReceivedRequestLobbyData(RequestLobbyDataMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedRequestLobbyData");
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return;
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}
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if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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if (Main.Instance.MapConfig.UpdateLobbyMember(LobbyManager.Instance.Lobby.GetAllMemberInfo()))
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Main.Instance.MapConfig.CheckMapConfigChanged();
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GameNetSender.Instance.SendLobbyData(Main.Instance.MapConfig, message.MemberId);
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}
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// 成员发过来的心跳包 只有房主会收到
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private void OnReceivedHeartbeat(HeartbeatMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedHeartbeat");
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return;
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}
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if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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// 心跳回复
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GameNetSender.Instance.SendHeartbeatReply(message.MemberId);
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// 常规记录
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var confirm = Main.Instance.ConfirmMap.GetPlayerConfirm(message.MemberId);
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confirm.OnReceiveHeartbeat();
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// 做一次状态错误判断
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if (Main.MapData == null) return;
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if (Main.MapData.Net.GameStartTime == 0 || Time.time - Main.MapData.Net.GameStartTime < 5f) return;
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if (message.State != GameState.Finished && message.State != GameState.Menu) return;
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var playerID = Main.MapData.Net.GetPlayerId(message.MemberId);
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var player = Main.MapData.PlayerMap.GetPlayerData(playerID);
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if (player == null) return;
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if (!player.IsSurvival) return;
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if (Main.MapData.CheckIfGameEnd(out _)) return;
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confirm.State = MemberNetState.Disconnected;
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GameNetSender.Instance.SendMemberStateSync();
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}
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// 房主心跳包 只有成员会收到 每 2s 收到一次
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private void OnReceivedMemberStateSync(MemberStateSyncMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedMemberStateSync");
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return;
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}
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// 心跳回复
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GameNetSender.Instance.SendHeartbeatReply(message.MemberId);
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// 判断是否游戏已经结束而我还在等待
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if (Main.MapData != null && !Main.MapData.CheckIfGameEnd(out _) && message.State == GameState.Menu)
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{
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EventManager.Publish(new ExecuteUIBottomBottomBarQuit());
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return;
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}
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// 判断是否需要重连
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if (Main.MapData != null && Main.MapData.CheckIfGameEnd(out _)) return;
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if (message.State == GameState.Finished || message.State == GameState.Menu) return;
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if(!LobbyManager.Instance.Lobby.IsInLobby()) return;
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if (LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
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Main.Instance.ConfirmMap.UpdatePlayerConfirm(message.PlayerConfirm);
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var confirm = Main.Instance.ConfirmMap.GetPlayerConfirm(LobbyManager.Instance.Lobby.GetSelfMemberId());
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if (confirm.State != MemberNetState.OK)
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{
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// TODO 此时说明房主端我的状态有误,可选申请重连
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LogSystem.LogWarning($"OnReceivedMemberStateSync 检测状态错误");
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GameNetSender.Instance.SendRequestForceUpdate();
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}
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}
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// 只有房主会收到
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private void OnReceivedRequestForceUpdate(RequestForceUpdateMessage message)
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{
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if (message == null)
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{
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LogSystem.LogError($"消息解析失败: OnReceivedRequestForceUpdate");
|
||
return;
|
||
}
|
||
|
||
if (!LobbyManager.Instance.Lobby.IsLobbyOwner()) return;
|
||
if (Main.MapData == null) return;
|
||
GameNetSender.Instance.ForceUpdate(message.MemberId);
|
||
}
|
||
|
||
// 心跳回复包,所有成员都能收到
|
||
private void OnReceivedHeartbeatReply(HeartbeatReplyMessage message)
|
||
{
|
||
if (message == null)
|
||
{
|
||
LogSystem.LogError($"消息解析失败: OnReceivedHeartbeatReply");
|
||
return;
|
||
}
|
||
|
||
var confirm = Main.Instance.ConfirmMap.GetPlayerConfirm(message.MemberId);
|
||
confirm.OnReceiveHeartbeatReply();
|
||
}
|
||
|
||
// 聊天消息(ReceiveChatItem 内部会触发 OnChatUpdated → ChatArea 自动刷新)
|
||
private void OnReceivedChatMessage(ChatMessage message)
|
||
{
|
||
if (message == null)
|
||
{
|
||
LogSystem.LogError($"消息解析失败: OnReceivedChatMessage");
|
||
return;
|
||
}
|
||
|
||
TH1_Logic.Chat.ChatManager.Instance.ReceiveChatItem(message.Item);
|
||
}
|
||
|
||
// 收到邀请消息
|
||
private void OnReceivedInviteMessage(InviteMessage message)
|
||
{
|
||
if (message == null)
|
||
{
|
||
LogSystem.LogError($"消息解析失败: OnReceivedChatMessage");
|
||
return;
|
||
}
|
||
|
||
if (LobbyManager.Instance.Lobby.IsInLobby())
|
||
{
|
||
var lobbyId = LobbyManager.Instance.Lobby.GetShareableLobbyId();
|
||
if (lobbyId == message.LobbyInfo.LobbyId) return;
|
||
}
|
||
|
||
if (message.LobbyInfo.Version != ConfigManager.Instance.VersionCfg.CurVersionInfo.Version)
|
||
{
|
||
LogSystem.LogInfo($"版本不一致!!!");
|
||
return;
|
||
}
|
||
|
||
if (Main.Instance.GameLogic.GetCurState() != GameState.Menu)
|
||
{
|
||
EventManager.Publish(new ShowUITopInvited(){LobbyId = message.LobbyInfo.LobbyId});
|
||
}
|
||
else if (Main.Instance.GameLogic.GetCurState() == GameState.Menu)
|
||
{
|
||
EventManager.Publish(new ShowUIOutsideInvited(){LobbyId = message.LobbyInfo.LobbyId});
|
||
//LobbyManager.Instance.Lobby.JoinLobbyById(message.LobbyInfo.LobbyId);
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|