GameNetworkClient.cs 3.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using NetClientCore.TCP;
  6. using NetCore;
  7. using NetCore.ContentParse;
  8. using NetCore.Protocol;
  9. using NetCore.Protocol.MemoryPack;
  10. using Protocol.MemoryPack.MemoryMessage;
  11. using Protocol.Protocol.MemoryPack.MemoryMessage;
  12. using Utility;
  13. namespace GameLogic.NetworkClient
  14. {
  15. public class GameNetworkClient : Singleton<GameNetworkClient>, ILogicalParsing
  16. {
  17. private IConnection _connection;
  18. private Queue<SendRequestBuffer> _sendRequestBuffers = new Queue<SendRequestBuffer>();
  19. private SendRequestBuffer _currSendRequestBuffer;
  20. private Queue<MemoryResponse> _acceptRequestBuffers = new Queue<MemoryResponse>();
  21. public async CTask Connect(string ip, int port)
  22. {
  23. TCPClient<ByteParse, ClientMemoryWrap> tcpClient = new TCPClient<ByteParse, ClientMemoryWrap>();
  24. await tcpClient.Connect(ip, port, this);
  25. _connection = tcpClient;
  26. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  27. }
  28. public void Logic(object data, IConnection iConnection)
  29. {
  30. var memoryResponse = data as MemoryResponse;
  31. _acceptRequestBuffers.Enqueue(memoryResponse);
  32. }
  33. public void SendToServer(SendRequestBuffer sendRequestBuffer)
  34. {
  35. if (_currSendRequestBuffer == null)
  36. {
  37. Send(sendRequestBuffer);
  38. }
  39. else
  40. {
  41. _sendRequestBuffers.Enqueue(sendRequestBuffer);
  42. }
  43. }
  44. private void Send(SendRequestBuffer sendRequestBuffer)
  45. {
  46. _currSendRequestBuffer = sendRequestBuffer;
  47. _connection.SendData(sendRequestBuffer.MemoryRequest);
  48. }
  49. public void Update()
  50. {
  51. if (_currSendRequestBuffer == null && _sendRequestBuffers.Count > 0)
  52. {
  53. _currSendRequestBuffer = _sendRequestBuffers.Dequeue();
  54. Send(_currSendRequestBuffer);
  55. }
  56. while (_acceptRequestBuffers.Count > 0)
  57. {
  58. var memoryResponse = _acceptRequestBuffers.Dequeue();
  59. if (memoryResponse.RespomseType == RespomseType.Respomse)
  60. {
  61. try
  62. {
  63. if (_currSendRequestBuffer != null&&memoryResponse.GameSendType==_currSendRequestBuffer.MemoryRequest.GameSendType)
  64. {
  65. SendRequestBuffer sendRequestBuffer = _currSendRequestBuffer;
  66. _currSendRequestBuffer = null;
  67. sendRequestBuffer.callBack?.Invoke(memoryResponse);
  68. }
  69. }
  70. catch (Exception e)
  71. {
  72. LogTool.Error(e);
  73. }
  74. }
  75. }
  76. }
  77. protected override void ProDispose()
  78. {
  79. _currSendRequestBuffer = null;
  80. _sendRequestBuffers.Clear();
  81. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  82. _connection.Dispose();
  83. }
  84. public void AddConnection(IConnection iConnection)
  85. {
  86. }
  87. public void RemoveConnection(IConnection iConnection)
  88. {
  89. }
  90. }
  91. }