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@@ -179,9 +179,57 @@ public class MonsterMoveLine
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return;
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}
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foreach (var text in handles.Result)
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// ⭐ 主线程只做 Unity API 访问:把每个 TextAsset 的 name/text 读成纯托管字符串后立即释放句柄。
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// .text 返回托管 string 拷贝,释放句柄后仍可安全在后台线程使用。
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int fileCount = handles.Result.Count;
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string[] fileNames = new string[fileCount];
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string[] fileTexts = new string[fileCount];
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for (int i = 0; i < fileCount; i++)
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{
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var lines = text.text.Split('\n');
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fileNames[i] = handles.Result[i].name;
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fileTexts[i] = handles.Result[i].text;
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}
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Addressables.Release(handles);
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// ⭐ 座位镜像状态主线程读一次传入后台(后台线程不访问任何 Unity/游戏静态状态)
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bool mirrored = SeatMirror.IsMirrored;
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var warnings = new List<string>();
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// ⭐ 重活挪到后台线程:全部路线文件的 Split + 逐坐标点 float 解析是纯托管计算,
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// 文件大时主线程同步解析会卡死数秒(进度条停在20%冻结的根源)。
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// await 完成后自动切回 Unity 主线程再写共享缓存。
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var parsedCurves = await Task.Run(() => ParseBezierFiles(fileNames, fileTexts, mirrored, warnings));
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// 后台收集的告警回主线程输出(Debug API 只能在主线程调用),只打前 20 条防刷屏
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for (int i = 0; i < warnings.Count && i < 20; i++)
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Debug.LogWarning(warnings[i]);
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// ⭐ 回到主线程写共享缓存 + 构建点数组/节点向量缓存
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// (同名直接覆盖,清场后理论上无重复,防御性覆盖确保永远用当前玩法数据)
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foreach (var curve in parsedCurves)
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{
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curves.Add(curve);
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dic_BezierCurveDatas[curve.name] = curve;
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BuildCurvePointsArray(curve);
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}
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// ⭐ 座位镜像状态提示:镜像未初始化(-1)时按不镜像处理,排查进房时序问题用
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if (SeatMirror.LocalServerPos < 0)
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Debug.LogWarning("[MonsterMoveLine] 加载路线时 SeatMirror 未初始化(未收到 RoomJoinNotice),本次按不镜像处理");
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Debug.Log($"曲线读取完成共{dic_BezierCurveDatas.Count}条 镜像={SeatMirror.IsMirrored}(本地服务端座位={SeatMirror.LocalServerPos})");
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}
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/// <summary>
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/// ⭐ 后台线程解析全部路线文本(纯托管计算,禁止访问任何 Unity API):
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/// 逐行 Split + InvariantCulture float 解析 + 曲线组装 + 镜像翻转(镜像标志由主线程传入)。
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/// 解析告警收集到 warnings 列表,由调用方回主线程统一输出。
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/// </summary>
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private static List<BezierCurveData> ParseBezierFiles(string[] fileNames, string[] fileTexts, bool mirrored, List<string> warnings)
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{
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var result = new List<BezierCurveData>();
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for (int f = 0; f < fileTexts.Length; f++)
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{
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var lines = fileTexts[f].Split('\n');
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foreach (var line in lines)
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{
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if (string.IsNullOrWhiteSpace(line))
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@@ -206,7 +254,7 @@ public class MonsterMoveLine
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}
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else
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{
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Debug.LogWarning($"[MonsterMoveLine] 坐标格式非法已跳过: '{parts[i]}'({text.name} 曲线 {curve.name})");
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warnings.Add($"[MonsterMoveLine] 坐标格式非法已跳过: '{parts[i]}'({fileNames[f]} 曲线 {curve.name})");
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}
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}
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}
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@@ -221,23 +269,25 @@ public class MonsterMoveLine
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for (int i = 1; i < points.Count - 1; i++)
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curve.controlPoints.Add(points[i]);
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// ⭐ 座位镜像:本端在上方座位时路线整条上下翻转(写入字典/建缓存前,只翻一次)
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FlipCurveYForMirror(curve);
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// ⭐ 座位镜像:本端在上方座位时路线整条上下翻转(与 FlipCurveYForMirror 同逻辑)。
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// B样条求值(de Boor)是逐点线性插值,对控制点 y 取反后求样条 ≡ 原样条求值后 y 取反,
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// 曲线形状严格镜像不形变。
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if (mirrored)
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{
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curve.start.y = -curve.start.y;
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curve.end.y = -curve.end.y;
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for (int i = 0; i < curve.controlPoints.Count; i++)
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{
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Vector2 p = curve.controlPoints[i];
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p.y = -p.y;
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curve.controlPoints[i] = p;
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}
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}
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curves.Add(curve);
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// ⭐ 同名直接覆盖(清场后理论上无重复,防御性覆盖确保永远用当前玩法数据)
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dic_BezierCurveDatas[curve.name] = curve;
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// ⭐ 同步构建点数组缓存(批量加载路径)
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BuildCurvePointsArray(curve);
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result.Add(curve);
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}
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}
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Addressables.Release(handles);
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// ⭐ 座位镜像状态提示:镜像未初始化(-1)时按不镜像处理,排查进房时序问题用
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if (SeatMirror.LocalServerPos < 0)
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Debug.LogWarning("[MonsterMoveLine] 加载路线时 SeatMirror 未初始化(未收到 RoomJoinNotice),本次按不镜像处理");
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Debug.Log($"曲线读取完成共{dic_BezierCurveDatas.Count}条 镜像={SeatMirror.IsMirrored}(本地服务端座位={SeatMirror.LocalServerPos})");
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return result;
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}
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public static async Task UnLoadBezierTxtAsync(string path)
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@@ -2,6 +2,7 @@ using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@@ -116,12 +117,10 @@ namespace Assets.MyGame.Scripts.Net
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}
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if (UIManager.Instance.Get<GameMainPanel_Base>(uIPanel)==null)
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{
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UIManager.Instance.ShowAsync(uIPanel, UIPanel.HomeMainPanel, msg);
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// 卸载所有已加载的游戏地图场景(保证场景唯一性)
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// ① 先卸载其他已加载的游戏地图场景(保证场景唯一性),不卸载即将加载的目标场景
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string[] gameScenes = { "FLZY", "YYSC", "XJMH", "HHWK" };
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foreach (var sn in gameScenes)
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{
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// 不卸载即将加载的目标场景
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if (sn == sceneName) continue;
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var s = SceneManager.GetSceneByName(sn);
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if (s.IsValid() && s.isLoaded)
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@@ -130,16 +129,15 @@ namespace Assets.MyGame.Scripts.Net
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_loadedGameScenes.Remove(sn);
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}
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}
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// 目标场景仅加载一次:标记已加载后不再重复 LoadSceneAsync(防止人机通知触发重复加载)
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if (!string.IsNullOrEmpty(sceneName) && !_loadedGameScenes.Contains(sceneName))
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{
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_loadedGameScenes.Add(sceneName);
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var targetScene = SceneManager.GetSceneByName(sceneName);
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if (!targetScene.IsValid() || !targetScene.isLoaded)
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SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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}
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UIManager.Instance.Close(UIPanel.HomeMainPanel);
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// ② 先显示游戏面板(加载页面,含进度条):ShowAsync 的 onShown 回调在面板实例化并显示后触发,
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// 用它保证"面板先显示 → 再加载场景 → 再加载资源"的严格先后顺序。
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// 全程为协程异步,不做 WaitForCompletion 之类的同步等待,不阻塞主线程。
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UIManager.Instance.ShowAsync(uIPanel, UIPanel.HomeMainPanel, msg, (panel) =>
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{
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UIManager.Instance.StartCoroutine(LoadSceneThenResources(panel, sceneName));
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});
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WebSocketManager.Instance.isGame = true;
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}
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else
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@@ -165,6 +163,30 @@ namespace Assets.MyGame.Scripts.Net
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}
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/// <summary>
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/// ③ 加载游戏场景(异步等待完成)→ ④ 场景就绪后再让面板加载资源(鱼/音频/路线等)。
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/// 全程逐帧 yield 等待,不做同步等待,不阻塞主线程。
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/// </summary>
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private static IEnumerator LoadSceneThenResources(UIBase panel, string sceneName)
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{
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// ③ 目标场景仅加载一次:标记已加载后不再重复 LoadSceneAsync(防止人机通知触发重复加载)
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if (!string.IsNullOrEmpty(sceneName) && !_loadedGameScenes.Contains(sceneName))
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{
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_loadedGameScenes.Add(sceneName);
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var targetScene = SceneManager.GetSceneByName(sceneName);
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if (!targetScene.IsValid() || !targetScene.isLoaded)
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{
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var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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while (op != null && !op.isDone) yield return null;
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}
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}
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// ④ 场景就绪后再加载面板资源
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if (panel is GameMainPanel_FishBase fishPanel)
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fishPanel.BeginLoadResources();
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}
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/// <summary>
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/// 把 RoomJoinNotice 玩家数据写入 currRoomData.players(存在则更新,不存在则添加)。
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/// JoinGame 里 SetUserInfo 按 userId 从 currRoomData.players 查显示信息
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