206 lines
6.5 KiB
C#
206 lines
6.5 KiB
C#
using Assets.MyGame.Scripts.Net.WebResponses;
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using Best.WebSockets;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Assets.MyGame.Scripts.Net
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{
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public enum SocketType
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{
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login,
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room,
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game,
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chess
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}
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public partial class WebSocketManager : MonoSingleton<WebSocketManager>
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{
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private readonly Dictionary<SocketType, WebSocket> sockets = new();
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private readonly Dictionary<SocketType, string> socketPaths = new();
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//private const string baseUrl = "ws://game5241.wzaxr.top";
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private const string baseUrl = "ws://8.137.163.153";
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public bool isGame=false;
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protected override void Awake()
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{
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base.Awake();
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socketPaths[SocketType.game] = "/gamehub";
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socketPaths[SocketType.room] = "/fishingroomhub";
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socketPaths[SocketType.login] = "/loginhub";
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socketPaths[SocketType.chess] = "/chessgamehub";
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}
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/// <summary>
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/// 创建或返回已存在的 WebSocket
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/// </summary>
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public WebSocket Connect(SocketType type,Action action=null)
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{
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// 已存在则直接返回
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if (sockets.TryGetValue(type, out var exist))
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{
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if (exist.IsOpen)
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{
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Debug.Log($"[WebSocket] {type} 已连接,直接返回");
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switch (type)
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{
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case SocketType.login:
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break;
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case SocketType.room:
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//WebSocketSendList.JoinRoom("11109", GameManager.Instance.user.id, 1);
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break;
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case SocketType.game:
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break;
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case SocketType.chess:
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WebSocketSendList.GetRoomListChineseChess(1);
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break;
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default:
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break;
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}
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return exist;
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}
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}
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string url = baseUrl + socketPaths[type];
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var ws = new WebSocket(new Uri(url));
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sockets[type] = ws;
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// 事件绑定
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ws.OnOpen += (web) =>
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{
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Debug.Log($"[WebSocket] {type} 已连接: {url}");
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web.Send("{\"protocol\":\"json\",\"version\":1}\u001e ");
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switch (type)
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{
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case SocketType.login:
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WebSocketSendList.Bind(GameManager.Instance.user.id);
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break;
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case SocketType.room:
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break;
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case SocketType.game:
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break;
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case SocketType.chess:
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break;
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default:
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break;
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}
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if (action != null)
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action?.Invoke();
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};
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ws.OnClosed += (web, code, reason) =>
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{
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Debug.Log($"[WebSocket] {type} 连接关闭 Code:{code} Reason:{reason}");
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// 自动重连
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switch (type)
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{
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case SocketType.login:
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break;
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case SocketType.room:
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break;
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case SocketType.game:
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if (isGame)
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{
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int sitpos = 0;
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foreach (var item in GameManager.Instance.gameData.currRoomData.players)
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{
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if (item.userId==GameManager.Instance.user.id)
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{
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sitpos = item.position; break;
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}
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}
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StartCoroutine(Reconnect(type, () =>
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{
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WebSocketSendList.JoinRoom(GameManager.Instance.gameData.currRoomData.roomId, GameManager.Instance.user.id, sitpos);
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}));
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}
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break;
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case SocketType.chess:
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break;
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default:
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break;
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}
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};
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ws.OnClosed += (web, code, message) =>
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{
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Debug.LogError($"[WebSocket] {type} 错误{code}: {message}");
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};
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ws.OnMessage += (web, msg) =>
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{
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OnMessage(web, msg, type);
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};
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// 保存
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sockets[type] = ws;
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// 发起连接
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ws.Open();
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return ws;
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}
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/// <summary>
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/// 发送消息
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/// </summary>
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public void Send(SocketType type, string msg)
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{
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if (sockets.TryGetValue(type, out var ws) && ws.IsOpen)
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{
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ws.Send(msg + "\u001e");
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Debug.LogWarning($"[WebSocket] {type}Send :" + msg);
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}
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else
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{
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Debug.LogWarning($"[WebSocket] {type} 未连接,无法发送消息");
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UIManager.Instance.ShowBoardError($"[WebSocket] {type} 未连接,无法发送消息");
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}
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}
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/// <summary>
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/// 关闭某个 socket
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/// </summary>
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public void Close(SocketType type)
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{
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if (sockets.TryGetValue(type, out var ws))
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{
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ws.Close(WebSocketStatusCodes.NormalClosure, "正常关闭"); // 或者 CloseStatusCode.Normal
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//ws.Close();
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sockets.Remove(type);
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}
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}
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/// <summary>
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/// 自动重连
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/// </summary>
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private System.Collections.IEnumerator Reconnect(SocketType type,Action action=null)
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{
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Debug.Log($"[WebSocket] {type} 3 秒后尝试重连...");
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yield return new WaitForSeconds(3f);
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Connect(type,action);
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}
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/// <summary>
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/// 关闭所有 socket
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/// </summary>
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private void OnDestroy()
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{
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foreach (var ws in sockets.Values)
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{
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ws.Close();
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}
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sockets.Clear();
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}
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}
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}
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