823 lines
42 KiB
C#
823 lines
42 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 System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using static Assets.MyGame.Scripts.Net.WebResponses.ChineseChess.ChineseChessGameClassList;
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namespace Assets.MyGame.Scripts.Net
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{
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public partial class WebSocketManager : MonoSingleton<WebSocketManager>
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{
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public void OnMessage(WebSocket web, string msg, SocketType type)
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{
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NetLog.Log($"[WebSocket] {type} 收到消息: {msg}");
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// ⭐ 优化:用 char 分割避免 Split 产生 string[] 数组 GC
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// 单条消息通常只有 1-2 个分隔段,直接手动解析
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int start = 0;
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int sep;
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while ((sep = msg.IndexOf('\u001e', start)) >= 0)
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{
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ProcessSingleMessage(msg, start, sep - start, type);
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start = sep + 1;
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}
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// 处理最后一段(或没有分隔符的整条消息)
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if (start < msg.Length)
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ProcessSingleMessage(msg, start, msg.Length - start, type);
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}
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private void ProcessSingleMessage(string msg, int start, int length, SocketType type)
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{
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// 跳过空白段
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if (length <= 0) return;
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// 快速检查 "{}"(握手包),避免 Substring + Trim
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if (length == 2 && msg[start] == '{' && msg[start + 1] == '}')
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{
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OnHandshakeCompleted(type);
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return;
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}
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// 提取子串(此处必须分配,后续反序列化需要)
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string item = msg.Substring(start, length);
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// ⭐ 优化:用 JsonTextReader 只读 type/target 做路由,跳过 arguments 反序列化
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// 原代码:JsonConvert.DeserializeObject<WebSocketResponseBase<object>>(item)
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// 会反序列化整个 arguments 数组(包含鱼数据等),但这些数据在路由阶段完全不需要,
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// 具体处理方法内部会重新反序列化。这能消除预解析阶段 90%+ 的 GC。
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var v = ParseHeader(item);
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if (v == null) return;
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#region 消息处理
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switch (type)
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{
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case SocketType.login:
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LoginMSG(item, v);
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break;
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case SocketType.room:
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case SocketType.game:
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FishMSG(item, v);
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break;
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case SocketType.chess:
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ChineseChess(item, v);
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break;
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case SocketType.customer:
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CustomerMSG(item, v);
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break;
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default:
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break;
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}
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#endregion
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}
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private static void ChineseChess(string msg, WebSocketResponseBase<object> v)
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{
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var roomMainPanel = UIManager.Instance.Get<ChineseChessMainPanel>(UIPanel.MainGamePanelZGXQ);
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switch ((MessageType)v.type)
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{
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case MessageType.Invocation:
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switch (v.target)
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{
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case "GetRoomList":
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UIManager.Instance.ShowAsync(UIPanel.MainGamePanelZGXQ, msg);
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Screen.orientation = ScreenOrientation.Portrait;
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break;
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case "BeginGame":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
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// 4.3 完整快照 + 4.4 旧房间过滤:交给面板统一处理(覆盖 roomData 并按 state 分流)
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if (roomMainPanel != null) roomMainPanel.ApplyRoomSnapshot(va);
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}
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break;
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case "RoomStateNotice":
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{
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// 4.3 房间状态完整快照(服务端推送 / GetRoomState 主动查询的返回)
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
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if (roomMainPanel != null) roomMainPanel.ApplyRoomSnapshot(va);
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}
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break;
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case "KickedFromRoom":
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{
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// 4.5 被踢出房间 { gameId, userId, reason?, source? }
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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string kickedUserId = va.ContainsKey("userId") ? va["userId"]?.ToString() : null;
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string kickReason = va.ContainsKey("reason") ? va["reason"]?.ToString() : null;
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Debug.Log($"[Chess] 被踢出房间: userId={kickedUserId}, reason={kickReason}");
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if (roomMainPanel != null) roomMainPanel.OnKickedFromRoom(kickedUserId, kickReason);
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}
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break;
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case "CreateRoomNotice":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
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var panel = roomMainPanel.subUIManager.Get<UIChineseChessDistrict>(UIPanel.ZGXQDistrict);
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if (panel != null)
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{
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panel.UpdataRoom(va);
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}
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}
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break;
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case "JoinRoomNotice":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
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var panel = roomMainPanel.subUIManager.Get<UIChineseChessDistrict>(UIPanel.ZGXQDistrict);
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if (panel != null)
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{
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panel.UpdataRoom(va);
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}
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}
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break;
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//所有人
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case "GoldConfigRoomNotice":
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roomMainPanel.subUIManager.CloseAll();
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQGameExplain, msg);
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break;
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// 房主开始游戏 → 通知红方配金币
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case "GoldConfigRequired":
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roomMainPanel.OnGoldConfigRequired(msg);
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break;
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//单发给触发人
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case "GoldConfigSuccess":
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break;
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case "ReadyNotice":
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{
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// ReadyNotice arguments[0] 是用户ID字符串,不是房间对象
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var userId = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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// 标记该玩家已准备
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if (roomMainPanel.roomData != null && roomMainPanel.roomData.users != null)
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{
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var u = roomMainPanel.roomData.users.Find(x => x.userId == userId);
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if (u != null) u.isReady = true;
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// 只有双方都准备好才进入游戏
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if (roomMainPanel.roomData.users.Count >= 2
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&& roomMainPanel.roomData.users.TrueForAll(x => x.isReady))
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{
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roomMainPanel.InitRoomData();
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}
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}
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}
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break;
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case "GameOperation":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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roomMainPanel.IsShowHint(va["data"].ToString(), Convert.ToInt32(va["type"]));
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}
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break;
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case "EndGameSuccess":
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{
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// 4.4 已退房/无房间会话时不处理旧房间的结算事件
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if (roomMainPanel == null || roomMainPanel.roomData == null) break;
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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if (va == null || va == "")
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{
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQHe);
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}
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else if (va == GameManager.Instance.user.id)
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{
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQWin);
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}
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else
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{
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQDefeated);
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}
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// 服务端已结算:本地对局同步置结束 + 停表(防后台方回前台后对局还在跑)
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if (roomMainPanel != null)
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{
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roomMainPanel.StopWaitCountdown();
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roomMainPanel.MarkChessGameOverByServer();
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}
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// 结算后按结果实时更新房间双方金币显示
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roomMainPanel.ApplySettlementGold(va);
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}
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break;
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case "ExitRoomSuccess":
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{
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// 4.4 退出成功(自己):清空本地房间状态 → 面板还开着(被踢/其他路径)才回大厅刷列表
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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if (GameManager.Instance.user.id == va)
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{
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if (roomMainPanel != null) roomMainPanel.ClearRoomLocalState();
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// 面板已关闭(返回大厅退出)时不刷列表,否则 GetRoomList 响应会把已关的面板重新拉起
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if (roomMainPanel != null && roomMainPanel.gameObject.activeInHierarchy)
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WebSocketSendList.GetRoomListChineseChess(0);
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}
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else
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{
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// 对方退出:房间快照由服务端随后的 BeginGame 广播覆盖(4.3),这里不做人次 -1
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}
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}
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break;
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case "ExitRoomNotice":
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{
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
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var panel = roomMainPanel.subUIManager.Get<UIChineseChessDistrict>(UIPanel.ZGXQDistrict);
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if (panel != null)
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{
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panel.UpdataRoom(va);
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}
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}
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}
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break;
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case "Disconnect":
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{
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// 对方断线 { userId, disconnectTime, timeoutSeconds }:只提示等待重连,
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// 服务端超时未重连会自动判负推 GameEnd(心跳里的 CheckTimeout 也会触发检查)
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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string disUserId = va["userId"]?.ToString();
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int disTimeout = 60;
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if (va.ContainsKey("timeoutSeconds") && va["timeoutSeconds"] != null)
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int.TryParse(va["timeoutSeconds"].ToString(), out disTimeout);
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if (roomMainPanel != null) roomMainPanel.OnOpponentDisconnected(disUserId, disTimeout);
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}
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break;
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case "GameError":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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if (va == "只有代理才能配置密码")
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{
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UIManager.Instance.Get<ChineseChessMainPanel>(UIPanel.MainGamePanelZGXQ).subUIManager.Get<UIChineseChessCreateRoom>(UIPanel.ZGXQCreateRoom).ShowTiShi();
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}
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else
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UIManager.Instance.ShowBoardError(va);
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}
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break;
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// ======== 新增缺失事件 ========
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case "JoinRoom":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg).arguments[0];
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// 调用者自身加入成功
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if (roomMainPanel != null) roomMainPanel.UpdateUserData(va);
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}
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break;
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case "Reconnect":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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Debug.Log($"[Chess] 重连: userId={va["userId"]}, userName={va["userName"]}");
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if (roomMainPanel != null) roomMainPanel.OnOpponentReconnected(va["userId"]?.ToString());
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}
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break;
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case "AllBeginTime":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg).arguments[0];
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Debug.Log("[Chess] 双方已准备,开始计时");
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}
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break;
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case "GameEnd":
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{
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// 4.4 已退房/无房间会话时不处理旧房间的结算事件
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if (roomMainPanel == null || roomMainPanel.roomData == null) break;
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if (roomMainPanel != null) roomMainPanel.StopWaitCountdown(); // 游戏结束停走棋倒计时
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
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string winUserId = va["winUserId"]?.ToString();
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if (string.IsNullOrEmpty(winUserId))
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQHe);
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else if (winUserId == GameManager.Instance.user.BaseInfo.number)
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQWin);
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else
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roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQDefeated);
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// 服务端已结算:本地对局同步置结束(防后台方回前台后对局还在跑)
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if (roomMainPanel != null) roomMainPanel.MarkChessGameOverByServer();
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// 结算后按结果实时更新房间双方金币显示
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roomMainPanel.ApplySettlementGold(winUserId);
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}
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break;
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case "EndGameRequestSent":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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Debug.Log("[Chess] 结束请求已发送: " + va);
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}
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break;
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case "OpponentRequestEnd":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
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Debug.Log("[Chess] 对手请求结束: " + va);
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}
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break;
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case "RestartGameSuccess":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg).arguments[0];
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if (roomMainPanel != null) roomMainPanel.StartGame(msg);
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}
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break;
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case "RestartRoomNotice":
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{
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg).arguments[0];
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var panel = roomMainPanel?.subUIManager.Get<UIChineseChessDistrict>(UIPanel.ZGXQDistrict);
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if (panel != null) panel.UpdataRoom(va);
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}
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break;
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case "SyncGameData":
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{
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// 象棋走棋帧同步数据:后端只透传,交给主面板解析处理
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if (roomMainPanel != null) roomMainPanel.OnChessNetData(msg);
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}
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break;
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case "PlayerAfkNotice":
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{
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// 玩家挂起通知 { userId }(房间组推送;挂起仅表现提示,不影响服务端操作校验)
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
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Debug.Log($"[Chess] 玩家挂起: userId={va?.userId}");
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if (roomMainPanel != null) roomMainPanel.OnPlayerAfkNotice(va?.userId);
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}
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break;
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case "PlayerCancelAfkNotice":
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{
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// 玩家取消挂起通知 { userId }(房间组推送;发起者本人另收 BeginGame 恢复房间同步)
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var va = JsonConvert.DeserializeObject<WebSocketResponseBase<PlayerAfkNoticeData>>(msg).arguments[0];
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Debug.Log($"[Chess] 玩家取消挂起: userId={va?.userId}");
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if (roomMainPanel != null) roomMainPanel.OnPlayerCancelAfkNotice(va?.userId);
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}
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break;
|
||
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default:
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break;
|
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}
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break;
|
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case MessageType.StreamItem:
|
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break;
|
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case MessageType.Completion:
|
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break;
|
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case MessageType.StreamInvocation:
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break;
|
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case MessageType.CancelInvocation:
|
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break;
|
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case MessageType.Ping:
|
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break;
|
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case MessageType.Close:
|
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break;
|
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default:
|
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break;
|
||
}
|
||
}
|
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private static void CustomerMSG(string msg, WebSocketResponseBase<object> v)
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{
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switch ((MessageType)v.type)
|
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{
|
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case MessageType.Invocation:
|
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switch (v.target)
|
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{
|
||
// 发起会话回调(用户端):服务端返回 {isOk, msg, conversation}
|
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case "OnConversationStarted":
|
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{
|
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var result = JsonConvert.DeserializeObject<WebSocketResponseBase<CustomerConversationStartedResult>>(msg).arguments[0];
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WebSocketReponseList.Customer_OnConversationStarted(result);
|
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}
|
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break;
|
||
|
||
// 消息接收回调(用户端 & 客服端)
|
||
case "OnMessageReceived":
|
||
{
|
||
var result = JsonConvert.DeserializeObject<WebSocketResponseBase<CustomerMessageReceived>>(msg).arguments[0];
|
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WebSocketReponseList.Customer_OnMessageReceived(result);
|
||
}
|
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break;
|
||
|
||
// 新会话通知(客服端)
|
||
case "OnNewConversation":
|
||
{
|
||
var result = JsonConvert.DeserializeObject<WebSocketResponseBase<CustomerNewConversationNotice>>(msg).arguments[0];
|
||
WebSocketReponseList.Customer_OnNewConversation(result);
|
||
}
|
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break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
break;
|
||
case MessageType.StreamItem:
|
||
break;
|
||
case MessageType.Completion:
|
||
break;
|
||
case MessageType.StreamInvocation:
|
||
break;
|
||
case MessageType.CancelInvocation:
|
||
break;
|
||
case MessageType.Ping:
|
||
break;
|
||
case MessageType.Close:
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// LoginHub 消息处理(Broadcast / AssetUpdated / BackpackUpdated / NewEmail / KillAnnouncement)
|
||
/// </summary>
|
||
private static void LoginMSG(string msg, WebSocketResponseBase<object> v)
|
||
{
|
||
switch ((MessageType)v.type)
|
||
{
|
||
case MessageType.Invocation:
|
||
switch (v.target)
|
||
{
|
||
case "Broadcast":
|
||
WebSocketReponseList.LoginBroadcast(msg);
|
||
break;
|
||
case "AssetUpdated":
|
||
WebSocketReponseList.AssetUpdated(msg);
|
||
break;
|
||
case "BackpackUpdated":
|
||
WebSocketReponseList.BackpackUpdated(msg);
|
||
break;
|
||
case "NewEmail":
|
||
WebSocketReponseList.NewEmail(msg);
|
||
break;
|
||
case "KillAnnouncement":
|
||
WebSocketReponseList.KillAnnouncement(msg);
|
||
break;
|
||
case "LevelChanged":
|
||
WebSocketReponseList.LevelChanged(msg);
|
||
break;
|
||
case "PendingRoomNotice":
|
||
WebSocketReponseList.PendingRoomNotice(msg);
|
||
break;
|
||
case "AccountKicked":
|
||
WebSocketReponseList.AccountKicked(msg);
|
||
break;
|
||
case "ChangeConfig":
|
||
WebSocketReponseList.ChangeConfig(msg);
|
||
break;
|
||
case "KickToMainPage":
|
||
WebSocketReponseList.KickToMainPage(msg);
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
private static void FishMSG(string msg, WebSocketResponseBase<object> v)
|
||
{
|
||
switch ((MessageType)v.type)
|
||
{
|
||
case MessageType.Invocation:
|
||
switch (v.target)
|
||
{
|
||
|
||
case "GetRoomListResult":
|
||
//UIManager.Instance.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomPenel);
|
||
WebSocketReponseList.GetRoomListResult(msg);
|
||
|
||
break;
|
||
case "RoomJoinNotice":
|
||
WebSocketReponseList.RoomJoinNotice(msg);
|
||
break;
|
||
case "RoomInfo":
|
||
WebSocketReponseList.RoomInfo(msg);
|
||
break;
|
||
case "RoomFireNotice":
|
||
WebSocketReponseList.RoomFireNotice(msg);
|
||
|
||
break;
|
||
case "RoomKillNotice":
|
||
WebSocketReponseList.RoomKillNotice(msg);
|
||
break;
|
||
case "SyncPlayerGold":
|
||
WebSocketReponseList.SyncPlayerGold(msg);
|
||
break;
|
||
case "ChangeGunMultipleNotice":
|
||
WebSocketReponseList.ChangeGunMultipleNotice(msg);
|
||
break;
|
||
case "GetRoomInfoResult":
|
||
WebSocketReponseList.GetRoomInfoResult(msg);
|
||
|
||
break;
|
||
case "SyncGameData":
|
||
WebSocketReponseList.SyncGameDataResult(msg);
|
||
|
||
break;
|
||
case "RoomLeaveNotice":
|
||
WebSocketReponseList.LeaveRoomResult(msg);
|
||
//WebSocketManager.Instance.Close(SocketType.game);
|
||
break;
|
||
case "ChangeControllerUser":
|
||
{
|
||
// ⭐ 房主控制权移交:仅维护 roomOwnerSit,不再设置 fangzhu
|
||
// (鱼创建已由服务端 OnFishSpawn 统一下发,客户端无需房主出鱼)
|
||
var userId = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
|
||
if (userId == GameManager.Instance.user.id)
|
||
{
|
||
if (SitPosData.localPlayerSit != null)
|
||
SitPosData.roomOwnerSit = SitPosData.localPlayerSit;
|
||
}
|
||
else if (userId != null && userId.StartsWith("bot_"))
|
||
{
|
||
// 房主是人机:由本地首个非人机玩家代行房主显示职责
|
||
SitPosData.TransferRoomOwner();
|
||
}
|
||
}
|
||
break;
|
||
case "Exception":
|
||
{
|
||
var ex = JsonConvert.DeserializeObject<WebSocketResponseBase<WebSocketReponseList.FishGameExceptionData>>(msg).arguments[0];
|
||
if (ex == null) break;
|
||
|
||
// 根据错误码分类处理
|
||
switch (ex.code)
|
||
{
|
||
case 1001: // 房间已满 → 弹窗提示并跳转房间列表
|
||
UIManager.Instance.ShowTiShi(ex.message, () =>
|
||
{
|
||
switch (GameManager.Instance.gameData.currGameType)
|
||
{
|
||
case GameType.JQQD:
|
||
break;
|
||
case GameType.defaultPanel:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelDefault, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
case GameType.FLZY:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelFLZY, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
case GameType.YYSC:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelYYSC, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
case GameType.ZGXQ:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelZGXQ, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
case GameType.XJMH:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelXJMH, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
case GameType.HHWK:
|
||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelHHWK, null, (panel) =>
|
||
{
|
||
WebSocketSendList.GetRoomListFish(GameManager.Instance.gameData.currRoomData.roomLevel, 1);
|
||
});
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
});
|
||
break;
|
||
// 资产/状态类错误 → 弹窗提示,玩家需明确知晓
|
||
case 1002: // 金币不足
|
||
UIManager.Instance.ShowBoardError(ex.message);
|
||
|
||
break;
|
||
case 1003: // 房间不存在
|
||
case 1011: // 用户不存在
|
||
case 1013: // 道具数量不足
|
||
case 1014: // 钻石不足
|
||
UIManager.Instance.ShowTiShi(ex.message);
|
||
break;
|
||
// 参数/配置/技术性错误 → Toast 轻提示
|
||
case 1004: // 玩家不在房间
|
||
case 1005: // 签名错误
|
||
case 1006: // 请求已过期
|
||
case 1007: // 鱼配置不存在
|
||
case 1008: // 子弹参数无效
|
||
case 1009: // 金币参数超出范围
|
||
case 1012: // 道具配置不存在
|
||
case 1015: // 炮倍参数无效
|
||
break;
|
||
default: // 0=未知错误
|
||
UIManager.Instance.ShowBoardError(ex.message);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
|
||
// ======== 新增 FishGameHub 缺失事件 ========
|
||
|
||
case "BindSuccess":
|
||
{
|
||
var msgText = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
|
||
Debug.Log("[FishGameHub] BindSuccess: " + msgText);
|
||
}
|
||
break;
|
||
|
||
case "SendPlayerInfoResult":
|
||
{
|
||
var gold = JsonConvert.DeserializeObject<WebSocketResponseBase<long?>>(msg).arguments[0];
|
||
// 发送玩家信息结果,gold 为当前金币数(可为 null)
|
||
if (gold.HasValue)
|
||
WebSocketReponseList.SyncPlayerGold(JsonConvert.DeserializeObject<WebSocketResponseBase<long>>(msg).arguments[0].ToString());
|
||
}
|
||
break;
|
||
|
||
case "RoomDisconnectNotice":
|
||
{
|
||
var userIdDisc = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
|
||
Debug.Log("[FishGameHub] 玩家断线: " + userIdDisc);
|
||
}
|
||
break;
|
||
|
||
//case "ChangeGunMultipleNotice":
|
||
// WebSocketReponseList.ChangeGunMultipleNotice(msg);
|
||
// break;
|
||
|
||
case "UsePropNotice":
|
||
{
|
||
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<Dictionary<string, object>>>(msg).arguments[0];
|
||
var userId = data["userId"]?.ToString();
|
||
string propNumber = data["propNumber"]?.ToString();
|
||
Debug.Log($"[FishGameHub] 使用道具: userId={userId}, prop={propNumber}");
|
||
|
||
var panel = CreateFishManager.Instance.currGameType;
|
||
if (panel != null)
|
||
panel.OnUsePropNotice(userId, propNumber);
|
||
}
|
||
break;
|
||
|
||
case "TorpedoResultNotice":
|
||
// ⭐ 鱼雷使用结果(房间广播):所有客户端都播爆奖
|
||
// (随机炸死场上小鱼 + 红包分包爆金币,isSelf 决定金/银币与加分)
|
||
WebSocketReponseList.TorpedoResultNotice(msg);
|
||
break;
|
||
|
||
case "ErrorMessage":
|
||
// ⭐ 错误通知兜底(鱼雷等新接口失败时推送;老接口走 Exception 错误码)
|
||
WebSocketReponseList.ErrorMessage(msg);
|
||
break;
|
||
|
||
case "KillNotice":
|
||
// 全局击杀公告(真人击杀/机器人模拟)
|
||
WebSocketReponseList.KillNotice(msg);
|
||
break;
|
||
|
||
case "OnFishExpired":
|
||
{
|
||
var fishIds = JsonConvert.DeserializeObject<WebSocketResponseBase<int[]>>(msg).arguments[0];
|
||
Debug.Log($"[FishGameHub] 鱼过期: {string.Join(",", fishIds)}");
|
||
}
|
||
break;
|
||
|
||
case "OnFishList":
|
||
// 鱼列表刷新
|
||
WebSocketReponseList.OnFishList(msg);
|
||
break;
|
||
|
||
// ======== FishGameHub / FishRoomHub 补充事件 ========
|
||
|
||
case "BotLeaveRoomNotice":
|
||
// 机器人退出房间,数据 { userId }
|
||
WebSocketReponseList.BotLeaveRoomNotice(msg);
|
||
break;
|
||
|
||
case "HostDisconnect":
|
||
// 房主断线,其他玩家可接受机器人控制权
|
||
WebSocketReponseList.HostDisconnectNotice(msg);
|
||
break;
|
||
|
||
case "OnSeatChange":
|
||
// 座位变更 { type, userId, position, showWaiting? }
|
||
WebSocketReponseList.OnSeatChange(msg);
|
||
break;
|
||
|
||
// ======== 新协议事件 ========
|
||
|
||
case "OnFishSpawn":
|
||
// ⭐ 服务端出鱼事件(破坏性替代 createFish 帧同步)
|
||
// type: "init"=首次出鱼 / "spawn"=定时出鱼 / "sync"=重连或取消挂机同步
|
||
WebSocketReponseList.OnFishSpawn(msg);
|
||
break;
|
||
|
||
case "FishFrozen":
|
||
// ⭐ 冰冻道具(40003)生效:鱼存活时间延长 15 秒,客户端写死 15s 倒计时
|
||
WebSocketReponseList.FishFrozen(msg);
|
||
break;
|
||
|
||
case "PlayerAfkNotice":
|
||
// 玩家挂机通知 { userId }
|
||
WebSocketReponseList.PlayerAfkNotice(msg);
|
||
break;
|
||
|
||
case "PlayerCancelAfkNotice":
|
||
// 玩家取消挂机通知 { userId }
|
||
WebSocketReponseList.PlayerCancelAfkNotice(msg);
|
||
break;
|
||
|
||
case "OnPlayerInfo":
|
||
// ⭐ 玩家信息同步(GetPlayerInfo 的新响应,含完整玩家数据;旧事件 SendPlayerInfoResult 只返回 gold)
|
||
WebSocketReponseList.OnPlayerInfo(msg);
|
||
break;
|
||
|
||
case "SummonCardFishNotice":
|
||
// ⭐ 召唤卡召唤通知:某玩家使用召唤卡,服务端已创建召唤鱼(实际鱼由 OnFishSpawn 下发,这里只播提示)
|
||
WebSocketReponseList.SummonCardFishNotice(msg);
|
||
break;
|
||
|
||
case "RoomChange":
|
||
{
|
||
// FishRoomHub 房间变化通知(人数/状态变更),更新房间列表
|
||
Debug.Log("[FishRoomHub] 房间变化通知");
|
||
WebSocketReponseList.RoomChangeNotice(msg);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
break;
|
||
case MessageType.StreamItem:
|
||
break;
|
||
case MessageType.Completion:
|
||
break;
|
||
case MessageType.StreamInvocation:
|
||
break;
|
||
case MessageType.CancelInvocation:
|
||
break;
|
||
case MessageType.Ping:
|
||
break;
|
||
case MessageType.Close:
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 轻量解析:用 JsonTextReader 只读 type 和 target 字段做路由,
|
||
/// 跳过 arguments 数组反序列化(节省 90%+ 预解析 GC)。
|
||
/// arguments 在具体处理方法内部按需反序列化。
|
||
/// </summary>
|
||
private static WebSocketResponseBase<object> ParseHeader(string item)
|
||
{
|
||
if (string.IsNullOrEmpty(item)) return null;
|
||
|
||
try
|
||
{
|
||
using (var sr = new StringReader(item))
|
||
using (var reader = new JsonTextReader(sr))
|
||
{
|
||
var result = new WebSocketResponseBase<object>();
|
||
while (reader.Read())
|
||
{
|
||
if (reader.TokenType == JsonToken.PropertyName)
|
||
{
|
||
string propName = (string)reader.Value;
|
||
// 读到 arguments 就停止,不再解析后续(节省大量 GC)
|
||
if (propName == "arguments")
|
||
break;
|
||
|
||
reader.Read(); // 读值
|
||
if (propName == "type")
|
||
{
|
||
result.type = Convert.ToInt32(reader.Value);
|
||
}
|
||
else if (propName == "target")
|
||
{
|
||
result.target = reader.Value as string;
|
||
}
|
||
// invocationId 等字段跳过
|
||
}
|
||
}
|
||
return result;
|
||
}
|
||
}
|
||
catch
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
}
|
||
}
|