测试1
This commit is contained in:
@@ -112,13 +112,44 @@ namespace TcgEngine
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Send(type, target, writer, delivery);
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writer.Dispose();
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}
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public void SendObject<T>(string type, ulong target, T data, NetworkDelivery delivery) where T : INetworkSerializable
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{
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FastBufferWriter writer = new FastBufferWriter(256, Allocator.Temp, TcgNetwork.MsgSizeMax);
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writer.WriteNetworkSerializable(data);
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Send(type, target, writer, delivery);
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writer.Dispose();
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Debug.Log("=== SendObject 开始 ===");
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Debug.Log("SendObject 步骤1: 参数检查 - type: " + type + " target: " + target + " data: " + data + " delivery: " + delivery);
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// 增加初始缓冲区大小,特别是对于包含字符串的对象
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int initialSize = 1024; // 从 256 增加到 1024
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Debug.Log("SendObject 步骤2: 创建 FastBufferWriter,初始大小: " + initialSize + ", 最大大小: " + TcgNetwork.MsgSizeMax);
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FastBufferWriter writer = new FastBufferWriter(initialSize, Allocator.Temp, TcgNetwork.MsgSizeMax);
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try
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{
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Debug.Log("SendObject 步骤3: 序列化数据到 writer");
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writer.WriteNetworkSerializable(data);
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Debug.Log("SendObject 步骤4: 序列化完成,writer 当前位置: " + writer.Position + ", 总长度: " + writer.Length);
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// 检查是否超出最大大小
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if (writer.Length > TcgNetwork.MsgSizeMax)
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{
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Debug.LogError("SendObject 错误: 消息大小 " + writer.Length + " 超出最大限制 " + TcgNetwork.MsgSizeMax);
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writer.Dispose();
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return;
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}
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Debug.Log("SendObject 步骤5: 调用 Send 方法");
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Send(type, target, writer, delivery);
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}
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catch (System.Exception e)
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{
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Debug.LogError("SendObject 序列化失败: " + e.Message);
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}
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finally
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{
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Debug.Log("SendObject 步骤6: 释放 writer 资源");
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writer.Dispose();
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}
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Debug.Log("=== SendObject 结束 ===");
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}
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//--------- Send Multi ----------
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@@ -187,12 +218,12 @@ namespace TcgEngine
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writer.Dispose();
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}
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}
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public void SendObject<T>(string type, IReadOnlyList<ulong> targets, T data, NetworkDelivery delivery) where T : INetworkSerializable
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{
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if (IsServer)
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{
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FastBufferWriter writer = new FastBufferWriter(256, Allocator.Temp, TcgNetwork.MsgSizeMax);
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FastBufferWriter writer = new FastBufferWriter(1024, Allocator.Temp, TcgNetwork.MsgSizeMax);
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writer.WriteNetworkSerializable(data);
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Send(type, targets, writer, delivery);
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writer.Dispose();
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@@ -270,7 +301,7 @@ namespace TcgEngine
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{
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if (IsServer)
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{
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FastBufferWriter writer = new FastBufferWriter(256, Allocator.Temp, TcgNetwork.MsgSizeMax);
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FastBufferWriter writer = new FastBufferWriter(1024, Allocator.Temp, TcgNetwork.MsgSizeMax);
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writer.WriteNetworkSerializable(data);
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SendAll(type, writer, delivery);
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writer.Dispose();
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@@ -281,10 +312,24 @@ namespace TcgEngine
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public void Send(string type, ulong target, FastBufferWriter writer, NetworkDelivery delivery)
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{
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Debug.Log("=== Send 方法开始 ===");
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Debug.Log("Send 步骤1: 检查网络状态 - IsOnline: " + IsOnline + ", target: " + target + ", ClientID: " + ClientID);
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if (IsOnline)
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{
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Debug.Log("Send 步骤2: 在线模式,调用 SendOnline");
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SendOnline(type, target, writer, delivery);
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else if(target == ClientID)
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}
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else if (target == ClientID && ClientID != 0)
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{
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Debug.Log("Send 步骤2: 离线模式且目标是自己,调用 SendOffline");
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SendOffline(type, writer);
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}
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else
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{
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Debug.Log("Send 步骤2: 离线模式但目标不是自己,跳过发送");
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}
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Debug.Log("=== Send 方法结束 ===");
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}
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public void Send(string type, IReadOnlyList<ulong> targets, FastBufferWriter writer, NetworkDelivery delivery)
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@@ -302,7 +347,23 @@ namespace TcgEngine
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private void SendOnline(string type, ulong target, FastBufferWriter writer, NetworkDelivery delivery)
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{
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network.NetworkManager.CustomMessagingManager.SendNamedMessage(type, target, writer, delivery);
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Debug.Log("=== SendOnline 方法开始 ===");
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Debug.Log("SendOnline 步骤1: 参数验证 - type: " + type + " target: " + target + " delivery: " + delivery);
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Debug.Log("SendOnline 步骤2: 检查 NetworkManager 状态 - 是否为 null: " + (network.NetworkManager == null));
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Debug.Log("SendOnline 步骤3: 检查 CustomMessagingManager 状态 - 是否为 null: " + (network.NetworkManager?.CustomMessagingManager == null));
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Debug.Log("SendOnline 步骤4: 准备发送消息,writer 长度: " + writer.Length);
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try
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{
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Debug.Log("SendOnline 步骤5: 调用 Unity Netcode 的 SendNamedMessage");
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network.NetworkManager.CustomMessagingManager.SendNamedMessage(type, target, writer, delivery);
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Debug.Log("SendOnline 步骤6: 消息发送成功");
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}
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catch (System.Exception e)
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{
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Debug.LogError("SendOnline 步骤6: 消息发送失败 - " + e.Message);
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}
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Debug.Log("=== SendOnline 方法结束 ===");
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}
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private void SendOnline(string type, IReadOnlyList<ulong> targets, FastBufferWriter writer, NetworkDelivery delivery)
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@@ -313,18 +374,31 @@ namespace TcgEngine
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//Just copy the message from writer to reader locally and call the callback immediately
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private void SendOffline(string type, FastBufferWriter writer)
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{
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Debug.Log("=== SendOffline 方法开始 ===");
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Debug.Log("SendOffline 步骤1: 查找消息类型 '" + type + "' 的监听器");
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bool found = msg_dict.TryGetValue(type, out System.Action<ulong, FastBufferReader> callback);
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Debug.Log("SendOffline 步骤2: 监听器查找结果 - 找到: " + found);
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if (found)
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{
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Debug.Log("SendOffline 步骤3: 创建 FastBufferReader 从 writer 复制数据");
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FastBufferReader reader = new FastBufferReader(writer, Allocator.Temp);
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Debug.Log("SendOffline 步骤4: 调用回调函数,ClientID: " + ClientID + ", reader 长度: " + reader.Length);
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callback?.Invoke(ClientID, reader);
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Debug.Log("SendOffline 步骤5: 释放 reader 资源");
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reader.Dispose();
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Debug.Log("SendOffline 步骤6: 离线消息处理完成");
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}
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else
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{
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Debug.Log("SendOffline 步骤3: 未找到消息类型 '" + type + "' 的监听器,跳过处理");
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}
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Debug.Log("=== SendOffline 方法结束 ===");
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}
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//--------- Forward msgs ----------
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//Forward a client message to one client
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//Forward a client message to one client
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//Make sure you finished reading the reader before forwarding
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public void Forward(string type, ulong target, FastBufferReader reader, NetworkDelivery delivery)
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{
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@@ -373,7 +447,7 @@ namespace TcgEngine
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foreach (ulong client in ClientList)
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{
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if(client != source_client && client != ClientID)
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if (client != source_client && client != ClientID)
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network.NetworkManager.CustomMessagingManager.SendNamedMessage(type, client, writer, delivery);
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}
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writer.Dispose();
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@@ -391,7 +465,7 @@ namespace TcgEngine
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}
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public IReadOnlyList<ulong> ClientList { get { return network.GetClientsIds(); } }
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public bool IsOnline { get { return network.IsOnline; } }
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public bool IsOnline { get { return network.IsOnline && network.ClientID != 0; } }
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public bool IsServer { get { return network.IsServer; } }
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public ulong ServerID { get { return network.ServerID; } }
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public ulong ClientID { get { return network.ClientID; } }
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