GameBaseConnector.cs 4.3 KB

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  1. using System;
  2. using UnityEngine;
  3. #pragma warning disable 0618
  4. public enum enDealConnectStatus
  5. {
  6. Deal_Connect_Success,
  7. Deal_Reconect_Success,
  8. Deal_Connect_Fail,
  9. Deal_Connect_Error,
  10. Deal_Connect_Close,
  11. }
  12. public class ConnectorParam
  13. {
  14. public string ip = "";
  15. public int port = 6629;
  16. public void SetVPort(int nPort)
  17. {
  18. port = nPort;
  19. }
  20. public void SetVip(string Vip)
  21. {
  22. ip = Vip;
  23. }
  24. public ConnectorParam(string ip,int port)
  25. {
  26. this.ip = ip;
  27. this.port = port;
  28. }
  29. }
  30. public class GameBaseConnector
  31. {
  32. protected Connector mConnector = null;
  33. protected ConnectorParam mInitParam = null;
  34. protected bool bConnected = false;
  35. public static uint connectTimeout = 10;
  36. protected string mLastSuccessIp;
  37. protected int mLastSuccessPort;
  38. public ConnectorParam InitParam
  39. { get { return mInitParam; } }
  40. public bool Connected
  41. {
  42. get { return bConnected; }
  43. }
  44. public bool CreateConnector(ConnectorParam param)
  45. {
  46. DestroyConnector();
  47. if (null == param)
  48. return false;
  49. mInitParam = param;
  50. bConnected = false;
  51. mConnector = new Connector(mInitParam.ip, mInitParam.port);
  52. mConnector.ConnectEvent += onConnectEvent;
  53. mConnector.DisconnectEvent += onDisconnectEvent;
  54. mConnector.ReconnectEvent += onReconnectEvent;
  55. mConnector.ErrorEvent += onConnectError;
  56. mConnector.TimeoutEvent += onConnectTimeout;
  57. mConnector.ConnectFailedEvent += onConnectFailed;
  58. return mConnector.Connect(GameBaseConnector.connectTimeout);
  59. }
  60. public void DestroyConnector()
  61. {
  62. if (mConnector != null)
  63. {
  64. mConnector.ConnectEvent -= onConnectEvent;
  65. mConnector.DisconnectEvent -= onDisconnectEvent;
  66. mConnector.ReconnectEvent -= onReconnectEvent;
  67. mConnector.ErrorEvent -= onConnectError;
  68. mConnector.TimeoutEvent -= onConnectTimeout;
  69. mConnector.ConnectFailedEvent -= onConnectFailed;
  70. mConnector.Disconnect();
  71. mConnector = null;
  72. bConnected = false;
  73. Debug.Log("DestroyConnector");
  74. }
  75. OnDestroyConnector();
  76. }
  77. protected virtual void OnDestroyConnector()
  78. {
  79. }
  80. public void RestartConnector()
  81. {
  82. Debug.Log("Connector Restart");
  83. DestroyConnector();
  84. CreateConnector(mInitParam);
  85. }
  86. public void DisconnectConnector()
  87. {
  88. if(mConnector!=null)
  89. {
  90. mConnector.Disconnect();
  91. bConnected = false;
  92. }
  93. }
  94. public virtual void DealConnectSucc(enDealConnectStatus status)
  95. {
  96. EventMgr.DispatchEvent<bool, bool>(new CoreEvent<bool, bool>(ECoreEventType.EID_GameServer_ConnectSuccess, true, false));
  97. }
  98. public virtual void DealConnectFail()
  99. {
  100. EventMgr.DispatchEvent<bool, bool>(new CoreEvent<bool, bool>(ECoreEventType.EID_GameServer_ConnectSuccess, false, false));
  101. }
  102. public virtual void DealConnectError()
  103. {
  104. EventMgr.DispatchEvent<bool, bool>(new CoreEvent<bool, bool>(ECoreEventType.EID_GameServer_ConnectSuccess, false, true));
  105. }
  106. public virtual void DealConnectClose()
  107. {
  108. EventMgr.DispatchEvent<bool, bool>(new CoreEvent<bool, bool>(ECoreEventType.EID_GameServer_ConnectSuccess, false, false));
  109. }
  110. public virtual void DealReconnectFail()
  111. {
  112. EventMgr.DispatchEvent<bool, bool>(new CoreEvent<bool, bool>(ECoreEventType.EID_GameServer_ConnectSuccess, false, true));
  113. }
  114. private void onConnectEvent()
  115. {
  116. if (mConnector == null) return;
  117. bConnected = true;
  118. DealConnectSucc(enDealConnectStatus.Deal_Connect_Success);
  119. }
  120. private void onDisconnectEvent()
  121. {
  122. bConnected = false;
  123. DealConnectClose();
  124. }
  125. private void onReconnectEvent()
  126. {
  127. if (mConnector == null)
  128. return;
  129. bConnected = true;
  130. DealConnectSucc(enDealConnectStatus.Deal_Reconect_Success);
  131. }
  132. private void onConnectError()
  133. {
  134. bConnected = false;
  135. DealConnectError();
  136. }
  137. private void onConnectTimeout()
  138. {
  139. bConnected = false;
  140. DealConnectFail();
  141. }
  142. private void onConnectFailed()
  143. {
  144. bConnected = false;
  145. DealConnectFail();
  146. }
  147. }