GameServerConnector.cs 7.9 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. public class GameServerConnector : GameBaseConnector
  6. {
  7. private static int nBuffSize = 204800;
  8. private byte[] szSendBuffer = new byte[204800];
  9. public event NetConnectedEvent ConnectedEvent;
  10. public event NetDisconnectEvent DisconnectEvent;
  11. public delegate uint DelegateGetTryReconnect(uint curConnectTime, uint maxCount);
  12. public DelegateGetTryReconnect GetTryReconnect = null;
  13. public UInt32 curCltPkgSeq = 1;
  14. private ReconnectPolicy reconPolicy = new ReconnectPolicy();
  15. //发送给大厅服务器的消息队列
  16. List<NetPkg> mSendQueue = new List<NetPkg>();
  17. List<NetPkg> mConfirmQueue = new List<NetPkg>();
  18. ~GameServerConnector()
  19. {
  20. DestroyConnector();
  21. reconPolicy = null;
  22. }
  23. /// <summary>
  24. /// 初始化连接
  25. /// </summary>
  26. /// <param name="para"></param>
  27. /// <returns></returns>
  28. public bool Init(ConnectorParam para)
  29. {
  30. reconPolicy.SetConnector(this, onTryReconnect, onPolicyCompleted, 3);
  31. return CreateConnector(para);
  32. }
  33. public void CustomUpdate()
  34. {
  35. if (mConnector != null)
  36. mConnector.CustomUpdate();
  37. }
  38. public void StartReconnect()
  39. {
  40. reconPolicy.StartPolicy(enNetResult.Error, 3);
  41. }
  42. public void StopReconnect()
  43. {
  44. reconPolicy.StopPolicy();
  45. }
  46. public void Resume()
  47. {
  48. if (mConnector != null)
  49. mConnector.Resume();
  50. }
  51. public void Disconnect()
  52. {
  53. DestroyConnector();
  54. reconPolicy.StopPolicy();
  55. reconPolicy.SetConnector(null, null, null, 0);
  56. }
  57. protected override void OnDestroyConnector()
  58. {
  59. base.OnDestroyConnector();
  60. mRecvPkgList.Clear();
  61. }
  62. /// <summary>
  63. /// 清空连接上的数据收发
  64. /// </summary>
  65. public void CleanUp()
  66. {
  67. mSendQueue.Clear();
  68. mConfirmQueue.Clear();
  69. reconPolicy.StopPolicy();
  70. szSendBuffer.Initialize();
  71. curCltPkgSeq = 1;
  72. }
  73. /// <summary>
  74. /// 重置发送缓冲
  75. /// </summary>
  76. /// <param name="bResetSeq"></param>
  77. public void ResetSending(bool bResetSeq)
  78. {
  79. mSendQueue.Clear();
  80. mConfirmQueue.Clear();
  81. szSendBuffer.Initialize();
  82. if (bResetSeq)
  83. {
  84. curCltPkgSeq = 1;
  85. }
  86. }
  87. /// <summary>
  88. /// 投递消息
  89. /// </summary>
  90. /// <param name="msg"></param>
  91. public void PushSendMsg(NetPkg msg)
  92. {
  93. if (CanPushMsg(msg))
  94. {
  95. mSendQueue.Add(msg);
  96. }
  97. }
  98. /// <summary>
  99. /// 处理待发送的消息
  100. /// </summary>
  101. public void HandleSending()
  102. {
  103. if (bConnected)
  104. {
  105. for (int i = 0; bConnected && i < mSendQueue.Count;)
  106. {
  107. var msg = mSendQueue[i];
  108. if (SendPackage(msg))
  109. {
  110. //DebugHelper.LogError(DebugHelper.Tag_BHY + " SendPkg:" + msg.Head.CmdId + " seq:" + msg.Head.SvrPkgSeq);
  111. if(msg.Head.CmdId != NetworkMgr.c_pingCmdId && msg.Confirm)
  112. {
  113. mConfirmQueue.Add(msg);
  114. }
  115. mSendQueue.RemoveAt(i);
  116. continue;
  117. }
  118. i++;
  119. }
  120. }
  121. else
  122. {
  123. // 仅当需要发消息时才重连
  124. reconPolicy.UpdatePolicy(false);
  125. }
  126. }
  127. public bool CanSendPing()
  128. {
  129. return Connected && mSendQueue.Count == 0 && curCltPkgSeq > 1;
  130. }
  131. public bool HasCmdIdAtConfirmQueue(UInt16 cmdId)
  132. {
  133. for (int i = mConfirmQueue.Count - 1; i >= 0; i--)
  134. {
  135. var msg = mConfirmQueue[i];
  136. if (msg != null && msg.Head.CmdId == cmdId)
  137. {
  138. return true;
  139. }
  140. }
  141. return false;
  142. }
  143. private bool CanPushMsg(NetPkg msg)
  144. {
  145. if (bConnected)
  146. {
  147. return true;
  148. }
  149. //这几个频繁拉取的协议如果断网就不要push进来浪费带宽: 心跳消息,断线重连消息
  150. return true;
  151. }
  152. /// <summary>
  153. /// 尝试重连,返回0表示没有重连次数限制
  154. /// </summary>
  155. /// <param name="nCount"></param>
  156. /// <param name="nMax"></param>
  157. /// <returns></returns>
  158. private uint onTryReconnect(uint nCount, uint nMax)
  159. {
  160. if (GetTryReconnect != null)
  161. {
  162. return GetTryReconnect(nCount, nMax);
  163. }
  164. else
  165. {
  166. return nCount;
  167. }
  168. }
  169. private void onPolicyCompleted()
  170. {
  171. DealReconnectFail();
  172. }
  173. private void SendConfirmMsg()
  174. {
  175. var tempList = new List<NetPkg>();
  176. for (int i = 0; i < mSendQueue.Count; ++i)
  177. {
  178. tempList.Add(mSendQueue[i]);
  179. }
  180. mSendQueue.Clear();
  181. for (int i = 0; i < mConfirmQueue.Count; ++i)
  182. {
  183. mSendQueue.Add(mConfirmQueue[i]);
  184. }
  185. mConfirmQueue.Clear();
  186. for (int i = 0; i < tempList.Count; ++i)
  187. {
  188. mSendQueue.Add(tempList[i]);
  189. }
  190. //DebugHelper.LogError(DebugHelper.Tag_BHY+" Send ConfirmCnt:"+mSendQueue.Count);
  191. }
  192. #region interface
  193. /// <summary>
  194. /// 发送协议包
  195. /// </summary>
  196. /// <param name="msg"></param>
  197. /// <returns></returns>
  198. private bool SendPackage(NetPkg msg)
  199. {
  200. if (!bConnected || mConnector == null)
  201. {
  202. return false;
  203. }
  204. msg.Head.SvrPkgSeq = curCltPkgSeq++;
  205. int nPackSize = 0;
  206. if (msg.pack(ref szSendBuffer, nBuffSize, ref nPackSize) == CommError.Type.COMM_NO_ERROR)
  207. {
  208. byte[] dataBuff = new byte[nPackSize];
  209. Array.Copy(szSendBuffer, dataBuff, nPackSize);
  210. return mConnector.WriteData(dataBuff);
  211. }
  212. else
  213. {
  214. Debug.LogError(string.Format("pack lobby msg fail msgid={0}", msg.Head.CmdId));
  215. }
  216. return false;
  217. }
  218. public bool ImmeSendPackage(NetPkg msg)
  219. {
  220. return SendPackage(msg);
  221. }
  222. public void PostRecvPackage(NetPkg msg)
  223. {
  224. if (msg != null && msg.Head != null)
  225. {
  226. if (msg.Head.CmdId == NetworkMgr.c_pingCmdAck) return;
  227. for(int idx = mConfirmQueue.Count -1; idx>=0;idx--)
  228. {
  229. var cMsg = mConfirmQueue[idx];
  230. if(cMsg.Head.SvrPkgSeq == msg.Head.SvrPkgSeq)
  231. {
  232. mConfirmQueue.RemoveAt(idx);
  233. break;
  234. }
  235. }
  236. }
  237. }
  238. List<NetPkg> mRecvPkgList = new List<NetPkg>();
  239. public List<NetPkg> RecvPackage()
  240. {
  241. if (bConnected && mConnector != null)
  242. {
  243. if (mConnector.ReadData(ref mRecvPkgList))
  244. {
  245. for (int idx = 0; idx < mRecvPkgList.Count; idx++)
  246. {
  247. NetPkg msg = mRecvPkgList[idx];
  248. if (msg.Head.CmdId == NetworkMgr.c_reconnectCmdAck) //重新登录的消息ID
  249. {
  250. SendConfirmMsg();
  251. }
  252. }
  253. return mRecvPkgList;
  254. }
  255. }
  256. return null;
  257. }
  258. #endregion
  259. #region override_base
  260. public override void DealConnectSucc(enDealConnectStatus status)
  261. {
  262. Debug.Log("Lobby connect success");
  263. StopReconnect();
  264. mLastSuccessIp = mInitParam.ip;
  265. mLastSuccessPort = mInitParam.port;
  266. base.DealConnectSucc(status);
  267. }
  268. public override void DealConnectFail()
  269. {
  270. if (NetworkMgr.Instance.IsLogin)
  271. StartReconnect();
  272. base.DealConnectFail();
  273. }
  274. public override void DealConnectClose()
  275. {
  276. base.DealConnectClose();
  277. }
  278. public override void DealConnectError()
  279. {
  280. if(NetworkMgr.Instance.IsLogin)
  281. StartReconnect();
  282. base.DealConnectError();
  283. }
  284. #endregion
  285. }