Files
test/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs
T
2025-10-01 15:14:38 +07:00

198 lines
6.9 KiB
C#

using BrewMonster;
using CSNetwork;
using CSNetwork.Protocols;
using CSNetwork.Protocols.RPCData;
using CSNetwork.Security;
using ModelRenderer.Scripts.Common;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace BrewMonster.Network
{
// How to connect to the server:
// 1. Set the connection info
// 2. Login
public class UnityGameSession : MonoSingleton<UnityGameSession>
{
private GameSession _gameSession;
private bool _isInitialized = false;
private string _ip = "";
private int _port = 0;
private string _username = "";
private string _password = "";
protected override void Awake()
{
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
base.Awake();
}
/// <summary>
/// Send a
/// </summary>
/// <param name="protocol"></param>
/// <param name="complete"></param>
public static void SendProtocol(Protocol protocol, Action complete = null)
{
if (!Instance._isInitialized)
{
return;
}
Instance._gameSession.SendProtocol(protocol, complete);
}
/// <summary>Set the connection info. This MUST be called call before login</summary>
public static void SetConnectionInfo(string ip, int port)
{
BMLogger.Log($"Set connection info {ip} {port}");
Instance._ip = ip;
Instance._port = port;
}
public static async Task Login(string username, string password, Action<bool> onLoginComplete = null)
{
Instance._username = username;
Instance._password = password;
if (Instance._ip == "" || Instance._port == 0)
{
BMLogger.LogError($"IP or port is not set {Instance._ip} {Instance._port}");
onLoginComplete?.Invoke(false);
return;
}
await Instance.ConnectAsync(Instance._ip, Instance._port);
if (!Instance._gameSession.IsConnected)
{
BMLogger.LogError($"Failed to connect to {Instance._ip} {Instance._port}");
onLoginComplete?.Invoke(false);
return;
}
Instance._gameSession.LoginAsync(username, password, onLoginComplete);
}
public void c2s_SendCmdStopMove(in Vector3 vDest, float fSpeed, int iMoveMode,
byte byDir, ushort wStamp, int iTime)
{
Debug.LogWarning("HoangDev : c2s_SendCmdStopMove");
Instance._gameSession.c2s_SendCmdStopMove(EC_Utility.ToNumerics(vDest), fSpeed, iMoveMode, byDir, wStamp, iTime);
}
public void c2s_CmdPlayerMove(in Vector3 vCurPos, in Vector3 vDest,
int iTime, float fSpeed, int iMoveMode, ushort wStamp)
{
Instance._gameSession.c2s_CmdPlayerMove(EC_Utility.ToNumerics(vCurPos), EC_Utility.ToNumerics(vDest), iTime, fSpeed, iMoveMode, wStamp);
}
protected override void Initialize()
{
BaseSecurity.Initizalize();
ProtocolFactory.RegisterAllProtocols();
_gameSession = new GameSession();
_isInitialized = true;
DontDestroyOnLoad(gameObject);
}
/// <summary>Make sure username and password is set before calling this method</summary>
private async Task ConnectAsync(string ip, int port)
{
if (!Instance._isInitialized)
{
BMLogger.LogError("GameSession is not initialized");
return;
}
await Instance._gameSession.ConnectAsync(ip, port);
}
/// <summary>Get the list of created characters</summary>
public static void GetRoleListAsync(Action<List<RoleInfo>> callback = null)
{
Instance._gameSession.GetRoleListAsync(callback);
}
public static void SelectRoleAsync(RoleInfo roleInfo, Action<RoleInfo> callback = null)
{
Instance._gameSession.SelectRoleAsync(roleInfo, callback);
}
public static void EnterWorldAsync(RoleInfo roleInfo, Action callback = null)
{
Debug.Log("EnterWorldAsync !!!!! nay ");
Instance._gameSession.EnterWorldAsync(roleInfo, callback);
}
public static void SendChatData(byte cChannel, in string szMsg, int iPack, int iSlot)
{
Instance._gameSession.SendChatData(cChannel, szMsg, iPack, iSlot);
}
public static void RequestInventoryAsync(byte byPackage, Action callback = null)
{
Instance._gameSession.RequestInventoryAsync(byPackage, callback);
}
public static void RequestEquipItemAsync(byte iIvtrIdx, byte iEquipIdx, Action callback = null)
{
Instance._gameSession.RequestEquipItem(iIvtrIdx, iEquipIdx, callback);
}
public static void RequestAllInventoriesAsync(Action callback = null, params byte[] packages)
{
if (packages == null || packages.Length == 0)
{
packages = new byte[] { 0, 1, 2 };
}
int remaining = packages.Length;
Action onOneDone = () =>
{
remaining--;
if (remaining <= 0)
{
callback?.Invoke();
}
};
foreach (var p in packages)
{
RequestInventoryAsync(p, onOneDone);
}
}
#region Task
public static void c2s_CmdGetAllData(bool byPack, bool byEquip, bool byTask)
{
Debug.Log("[Dat]- SendCmdGetAllData");
Instance._gameSession.c2s_SendCmdGetAllData(byPack, byEquip, byTask);
}
#endregion
public void LoadScene(string sceneName, LoadSceneMode mode, Action<bool> actDone)
{
StartCoroutine(LoadSceneCoroutine(sceneName, mode, actDone));
}
private IEnumerator LoadSceneCoroutine(string sceneName, LoadSceneMode mode, Action<bool> actDone)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName, mode);
asyncLoad.allowSceneActivation = false;
while (!asyncLoad.isDone)
{
if (asyncLoad.progress >= 0.9f)
{
asyncLoad.allowSceneActivation = true;
}
yield return null;
}
actDone?.Invoke(true);
}
void OnDestroy()
{
_gameSession.Disconnect();
}
}
}