fix: improve minigame reconnect flow
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@@ -5,6 +5,7 @@ using System.Globalization;
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using System.IO;
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using UnityEngine;
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using XGame.MiniGame;
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using XWorld.Framework;
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using XWorld.Framework.Protocol;
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using UObject = UnityEngine.Object;
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@@ -37,13 +38,19 @@ namespace XGame
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private XWebSocket socket;
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private MiniGameNetChannel lobbyNet;
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private MiniGameHost gameHost;
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private MiniGameStageIsolation stageIsolation;
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private LobbyWorldController lobbyWorld;
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private WorldChatModule worldChat;
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private readonly List<GameInfoMsg> games = new List<GameInfoMsg>();
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private readonly List<NetMessage> pendingGameMessages = new List<NetMessage>();
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private readonly HashSet<int> canceledMatchRequestIds = new HashSet<int>();
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private bool lobbyActive;
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private bool openingLogin;
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private bool openingLobby;
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private bool openingWaiting;
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private bool matchRequestActive;
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private int nextMatchRequestId;
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private int currentMatchRequestId;
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private string matchMessage = string.Empty;
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private string pendingGameId = string.Empty;
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private int pendingGameVersion;
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@@ -409,6 +416,7 @@ namespace XGame
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socket = sock;
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lobbyNet = new MiniGameNetChannel(sock);
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lobbyNet.OnGameMessage = OnLobbyGameMessage;
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lobbyNet.OnFrameworkFrame = OnLobbyFrameworkFrame;
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lobbyActive = true;
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SetLobbyStatus("Lobby connected.");
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@@ -455,6 +463,9 @@ namespace XGame
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private void OnMatchClicked(string gameId)
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{
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matchRequestActive = true;
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currentMatchRequestId = ++nextMatchRequestId;
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canceledMatchRequestIds.Remove(currentMatchRequestId);
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matchMessage = "Matching...";
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pendingGameId = string.Empty;
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pendingGameVersion = 0;
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@@ -468,7 +479,7 @@ namespace XGame
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if (string.IsNullOrEmpty(gameId))
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{
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lobbyNet.SendFramework(FrameworkOpcode.RandomMatchRequest, Array.Empty<byte>());
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lobbyNet.SendFramework(FrameworkOpcode.RandomMatchRequest, new MatchControlMsg { RequestId = currentMatchRequestId }.Encode());
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}
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else
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{
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@@ -483,7 +494,7 @@ namespace XGame
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}
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pendingGameId = gameId;
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pendingGameVersion = version;
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lobbyNet.SendFramework(FrameworkOpcode.MatchRequest, new MatchRequestMsg { GameId = gameId, Version = version }.Encode());
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lobbyNet.SendFramework(FrameworkOpcode.MatchRequest, new MatchRequestMsg { GameId = gameId, Version = version, RequestId = currentMatchRequestId }.Encode());
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}
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}
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@@ -530,6 +541,8 @@ namespace XGame
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private void OnCloseWaiting()
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{
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CancelCurrentMatchRequest();
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matchRequestActive = false;
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matchMessage = string.Empty;
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pendingGameId = string.Empty;
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pendingGameVersion = 0;
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@@ -537,6 +550,34 @@ namespace XGame
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OpenLobby();
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}
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private void CancelPendingMatch()
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=> CancelPendingMatch(currentMatchRequestId);
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private void CancelCurrentMatchRequest()
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{
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if (currentMatchRequestId != 0)
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{
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canceledMatchRequestIds.Add(currentMatchRequestId);
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}
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CancelPendingMatch(currentMatchRequestId);
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}
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private void CancelPendingMatch(int requestId)
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{
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if (lobbyNet == null || !lobbyNet.IsConnected)
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{
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return;
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}
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lobbyNet.SendFramework(FrameworkOpcode.MatchCancel, new MatchControlMsg { RequestId = requestId }.Encode());
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}
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private bool IsCurrentMatchResponse(int requestId)
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=> matchRequestActive && (requestId == 0 || requestId == currentMatchRequestId);
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private bool IsCanceledMatchResponse(int requestId)
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=> requestId != 0 && canceledMatchRequestIds.Contains(requestId);
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private void OnLobbyFrameworkFrame(Frame frame)
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{
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switch ((FrameworkOpcode)frame.Opcode)
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@@ -549,6 +590,16 @@ namespace XGame
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break;
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case FrameworkOpcode.MatchAssigned:
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MatchAssignedMsg assigned = MatchAssignedMsg.Decode(frame.Payload);
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if (IsCanceledMatchResponse(assigned.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore canceled match assigned req=" + assigned.RequestId);
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break;
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}
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if (!IsCurrentMatchResponse(assigned.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore stale match assigned req=" + assigned.RequestId);
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break;
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}
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pendingGameId = assigned.GameId;
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pendingGameVersion = assigned.Version;
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Debug.Log("[CSharpClientApp] match assigned " + pendingGameId + "@" + pendingGameVersion);
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@@ -556,10 +607,31 @@ namespace XGame
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break;
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case FrameworkOpcode.MatchFound:
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MatchFoundMsg found = MatchFoundMsg.Decode(frame.Payload);
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if (IsCanceledMatchResponse(found.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore canceled match found req=" + found.RequestId);
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CancelPendingMatch(found.RequestId);
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break;
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}
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if (!matchRequestActive && !string.IsNullOrEmpty(found.GameId))
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{
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Debug.Log("[CSharpClientApp] resume game room=" + found.RoomId + " game=" + found.GameId + "@" + found.Version);
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EnterAssignedGame(found.GameId, found.Version, found);
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break;
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}
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if (!IsCurrentMatchResponse(found.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore stale match found req=" + found.RequestId);
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if (found.RequestId != 0)
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{
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CancelPendingMatch(found.RequestId);
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}
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break;
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}
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Debug.Log("[CSharpClientApp] match found room=" + found.RoomId + " self=" + found.SelfPlayerId);
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if (string.IsNullOrEmpty(pendingGameId))
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{
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SetWaitingStatus("Room ready, but no game was assigned.", true);
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AbortMatchAndReturnLobby("Match expired, please retry.", found.RequestId);
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break;
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}
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SetWaitingStatus("Room ready.", false);
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@@ -567,6 +639,16 @@ namespace XGame
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break;
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case FrameworkOpcode.Error:
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ErrorMsg err = ErrorMsg.Decode(frame.Payload);
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if (IsCanceledMatchResponse(err.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore canceled match error req=" + err.RequestId);
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break;
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}
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if (!IsCurrentMatchResponse(err.RequestId))
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{
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Debug.Log("[CSharpClientApp] ignore stale match error req=" + err.RequestId);
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break;
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}
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pendingGameId = string.Empty;
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pendingGameVersion = 0;
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SetWaitingStatus("Server error " + err.Code + ": " + err.Message, true);
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@@ -590,11 +672,28 @@ namespace XGame
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}
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}
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private void OnLobbyGameMessage(NetMessage message)
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{
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if (gameHost != null)
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{
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gameHost.QueueInitialMessage(message);
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return;
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}
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pendingGameMessages.Add(message);
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if (pendingGameMessages.Count > 16)
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{
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pendingGameMessages.RemoveAt(0);
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}
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}
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private void EnterAssignedGame(string gameId, int version, MatchFoundMsg found)
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{
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matchRequestActive = false;
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pendingGameId = string.Empty;
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pendingGameVersion = 0;
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lobbyActive = false;
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SuspendLobbyStage();
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lobbyWorld?.SendLeave();
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CloseWorldChat();
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lobbyNet = null;
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@@ -607,17 +706,73 @@ namespace XGame
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}
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gameHost.OnGameExited = () =>
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{
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ResumeLobbyStage();
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matchMessage = "Returned to lobby.";
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lobbyNet = new MiniGameNetChannel(socket);
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lobbyNet.OnGameMessage = OnLobbyGameMessage;
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lobbyNet.OnFrameworkFrame = OnLobbyFrameworkFrame;
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lobbyActive = true;
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OpenLobby();
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JoinLobbyWorld();
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RequestGameList();
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};
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gameHost.EnterGame(ResolvedCdnBase(), gameId, version, socket, false);
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// 大厅链路 MatchFound 由大厅通道消费,宿主收不到,须显式注入房间信息(结算弹框判胜负用)
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gameHost.SetMatchInfo(found.RoomId, found.SelfPlayerId);
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gameHost.SetMatchInfo(found.RoomId, found.SelfPlayerId, found.Players);
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gameHost.EnterGame(ResolvedCdnBase(), gameId, version, socket, false);
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for (int i = 0; i < pendingGameMessages.Count; i++)
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{
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gameHost.QueueInitialMessage(pendingGameMessages[i]);
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}
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pendingGameMessages.Clear();
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}
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private void AbortMatchAndReturnLobby(string message, int requestId)
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{
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int cancelRequestId = requestId != 0 ? requestId : currentMatchRequestId;
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if (cancelRequestId != 0)
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{
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canceledMatchRequestIds.Add(cancelRequestId);
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}
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CancelPendingMatch(cancelRequestId);
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matchRequestActive = false;
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pendingGameId = string.Empty;
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pendingGameVersion = 0;
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CloseWaiting();
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OpenLobby();
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SetLobbyStatus(message);
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}
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private MiniGameStageIsolation ResolveStageIsolation()
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{
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if (stageIsolation != null)
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{
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return stageIsolation;
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}
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stageIsolation = GetComponent<MiniGameStageIsolation>();
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if (stageIsolation == null)
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{
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stageIsolation = gameObject.AddComponent<MiniGameStageIsolation>();
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}
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return stageIsolation;
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}
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private void SuspendLobbyStage()
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{
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MiniGameStageIsolation isolation = ResolveStageIsolation();
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if (isolation != null)
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{
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isolation.SuspendLobbyForMiniGame();
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}
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}
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private void ResumeLobbyStage()
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{
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MiniGameStageIsolation isolation = ResolveStageIsolation();
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if (isolation != null)
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{
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isolation.ResumeLobbyAfterMiniGame();
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}
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}
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private string ResolvedCdnBase()
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