feat: isolate lobby during minigames
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
31afce6882
commit
6a5e534d00
@@ -69,12 +69,19 @@ namespace XGame.MiniGame
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var dl = new MiniGameDownloader(cdnBase, gameId, version);
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bool ok = false;
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yield return dl.Run(r => ok = r);
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if (!ok) { Debug.LogError("[MiniGameHost] 下载失败: " + dl.Error); yield break; }
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if (!ok)
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{
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FailEnterAndExit("下载失败: " + dl.Error);
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yield break;
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}
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// 2) 加载 Core/Client DLL,反射入口
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var asmLoader = new MiniGameAssemblyLoader();
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if (!asmLoader.Load(dl.LocalDir, dl.Manifest))
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{ Debug.LogError("[MiniGameHost] 加载程序集失败: " + asmLoader.Error); yield break; }
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{
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FailEnterAndExit("加载程序集失败: " + asmLoader.Error);
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yield break;
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}
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// 3) 网络通道
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_net = new MiniGameNetChannel(sock);
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@@ -82,7 +89,16 @@ namespace XGame.MiniGame
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_net.OnFrameworkFrame = OnFrameworkFrame;
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// 4) 反射实例化 IGameClient + 注入 ctx
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_client = asmLoader.CreateClient();
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try
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{
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_client = asmLoader.CreateClient();
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}
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catch (Exception e)
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{
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FailEnterAndExit("创建客户端失败: " + e.Message);
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yield break;
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}
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_assets = new MiniGameAssetLoader(dl.LocalDir, dl.Manifest);
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if (_players == null)
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{
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@@ -103,7 +119,15 @@ namespace XGame.MiniGame
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// 6) OnEnter 接管
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// 注意:OnEnter 在 MatchFound 到达之前调用,房间可能尚未就绪;小游戏应等待后续网络消息再依赖房间状态
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SafeCall(() => _client.OnEnter(_ctx), "OnEnter");
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try
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{
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_client.OnEnter(_ctx);
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}
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catch (Exception e)
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{
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FailEnterAndExit("OnEnter 抛异常: " + e.Message);
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yield break;
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}
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_running = true;
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Debug.Log("[MiniGameHost] 小游戏已进入: " + gameId);
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}
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@@ -157,6 +181,27 @@ namespace XGame.MiniGame
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// 返回大厅:交回 Lua game_module_runner 或大厅 UI(按现有大厅返回流程)
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}
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private void FailEnterAndExit(string reason)
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{
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DestroyResultDialog();
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_waitingForResultConfirm = false;
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_running = false;
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_client = null;
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_net = null;
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_ctx = null;
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if (_players != null)
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{
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_players.SetRoomPlayers(null);
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}
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if (_assets != null)
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{
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_assets.UnloadAll();
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_assets = null;
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}
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Debug.LogError("[MiniGameHost] 进入小游戏失败: " + reason);
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OnGameExited?.Invoke();
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}
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private void ShowResultDialog(RoomEndMsg roomEnd)
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{
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if (_waitingForResultConfirm)
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@@ -0,0 +1,210 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace XGame.MiniGame
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{
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public sealed class MiniGameStageIsolation : MonoBehaviour
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{
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public GameObject[] LobbyUiRoots;
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public GameObject[] LobbySceneRoots;
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public Behaviour[] LobbyInputBehaviours;
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public Behaviour[] LobbyTickBehaviours;
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public CanvasGroup[] LobbyCanvasGroups;
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private readonly List<GameObjectState> _gameObjectStates = new List<GameObjectState>();
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private readonly List<BehaviourState> _behaviourStates = new List<BehaviourState>();
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private readonly List<CanvasGroupState> _canvasGroupStates = new List<CanvasGroupState>();
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public bool IsSuspended { get; private set; }
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public void SuspendLobbyForMiniGame()
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{
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if (IsSuspended)
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{
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ApplySuspendedState();
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return;
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}
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CaptureState();
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IsSuspended = true;
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ApplySuspendedState();
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}
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public void ResumeLobbyAfterMiniGame()
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{
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if (!IsSuspended)
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{
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return;
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}
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for (int i = 0; i < _gameObjectStates.Count; i++)
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{
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GameObjectState state = _gameObjectStates[i];
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if (state.Target != null)
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{
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state.Target.SetActive(state.ActiveSelf);
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}
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}
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for (int i = 0; i < _behaviourStates.Count; i++)
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{
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BehaviourState state = _behaviourStates[i];
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if (state.Target != null)
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{
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state.Target.enabled = state.Enabled;
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}
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}
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for (int i = 0; i < _canvasGroupStates.Count; i++)
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{
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CanvasGroupState state = _canvasGroupStates[i];
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if (state.Target != null)
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{
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state.Target.interactable = state.Interactable;
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state.Target.blocksRaycasts = state.BlocksRaycasts;
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}
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}
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_gameObjectStates.Clear();
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_behaviourStates.Clear();
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_canvasGroupStates.Clear();
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IsSuspended = false;
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}
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private void CaptureState()
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{
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_gameObjectStates.Clear();
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_behaviourStates.Clear();
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_canvasGroupStates.Clear();
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CaptureGameObjects(LobbyUiRoots);
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CaptureGameObjects(LobbySceneRoots);
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CaptureBehaviours(LobbyInputBehaviours);
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CaptureBehaviours(LobbyTickBehaviours);
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CaptureCanvasGroups(LobbyCanvasGroups);
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}
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private void ApplySuspendedState()
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{
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SetGameObjectsActive(LobbyUiRoots, false);
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SetGameObjectsActive(LobbySceneRoots, false);
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SetBehavioursEnabled(LobbyInputBehaviours, false);
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SetBehavioursEnabled(LobbyTickBehaviours, false);
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SetCanvasGroupsBlocked(LobbyCanvasGroups, false, false);
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}
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private void CaptureGameObjects(GameObject[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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GameObject target = targets[i];
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if (target != null)
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{
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_gameObjectStates.Add(new GameObjectState(target, target.activeSelf));
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}
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}
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}
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private void CaptureBehaviours(Behaviour[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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Behaviour target = targets[i];
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if (target != null)
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{
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_behaviourStates.Add(new BehaviourState(target, target.enabled));
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}
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}
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}
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private void CaptureCanvasGroups(CanvasGroup[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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CanvasGroup target = targets[i];
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if (target != null)
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{
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_canvasGroupStates.Add(new CanvasGroupState(target, target.interactable, target.blocksRaycasts));
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}
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}
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}
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private static void SetGameObjectsActive(GameObject[] targets, bool active)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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if (targets[i] != null)
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{
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targets[i].SetActive(active);
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}
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}
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}
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private static void SetBehavioursEnabled(Behaviour[] targets, bool enabled)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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if (targets[i] != null)
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{
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targets[i].enabled = enabled;
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}
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}
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}
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private static void SetCanvasGroupsBlocked(CanvasGroup[] targets, bool interactable, bool blocksRaycasts)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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CanvasGroup target = targets[i];
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if (target != null)
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{
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target.interactable = interactable;
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target.blocksRaycasts = blocksRaycasts;
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}
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}
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}
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private readonly struct GameObjectState
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{
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public readonly GameObject Target;
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public readonly bool ActiveSelf;
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public GameObjectState(GameObject target, bool activeSelf)
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{
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Target = target;
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ActiveSelf = activeSelf;
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}
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}
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private readonly struct BehaviourState
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{
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public readonly Behaviour Target;
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public readonly bool Enabled;
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public BehaviourState(Behaviour target, bool enabled)
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{
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Target = target;
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Enabled = enabled;
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}
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}
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private readonly struct CanvasGroupState
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{
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public readonly CanvasGroup Target;
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public readonly bool Interactable;
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public readonly bool BlocksRaycasts;
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public CanvasGroupState(CanvasGroup target, bool interactable, bool blocksRaycasts)
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{
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Target = target;
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Interactable = interactable;
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BlocksRaycasts = blocksRaycasts;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 51e84fcb0d45460891d9f0f8e60bf2a6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -12,6 +12,7 @@ namespace XGame.MiniGame
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public string GatewayUrl = "ws://127.0.0.1:5005/ws?pid=1";
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public string CdnBase = "";
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public bool AutoStart;
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public MiniGameStageIsolation StageIsolation;
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private readonly List<GameInfoMsg> _games = new List<GameInfoMsg>();
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private string _status = "idle";
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@@ -141,10 +142,12 @@ namespace XGame.MiniGame
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{
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_lobbyActive = false;
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_lobbyNet = null;
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SuspendLobbyStage();
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_gameHost = gameObject.GetComponent<MiniGameHost>();
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if (_gameHost == null) _gameHost = gameObject.AddComponent<MiniGameHost>();
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_gameHost.OnGameExited = () =>
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{
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ResumeLobbyStage();
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_status = "returned to lobby";
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_matching = false;
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_lobbyNet = new MiniGameNetChannel(_socket);
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@@ -155,6 +158,35 @@ namespace XGame.MiniGame
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_gameHost.EnterGame(ResolvedCdnBase(), gameId, version, _socket, false);
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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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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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{
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#if XW_DEVTEST
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