feat: isolate lobby during minigames

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
ud18010
2026-07-29 15:26:54 +08:00
co-authored by Claude Opus 4.8
parent 31afce6882
commit 6a5e534d00
9 changed files with 1408 additions and 8 deletions
@@ -69,12 +69,19 @@ namespace XGame.MiniGame
var dl = new MiniGameDownloader(cdnBase, gameId, version);
bool ok = false;
yield return dl.Run(r => ok = r);
if (!ok) { Debug.LogError("[MiniGameHost] 下载失败: " + dl.Error); yield break; }
if (!ok)
{
FailEnterAndExit("下载失败: " + dl.Error);
yield break;
}
// 2) 加载 Core/Client DLL,反射入口
var asmLoader = new MiniGameAssemblyLoader();
if (!asmLoader.Load(dl.LocalDir, dl.Manifest))
{ Debug.LogError("[MiniGameHost] 加载程序集失败: " + asmLoader.Error); yield break; }
{
FailEnterAndExit("加载程序集失败: " + asmLoader.Error);
yield break;
}
// 3) 网络通道
_net = new MiniGameNetChannel(sock);
@@ -82,7 +89,16 @@ namespace XGame.MiniGame
_net.OnFrameworkFrame = OnFrameworkFrame;
// 4) 反射实例化 IGameClient + 注入 ctx
_client = asmLoader.CreateClient();
try
{
_client = asmLoader.CreateClient();
}
catch (Exception e)
{
FailEnterAndExit("创建客户端失败: " + e.Message);
yield break;
}
_assets = new MiniGameAssetLoader(dl.LocalDir, dl.Manifest);
if (_players == null)
{
@@ -103,7 +119,15 @@ namespace XGame.MiniGame
// 6) OnEnter 接管
// 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
SafeCall(() => _client.OnEnter(_ctx), "OnEnter");
try
{
_client.OnEnter(_ctx);
}
catch (Exception e)
{
FailEnterAndExit("OnEnter 抛异常: " + e.Message);
yield break;
}
_running = true;
Debug.Log("[MiniGameHost] 小游戏已进入: " + gameId);
}
@@ -157,6 +181,27 @@ namespace XGame.MiniGame
// 返回大厅:交回 Lua game_module_runner 或大厅 UI(按现有大厅返回流程)
}
private void FailEnterAndExit(string reason)
{
DestroyResultDialog();
_waitingForResultConfirm = false;
_running = false;
_client = null;
_net = null;
_ctx = null;
if (_players != null)
{
_players.SetRoomPlayers(null);
}
if (_assets != null)
{
_assets.UnloadAll();
_assets = null;
}
Debug.LogError("[MiniGameHost] 进入小游戏失败: " + reason);
OnGameExited?.Invoke();
}
private void ShowResultDialog(RoomEndMsg roomEnd)
{
if (_waitingForResultConfirm)