Add MainHUD gameplay UI, net handshake updates, and server maintenance mode.
Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -14,6 +14,8 @@ namespace AOT.Boot
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public ResourcePackage Package;
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public string HttpBase;
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public string WsUrlTemplate;
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/// <summary>CDN version.json 下发的维护/公告文案(可空)。</summary>
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public string Notice;
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public string BuildWsUrl(string pid, string token = null)
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{
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@@ -76,6 +76,7 @@ namespace AOT.Patch
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PackageName = _settings.PackageName,
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HttpBase = _settings.HttpBase,
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WsUrlTemplate = _settings.WsUrlTemplate,
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Notice = version.notice ?? string.Empty,
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};
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#if UNITY_EDITOR
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: f09133b5784dac24eaf495f342e7344e
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,7 +1,7 @@
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using AOT.Boot;
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using HotUpdate.Gameplay;
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using HotUpdate.Net;
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using UnityEngine;
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using UnityEngine.UI;
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namespace HotUpdate
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{
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@@ -23,8 +23,6 @@ namespace HotUpdate
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public sealed class HotUpdateBootstrap : MonoBehaviour
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{
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BootContext _ctx;
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GameNet _net;
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Text _hud;
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public void Bind(BootContext ctx)
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{
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@@ -34,53 +32,14 @@ namespace HotUpdate
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void Start()
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{
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Debug.Log($"[HotUpdate] Bootstrap ready. CDN={_ctx?.CdnRoot}");
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EnsureHud();
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// M3:示例角色(与网络并行,不依赖 WS)
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var spawner = gameObject.AddComponent<CharacterSpawner>();
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spawner.Bind(_ctx);
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spawner.Spawn();
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var net = gameObject.AddComponent<GameNet>();
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net.Bind(_ctx);
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_net = gameObject.AddComponent<GameNet>();
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_net.Bind(_ctx);
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_net.OnStatus += s =>
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{
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if (_hud != null) _hud.text = s;
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};
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_net.OnWsReady += () =>
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{
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if (_hud != null)
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_hud.text = $"WS OK pid={_net.Session?.Pid} | MaleExplorer";
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Debug.Log($"[HotUpdate] M2 WS ready pid={_net.Session?.Pid}");
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};
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_net.StartGuestSession();
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}
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var gameplay = gameObject.AddComponent<GameplayBootstrap>();
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gameplay.Bind(_ctx, net);
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void EnsureHud()
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{
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var canvasGo = new GameObject("NetHud");
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canvasGo.transform.SetParent(transform, false);
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var canvas = canvasGo.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 200;
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var scaler = canvasGo.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1080, 1920);
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canvasGo.AddComponent<GraphicRaycaster>();
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var textGo = new GameObject("Status");
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textGo.transform.SetParent(canvasGo.transform, false);
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_hud = textGo.AddComponent<Text>();
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_hud.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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_hud.fontSize = 28;
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_hud.color = Color.white;
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_hud.alignment = TextAnchor.LowerCenter;
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var rt = textGo.GetComponent<RectTransform>();
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rt.anchorMin = new Vector2(0.05f, 0.08f);
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rt.anchorMax = new Vector2(0.95f, 0.16f);
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rt.offsetMin = Vector2.zero;
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rt.offsetMax = Vector2.zero;
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_hud.text = "net…";
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net.StartGuestSession();
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}
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}
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e3ffadd6f9ceffd42afecebdd7ac5f22
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,125 @@
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using AOT.Boot;
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using HotUpdate.Net;
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using HotUpdate.UI;
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using UnityEngine;
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namespace HotUpdate.Gameplay
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{
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/// <summary>
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/// M4 玩法骨架:挂 HUD、角色、网络状态;处理公告与断线重连提示。
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/// </summary>
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public sealed class GameplayBootstrap : MonoBehaviour
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{
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BootContext _ctx;
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GameNet _net;
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MainHudView _hud;
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ConfirmDialogView _dialog;
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bool _maintenanceLock;
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public void Bind(BootContext ctx, GameNet net)
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{
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_ctx = ctx;
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_net = net;
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}
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void Start()
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{
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EnsureUi();
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WireNet();
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MaybeShowBootNotice();
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var spawner = gameObject.AddComponent<CharacterSpawner>();
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spawner.Bind(_ctx);
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spawner.Spawn();
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}
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void EnsureUi()
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{
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var uiRoot = new GameObject("UiRoot");
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DontDestroyOnLoad(uiRoot);
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var mgr = uiRoot.AddComponent<UiManager>();
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mgr.Init(uiRoot.transform, new UiPrefabLoader());
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var hudGo = mgr.Open(MainHudView.PrefabName);
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_hud = hudGo != null ? hudGo.GetComponent<MainHudView>() : null;
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if (_hud == null && hudGo != null)
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_hud = hudGo.AddComponent<MainHudView>();
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_hud?.Bind();
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_hud?.SetStatus("启动中…");
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if (_hud != null)
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_hud.OnReconnectClicked += () => _net?.RequestReconnect();
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var dlgGo = mgr.Open(ConfirmDialogView.PrefabName);
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if (dlgGo != null)
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{
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dlgGo.SetActive(false);
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_dialog = dlgGo.GetComponent<ConfirmDialogView>();
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if (_dialog == null) _dialog = dlgGo.AddComponent<ConfirmDialogView>();
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_dialog.Bind();
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}
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}
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void WireNet()
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{
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if (_net == null) return;
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_net.OnStatus += s => _hud?.SetStatus(s);
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_net.OnAuthed += session => _hud?.SetPid(session != null ? session.Pid : 0);
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_net.OnWsReady += () =>
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{
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if (_maintenanceLock) return;
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_hud?.ShowReconnect(false);
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_hud?.SetStatus("已连接");
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};
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_net.OnWsDisconnected += reason =>
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{
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if (_maintenanceLock) return;
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_hud?.ShowReconnect(true, $"网络已断开({reason}),正在重连…");
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};
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_net.OnReconnecting += attempt =>
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{
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if (_maintenanceLock) return;
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_hud?.ShowReconnect(true, $"正在重连…(第 {attempt} 次)");
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};
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_net.OnMaintenance += msg =>
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{
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_maintenanceLock = true;
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_hud?.ShowReconnect(false);
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_hud?.SetStatus("服务器维护中");
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_dialog?.Show("维护公告", string.IsNullOrEmpty(msg) ? "服务器维护中,请稍后再试。" : msg);
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};
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_net.OnWsMessage += TryHandleProtocol;
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}
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void MaybeShowBootNotice()
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{
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if (_ctx == null || string.IsNullOrEmpty(_ctx.Notice)) return;
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_dialog?.Show("公告", _ctx.Notice);
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}
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void TryHandleProtocol(string json)
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{
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if (string.IsNullOrEmpty(json)) return;
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// 轻量解析,避免引入完整 JSON 库依赖
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if (json.IndexOf("\"op\":\"maintenance\"", System.StringComparison.Ordinal) >= 0 ||
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json.IndexOf("\"op\": \"maintenance\"", System.StringComparison.Ordinal) >= 0)
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{
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var msg = ExtractJsonString(json, "message");
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_net?.NotifyMaintenance(msg);
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}
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}
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static string ExtractJsonString(string json, string key)
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{
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var token = $"\"{key}\"";
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var i = json.IndexOf(token, System.StringComparison.Ordinal);
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if (i < 0) return null;
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i = json.IndexOf(':', i);
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if (i < 0) return null;
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i = json.IndexOf('"', i + 1);
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if (i < 0) return null;
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var j = json.IndexOf('"', i + 1);
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if (j < 0) return null;
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return json.Substring(i + 1, j - i - 1);
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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: ad4b87bb9c63c5c47a24a609988b37b6
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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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@@ -4,7 +4,8 @@
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"references": [
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"AOT.Runtime",
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"YooAsset",
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"UnityEngine.UI"
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"UnityEngine.UI",
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"Unity.TextMeshPro"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace HotUpdate.Net
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{
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/// <summary>
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/// 登录 → WS 连接编排。
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/// 登录 → WS 连接编排(含指数退避重连与维护公告)。
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/// </summary>
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public sealed class GameNet : MonoBehaviour
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{
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@@ -21,9 +21,14 @@ namespace HotUpdate.Net
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public event Action OnWsReady;
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public event Action<string> OnStatus;
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public event Action<string> OnWsMessage;
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public event Action<string> OnWsDisconnected;
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public event Action<int> OnReconnecting;
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public event Action<string> OnMaintenance;
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BootContext _boot;
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bool _started;
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bool _maintenance;
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bool _everConnected;
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public void Bind(BootContext boot)
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{
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@@ -35,7 +40,6 @@ namespace HotUpdate.Net
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if (!string.IsNullOrEmpty(_boot.WsUrlTemplate))
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{
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// 旧模板只有 pid 时补上 token
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var tpl = _boot.WsUrlTemplate;
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if (!tpl.Contains("{token}"))
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{
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@@ -54,11 +58,37 @@ namespace HotUpdate.Net
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StartCoroutine(RunGuestFlow());
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}
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/// <summary>UI「立即重连」:重置退避并马上再连。</summary>
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public void RequestReconnect()
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{
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if (_maintenance || Session == null || !Session.IsValid) return;
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SetStatus("手动重连…");
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if (Socket != null)
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{
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Socket.AutoReconnect = true;
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Socket.ForceReconnect();
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}
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else
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StartCoroutine(ConnectWs());
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}
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public void NotifyMaintenance(string message)
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{
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if (_maintenance) return;
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_maintenance = true;
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if (Socket != null)
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{
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Socket.AutoReconnect = false;
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Socket.Close();
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}
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SetStatus("maintenance");
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OnMaintenance?.Invoke(message ?? "服务器维护中");
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}
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IEnumerator RunGuestFlow()
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{
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SetStatus("auth…");
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var deviceId = DeviceId.GetOrCreate();
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// 服务器要求 username/password;编辑器自动账号
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var username = $"guest_{deviceId}";
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var password = $"pw_{deviceId}";
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@@ -89,6 +119,7 @@ namespace HotUpdate.Net
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IEnumerator ConnectWs()
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{
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if (_maintenance) yield break;
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if (Session == null || !Session.IsValid)
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{
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SetStatus("no session");
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@@ -99,14 +130,13 @@ namespace HotUpdate.Net
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Socket?.Dispose();
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Socket = new WsClient();
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Socket.AutoReconnect = true;
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Socket.OnConnected += () =>
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Socket.OnConnected += HandleConnected;
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Socket.OnDisconnected += HandleDisconnected;
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Socket.OnReconnecting += attempt =>
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{
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SetStatus("ws connected");
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OnWsReady?.Invoke();
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// 应用层握手(服务端当前可无响应,保留扩展)
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Socket.SendText($"{{\"op\":\"hello\",\"proto\":1,\"app\":\"{_boot?.AppVersion}\",\"res\":\"{_boot?.ResVersion}\",\"pid\":{Session.Pid}}}");
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SetStatus($"ws reconnecting #{attempt}");
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OnReconnecting?.Invoke(attempt);
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};
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Socket.OnDisconnected += reason => SetStatus($"ws down: {reason}");
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Socket.OnMessage += msg =>
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{
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Debug.Log($"[GameNet] << {msg}");
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@@ -116,7 +146,6 @@ namespace HotUpdate.Net
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var url = Session.BuildWsUrl(WsUrlTemplate);
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Socket.Connect(url);
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// 等待最多 15s
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float t = 0f;
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while (t < 15f && Socket.State != WsState.Connected && Socket.State != WsState.Disconnected)
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{
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@@ -132,6 +161,28 @@ namespace HotUpdate.Net
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SetStatus($"ws state={Socket.State}");
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}
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void HandleConnected()
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{
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if (_maintenance) return;
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SetStatus(_everConnected ? "ws reconnected" : "ws connected");
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_everConnected = true;
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SendHello();
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OnWsReady?.Invoke();
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}
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void HandleDisconnected(string reason)
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{
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SetStatus($"ws down: {reason}");
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OnWsDisconnected?.Invoke(reason ?? "closed");
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}
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void SendHello()
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{
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if (Socket == null || Session == null) return;
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Socket.SendText(
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$"{{\"op\":\"hello\",\"proto\":1,\"app\":\"{_boot?.AppVersion}\",\"res\":\"{_boot?.ResVersion}\",\"pid\":{Session.Pid}}}");
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}
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void Update()
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{
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Socket?.Tick();
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@@ -38,6 +38,7 @@ namespace HotUpdate.Net
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public event Action OnConnected;
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public event Action<string> OnDisconnected;
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public event Action<string> OnMessage;
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public event Action<int> OnReconnecting;
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public bool AutoReconnect { get; set; } = true;
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public float KeepAliveSeconds { get; set; } = 20f;
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@@ -50,6 +51,20 @@ namespace HotUpdate.Net
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_ = ConnectInternalAsync();
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}
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/// <summary>立刻断开并重新连接(重置退避计数)。</summary>
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public void ForceReconnect()
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{
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if (string.IsNullOrEmpty(_url)) return;
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_manualClose = false;
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AutoReconnect = true;
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_reconnectAttempt = 0;
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SafeCancel();
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try { _ws?.Dispose(); } catch { /* ignore */ }
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_ws = null;
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State = WsState.Disconnected;
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_ = ConnectInternalAsync();
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}
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public void SendText(string text)
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{
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if (string.IsNullOrEmpty(text)) return;
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@@ -119,6 +134,7 @@ namespace HotUpdate.Net
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_reconnectAttempt++;
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int delayMs = Math.Min(30000, 1000 * (1 << Math.Min(5, _reconnectAttempt)));
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Debug.Log($"[WsClient] reconnect in {delayMs}ms attempt={_reconnectAttempt}");
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OnReconnecting?.Invoke(_reconnectAttempt);
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try
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{
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await Task.Delay(delayMs, CancellationToken.None);
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: 1a790887f85681a4a84ab4e02373106a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,77 @@
|
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using System;
|
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using TMPro;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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|
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namespace HotUpdate.UI
|
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{
|
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/// <summary>
|
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/// UI_ConfirmDialog:公告 / 维护 / 通用确认。
|
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/// </summary>
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public sealed class ConfirmDialogView : MonoBehaviour
|
||||
{
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public const string PrefabName = "UI_ConfirmDialog";
|
||||
|
||||
TextMeshProUGUI _title;
|
||||
TextMeshProUGUI _message;
|
||||
Button _ok;
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Button _cancel;
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Button _close;
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Action _onOk;
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Action _onCancel;
|
||||
|
||||
public void Bind()
|
||||
{
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_title = FindTmp("Txt_Title");
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_message = FindTmp("Txt_Message");
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||||
_ok = FindBtn("Btn_Ok");
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_cancel = FindBtn("Btn_Cancel");
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_close = FindBtn("Btn_Close");
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||||
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||||
Wire(_ok, () => { _onOk?.Invoke(); Hide(); });
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||||
Wire(_cancel, () => { _onCancel?.Invoke(); Hide(); });
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||||
Wire(_close, () => { _onCancel?.Invoke(); Hide(); });
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||||
}
|
||||
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||||
public void Show(
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||||
string title,
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||||
string message,
|
||||
Action onOk = null,
|
||||
Action onCancel = null,
|
||||
bool showCancel = false)
|
||||
{
|
||||
if (_title != null) _title.text = title ?? string.Empty;
|
||||
if (_message != null) _message.text = message ?? string.Empty;
|
||||
_onOk = onOk;
|
||||
_onCancel = onCancel;
|
||||
if (_cancel != null) _cancel.gameObject.SetActive(showCancel);
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
static void Wire(Button btn, Action action)
|
||||
{
|
||||
if (btn == null) return;
|
||||
btn.onClick.RemoveAllListeners();
|
||||
btn.onClick.AddListener(() => action?.Invoke());
|
||||
}
|
||||
|
||||
TextMeshProUGUI FindTmp(string name)
|
||||
{
|
||||
foreach (var c in GetComponentsInChildren<TextMeshProUGUI>(true))
|
||||
if (c.name == name) return c;
|
||||
return null;
|
||||
}
|
||||
|
||||
Button FindBtn(string name)
|
||||
{
|
||||
foreach (var c in GetComponentsInChildren<Button>(true))
|
||||
if (c.name == name) return c;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0eff42e367d11a7408adc8c9db3697c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,71 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace HotUpdate.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UI_MainHUD 运行时绑定。
|
||||
/// </summary>
|
||||
public sealed class MainHudView : MonoBehaviour
|
||||
{
|
||||
public const string PrefabName = "UI_MainHUD";
|
||||
|
||||
TextMeshProUGUI _status;
|
||||
TextMeshProUGUI _pid;
|
||||
GameObject _reconnectPanel;
|
||||
TextMeshProUGUI _reconnectText;
|
||||
Button _reconnectBtn;
|
||||
|
||||
public event Action OnReconnectClicked;
|
||||
|
||||
public void Bind()
|
||||
{
|
||||
_status = FindTmp("Txt_Status");
|
||||
_pid = FindTmp("Txt_Pid");
|
||||
var panel = transform.Find("Panel_Reconnect");
|
||||
_reconnectPanel = panel != null ? panel.gameObject : null;
|
||||
_reconnectText = FindTmp("Txt_Reconnect");
|
||||
var btnTf = transform.Find("Panel_Reconnect/Btn_Reconnect");
|
||||
_reconnectBtn = btnTf != null ? btnTf.GetComponent<Button>() : null;
|
||||
if (_reconnectBtn != null)
|
||||
{
|
||||
_reconnectBtn.onClick.RemoveAllListeners();
|
||||
_reconnectBtn.onClick.AddListener(() => OnReconnectClicked?.Invoke());
|
||||
}
|
||||
ShowReconnect(false);
|
||||
}
|
||||
|
||||
public void SetStatus(string text)
|
||||
{
|
||||
if (_status != null) _status.text = text ?? string.Empty;
|
||||
}
|
||||
|
||||
public void SetPid(long pid)
|
||||
{
|
||||
if (_pid != null) _pid.text = pid > 0 ? $"pid={pid}" : "pid=-";
|
||||
}
|
||||
|
||||
public void ShowReconnect(bool visible, string message = null)
|
||||
{
|
||||
if (_reconnectPanel != null) _reconnectPanel.SetActive(visible);
|
||||
if (visible && _reconnectText != null && !string.IsNullOrEmpty(message))
|
||||
_reconnectText.text = message;
|
||||
}
|
||||
|
||||
TextMeshProUGUI FindTmp(string path)
|
||||
{
|
||||
var t = transform.Find(path);
|
||||
if (t == null)
|
||||
{
|
||||
// 深层查找
|
||||
var all = GetComponentsInChildren<TextMeshProUGUI>(true);
|
||||
foreach (var c in all)
|
||||
if (c.name == path) return c;
|
||||
return null;
|
||||
}
|
||||
return t.GetComponent<TextMeshProUGUI>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85b335bef198c764dac1b0c2792443a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HotUpdate.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 竖屏 UI 页面栈:加载 Prefab、打开/关闭、按名查找。
|
||||
/// </summary>
|
||||
public sealed class UiManager : MonoBehaviour
|
||||
{
|
||||
public static UiManager Instance { get; private set; }
|
||||
|
||||
readonly Dictionary<string, GameObject> _opened = new Dictionary<string, GameObject>(StringComparer.Ordinal);
|
||||
Transform _root;
|
||||
UiPrefabLoader _loader;
|
||||
|
||||
public void Init(Transform root, UiPrefabLoader loader)
|
||||
{
|
||||
Instance = this;
|
||||
_root = root;
|
||||
_loader = loader ?? new UiPrefabLoader();
|
||||
}
|
||||
|
||||
public GameObject Open(string prefabName, int siblingIndex = -1)
|
||||
{
|
||||
if (string.IsNullOrEmpty(prefabName)) return null;
|
||||
if (_opened.TryGetValue(prefabName, out var existing) && existing != null)
|
||||
{
|
||||
existing.SetActive(true);
|
||||
return existing;
|
||||
}
|
||||
|
||||
var prefab = _loader.Load(prefabName);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"[UiManager] prefab not found: {prefabName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
var go = Instantiate(prefab, _root, false);
|
||||
go.name = prefabName;
|
||||
if (siblingIndex >= 0)
|
||||
go.transform.SetSiblingIndex(siblingIndex);
|
||||
_opened[prefabName] = go;
|
||||
return go;
|
||||
}
|
||||
|
||||
public T Open<T>(string prefabName) where T : Component
|
||||
{
|
||||
var go = Open(prefabName);
|
||||
return go != null ? go.GetComponentInChildren<T>(true) : null;
|
||||
}
|
||||
|
||||
public void Close(string prefabName, bool destroy = false)
|
||||
{
|
||||
if (!_opened.TryGetValue(prefabName, out var go) || go == null)
|
||||
return;
|
||||
if (destroy)
|
||||
{
|
||||
Destroy(go);
|
||||
_opened.Remove(prefabName);
|
||||
}
|
||||
else go.SetActive(false);
|
||||
}
|
||||
|
||||
public GameObject Get(string prefabName)
|
||||
{
|
||||
_opened.TryGetValue(prefabName, out var go);
|
||||
return go;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9774ca39700a5042a7f4876e1f4e2cf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,39 @@
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace HotUpdate.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UI Prefab 加载:编辑器 AssetDatabase;运行时优先 DefaultPackage 寻址。
|
||||
/// </summary>
|
||||
public sealed class UiPrefabLoader
|
||||
{
|
||||
public const string PrefabFolder = "Assets/Bundles/UI/Prefab";
|
||||
|
||||
public GameObject Load(string prefabName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(prefabName)) return null;
|
||||
|
||||
if (YooAssets.IsInitialized)
|
||||
{
|
||||
// DefaultPackage 或任意已初始化包
|
||||
var packages = new[] { "DefaultPackage", "Art" };
|
||||
foreach (var name in packages)
|
||||
{
|
||||
if (!YooAssets.TryGetPackage(name, out var pkg)) continue;
|
||||
if (pkg.InitializeStatus != EOperationStatus.Succeeded) continue;
|
||||
var handle = pkg.LoadAssetSync<GameObject>(prefabName);
|
||||
if (handle.Status == EOperationStatus.Succeeded)
|
||||
return handle.GetAssetObject<GameObject>();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
var path = $"{PrefabFolder}/{prefabName}.prefab";
|
||||
return UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
#else
|
||||
return null;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e78d596353200e4fbb315f840e50f6e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user