Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support. Co-authored-by: Cursor <cursoragent@cursor.com>
126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
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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