Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support. Co-authored-by: Cursor <cursoragent@cursor.com>
201 lines
6.7 KiB
C#
201 lines
6.7 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Net.WebSockets;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace HotUpdate.Net
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{
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public enum WsState
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{
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Disconnected,
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Connecting,
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Connected,
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Reconnecting,
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}
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/// <summary>
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/// 基于 ClientWebSocket 的传输(Editor / Standalone)。
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/// WebGL/微信需另接平台桥,本类在 WebGL 下不可用。
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/// </summary>
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public sealed class WsClient : IDisposable
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{
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readonly ConcurrentQueue<string> _inbox = new ConcurrentQueue<string>();
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readonly ConcurrentQueue<string> _outbox = new ConcurrentQueue<string>();
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ClientWebSocket _ws;
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CancellationTokenSource _cts;
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Task _recvTask;
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Task _sendTask;
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string _url;
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int _reconnectAttempt;
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bool _manualClose;
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public WsState State { get; private set; } = WsState.Disconnected;
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public string LastError { get; private set; }
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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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public void Connect(string url)
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{
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_url = url;
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_manualClose = false;
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_reconnectAttempt = 0;
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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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_outbox.Enqueue(text);
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}
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public void Close()
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{
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_manualClose = true;
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AutoReconnect = false;
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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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}
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public void Tick()
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{
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while (_inbox.TryDequeue(out var msg))
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OnMessage?.Invoke(msg);
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}
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async Task ConnectInternalAsync()
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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LastError = "ClientWebSocket not supported on WebGL; need WeChat bridge";
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State = WsState.Disconnected;
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OnDisconnected?.Invoke(LastError);
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return;
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#else
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SafeCancel();
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_cts = new CancellationTokenSource();
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State = _reconnectAttempt > 0 ? WsState.Reconnecting : WsState.Connecting;
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LastError = null;
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try
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{
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_ws = new ClientWebSocket();
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_ws.Options.KeepAliveInterval = TimeSpan.FromSeconds(Mathf.Max(5f, KeepAliveSeconds));
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Debug.Log($"[WsClient] connecting {_url}");
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await _ws.ConnectAsync(new Uri(_url), _cts.Token);
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State = WsState.Connected;
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_reconnectAttempt = 0;
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Debug.Log("[WsClient] connected");
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OnConnected?.Invoke();
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_recvTask = RecvLoopAsync(_cts.Token);
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_sendTask = SendLoopAsync(_cts.Token);
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await Task.WhenAny(_recvTask, _sendTask);
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}
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catch (Exception e)
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{
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LastError = e.Message;
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Debug.LogWarning($"[WsClient] connect/loop error: {e.Message}");
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}
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finally
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{
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var wasConnected = State == WsState.Connected || State == WsState.Reconnecting || State == WsState.Connecting;
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State = WsState.Disconnected;
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try { _ws?.Dispose(); } catch { /* ignore */ }
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_ws = null;
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if (wasConnected)
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OnDisconnected?.Invoke(LastError ?? "closed");
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if (!_manualClose && AutoReconnect)
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{
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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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if (!_manualClose && AutoReconnect)
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_ = ConnectInternalAsync();
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}
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catch { /* ignore */ }
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}
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}
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#endif
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}
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async Task RecvLoopAsync(CancellationToken ct)
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{
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var buffer = new byte[64 * 1024];
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var sb = new StringBuilder();
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while (!ct.IsCancellationRequested && _ws != null && _ws.State == WebSocketState.Open)
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{
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sb.Clear();
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WebSocketReceiveResult result;
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do
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{
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result = await _ws.ReceiveAsync(new ArraySegment<byte>(buffer), ct);
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if (result.MessageType == WebSocketMessageType.Close)
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{
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LastError = $"server close {_ws.CloseStatus} {_ws.CloseStatusDescription}";
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return;
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}
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if (result.MessageType == WebSocketMessageType.Text)
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sb.Append(Encoding.UTF8.GetString(buffer, 0, result.Count));
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} while (!result.EndOfMessage);
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if (sb.Length > 0)
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_inbox.Enqueue(sb.ToString());
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}
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}
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async Task SendLoopAsync(CancellationToken ct)
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{
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while (!ct.IsCancellationRequested && _ws != null && _ws.State == WebSocketState.Open)
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{
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if (_outbox.TryDequeue(out var text))
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{
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var bytes = Encoding.UTF8.GetBytes(text);
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await _ws.SendAsync(new ArraySegment<byte>(bytes), WebSocketMessageType.Text, true, ct);
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}
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else
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{
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await Task.Delay(30, ct);
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}
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}
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}
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void SafeCancel()
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{
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try { _cts?.Cancel(); } catch { /* ignore */ }
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try { _cts?.Dispose(); } catch { /* ignore */ }
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_cts = null;
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}
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public void Dispose() => Close();
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}
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}
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