Remove redundant modules
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@ -1,8 +1,3 @@
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fileFormatVersion: 2
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guid: 36bb272d9a70ff347965919811a887de
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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guid: 178450a3675642d799764a426bcb236f
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timeCreated: 1752480692
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@ -1,152 +0,0 @@
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using System;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Utils;
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namespace Network
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{
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public class UnityTcpClient : Singleton<UnityTcpClient>
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{
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private TcpClient _tcpClient;
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public bool IsConnected => _tcpClient?.Connected ?? false;
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/// <summary>
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/// 尝试连接到指定的地址和端口
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/// </summary>
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/// <param name="address">服务器地址</param>
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/// <param name="port">端口号</param>
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/// <returns>连接是否成功</returns>
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public async Task<bool> Connect(string address, int port)
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{
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if (IsConnected)
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{
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Debug.LogWarning("Already connected to a server.");
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return true;
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}
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try
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{
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// 创建一个新的 TcpClient 实例
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_tcpClient = new TcpClient();
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// 尝试连接到指定的地址和端口
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await _tcpClient.ConnectAsync(address, port);
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// 如果连接成功
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if (IsConnected)
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{
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Debug.Log($"Successfully connected to server at {address}:{port}");
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return true;
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}
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}
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catch (SocketException ex)
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{
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Debug.LogError($"Failed to connect to server at {address}:{port}. Error: {ex.Message}");
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}
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catch (Exception ex)
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{
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Debug.LogError($"An unexpected error occurred: {ex.Message}");
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}
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// 如果发生任何错误或连接失败
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Disconnect();
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return false;
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}
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/// <summary>
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/// 断开与服务器的连接
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/// </summary>
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public void Disconnect()
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{
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if (!IsConnected)
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{
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Debug.LogWarning("Not currently connected to any server.");
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return;
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}
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try
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{
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// 关闭 TcpClient 连接
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_tcpClient?.Close();
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Debug.Log("Disconnected from the server.");
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error while disconnecting: {ex.Message}");
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}
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}
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/// <summary>
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/// 发送数据到服务器
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/// </summary>
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/// <param name="message">要发送的消息</param>
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public async Task Send(string message)
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{
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if (!IsConnected)
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{
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Debug.LogError("Cannot send data. Not connected to any server.");
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return;
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}
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try
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{
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// 获取网络流
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var stream = _tcpClient.GetStream();
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// 将消息转换为字节数组
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var data = Encoding.UTF8.GetBytes(message);
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// 发送数据
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await stream.WriteAsync(data, 0, data.Length);
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Debug.Log($"Sent message to server: {message}");
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error while sending: {ex.Message}");
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}
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}
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/// <summary>
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/// 接收来自服务器的数据
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/// </summary>
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/// <returns>接收到的消息</returns>
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public async Task<string> Receive()
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{
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if (!IsConnected)
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{
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Debug.LogError("Cannot receive data. Not connected to any server.");
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return null;
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}
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try
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{
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// 获取网络流
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var stream = _tcpClient.GetStream();
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// 检查是否有可用数据
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if (stream.DataAvailable)
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{
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// 读取数据
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var buffer = new byte[1024];
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var bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);
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// 将字节数组转换为字符串
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var message = Encoding.UTF8.GetString(buffer, 0, bytesRead);
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Debug.Log($"Received message from server: {message}");
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return message;
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error while receiving: {ex.Message}");
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}
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return null;
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 3cfed6461b8d6714bbc44fdac509c880
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@ -1,26 +0,0 @@
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using System.Threading.Tasks;
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using Network;
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using UnityEngine;
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namespace Test
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{
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public class NetworkConnectionTest : MonoBehaviour
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{
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private async void Start()
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{
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await BasicTest();
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}
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private static async Task BasicTest()
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{
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var result = await UnityTcpClient.Instance.Connect("127.0.0.1", 12345);
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if (result) Debug.Log("Connected to server!");
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else Debug.LogError("Failed to connect to server!");
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string buffer = null;
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while (buffer is null) buffer = await UnityTcpClient.Instance.Receive();
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Debug.Log($"Received contents: {buffer}");
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 289a7efc822fe7347adfbf218522e8a2
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