(client) feat:添加数据序列化相关代码 (#37)
Co-authored-by: zzdxxz <2079238449@qq.com> Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
13
Client/Assets/Scripts/Base/Attributes.cs
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13
Client/Assets/Scripts/Base/Attributes.cs
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using System;
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namespace Base
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{
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)]
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public class NeedSaveAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
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public class UnSaveAttribute : Attribute
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{
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}
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}
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3
Client/Assets/Scripts/Base/Attributes.cs.meta
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3
Client/Assets/Scripts/Base/Attributes.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: bb4eb0442fc54e27955bb860d6dc2fd3
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timeCreated: 1752635644
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@ -343,23 +343,6 @@ namespace Data
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// 如果字段的类型直接是基类或其派生类,则返回 true
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return fieldType != baseType && baseType.IsAssignableFrom(fieldType);
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}
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/// <summary>
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/// 检查字段的类型是否继承自指定的类
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/// </summary>
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/// <param name="field">字段信息</param>
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/// <param name="baseType">要检查的基类类型</param>
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/// <returns>如果字段的类型是基类或其派生类,则返回 true</returns>
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public static bool IsFieldTypeInheritedFrom(FieldInfo field, Type baseType)
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{
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// 获取字段的类型
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var fieldType = field.FieldType;
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// 如果字段的类型为 null 或不是基类的派生类,则返回 false
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if (!baseType.IsAssignableFrom(fieldType))
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return false;
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// 如果字段的类型直接是基类或其派生类,则返回 true
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return fieldType != baseType && baseType.IsAssignableFrom(fieldType);
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}
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}
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}
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18
Client/Assets/Scripts/Entity/Monster.cs
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Client/Assets/Scripts/Entity/Monster.cs
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namespace Entity
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{
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public class Monster
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{
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}
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public class MonsterAttributes
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{
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public int health = 10;
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public int moveSpeed = 1;
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public int attack = 1;
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public int defense = 0;
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public int attackSpeed = 2;
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public int attackRange = 3;
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public int attackTargetCount = 1;
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}
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}
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3
Client/Assets/Scripts/Entity/Monster.cs.meta
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3
Client/Assets/Scripts/Entity/Monster.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 32995e4c8e0d40dfa39990f0671a3733
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timeCreated: 1752576973
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10
Client/Assets/Scripts/Managers/ArchiveManager.cs
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Client/Assets/Scripts/Managers/ArchiveManager.cs
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namespace Managers
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{
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public class ArchiveManager
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{
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public bool Save(string filename)
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{
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return false;
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}
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}
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}
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3
Client/Assets/Scripts/Managers/ArchiveManager.cs.meta
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3
Client/Assets/Scripts/Managers/ArchiveManager.cs.meta
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fileFormatVersion: 2
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guid: a6952f5a135a4809bdeb721b4761aa6f
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timeCreated: 1752635779
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163
Client/Assets/Scripts/Managers/Buffer.cs
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163
Client/Assets/Scripts/Managers/Buffer.cs
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace Managers
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{
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/// <summary>
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/// 双缓冲静态类,用于逻辑计算线程与主线程之间的数据同步。
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/// </summary>
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/// <typeparam name="T">要同步的数据类型。</typeparam>
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public static class DoubleBuffer<T>
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{
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/// <summary>
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/// 当前用于写入的缓冲区。
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/// </summary>
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private static T _writeBuffer;
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/// <summary>
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/// 当前用于读取的缓冲区。
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/// </summary>
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private static T _readBuffer;
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/// <summary>
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/// 用于同步缓冲区交换的锁对象。
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/// </summary>
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private static readonly object _lock = new object();
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/// <summary>
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/// 初始化双缓冲类。
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/// </summary>
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/// <param name="initialValue">初始值,用于初始化两个缓冲区。</param>
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public static void Initialize(T initialValue)
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{
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_writeBuffer = initialValue;
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_readBuffer = initialValue;
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}
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/// <summary>
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/// 写入数据到当前写缓冲区。
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/// </summary>
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/// <param name="data">要写入的数据。</param>
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public static void Write(T data)
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{
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lock (_lock)
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{
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_writeBuffer = data; // 将数据写入写缓冲区
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}
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}
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/// <summary>
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/// 交换读写缓冲区,使主线程可以读取最新的数据。
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/// </summary>
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public static void SwapBuffers()
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{
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lock (_lock)
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{
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// 交换读写缓冲区
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T temp = _readBuffer;
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_readBuffer = _writeBuffer;
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_writeBuffer = temp;
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}
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}
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/// <summary>
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/// 从当前读缓冲区读取数据。
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/// </summary>
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/// <returns>当前读缓冲区中的数据。</returns>
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public static T Read()
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{
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lock (_lock)
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{
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return _readBuffer; // 返回读缓冲区中的数据
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}
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}
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}
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/// <summary>
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/// 网络消息缓冲区类,用于在网络线程和主线程之间进行线程安全的消息传递。
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/// </summary>
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public static class NetworkMessageBuffer
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{
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/// <summary>
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/// 缓冲区的最大消息数量。
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/// </summary>
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private static readonly int MaxMessageCount;
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/// <summary>
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/// 存储消息的线程安全队列。
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/// </summary>
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private static readonly ConcurrentQueue<string> MessageQueue;
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/// <summary>
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/// 用于控制缓冲区是否已满的信号量。
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/// </summary>
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private static readonly SemaphoreSlim BufferSemaphore;
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/// <summary>
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/// 初始化网络消息缓冲区类。
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/// </summary>
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static NetworkMessageBuffer()
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{
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MaxMessageCount = 100;
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MessageQueue = new ConcurrentQueue<string>();
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BufferSemaphore = new SemaphoreSlim(MaxMessageCount, MaxMessageCount);
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}
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/// <summary>
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/// 向缓冲区添加一条消息。
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/// 如果缓冲区已满,则等待直到有空间可用。
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/// </summary>
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/// <param name="message">要添加的消息内容。</param>
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public static async void AddMessageAsync(string message)
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{
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// 等待缓冲区有可用空间
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await BufferSemaphore.WaitAsync();
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try
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{
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// 将消息添加到队列中
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MessageQueue.Enqueue(message);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"AddMessageAsync Error: {ex.Message}");
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}
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}
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/// <summary>
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/// 从缓冲区中读取一条消息。
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/// 如果缓冲区为空,则返回 null。
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/// </summary>
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/// <returns>缓冲区中的第一条消息,如果缓冲区为空则返回 null。</returns>
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public static string ReadMessage()
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{
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if (MessageQueue.TryDequeue(out string message))
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{
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// 释放一个缓冲区空间
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BufferSemaphore.Release();
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return message;
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}
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return null;
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}
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/// <summary>
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/// 获取当前缓冲区中的消息数量。
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/// </summary>
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/// <returns>当前缓冲区中的消息数量。</returns>
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public static int GetMessageCount()
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{
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return MessageQueue.Count;
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}
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/// <summary>
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/// 清空缓冲区中的所有消息。
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/// </summary>
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public static void ClearBuffer()
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{
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while (MessageQueue.TryDequeue(out _)) { }
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}
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}
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}
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3
Client/Assets/Scripts/Managers/Buffer.cs.meta
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3
Client/Assets/Scripts/Managers/Buffer.cs.meta
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fileFormatVersion: 2
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guid: 44d2ac59153c45a4bdab4c6eef6ddcec
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timeCreated: 1752585193
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File diff suppressed because it is too large
Load Diff
@ -49,4 +49,57 @@ message SignupRequest {
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message SignupResponse {
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RequestResult result = 1;
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string message = 2;
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}
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// 定义 FilePack 消息
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message FilePack {
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string filePath = 1;
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bytes content = 2;
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}
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// 定义 DataPackListPack 消息
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message DataPackListPack {
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repeated Pair packIDAndVersion = 1;
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// 定义内部的 Pair 消息(用于替代 Tuple<string, string>)
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message Pair {
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string key = 1;
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string value = 2;
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}
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}
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// 定义 TileMapTablePack 消息
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message TileMapTablePack {
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map<int32, string> tileMapKey = 1; // 使用 int32 替代 int
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}
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// 定义 MapDataPack 消息
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message MapDataPack {
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Vector2 position = 1;
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Vector2 size = 2;
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repeated int32 tileMapType = 3; // 使用 int32 替代 int
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}
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// 定义 MonsterAttributes 消息
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message MonsterAttributes {
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int32 health = 1;
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int32 moveSpeed = 2;
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int32 attack = 3;
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int32 defense = 4;
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int32 attackSpeed = 5;
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int32 attackRange = 6;
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int32 attackTargetCount = 7;
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}
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// 定义 MonsterPack 消息
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message MonsterPack {
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int32 monsterID = 1;
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Vector2 position = 2;
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MonsterAttributes attributes = 3;
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}
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// 定义 Vector2 消息
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message Vector2 {
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float x = 1;
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float y = 2;
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}
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