重构NetManager支持MessagePair,新增TSRPCWsClient。

This commit is contained in:
janing
2025-12-18 13:25:04 +08:00
parent c12e439add
commit fb940452db
41 changed files with 976 additions and 681 deletions

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@@ -1,7 +1,10 @@
import { find } from "cc";
import { BaseState } from "../../Framework/FSM/BaseState";
import { NetConfig, NetProtocolType } from "../../Framework/Net/NetConfig";
import { NetEvent } from "../../Framework/Net/NetEvent";
import { NetManager } from "../../Framework/Net/NetManager";
import { UIMgr } from "../../Framework/UI/UIMgr";
import { serviceProto } from "../../Shared/protocols/serviceProto";
/**
* 应用启动状态
@@ -15,15 +18,15 @@ export class AppStatusBoot extends BaseState {
constructor(fsm: any) {
super(fsm, "Boot");
}
/**
* 进入启动状态
*/
async onEnter(params?: any): Promise<void> {
super.onEnter(params);
console.log("[AppStatusBoot] 开始初始化应用...");
try {
// 初始化UI
console.log("[AppStatusBoot] 初始化UI管理器...");
@@ -31,32 +34,71 @@ export class AppStatusBoot extends BaseState {
// 1. 初始化并连接网络
await this.initAndConnectNet();
// 2. 初始化完成,切换到登录状态
console.log("[AppStatusBoot] 启动完成,切换到登录状态");
this._fsm.changeState("Login");
} catch (error) {
console.error("[AppStatusBoot] 初始化失败:", error);
}
}
/**
* 初始化并连接网络
*/
private async initAndConnectNet(): Promise<void> {
console.log("[AppStatusBoot] 初始化网络管理器...");
// TODO: 从配置文件读取服务器地址
// import { serviceProto } from '../../Shared/protocols/serviceProto';
// const netManager = NetManager.getInstance();
// netManager.setServiceProto(serviceProto);
// netManager.init({ serverUrl: 'http://localhost:3000' });
// await netManager.connect();
console.log("[AppStatusBoot] 网络连接完成(待配置)");
// 1. 获取网络管理器实例
const netManager = NetManager.getInstance();
// 2. 设置服务协议 (必须在 init 之前调用)
netManager.setServiceProto(serviceProto);
// 3. 监听网络事件
netManager.on(NetEvent.Connected, () => {
console.log('✅ 网络已连接');
this.onConnected();
});
netManager.on(NetEvent.Disconnected, () => {
console.log('❌ 网络已断开');
});
netManager.on(NetEvent.Reconnecting, (count: number) => {
console.log(`🔄 正在重连... (${count})`);
});
netManager.on(NetEvent.Error, (error: any) => {
console.error('⚠️ 网络错误:', error);
});
const config: NetConfig = {
serverUrl: 'http://localhost:3000', // TODO: 替换为实际服务器地址
protocolType: NetProtocolType.WebSocket,
timeout: 30000,
autoReconnect: true,
reconnectInterval: 3000,
maxReconnectTimes: 5
};
// 5. 初始化
netManager.init(config);
// 6. 连接服务器 (HttpClient 创建即可用)
const success = await netManager.connect();
if (success) {
console.log('[AppStatusBoot]✅ 网络初始化成功');
} else {
console.error('[AppStatusBoot]❌ 网络初始化失败');
}
}
private onConnected() {
}
/**
* 退出启动状态
*/

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@@ -1,8 +1,9 @@
import { find } from "cc";
import { BaseState } from "../../Framework/FSM/BaseState";
import { UIMgr } from "../../Framework/UI/UIMgr";
import { PlayerInfo } from "../../Shared/protocols/MsgResLogin";
import { UIGame } from "../Game/UIGame";
import { World } from "../Game/World";
import { PlayerInfo } from "../../Shared/protocols/PtlLogin";
/**
* 应用游戏状态
@@ -16,19 +17,19 @@ export class AppStatusGame extends BaseState {
private _player: PlayerInfo = null;
private _isNewPlayer: boolean = false;
private _uiGame: UIGame = null;
constructor(fsm: any) {
super(fsm, "Game");
}
/**
* 进入游戏状态
*/
async onEnter(params?: any): Promise<void> {
super.onEnter(params);
console.log("[AppStatusGame] 进入游戏世界");
// 保存玩家信息
if (params) {
this._player = params.player || null;
@@ -36,82 +37,82 @@ export class AppStatusGame extends BaseState {
console.log(`[AppStatusGame] 玩家信息:`, this._player);
console.log(`[AppStatusGame] 是否新玩家: ${this._isNewPlayer}`);
}
try {
// 1. 加载游戏场景
await this.loadGameScene();
// 2. 初始化游戏
await this.initGame();
// 3. 开始监听服务器广播
this.listenServerMessages();
// 4. 开始游戏
this.startGame();
} catch (error) {
console.error("[AppStatusGame] 进入游戏失败:", error);
// 返回登录
this._fsm.changeState("Login");
}
}
/**
* 加载游戏场景
*/
private async loadGameScene(): Promise<void> {
console.log("[AppStatusGame] 加载游戏场景...");
// 加载游戏UI
this._uiGame = await UIMgr.getInstance().load(UIGame);
console.log("[AppStatusGame] 游戏场景加载完成");
}
/**
* 初始化游戏
*/
private async initGame(): Promise<void> {
console.log("[AppStatusGame] 初始化游戏...");
if (!this._uiGame) {
throw new Error("UIGame 未加载");
}
// 获取世界根节点
const worldRoot = this._uiGame.getWorldRoot();
const worldRoot = find("Game")
if (!worldRoot) {
throw new Error("世界根节点未找到");
}
// 初始化世界,传入本地玩家信息
await World.getInstance().init(worldRoot, this._player);
console.log("[AppStatusGame] 游戏初始化完成");
}
/**
* 监听服务器广播消息
*/
private listenServerMessages(): void {
console.log("[AppStatusGame] 开始监听服务器广播...");
// 网络消息监听已在 World 中注册
// World 会自动处理 MsgPlayerJoin 和 MsgPlayerMove
console.log("[AppStatusGame] 服务器广播监听已设置");
}
/**
* 开始游戏
*/
private startGame(): void {
console.log("[AppStatusGame] 游戏开始!");
// 游戏已启动,玩家可以通过 WASD 控制角色移动
}
/**
* 更新游戏状态(每帧调用)
*/
@@ -122,7 +123,7 @@ export class AppStatusGame extends BaseState {
// - 更新敌人AI
// - 同步网络状态
}
/**
* 暂停游戏
*/
@@ -132,7 +133,7 @@ export class AppStatusGame extends BaseState {
// - 停止游戏更新
// - 显示暂停菜单
}
/**
* 恢复游戏
*/
@@ -142,60 +143,60 @@ export class AppStatusGame extends BaseState {
// - 继续游戏更新
// - 隐藏暂停菜单
}
/**
* 玩家死亡
*/
onPlayerDeath(): void {
console.log("[AppStatusGame] 玩家死亡");
// TODO: 处理玩家死亡
// - 显示死亡界面
// - 显示复活选项或返回登录
// 延迟后返回登录
setTimeout(() => {
this._fsm.changeState("Login");
}, 3000);
}
/**
* 退出游戏(返回登录)
*/
quitGame(): void {
console.log("[AppStatusGame] 退出游戏");
// TODO: 断开连接或通知服务器
// const netManager = NetManager.getInstance();
// await netManager.disconnect();
// 返回登录
this._fsm.changeState("Login");
}
/**
* 延迟辅助函数
*/
private delay(ms: number): Promise<void> {
return new Promise(resolve => setTimeout(resolve, ms));
}
/**
* 退出游戏状态
*/
onExit(): void {
super.onExit();
console.log("[AppStatusGame] 离开游戏状态");
// 清理世界
World.clear();
// 卸载游戏UI
if (this._uiGame) {
UIMgr.getInstance().unload(UIGame);
this._uiGame = null;
}
this._player = null;
}
}

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@@ -1,9 +1,10 @@
import { Node, Vec3, instantiate, Prefab } from 'cc';
import { instantiate, Node, Prefab } from 'cc';
import { NetManager } from '../../Framework/Net/NetManager';
import { ResMgr } from '../../Framework/ResMgr/ResMgr';
import { MsgPlayerJoin } from '../../Shared/protocols/MsgPlayerJoin';
import { MsgPlayerMove } from '../../Shared/protocols/MsgPlayerMove';
import { PlayerInfo } from '../../Shared/protocols/PtlLogin';
import { PlayerInfo } from '../../Shared/protocols/MsgResLogin';
import { CameraController } from './CameraController';
import { PlayerController } from './PlayerController';
import { RemotePlayer } from './RemotePlayer';
@@ -33,7 +34,10 @@ export class World {
/** 玩家模型预制体 */
private playerPrefab: Prefab = null;
private constructor() {}
/** 摄像机控制器 */
private cameraController: CameraController = null;
private constructor() { }
public static getInstance(): World {
if (!World.instance) {
@@ -68,7 +72,7 @@ export class World {
*/
private async loadPlayerPrefab(): Promise<void> {
try {
this.playerPrefab = await ResMgr.getInstance().load('resources', 'res://Actor/M1/M1', Prefab);
this.playerPrefab = await ResMgr.getInstance().load('res', 'Actor/M1/M1', Prefab);
console.log('[World] 玩家模型预制体加载成功');
} catch (error) {
console.error('[World] 加载玩家模型预制体失败:', error);
@@ -113,6 +117,10 @@ export class World {
this.localPlayerController = this.localPlayerNode.addComponent(PlayerController);
this.localPlayerController.init(this.localPlayer);
// 创建并绑定摄像机控制器(只有本地玩家需要)
this.cameraController = this.worldRoot.addComponent(CameraController) as CameraController;
this.cameraController.setTarget(this.localPlayerNode);
console.log('[World] 本地玩家创建完成:', this.localPlayer.name);
}
@@ -198,6 +206,12 @@ export class World {
}
this.localPlayerController = null;
// 销毁摄像机控制器
if (this.cameraController) {
this.cameraController.node.removeComponent(CameraController);
this.cameraController = null;
}
// 销毁所有远程玩家
this.remotePlayers.forEach((remotePlayer) => {
remotePlayer.destroy();

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,76 @@
/**
* 消息对定义基类
* 用于定义成对出现的请求和响应消息
*/
export abstract class MessagePair<TReq, TRes> {
/** 请求消息名称 */
abstract readonly requestName: string;
/** 响应消息名称 */
abstract readonly responseName: string;
/** 请求消息类型检查 */
abstract isValidRequest(msg: any): msg is TReq;
/** 响应消息类型检查 */
abstract isValidResponse(msg: any): msg is TRes;
}
/**
* 消息对注册表
* 用于管理所有的消息对
*/
export class MessagePairRegistry {
private static _instance: MessagePairRegistry;
private _pairs: Map<string, MessagePair<any, any>> = new Map();
static getInstance(): MessagePairRegistry {
if (!this._instance) {
this._instance = new MessagePairRegistry();
}
return this._instance;
}
/**
* 注册消息对
* @param pair 消息对实例
*/
register(pair: MessagePair<any, any>): void {
this._pairs.set(pair.requestName, pair);
console.log(`[MessagePairRegistry] Registered message pair: ${pair.requestName} -> ${pair.responseName}`);
}
/**
* 根据请求消息名获取响应消息名
* @param requestName 请求消息名
* @returns 响应消息名如果未找到返回null
*/
getResponseName(requestName: string): string | null {
const pair = this._pairs.get(requestName);
return pair ? pair.responseName : null;
}
/**
* 根据请求消息名获取消息对
* @param requestName 请求消息名
* @returns 消息对实例如果未找到返回null
*/
getPair(requestName: string): MessagePair<any, any> | null {
return this._pairs.get(requestName) || null;
}
/**
* 检查是否为已注册的请求消息
* @param msgName 消息名
*/
isRegisteredRequest(msgName: string): boolean {
return this._pairs.has(msgName);
}
/**
* 获取所有已注册的消息对
*/
getAllPairs(): MessagePair<any, any>[] {
return Array.from(this._pairs.values());
}
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,23 @@
import { MessagePairRegistry } from './MessagePairBase';
import { LoginMessagePair } from './Pair/LoginMessagePair';
import { MoveMessagePair } from './Pair/MoveMessagePair';
import { SendMessagePair } from './Pair/SendMessagePair';
/**
* 消息对初始化
* 在应用启动时调用此函数注册所有消息对
*/
export function initMessagePairs(): void {
const registry = MessagePairRegistry.getInstance();
// 注册登录消息对
registry.register(new LoginMessagePair());
// 注册移动消息对
registry.register(new MoveMessagePair());
// 注册发送消息对
registry.register(new SendMessagePair());
console.log('[MessagePairs] All message pairs registered successfully');
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,84 @@
import { initMessagePairs } from './MessagePairInit';
import { MsgManager } from './MsgManager';
/**
* 消息系统使用示例
*/
export class MsgExample {
/**
* 初始化消息系统
* 应在游戏启动时调用
*/
static init(): void {
// 初始化消息对注册表
initMessagePairs();
console.log('[MsgExample] Message system initialized');
}
/**
* 登录示例
*/
static async loginExample(): Promise<void> {
const msgMgr = MsgManager.getInstance();
try {
const response = await msgMgr.login({
playerId: 'player123',
playerName: 'TestPlayer'
});
if (response && response.success) {
console.log('登录成功:', response.player);
} else {
console.log('登录失败:', response?.message);
}
} catch (error) {
console.error('登录请求异常:', error);
}
}
/**
* 移动示例
*/
static async moveExample(): Promise<void> {
const msgMgr = MsgManager.getInstance();
try {
const response = await msgMgr.move({
x: 100,
y: 200
});
if (response && response.success) {
console.log('移动成功:', response.position);
} else {
console.log('移动失败:', response?.message);
}
} catch (error) {
console.error('移动请求异常:', error);
}
}
/**
* 发送消息示例
*/
static async sendMessageExample(): Promise<void> {
const msgMgr = MsgManager.getInstance();
try {
const response = await msgMgr.send({
content: 'Hello, World!'
});
if (response) {
console.log('消息发送成功:', response.time);
} else {
console.log('消息发送失败');
}
} catch (error) {
console.error('发送消息异常:', error);
}
}
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,55 @@
import { NetManager } from '../../Framework/Net/NetManager';
import { MsgReqLogin } from '../../Shared/protocols/MsgReqLogin';
import { MsgReqMove } from '../../Shared/protocols/MsgReqMove';
import { MsgReqSend } from '../../Shared/protocols/MsgReqSend';
import { MsgResLogin } from '../../Shared/protocols/MsgResLogin';
import { MsgResMove } from '../../Shared/protocols/MsgResMove';
import { MsgResSend } from '../../Shared/protocols/MsgResSend';
import { LoginMessagePair } from './Pair/LoginMessagePair';
import { MoveMessagePair } from './Pair/MoveMessagePair';
import { SendMessagePair } from './Pair/SendMessagePair';
/**
* 消息管理器 - 提供类型安全的消息发送方法
*/
export class MsgManager {
private static _instance: MsgManager;
static getInstance(): MsgManager {
if (!this._instance) {
this._instance = new MsgManager();
}
return this._instance;
}
private get netManager(): NetManager {
return NetManager.getInstance();
}
/**
* 发送登录请求
* @param loginData 登录数据
* @returns 登录响应
*/
async login(loginData: MsgReqLogin): Promise<MsgResLogin | null> {
return this.netManager.callMsg(new LoginMessagePair(), loginData);
}
/**
* 发送移动请求
* @param moveData 移动数据
* @returns 移动响应
*/
async move(moveData: MsgReqMove): Promise<MsgResMove | null> {
return this.netManager.callMsg(new MoveMessagePair(), moveData);
}
/**
* 发送消息请求
* @param sendData 发送数据
* @returns 发送响应
*/
async send(sendData: MsgReqSend): Promise<MsgResSend | null> {
return this.netManager.callMsg(new SendMessagePair(), sendData);
}
}

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@@ -0,0 +1,21 @@
import { MsgReqLogin } from '../../../Shared/protocols/MsgReqLogin';
import { MsgResLogin } from '../../../Shared/protocols/MsgResLogin';
import { MessagePair } from '../MessagePairBase';
/**
* 登录消息对实现
*/
export class LoginMessagePair extends MessagePair<MsgReqLogin, MsgResLogin> {
readonly requestName = 'ReqLogin';
readonly responseName = 'ResLogin';
isValidRequest(msg: any): msg is MsgReqLogin {
return msg && typeof msg.playerId === 'string';
}
isValidResponse(msg: any): msg is MsgResLogin {
return msg &&
typeof msg.success === 'boolean' &&
typeof msg.message === 'string';
}
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,23 @@
import { MsgReqMove } from '../../../Shared/protocols/MsgReqMove';
import { MsgResMove } from '../../../Shared/protocols/MsgResMove';
import { MessagePair } from '../MessagePairBase';
/**
* 移动消息对实现
*/
export class MoveMessagePair extends MessagePair<MsgReqMove, MsgResMove> {
readonly requestName = 'ReqMove';
readonly responseName = 'ResMove';
isValidRequest(msg: any): msg is MsgReqMove {
return msg &&
typeof msg.x === 'number' &&
typeof msg.y === 'number';
}
isValidResponse(msg: any): msg is MsgResMove {
return msg &&
typeof msg.success === 'boolean' &&
typeof msg.message === 'string';
}
}

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@@ -0,0 +1,9 @@
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@@ -0,0 +1,19 @@
import { MsgReqSend } from '../../../Shared/protocols/MsgReqSend';
import { MsgResSend } from '../../../Shared/protocols/MsgResSend';
import { MessagePair } from '../MessagePairBase';
/**
* 发送消息对实现
*/
export class SendMessagePair extends MessagePair<MsgReqSend, MsgResSend> {
readonly requestName = 'ReqSend';
readonly responseName = 'ResSend';
isValidRequest(msg: any): msg is MsgReqSend {
return msg && typeof msg.content === 'string';
}
isValidResponse(msg: any): msg is MsgResSend {
return msg && msg.time instanceof Date;
}
}

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@@ -0,0 +1,9 @@
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