/*
* 该接口为基础的网络接口,包括了网络服务,服务端接口,客户端接口的基本定义 e.g.
* ⭐INetProvider 网络服务接口的基本定义
* ⭐INetServer 服务端接口的基本定义
* ⭐INetClient 客户端接口的基本定义
*/
using System;
using Cysharp.Threading.Tasks;
#if UNITY
using UnityEngine;
#endif
namespace BITKit
{
///
/// 网络指令类型
///
public enum NetCommandType:byte
{
Undefined=0,
Command=1,
TargetCommand=2,
File=3,
Rpc=4,
AllClientCommand=5,
}
///
/// 网络提供服务,包括了基础网络服务,e.g
/// ⭐向服务器发送指令
/// ⭐向所有客户端发送指令
/// ⭐向单个客户端发送指令
/// ⭐监听与取消监听网络命令
/// ⭐从服务器获取数据
/// ⭐从客户端获取数据
/// ⭐添加Rpc处理服务
/// ⭐向服务器发送Rpc
/// ⭐向所有客户端发送Rpc
///
public interface INetProvider
{
///
/// 向服务端发送指令
///
/// 远程指令类型
void ServerCommand(T command = default);
///
/// 向所有客户端发送指令
///
/// 远程指令类型
void RpcClientCommand(T command = default);
///
/// 向单个客户端发送指令
///
/// 客户端ID
/// 指令实例
/// 远程指令类型
void ClientCommand(int id, T command);
///
/// 从服务端获取数据
///
/// 可寻址路劲 e.g. Key
///
///
UniTask GetFromServer(string addressablePath = Constant.System.Internal);
///
/// 从客户端获取数据
///
/// 客户端ID
/// 可寻址路劲 e.g. Key
/// 远程指令类型
///
UniTask GetFromClient(int id, string addressablePath = Constant.System.Internal);
///
/// 添加RPC远程服务,服务类型为需要的方法标记[RPC]
///
/// RPC服务实例
void AddRpcHandle(object rpcHandle);
///
/// 监听远程指令
///
/// 远程指令回调
/// 远程指令类型
void AddCommandListener(Action handle);
///
/// 取消监听远程指令
///
/// 远程指令回调
/// 远程指令类型
void RemoveCommandListener(Action handle);
///
/// 向服务端发送Rpc
///
/// RPC名称
/// RPC参数
void SendRT(string rpcName, params object[] pars);
///
/// 向指定客户端发送Rpc
///
/// 远程客户端Id
/// RPC名称
/// RPC参数
void SendTargetRT(int id, string rpcName, params object[] pars);
///
/// 向所有客户端发送Rpc
///
/// RPC名称
/// RPC参数
void SendAllRT(string rpcName, params object[] pars);
}
///
/// 服务端接口,支持服务端的基本功能
/// ⭐开启服务器(支持指定端口)
/// ⭐停止服务器
/// ⭐服务器运行状态
///
public interface INetServer
{
///
/// 回调:当客户端连接时
///
public event Action OnClientConnect;
///
/// 回调:当客户端断开连接时
///
public event Action OnClientDisconnected;
///
/// 开启服务端的回调
///
public event Action OnStartServer;
///
/// 关闭服务端的回调
///
public event Action OnStopServer;
///
/// 运行服务端
///
/// 端口,默认为27014
void StartServer(ushort port = 27014);
///
/// 停止服务端
///
/// 可选参数:强行释放,默认为false
void StopServer(bool dispose=false);
///
/// (只读)服务器是否正在运行
///
bool IsRunningServer { get; }
}
///
/// 基本网络客户端的接口定义,包括了基本客户端的功能
/// ⭐基本客户端回调
/// ⭐是否已连接到服务器
/// ⭐连接服务端的延迟
/// ⭐客户端Id
/// ⭐开启客户端
/// ⭐关闭客户端
///
public interface INetClient
{
//基本客户端回调
public event Action OnStartConnect;
public event Action OnConnected;
public event Action OnDisconnected;
public event Action OnConnectedFailed;
///
/// 是否已连接到服务端
///
bool IsConnected { get; }
///
/// 连接服务端的延迟
///
int Ping { get; }
///
/// 客户端Id
///
int Id { get; }
///
/// 断开链接
///
void Disconnect();
///
/// 异步开始链接
///
/// 服务端地址
/// 端口
///
UniTask Connect(string address = "localhost", ushort port = 27014);
}
#if UNITY
///
/// 有关NetProvider的Unity代理
///
[Serializable]
public class NetProviderProxy : INetProvider
{
[SerializeField] private MonoBehaviour monoBehaviour;
INetProvider netProvider => monoBehaviour as INetProvider;
void INetProvider.ServerCommand(T command) => netProvider.ServerCommand(command);
void INetProvider.RpcClientCommand(T command) => netProvider.RpcClientCommand(command);
void INetProvider.ClientCommand(int id, T command) => netProvider.ClientCommand(id, command);
async UniTask INetProvider.GetFromServer(string addressablePath) =>
await netProvider.GetFromServer(addressablePath);
UniTask INetProvider.GetFromClient(int id, string addressablePath) =>
netProvider.GetFromClient(id, addressablePath);
void INetProvider.AddRpcHandle(object rpcHandle) => netProvider.AddRpcHandle(rpcHandle);
void INetProvider.AddCommandListener(Action handle) => netProvider.AddCommandListener(handle);
void INetProvider.RemoveCommandListener(Action handle) => netProvider.RemoveCommandListener(handle);
void INetProvider.SendRT(string rpcName, params object[] pars) => netProvider.SendRT(rpcName, pars);
void INetProvider.SendTargetRT(int id, string rpcName, params object[] pars) =>
netProvider.SendTargetRT(id, rpcName, pars);
void INetProvider.SendAllRT(string rpcName, params object[] pars) => netProvider.SendAllRT(rpcName, pars);
}
///
/// 有关Unity的NetClient的代理
///
[Serializable]
public class GDNetClientProxy : INetClient
{
[SerializeField] private MonoBehaviour monoBehaviour;
private INetClient _netClientImplementation=>monoBehaviour as INetClient;
event Action INetClient.OnStartConnect
{
add => _netClientImplementation.OnStartConnect += value;
remove => _netClientImplementation.OnStartConnect -= value;
}
event Action INetClient.OnConnected
{
add => _netClientImplementation.OnConnected += value;
remove => _netClientImplementation.OnConnected -= value;
}
event Action INetClient.OnDisconnected
{
add => _netClientImplementation.OnDisconnected += value;
remove => _netClientImplementation.OnDisconnected -= value;
}
event Action INetClient.OnConnectedFailed
{
add => _netClientImplementation.OnConnectedFailed += value;
remove => _netClientImplementation.OnConnectedFailed -= value;
}
UniTask INetClient.Connect(string address, ushort port)
{
return _netClientImplementation.Connect(address, port);
}
bool INetClient.IsConnected => _netClientImplementation.IsConnected;
int INetClient.Ping => _netClientImplementation.Ping;
public int Id => _netClientImplementation.Id;
void INetClient.Disconnect()
{
_netClientImplementation.Disconnect();
}
}
#endif
}