iFactory.Cutting.Unity/Assets/BITKit/Unity/Scripts/NetProvider/GameNetProvider.cs

213 lines
5.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using BITKit;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BITKit.Net
{
[Serializable]
public sealed class GameNet : INetClient,INetServer,INetProvider
{
private static INetClient _netClientImplementation=>GameNetProvider.NetClient;
private static INetProvider _netProviderImplementation=>GameNetProvider.NetProvider;
private static INetServer _netServerImplementation1=>GameNetProvider.NetServer;
object INetClient.Source => _netClientImplementation.Source;
object INetServer.Source => _netServerImplementation1.Source;
public event Action OnStartConnect
{
add => _netClientImplementation.OnStartConnect += value;
remove => _netClientImplementation.OnStartConnect -= value;
}
public event Action OnConnected
{
add => _netClientImplementation.OnConnected += value;
remove => _netClientImplementation.OnConnected -= value;
}
public event Action OnDisconnected
{
add => _netClientImplementation.OnDisconnected += value;
remove => _netClientImplementation.OnDisconnected -= value;
}
public event Action OnConnectedFailed
{
add => _netClientImplementation.OnConnectedFailed += value;
remove => _netClientImplementation.OnConnectedFailed -= value;
}
public bool IsConnected => _netClientImplementation.IsConnected;
bool INetServer.ManualTick
{
get => _netServerImplementation1.ManualTick;
set => _netServerImplementation1.ManualTick = value;
}
bool INetClient.ManualTick
{
get => _netClientImplementation.ManualTick;
set => _netClientImplementation.ManualTick = value;
}
public int Ping => _netClientImplementation.Ping;
public int Id => _netClientImplementation.Id;
public void Disconnect()
{
_netClientImplementation.Disconnect();
}
public UniTask<bool> Connect(string address = "localhost", ushort port = 27014)
{
return _netClientImplementation.Connect(address, port);
}
public void SendServerMessage(string message)
{
_netClientImplementation.SendServerMessage(message);
}
public void ServerCommand<T>(T command = default)
{
_netProviderImplementation.ServerCommand(command);
}
public void AllClientCommand<T>(T command = default)
{
_netProviderImplementation.AllClientCommand(command);
}
public void ClientCommand<T>(int id, T command)
{
_netProviderImplementation.ClientCommand(id, command);
}
public UniTask<T> GetFromServer<T>(string addressablePath = Constant.System.Internal)
{
return _netProviderImplementation.GetFromServer<T>(addressablePath);
}
public UniTask<T> GetFromClient<T>(int id, string addressablePath = Constant.System.Internal)
{
return _netProviderImplementation.GetFromClient<T>(id, addressablePath);
}
public void AddRpcHandle(object rpcHandle)
{
_netProviderImplementation.AddRpcHandle(rpcHandle);
}
public void AddCommandListener<T>(Action<T> handle)
{
_netProviderImplementation.AddCommandListener(handle);
}
public void RemoveCommandListener<T>(Action<T> handle)
{
_netProviderImplementation.RemoveCommandListener(handle);
}
public void SendRT(string rpcName, params object[] pars)
{
_netProviderImplementation.SendRT(rpcName, pars);
}
public void SendTargetRT(int id, string rpcName, params object[] pars)
{
_netProviderImplementation.SendTargetRT(id, rpcName, pars);
}
public void SendAllRT(string rpcName, params object[] pars)
{
_netProviderImplementation.SendAllRT(rpcName, pars);
}
public void Tick()
{
_netProviderImplementation.Tick();
}
public void HandShake()
{
_netProviderImplementation.HandShake();
}
public event Action<int> OnClientConnected
{
add => _netServerImplementation1.OnClientConnected += value;
remove => _netServerImplementation1.OnClientConnected -= value;
}
public event Action<int> OnClientDisconnected
{
add => _netServerImplementation1.OnClientDisconnected += value;
remove => _netServerImplementation1.OnClientDisconnected -= value;
}
public event Action OnStartServer
{
add => _netServerImplementation1.OnStartServer += value;
remove => _netServerImplementation1.OnStartServer -= value;
}
public event Action OnStopServer
{
add => _netServerImplementation1.OnStopServer += value;
remove => _netServerImplementation1.OnStopServer -= value;
}
public void StartServer(ushort port = 27014)
{
_netServerImplementation1.StartServer(port);
}
public void StopServer(bool dispose = false)
{
_netServerImplementation1.StopServer(dispose);
}
public bool IsRunningServer => _netServerImplementation1.IsRunningServer;
public void SendMessageToClient(int id, string message)
{
_netServerImplementation1.SendMessageToClient(id, message);
}
public void SendMessageToAll(string message)
{
_netServerImplementation1.SendMessageToAll(message);
}
public IDictionary<int, EndPoint> Connections => _netServerImplementation1.Connections;
public void AddCommandListenerWithId<T>(Action<int, T> handle)
{
_netServerImplementation1.AddCommandListenerWithId(handle);
}
}
public class GameNetProvider : MonoBehaviour
{
public static INetClient NetClient { get; private set; }
public static INetServer NetServer { get; private set; }
public static INetProvider NetProvider=>NetClient.IsConnected?NetClient as INetProvider:NetServer as INetProvider;
[SerializeField] private MonoBehaviour netClient;
[SerializeField] private MonoBehaviour netServer;
private void Awake()
{
NetClient = netClient as INetClient;
NetServer = netServer as INetServer;
}
}
}