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https://github.com/project-redbud/FunGame-Core.git
synced 2026-04-20 05:24:59 +00:00
网络层优化 (#152)
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@ -27,10 +27,14 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
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/// </summary>
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public bool IsDisposed => _isDisposed;
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// 获取ResultData中key值对应的Json字符串
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// -- 此索引器仅返回Json字符串,对象类型请使用反序列化方法GetResult<T>() --
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// -- 当然也可以自己反序列化 --
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// -- 基本类型可能有效,但仍建议使用反序列化方法 --
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/// <summary>
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/// 获取ResultData中key值对应的Json字符串
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/// <para/>-- 此索引器仅返回Json字符串,对象类型请使用反序列化方法GetResult{T}() --
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/// <para/>-- 当然也可以自己反序列化 --
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/// <para/>-- 基本类型可能有效,但仍建议使用反序列化方法 --
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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public object? this[string key]
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{
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get
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@ -21,14 +21,14 @@ namespace Milimoe.FunGame.Core.Api.Utility
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/// </summary>
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public TaskScheduler()
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{
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Task.Factory.StartNew(async () =>
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Task.Run(async () =>
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{
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while (true)
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{
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CheckAndRunTasks();
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await Task.Delay(1000);
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}
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}, TaskCreationOptions.LongRunning);
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});
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}
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/// <summary>
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@ -520,7 +520,7 @@ namespace Milimoe.FunGame.Core.Controller
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/// </summary>
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protected void StartReceiving()
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{
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_ReceivingTask = Task.Factory.StartNew(() =>
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_ReceivingTask = Task.Run(() =>
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{
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Thread.Sleep(100);
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_IsReceiving = true;
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@ -1,20 +1,25 @@
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using Milimoe.FunGame.Core.Interface.Sockets;
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using System.Diagnostics;
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using Milimoe.FunGame.Core.Interface.Sockets;
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using Milimoe.FunGame.Core.Library.Common.Network;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Library.Common.Architecture
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{
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public class HeartBeat : ISocketHeartBeat
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internal class HeartBeat : ISocketHeartBeat
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{
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public TransmittalType TransmittalType { get; } = TransmittalType.Socket;
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public bool SendingHeartBeat => _sendingHeartBeat;
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public int HeartBeatFaileds => _heartBeatFaileds;
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public int Ping => Math.Min(_ping, 999);
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private Task? _sendingHeartBeatTask;
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private bool _sendingHeartBeat = false;
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private bool _lastHeartbeatReceived = false;
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private int _heartBeatFaileds = 0;
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private string _currentProbeId = "";
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private long _lastSentTimestamp;
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private int _ping = 0;
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private readonly Lock _probeLock = new();
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private readonly Socket? _socket = null;
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private readonly HTTPClient? _httpClient = null;
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@ -37,7 +42,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Architecture
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_sendingHeartBeat = true;
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_socket?.AddSocketObjectHandler(SocketObject_Handler);
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_httpClient?.AddSocketObjectHandler(SocketObject_Handler);
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_sendingHeartBeatTask = Task.Factory.StartNew(SendHeartBeat);
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_sendingHeartBeatTask = Task.Run(SendHeartBeat);
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}
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}
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@ -55,39 +60,45 @@ namespace Milimoe.FunGame.Core.Library.Common.Architecture
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try
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{
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await Task.Delay(100);
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if (_socket != null)
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while (_sendingHeartBeat)
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{
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while (_socket.Connected)
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// 发送心跳包
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string probeId = Guid.NewGuid().ToString();
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lock (_probeLock)
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{
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if (!SendingHeartBeat) _sendingHeartBeat = true;
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// 发送心跳包
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_lastHeartbeatReceived = false;
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if (_socket.Send(SocketMessageType.HeartBeat) == SocketResult.Success)
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_currentProbeId = probeId;
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_lastSentTimestamp = Stopwatch.GetTimestamp();
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}
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try
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{
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bool sendSuccess = false;
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if (_socket != null)
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{
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sendSuccess = _socket.Connected && _socket.Send(SocketMessageType.HeartBeat, _currentProbeId) == SocketResult.Success;
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}
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else if (_httpClient != null)
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{
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sendSuccess = _httpClient.WebSocket?.State == System.Net.WebSockets.WebSocketState.Open && await _httpClient.Send(SocketMessageType.HeartBeat, _currentProbeId) == SocketResult.Success;
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}
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if (!sendSuccess)
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{
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throw new ConnectFailedException();
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}
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else
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{
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await Task.Delay(4 * 1000);
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if (!_lastHeartbeatReceived) AddHeartBeatFaileds();
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lock (_probeLock)
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{
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if (_currentProbeId == probeId) throw new TimeOutException();
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}
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}
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else AddHeartBeatFaileds();
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await Task.Delay(20 * 1000);
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}
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}
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else if (_httpClient != null)
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{
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while (_httpClient.WebSocket?.State == System.Net.WebSockets.WebSocketState.Open)
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catch
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{
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if (!SendingHeartBeat) _sendingHeartBeat = true;
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// 发送心跳包
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_lastHeartbeatReceived = false;
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if (await _httpClient.Send(SocketMessageType.HeartBeat) == SocketResult.Success)
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{
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await Task.Delay(4 * 1000);
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if (!_lastHeartbeatReceived) AddHeartBeatFaileds();
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}
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else AddHeartBeatFaileds();
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await Task.Delay(20 * 1000);
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AddHeartBeatFaileds();
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}
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await Task.Delay(20 * 1000);
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}
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_sendingHeartBeat = false;
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}
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catch (System.Exception e)
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{
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@ -102,12 +113,18 @@ namespace Milimoe.FunGame.Core.Library.Common.Architecture
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_httpClient.Close();
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}
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}
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finally
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{
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_sendingHeartBeat = false;
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}
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}
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private void AddHeartBeatFaileds()
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{
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_currentProbeId = "";
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_ping = 999;
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// 超过三次没回应心跳,服务器连接失败。
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if (_heartBeatFaileds++ >= 3)
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if (++_heartBeatFaileds >= 3)
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{
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_socket?.Close();
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_httpClient?.Close();
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@ -119,8 +136,22 @@ namespace Milimoe.FunGame.Core.Library.Common.Architecture
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{
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if (obj.SocketType == SocketMessageType.HeartBeat)
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{
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_lastHeartbeatReceived = true;
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_heartBeatFaileds = 0;
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string receivedId = "";
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if (obj.Length > 0)
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{
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receivedId = obj.GetParam<string>(0) ?? "";
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}
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lock (_probeLock)
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{
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if (receivedId == _currentProbeId && !string.IsNullOrEmpty(_currentProbeId))
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{
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long elapsedTicks = Stopwatch.GetTimestamp() - _lastSentTimestamp;
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double rttMs = elapsedTicks * 1000.0 / Stopwatch.Frequency;
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_ping = (int)Math.Round(rttMs);
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_heartBeatFaileds = 0;
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_currentProbeId = "";
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}
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}
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}
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}
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}
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@ -20,6 +20,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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public string ServerNotice { get; } = "";
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public bool Connected => WebSocket != null && WebSocket.State == WebSocketState.Open;
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public bool Receiving => _receiving;
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public int Ping => HeartBeat.Ping;
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private HeartBeat HeartBeat { get; }
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public event Action<System.Exception>? ConnectionLost;
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@ -36,7 +37,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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ServerPort = serverPort;
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HeartBeat = new(this);
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HeartBeat.StartSendingHeartBeat();
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Task.Factory.StartNew(async () => await StartListening(args));
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Task.Run(async () => await StartListening(args));
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}
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public static async Task<HTTPClient> Connect(string serverAddress, bool ssl, int serverPort = 0, string subUrl = "", params object[] args)
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@ -17,6 +17,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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public string ServerNotice { get; } = "";
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public bool Connected => Instance != null && Instance.Connected;
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public bool Receiving => _receiving;
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public int Ping => HeartBeat.Ping;
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private HeartBeat HeartBeat { get; }
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public event Action<System.Exception>? ConnectionLost;
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@ -28,9 +29,9 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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private Socket(System.Net.Sockets.Socket instance, string serverAddress, int serverPort)
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{
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this.Instance = instance;
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this.ServerAddress = serverAddress;
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this.ServerPort = serverPort;
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Instance = instance;
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ServerAddress = serverAddress;
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ServerPort = serverPort;
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HeartBeat = new(this);
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HeartBeat.StartSendingHeartBeat();
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}
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