添加断线重连机制

This commit is contained in:
milimoe 2026-04-09 01:03:09 +08:00
parent 4b5fcfccb1
commit cedc4d29e2
Signed by: milimoe
GPG Key ID: 9554D37E4B8991D0
8 changed files with 97 additions and 8 deletions

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@ -1,4 +1,6 @@
using Milimoe.FunGame.Core.Api.Utility;
using System.Collections.Concurrent;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Common.Addon;
namespace Milimoe.FunGame.Core.Interface.Base
{
@ -15,10 +17,15 @@ namespace Milimoe.FunGame.Core.Interface.Base
public ConcurrentModelList<IServerModel> ClientList { get; }
/// <summary>
/// 已登录的用户列表
/// 已登录的用户列表
/// </summary>
public ConcurrentModelList<IServerModel> UserList { get; }
/// <summary>
/// 记录玩家与正在游戏的服务器
/// </summary>
public ConcurrentDictionary<long, GameModuleServer> NowGamingServers { get; }
/// <summary>
/// 黑名单IP地址列表
/// </summary>

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@ -277,7 +277,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
Workers.Remove(obj.Room.Roomid, out _);
}
private async Task WaitForUsers(int waitSeconds, Func<Task<bool>> waitSomething, int delay, Func<Task> onTimeout, Func<Task> onCompleted)
protected override async Task WaitForUsers(int waitSeconds, Func<Task<bool>> waitSomething, int delay, Func<Task> onTimeout, Func<Task> onCompleted)
{
// 这是一个用于等待的通用辅助方法
using CancellationTokenSource cts = new(TimeSpan.FromSeconds(waitSeconds));
@ -433,7 +433,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
hp.TryAdd(c, Calculation.Round4Digits(c.HP / c.MaxHP));
}
double maxhp = hp.Values.Max();
Character winner = hp.Keys.Where(c => hp[c] == maxhp).First();
Character winner = hp.Keys.First(c => hp[c] == maxhp);
await SendAllTextMessage(obj, "[ " + winner + " ] 成为了天选之人!!");
foreach (Character c in finalList.Where(c => c != winner && c.HP > 0))
{

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@ -1,6 +1,7 @@
using System.Collections.Concurrent;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Controller;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Library.Common.Event;
@ -198,6 +199,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// <param name="obj"></param>
public virtual async void SendEndGame(GamingObject obj)
{
obj.Running = false;
GamingObjects.TryRemove(obj.Room.Roomid, out _);
await Send(obj.All.Values, SocketMessageType.EndGame, obj.Room, obj.Users);
foreach (IServerModel model in obj.All.Values)
@ -206,6 +208,66 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
}
}
/// <summary>
/// 获取玩家所在的游戏对象
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public GamingObject? GetGamingObjectOfUser(long id)
{
GamingObject? obj = GamingObjects.Values.FirstOrDefault(obj => obj.HasUser(id));
return obj;
}
/// <summary>
/// 获取玩家所在的房间
/// </summary>
/// <param name="id"></param>
/// <param name="obj"></param>
/// <returns></returns>
public Room GetRoomOfUser(long id, GamingObject? obj = null)
{
obj ??= GamingObjects.Values.FirstOrDefault(obj => obj.HasUser(id));
return obj?.Room ?? Room.Empty;
}
/// <summary>
/// 这是一个用于等待的通用辅助方法
/// </summary>
/// <param name="waitSeconds">等待时间(秒)</param>
/// <param name="waitSomething">等待的条件</param>
/// <param name="delay">检查间隔(毫秒)</param>
/// <param name="onTimeout">任务超时则...</param>
/// <param name="onCompleted">任务完成则...</param>
/// <returns></returns>
protected virtual async Task WaitForUsers(int waitSeconds, Func<Task<bool>> waitSomething, int delay, Func<Task> onTimeout, Func<Task> onCompleted)
{
using CancellationTokenSource cts = new(TimeSpan.FromSeconds(waitSeconds));
CancellationToken ct = cts.Token;
while (!ct.IsCancellationRequested)
{
try
{
if (await waitSomething())
{
await onCompleted();
return;
}
await Task.Delay(delay, ct);
}
catch (System.Exception e) when (e is not OperationCanceledException)
{
Controller.Error(e);
await onTimeout();
return;
}
}
// 异常和超时都走超时逻辑
await onTimeout();
}
/// <summary>
/// 给客户端发送局内消息
/// </summary>

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@ -3,11 +3,23 @@ using Milimoe.FunGame.Core.Interface.Base;
namespace Milimoe.FunGame.Core.Library.Common.Addon
{
public readonly struct GamingObject(Room room, List<User> users, IServerModel roomMaster, Dictionary<string, IServerModel> serverModels)
public class GamingObject(Room room, List<User> users, IServerModel roomMaster, Dictionary<string, IServerModel> serverModels)
{
public bool Running { get; set; } = true;
public Room Room { get; } = room;
public List<User> Users { get; } = users;
public IServerModel RoomMaster { get; } = roomMaster;
public Dictionary<string, IServerModel> All { get; } = serverModels;
public bool HasUser(long id)
{
return Users.Any(u => u.Id == id);
}
public void UserReconnect(User newUser)
{
Users.RemoveAll(u => u.Id == newUser.Id);
Users.Add(newUser);
}
}
}

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@ -1,8 +1,10 @@
using System.Net;
using System.Collections.Concurrent;
using System.Net;
using System.Net.WebSockets;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.HTTP;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Service;
@ -16,6 +18,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
public Guid Token { get; } = Guid.Empty;
public ConcurrentModelList<IServerModel> ClientList { get; } = [];
public ConcurrentModelList<IServerModel> UserList { get; } = [];
public ConcurrentDictionary<long, GameModuleServer> NowGamingServers { get; } = [];
public List<string> BannedList { get; } = [];
private HTTPListener(HttpListener instance)

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@ -1,6 +1,8 @@
using Milimoe.FunGame.Core.Api.Utility;
using System.Collections.Concurrent;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Sockets;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Service;
@ -15,6 +17,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
public bool Connected => Instance != null && Instance.Connected;
public ConcurrentModelList<IServerModel> ClientList { get; } = [];
public ConcurrentModelList<IServerModel> UserList { get; } = [];
public ConcurrentDictionary<long, GameModuleServer> NowGamingServers { get; } = [];
public List<string> BannedList { get; } = [];
private SocketListener(System.Net.Sockets.Socket instance)

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@ -127,6 +127,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
public const string EndGame = "EndGame";
public const string Gaming = "Gaming";
public const string AnonymousGameServer = "AnonymousGameServer";
public const string ReconnectToGame = "ReconnectToGame";
/// <summary>
/// 将通信类型的枚举转换为字符串

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@ -78,7 +78,8 @@ namespace Milimoe.FunGame.Core.Library.Constant
StartGame,
EndGame,
Gaming,
AnonymousGameServer
AnonymousGameServer,
ReconnectToGame
}
/// <summary>