大调整

This commit is contained in:
Bob.Song
2025-12-23 18:03:53 +08:00
parent 649e869038
commit 652aa00644
10072 changed files with 70310 additions and 197003 deletions

View File

@@ -1,4 +1,4 @@
namespace Assets.Scripts.Entity
namespace NBF
{
public class AuthenticationSelectComponent : Fantasy.Entitas.Entity
{

View File

@@ -1,4 +1,4 @@
namespace Assets.Scripts.Entity
namespace NBF
{
public sealed class Payload
{

View File

@@ -4,7 +4,7 @@ using Fantasy.Network;
using Fantasy.Network.Interface;
using Log = NBC.Log;
namespace Assets.Scripts.Hotfix
namespace NBF
{
public sealed class G2C_RepeatLoginHandler : Message<G2C_RepeatLogin>
{

View File

@@ -1,8 +1,7 @@
using System.Collections.Generic;
using Assets.Scripts.Entity;
using Fantasy.Helper;
namespace Assets.Scripts.Hotfix
namespace NBF
{
public static class AuthenticationSelectComponentSystem
{

View File

@@ -1,9 +1,9 @@
using System;
using Assets.Scripts.Entity;
using Fantasy.Helper;
using NBC;
using Newtonsoft.Json;
namespace Assets.Scripts.Hotfix
namespace NBF
{
public static class JWTParseComponentSystem
{
@@ -11,7 +11,7 @@ namespace Assets.Scripts.Hotfix
public static bool Parse(this JWTParseComponent self, string toKen, out Payload payloadData)
{
payloadData = null;
try
{
// JWT通常是由三个部分组成的,Header,Payload,Signature。
@@ -22,6 +22,7 @@ namespace Assets.Scripts.Hotfix
Log.Error("Invalid JWT token");
return false;
}
// JWT的Payload不是标准的Base64格式因为咱们C#的Convert要求是一个标准的Base64格式。
// JWT的Payload是Base64URL格式,它里面的"-"替代成了"+","_"替代成了"/",需要把这些给还原成Base64格式
var basePayload = tokens[1].Replace('-', '+').Replace('_', '/');
@@ -41,19 +42,21 @@ namespace Assets.Scripts.Hotfix
// }
case 2:
{
basePayload +="==";
basePayload += "==";
break;
}
case 3:
{
basePayload +="=";
basePayload += "=";
break;
}
}
// 将修复后的字符串解码为数组
var basePayloadBytes = Convert.FromBase64String(basePayload);
var payload = System.Text.Encoding.UTF8.GetString(basePayloadBytes);
payloadData = JsonHelper.Deserialize<Payload>(payload);
payloadData =
JsonConvert.DeserializeObject<Payload>(payload); //JsonHelper.Deserialize<Payload>(payload);
return true;
}
catch (Exception e)

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@@ -1,31 +1,31 @@
using System;
using Fantasy;
using Fantasy.Network;
using NBC;
namespace Assets.Scripts.Hotfix
{
public static class SessionHelper
{
/// <summary>
/// 创建一个网络会话
/// </summary>
/// <param name="scene"></param>
/// <param name="address">远程服务器地址</param>
/// <param name="onConnectComplete">当连接成功执行的委托,可为空</param>
/// <param name="onConnectFail">当连接超时或失败执行的委托,可为空</param>
/// <param name="onConnectDisconnect">当连接断开执行的委托,可为空</param>
/// <returns></returns>
public static Session CreateSession(Scene scene, string address, Action onConnectComplete, Action onConnectFail,
Action onConnectDisconnect)
{
return scene.Connect(
address,
NetworkProtocolType.KCP,
onConnectComplete,
onConnectFail,
onConnectDisconnect,
false, 5000);
}
}
}
// using System;
// using Fantasy;
// using Fantasy.Network;
// using NBC;
//
// namespace NBF
// {
// public static class SessionHelper
// {
// /// <summary>
// /// 创建一个网络会话
// /// </summary>
// /// <param name="scene"></param>
// /// <param name="address">远程服务器地址</param>
// /// <param name="onConnectComplete">当连接成功执行的委托,可为空</param>
// /// <param name="onConnectFail">当连接超时或失败执行的委托,可为空</param>
// /// <param name="onConnectDisconnect">当连接断开执行的委托,可为空</param>
// /// <returns></returns>
// public static Session CreateSession(Scene scene, string address, Action onConnectComplete, Action onConnectFail,
// Action onConnectDisconnect)
// {
// return scene.Connect(
// address,
// NetworkProtocolType.KCP,
// onConnectComplete,
// onConnectFail,
// onConnectDisconnect,
// false, 5000);
// }
// }
// }

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@@ -1,6 +1,4 @@
using Assets.Scripts.Entity;
using Assets.Scripts.Hotfix;
using Fantasy.Async;
using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
using NBC;