饭太稀

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bob
2025-06-30 10:51:37 +08:00
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using System;
using System.Collections.Generic;
using System.Linq;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Event;
using Fantasy.IdFactory;
using Fantasy.Network;
using Fantasy.Network.Interface;
using Fantasy.Pool;
using Fantasy.Scheduler;
using Fantasy.Timer;
#if FANTASY_NET
using Fantasy.DataBase;
using Fantasy.Platform.Net;
using Fantasy.SingleCollection;
using System.Runtime.CompilerServices;
using Fantasy.Network.Route;
using Fantasy.Network.Roaming;
#endif
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
#pragma warning disable CS8601 // Possible null reference assignment.
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
#pragma warning disable CS8603 // Possible null reference return.
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
#pragma warning disable CS8602 // Dereference of a possibly null reference.
#pragma warning disable CS8600 // Converting null literal or possible null value to non-nullable type.
namespace Fantasy
{
/// <summary>
/// 当Scene创建完成后发送的事件参数
/// </summary>
public struct OnCreateScene
{
/// <summary>
/// 获取与事件关联的场景实体。
/// </summary>
public readonly Scene Scene;
/// <summary>
/// 初始化一个新的 OnCreateScene 实例。
/// </summary>
/// <param name="scene"></param>
public OnCreateScene(Scene scene)
{
Scene = scene;
}
}
/// <summary>
/// 表示一个场景实体,用于创建与管理特定的游戏场景信息。
/// </summary>
public partial class Scene : Entity
{
#region Members
/// <summary>
/// Scene的运行类型
/// </summary>
public SceneRuntimeType SceneRuntimeType { get; protected set; }
#if FANTASY_NET
/// <summary>
/// Scene类型对应SceneConfig的SceneType
/// </summary>
public int SceneType { get; protected set; }
/// <summary>
/// 所属的世界
/// </summary>
public World World { get; protected set; }
/// <summary>
/// 所在的Process
/// </summary>
public Process Process { get; protected set; }
/// <summary>
/// SceneConfig的Id
/// </summary>
public uint SceneConfigId { get; protected set; }
internal ANetwork InnerNetwork { get; private set; }
internal ANetwork OuterNetwork { get; private set; }
internal SceneConfig SceneConfig => SceneConfigData.Instance.Get(SceneConfigId);
private readonly Dictionary<uint, ProcessSessionInfo> _processSessionInfos = new Dictionary<uint, ProcessSessionInfo>();
#endif
/// <summary>
/// 当前Scene的上下文
/// </summary>
public ThreadSynchronizationContext ThreadSynchronizationContext { get; internal set; }
/// <summary>
/// 当前Scene的下创建的Entity
/// </summary>
private readonly Dictionary<long, Entity> _entities = new Dictionary<long, Entity>();
internal readonly Dictionary<Type, Func<IPool>> TypeInstance = new Dictionary<Type, Func<IPool>>();
#endregion
#region IdFactory
/// <summary>
/// Entity实体Id的生成器
/// </summary>
public IEntityIdFactory EntityIdFactory { get; protected set; }
/// <summary>
/// Entity实体RuntimeId的生成器
/// </summary>
public IRuntimeIdFactory RuntimeIdFactory { get; protected set; }
#endregion
#region Pool
internal EntityPool EntityPool;
internal EntityListPool<Entity> EntityListPool;
internal EntitySortedDictionaryPool<long, Entity> EntitySortedDictionaryPool;
#endregion
#region Component
/// <summary>
/// Scene下的任务调度器系统组件
/// </summary>
public TimerComponent TimerComponent { get; internal set; }
/// <summary>
/// Scene下的事件系统组件
/// </summary>
public EventComponent EventComponent { get; internal set; }
/// <summary>
/// Scene下的ESC系统组件
/// </summary>
public EntityComponent EntityComponent { get; internal set; }
/// <summary>
/// Scene下的网络消息对象池组件
/// </summary>
public MessagePoolComponent MessagePoolComponent { get; internal set; }
/// <summary>
/// Scene下的协程锁组件
/// </summary>
public CoroutineLockComponent CoroutineLockComponent { get; internal set; }
/// <summary>
/// Scene下的网络消息派发组件
/// </summary>
internal MessageDispatcherComponent MessageDispatcherComponent { get; set; }
#if FANTASY_NET
/// <summary>
/// Scene下的Entity分表组件
/// </summary>
public SingleCollectionComponent SingleCollectionComponent { get; internal set; }
/// <summary>
/// Scene下的内网消息发送组件
/// </summary>
public NetworkMessagingComponent NetworkMessagingComponent { get; internal set; }
/// <summary>
/// Scene下的漫游终端管理组件
/// </summary>
public TerminusComponent TerminusComponent { get; internal set; }
/// <summary>
/// Scene下的Session漫游组件
/// </summary>
public RoamingComponent RoamingComponent { get; internal set; }
#endif
#endregion
#region Initialize
private async FTask Initialize()
{
EntityPool = new EntityPool();
EntityListPool = new EntityListPool<Entity>();
EntitySortedDictionaryPool = new EntitySortedDictionaryPool<long, Entity>();
SceneUpdate = EntityComponent = await Create<EntityComponent>(this, false, false).Initialize();
MessagePoolComponent = Create<MessagePoolComponent>(this,false,true);
EventComponent = await Create<EventComponent>(this,false,true).Initialize();
TimerComponent = Create<TimerComponent>(this, false, true).Initialize();
CoroutineLockComponent = Create<CoroutineLockComponent>(this, false, true).Initialize();
MessageDispatcherComponent = await Create<MessageDispatcherComponent>(this, false, true).Initialize();
#if FANTASY_NET
NetworkMessagingComponent = Create<NetworkMessagingComponent>(this, false, true);
SingleCollectionComponent = await Create<SingleCollectionComponent>(this, false, true).Initialize();
TerminusComponent = Create<TerminusComponent>(this, false, true);
RoamingComponent = Create<RoamingComponent>(this, false, true).Initialize();
#endif
}
/// <summary>
/// Scene销毁方法执行了该方法会把当前Scene下的所有实体都销毁掉。
/// </summary>
public override void Dispose()
{
if (IsDisposed)
{
return;
}
base.Dispose();
_entities.Remove(RuntimeId);
switch (SceneRuntimeType)
{
case SceneRuntimeType.Root:
{
#if FANTASY_NET
foreach (var (_, processSessionInfo) in _processSessionInfos.ToList())
{
processSessionInfo.Dispose();
}
_processSessionInfos.Clear();
#endif
_entities.Remove(EntityComponent.RuntimeId);
foreach (var (runtimeId, entity) in _entities.ToList())
{
if (runtimeId != entity.RuntimeId)
{
continue;
}
entity.Dispose();
}
_entities.Clear();
#if FANTASY_UNITY
_unityWorldId--;
_unitySceneId--;
#endif
TypeInstance.Clear();
#if FANTASY_NET
Process.RemoveScene(this, false);
Process.RemoveSceneToProcess(this, false);
#endif
EntityComponent.Dispose();
EntityPool.Dispose();
EntityListPool.Dispose();
EntitySortedDictionaryPool.Dispose();
break;
}
case SceneRuntimeType.SubScene:
{
break;
}
default:
{
Log.Error($"SceneRuntimeType: {SceneRuntimeType} The unsupported SceneRuntimeType of the Scene executed Dispose.");
break;
}
}
SceneUpdate = null;
EntityIdFactory = null;
RuntimeIdFactory = null;
EntityPool = null;
EntityListPool = null;
EntitySortedDictionaryPool = null;
EntityComponent = null;
TimerComponent = null;
EventComponent = null;
MessagePoolComponent = null;
CoroutineLockComponent = null;
MessageDispatcherComponent = null;
#if FANTASY_NET
World = null;
Process = null;
SceneType = 0;
SceneConfigId = 0;
SingleCollectionComponent = null;
NetworkMessagingComponent = null;
TerminusComponent = null;
RoamingComponent = null;
#elif FANTASY_UNITY
Session = null;
UnityNetwork = null;
#endif
ThreadSynchronizationContext = null;
SceneRuntimeType = SceneRuntimeType.None;
}
#endregion
internal ISceneUpdate SceneUpdate { get; set; }
internal void Update()
{
try
{
SceneUpdate.Update();
}
catch (Exception e)
{
Log.Error(e);
}
}
#region Create
#if FANTASY_UNITY || FANTASY_CONSOLE
private static uint _unitySceneId = 0;
private static byte _unityWorldId = 0;
public Session Session { get; private set; }
private AClientNetwork UnityNetwork { get; set; }
/// <summary>
/// 创建一个Unity的Scene注意:该方法只能在主线程下使用。
/// </summary>
/// <param name="sceneRuntimeMode">选择Scene的运行方式</param>
/// <returns></returns>
/// <exception cref="Exception"></exception>
public static async FTask<Scene> Create(string sceneRuntimeMode = SceneRuntimeMode.MainThread)
{
var world = ++_unityWorldId;
if (world > byte.MaxValue - 1)
{
throw new Exception($"World ID ({world}) exceeds the maximum allowed value of 255.");
}
var sceneId = (uint)(++_unitySceneId + world * 1000);
if (sceneId > 255255)
{
throw new Exception($"Scene ID ({sceneId}) exceeds the maximum allowed value of 255255.");
}
var scene = new Scene();
scene.Scene = scene;
scene.Parent = scene;
scene.Type = typeof(Scene);
scene.SceneRuntimeType = SceneRuntimeType.Root;
scene.EntityIdFactory = IdFactoryHelper.EntityIdFactory(sceneId, world);
scene.RuntimeIdFactory = IdFactoryHelper.RuntimeIdFactory(0, sceneId, world);
scene.Id = IdFactoryHelper.EntityId(0, sceneId, world, 0);
scene.RuntimeId = IdFactoryHelper.RuntimeId(0, sceneId, world, 0);
scene.AddEntity(scene);
await SetScheduler(scene, sceneRuntimeMode);
scene.ThreadSynchronizationContext.Post(() =>
{
scene.EventComponent.PublishAsync(new OnCreateScene(scene)).Coroutine();
});
return scene;
}
public Session Connect(string remoteAddress, NetworkProtocolType networkProtocolType, Action onConnectComplete, Action onConnectFail, Action onConnectDisconnect, bool isHttps, int connectTimeout = 5000)
{
UnityNetwork?.Dispose();
UnityNetwork = NetworkProtocolFactory.CreateClient(this, networkProtocolType, NetworkTarget.Outer);
Session = UnityNetwork.Connect(remoteAddress, onConnectComplete, onConnectFail, onConnectDisconnect, isHttps, connectTimeout);
return Session;
}
#endif
#if FANTASY_NET
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Scene Create(Process process, byte worldId, uint sceneConfigId)
{
var scene = new Scene();
scene.Scene = scene;
scene.Parent = scene;
scene.Type = typeof(Scene);
scene.Process = process;
scene.SceneRuntimeType = SceneRuntimeType.Root;
scene.EntityIdFactory = IdFactoryHelper.EntityIdFactory(sceneConfigId, worldId);
scene.RuntimeIdFactory = IdFactoryHelper.RuntimeIdFactory(0,sceneConfigId, worldId);
scene.Id = IdFactoryHelper.EntityId(0, sceneConfigId, worldId, 0);
scene.RuntimeId = IdFactoryHelper.RuntimeId(0, sceneConfigId, worldId, 0);
scene.AddEntity(scene);
return scene;
}
/// <summary>
/// 创建一个新的Scene
/// </summary>
/// <param name="process">所属的Process</param>
/// <param name="machineConfig">对应的MachineConfig配置文件</param>
/// <param name="sceneConfig">对应的SceneConfig配置文件</param>
/// <returns>创建成功后会返回创建的Scene的实例</returns>
public static async FTask<Scene> Create(Process process, MachineConfig machineConfig, SceneConfig sceneConfig)
{
var scene = Create(process, (byte)sceneConfig.WorldConfigId, sceneConfig.Id);
scene.SceneType = sceneConfig.SceneType;
scene.SceneConfigId = sceneConfig.Id;
await SetScheduler(scene, sceneConfig.SceneRuntimeMode);
if (sceneConfig.WorldConfigId != 0)
{
scene.World = World.Create(scene, (byte)sceneConfig.WorldConfigId);
}
if (sceneConfig.InnerPort != 0)
{
// 创建内网网络服务器
scene.InnerNetwork = NetworkProtocolFactory.CreateServer(scene, ProcessDefine.InnerNetwork, NetworkTarget.Inner, machineConfig.InnerBindIP, sceneConfig.InnerPort);
}
if (sceneConfig.OuterPort != 0)
{
// 创建外网网络服务
var networkProtocolType = Enum.Parse<NetworkProtocolType>(sceneConfig.NetworkProtocol);
scene.OuterNetwork = NetworkProtocolFactory.CreateServer(scene, networkProtocolType, NetworkTarget.Outer, machineConfig.OuterBindIP, sceneConfig.OuterPort);
}
Process.AddScene(scene);
process.AddSceneToProcess(scene);
scene.ThreadSynchronizationContext.Post(() =>
{
if (sceneConfig.SceneTypeString == "Addressable")
{
// 如果是AddressableScene,自动添加上AddressableManageComponent。
scene.AddComponent<AddressableManageComponent>();
}
scene.EventComponent.PublishAsync(new OnCreateScene(scene)).Coroutine();
});
return scene;
}
/// <summary>
/// 在Scene下面创建一个子Scene一般用于副本或者一些特殊的场景。
/// </summary>
/// <param name="parentScene">主Scene的实例</param>
/// <param name="sceneType">SceneType可以在SceneType里找到例如:SceneType.Addressable</param>
/// <param name="onSubSceneComplete">子Scene创建成功后执行的委托可以传递null</param>
/// <returns></returns>
public static SubScene CreateSubScene(Scene parentScene, int sceneType, Action<SubScene, Scene> onSubSceneComplete = null)
{
var scene = new SubScene();
scene.Scene = scene;
scene.Parent = scene;
scene.RootScene = parentScene;
scene.Type = typeof(SubScene);
scene.SceneType = sceneType;
scene.World = parentScene.World;
scene.Process = parentScene.Process;
scene.SceneRuntimeType = SceneRuntimeType.SubScene;
scene.EntityIdFactory = parentScene.EntityIdFactory;
scene.RuntimeIdFactory = parentScene.RuntimeIdFactory;
scene.Id = scene.EntityIdFactory.Create;
scene.RuntimeId = scene.RuntimeIdFactory.Create;
scene.AddEntity(scene);
scene.Initialize(parentScene);
scene.ThreadSynchronizationContext.Post(() => OnEvent().Coroutine());
return scene;
async FTask OnEvent()
{
await scene.EventComponent.PublishAsync(new OnCreateScene(scene));
onSubSceneComplete?.Invoke(scene, parentScene);
}
}
#endif
private static async FTask SetScheduler(Scene scene, string sceneRuntimeMode)
{
switch (sceneRuntimeMode)
{
case "MainThread":
{
scene.ThreadSynchronizationContext = ThreadScheduler.MainScheduler.ThreadSynchronizationContext;
scene.SceneUpdate = new EmptySceneUpdate();
ThreadScheduler.AddMainScheduler(scene);
await scene.Initialize();
break;
}
case "MultiThread":
{
#if !FANTASY_WEBGL
scene.ThreadSynchronizationContext = new ThreadSynchronizationContext();
#endif
scene.SceneUpdate = new EmptySceneUpdate();
ThreadScheduler.AddToMultiThreadScheduler(scene);
await scene.Initialize();
break;
}
case "ThreadPool":
{
#if !FANTASY_WEBGL
scene.ThreadSynchronizationContext = new ThreadSynchronizationContext();
#endif
scene.SceneUpdate = new EmptySceneUpdate();
ThreadScheduler.AddToThreadPoolScheduler(scene);
await scene.Initialize();
break;
}
}
}
#endregion
#region Entities
/// <summary>
/// 添加一个实体到当前Scene下
/// </summary>
/// <param name="entity">实体实例</param>
public virtual void AddEntity(Entity entity)
{
_entities.Add(entity.RuntimeId, entity);
}
/// <summary>
/// 根据RunTimeId查询一个实体
/// </summary>
/// <param name="runTimeId">实体的RunTimeId</param>
/// <returns>返回的实体</returns>
public virtual Entity GetEntity(long runTimeId)
{
return _entities.TryGetValue(runTimeId, out var entity) ? entity : null;
}
/// <summary>
/// 根据RunTimeId查询一个实体
/// </summary>
/// <param name="runTimeId">实体的RunTimeId</param>
/// <param name="entity">实体实例</param>
/// <returns>返回一个bool值来提示是否查找到这个实体</returns>
public virtual bool TryGetEntity(long runTimeId, out Entity entity)
{
return _entities.TryGetValue(runTimeId, out entity);
}
/// <summary>
/// 根据RunTimeId查询一个实体
/// </summary>
/// <param name="runTimeId">实体的RunTimeId</param>
/// <typeparam name="T">要查询实体的泛型类型</typeparam>
/// <returns>返回的实体</returns>
public virtual T GetEntity<T>(long runTimeId) where T : Entity
{
return _entities.TryGetValue(runTimeId, out var entity) ? (T)entity : null;
}
/// <summary>
/// 根据RunTimeId查询一个实体
/// </summary>
/// <param name="runTimeId">实体的RunTimeId</param>
/// <param name="entity">实体实例</param>
/// <typeparam name="T">要查询实体的泛型类型</typeparam>
/// <returns>返回一个bool值来提示是否查找到这个实体</returns>
public virtual bool TryGetEntity<T>(long runTimeId, out T entity) where T : Entity
{
if (_entities.TryGetValue(runTimeId, out var getEntity))
{
entity = (T)getEntity;
return true;
}
entity = null;
return false;
}
/// <summary>
/// 删除一个实体,仅是删除不会指定实体的销毁方法
/// </summary>
/// <param name="runTimeId">实体的RunTimeId</param>
/// <returns>返回一个bool值来提示是否删除了这个实体</returns>
public virtual bool RemoveEntity(long runTimeId)
{
return _entities.Remove(runTimeId);
}
/// <summary>
/// 删除一个实体,仅是删除不会指定实体的销毁方法
/// </summary>
/// <param name="entity">实体实例</param>
/// <returns>返回一个bool值来提示是否删除了这个实体</returns>
public virtual bool RemoveEntity(Entity entity)
{
return _entities.Remove(entity.RuntimeId);
}
#endregion
#region InnerSession
#if FANTASY_NET
/// <summary>
/// 根据runTimeId获得Session
/// </summary>
/// <param name="runTimeId"></param>
/// <returns></returns>
/// <exception cref="Exception"></exception>
public virtual Session GetSession(long runTimeId)
{
var sceneId = IdFactoryHelper.RuntimeIdTool.GetSceneId(ref runTimeId);
if (_processSessionInfos.TryGetValue(sceneId, out var processSessionInfo))
{
if (!processSessionInfo.Session.IsDisposed)
{
return processSessionInfo.Session;
}
_processSessionInfos.Remove(sceneId);
}
if (Process.IsInAppliaction(ref sceneId))
{
// 如果在同一个Process下不需要通过Socket发送了直接通过Process下转发。
var processSession = Session.CreateInnerSession(Scene);
_processSessionInfos.Add(sceneId, new ProcessSessionInfo(processSession, null));
return processSession;
}
if (!SceneConfigData.Instance.TryGet(sceneId, out var sceneConfig))
{
throw new Exception($"The scene with sceneId {sceneId} was not found in the configuration file");
}
if (!ProcessConfigData.Instance.TryGet(sceneConfig.ProcessConfigId, out var processConfig))
{
throw new Exception($"The process with processId {sceneConfig.ProcessConfigId} was not found in the configuration file");
}
if (!MachineConfigData.Instance.TryGet(processConfig.MachineId, out var machineConfig))
{
throw new Exception($"The machine with machineId {processConfig.MachineId} was not found in the configuration file");
}
var remoteAddress = $"{machineConfig.InnerBindIP}:{sceneConfig.InnerPort}";
var client = NetworkProtocolFactory.CreateClient(Scene, ProcessDefine.InnerNetwork, NetworkTarget.Inner);
var session = client.Connect(remoteAddress, null, () =>
{
Log.Error($"Unable to connect to the target server sourceServerId:{Scene.Process.Id} targetServerId:{sceneConfig.ProcessConfigId}");
}, null, false);
_processSessionInfos.Add(sceneId, new ProcessSessionInfo(session, client));
return session;
}
#endif
#endregion
}
}