GameServerModel.ts 4.3 KB

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  1. import { eg } from "../frameWork/eg";
  2. import { GameServerConfig } from "../network/GameServerConfig";
  3. import { HttpClient as HttpClient_Browser, TsrpcError, WsClient as WsClient_Browser } from 'tsrpc-browser';
  4. import { HttpClient as HttpClient_Miniapp, WsClient as WsClient_Miniapp } from 'tsrpc-miniapp';
  5. import { serviceProto as ServiceProtoRoom, ServiceType, ServiceType as ServiceTypeRoom } from "../shared/serviceProto";
  6. import IDataModel from "../frameWork/model/IDataModel";
  7. import UIHelp, { DialogParams } from "../logic/ui/UIHelp";
  8. import GameController from "../GameController";
  9. import { I18n } from "../utils/I18nUtil";
  10. import { NetworkEvent } from "../data/const/EventConst";
  11. import EventMng from "../manager/EventMng";
  12. import GameDataCenter from "../data/GameDataCenter";
  13. /** 游戏服 */
  14. export class GameServerModel extends IDataModel {
  15. /** 连接房间服务器 Websocket 客户端 */
  16. wscRoom: WsClient_Miniapp<ServiceTypeRoom> | WsClient_Browser<ServiceTypeRoom> = null!;
  17. /** 重连次数 */
  18. reconnectCnt: number = 0;
  19. async Init(serverUrl: string) {
  20. this.wscRoom = eg.tspcNet.createWscRoom(serverUrl);
  21. }
  22. /** 连接游戏服 */
  23. async Connect() {
  24. let resConnect = await this.wscRoom.connect();
  25. if (!resConnect.isSucc) {
  26. console.error('连接游戏服失败', resConnect.errMsg);
  27. return;
  28. }
  29. CC_PREVIEW && console.log('连接游戏服成功');
  30. this.PostDisconnectFlow();
  31. }
  32. /** 重连游戏服 */
  33. async ReConnect() {
  34. this.reconnectCnt++;
  35. let resConnect = await this.wscRoom.connect();
  36. if (!resConnect.isSucc) {
  37. console.log('连接游戏服失败', resConnect.errMsg);
  38. if (this.reconnectCnt >= GameServerConfig.reconnectMax) {
  39. CC_PREVIEW && console.error("重连服务器超过上限");
  40. let dialogParam: DialogParams = {
  41. content: I18n.getI18nText("http_overtime"),
  42. cbConfirm: () => {
  43. this.reconnectCnt = 0;
  44. GameController.clear();
  45. cc.game.restart();
  46. },
  47. txtConfirm: I18n.getI18nText("http_overtime_confirm_1"),
  48. onlyConfirm: true
  49. }
  50. UIHelp.ShowSystemDialog(dialogParam)
  51. return;
  52. }
  53. setTimeout(() => {
  54. this.ReConnect();
  55. }, 2000);
  56. return;
  57. }
  58. EventMng.emit(NetworkEvent.WAIT, -1)
  59. CC_PREVIEW && console.log("重连服务器成功");
  60. GameDataCenter.login.sendEnterGame(GameDataCenter.login.playerInfo.sid)
  61. }
  62. /** 客户端与服务器断开事件 */
  63. private PostDisconnectFlow() {
  64. this.wscRoom.flows.postDisconnectFlow.push(v => {
  65. // 非客户端手动断开时处理(例:网络错误、服务器关闭)
  66. if (!v.isManual) {
  67. CC_PREVIEW && console.log("wss断线", v.reason);
  68. EventMng.emit(NetworkEvent.WAIT, 1);
  69. this.reconnectCnt = 0;
  70. // 等待 2 秒后自动重连
  71. this.ReConnect();
  72. }
  73. return v;
  74. });
  75. }
  76. /** 错误处理 */
  77. private ErrorHandler(err: TsrpcError) {
  78. if (!err) {
  79. UIHelp.ShowTips(err.message);
  80. // switch (err.code) {
  81. // }
  82. return null;
  83. }
  84. }
  85. /** 请求api */
  86. public async ReqApi<T extends string & keyof ServiceType['api']>(apiName: T, req: ServiceType['api'][T]['req']) {
  87. let ret = await this.wscRoom.callApi(apiName, req);
  88. if (!ret.isSucc) {
  89. this.ErrorHandler(ret.err)
  90. return null;
  91. }
  92. return ret;
  93. }
  94. /** ws发送消息 */
  95. public SendMsg<T extends string & keyof ServiceType['msg']>(msgName: T, msg: ServiceType['msg'][T]) {
  96. this.wscRoom.sendMsg(msgName, msg);
  97. }
  98. /** 监听消息 */
  99. public ListenMsg<T extends keyof ServiceType['msg']>(msgName: T | RegExp, callback: Function, target: any) {
  100. this.wscRoom.listenMsg(msgName, v => {
  101. callback.call(target, v);
  102. });
  103. }
  104. }