MessageCenter.cs 4.0 KB

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  1. /// <summary>
  2. /// 网络消息处理中心
  3. /// </summary>
  4. using UnityEngine;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. using System.Collections.Concurrent;
  8. using System;
  9. using socket;
  10. using BossServer;
  11. public struct sEvent_GameLogicData
  12. {
  13. public eGameLogicEventType _eventType;
  14. public object _eventData;
  15. }
  16. public struct sEvent_NetMessageData
  17. {
  18. public eProtocalCommand _eventType;
  19. public byte[] _eventData;
  20. public static implicit operator sEvent_NetMessageData(sSocketData src)
  21. {
  22. var ret = new sEvent_NetMessageData()
  23. {
  24. _eventType = src.ProtocallType,
  25. _eventData = src.Data
  26. };
  27. return ret;
  28. }
  29. }
  30. public delegate void Callback_GameLogic_Handle(object _data);
  31. public delegate void Callback_NetMessage_Handle(byte[] _data);
  32. public class MessageCenter : MonoSingleton<MessageCenter>
  33. {
  34. private Dictionary<eProtocalCommand, Callback_NetMessage_Handle> _netMessage_EventList = new Dictionary<eProtocalCommand, Callback_NetMessage_Handle>();
  35. public ConcurrentQueue<sEvent_NetMessageData> _netMessageDataQueue = new ConcurrentQueue<sEvent_NetMessageData>();
  36. private Dictionary<eGameLogicEventType, Callback_GameLogic_Handle> _gameLogic_EventList = new Dictionary<eGameLogicEventType, Callback_GameLogic_Handle>();
  37. public ConcurrentQueue<sEvent_GameLogicData> _gameLogicDataQueue = new ConcurrentQueue<sEvent_GameLogicData>();
  38. //添加网络事件观察者
  39. public void addObsever(eProtocalCommand _protocalType, Callback_NetMessage_Handle _callback)
  40. {
  41. if (_netMessage_EventList.ContainsKey(_protocalType))
  42. {
  43. _netMessage_EventList[_protocalType] += _callback;
  44. }
  45. else
  46. {
  47. _netMessage_EventList.Add(_protocalType, _callback);
  48. }
  49. }
  50. //删除网络事件观察者
  51. public void removeObserver(eProtocalCommand _protocalType, Callback_NetMessage_Handle _callback)
  52. {
  53. if (_netMessage_EventList.ContainsKey(_protocalType))
  54. {
  55. _netMessage_EventList[_protocalType] -= _callback;
  56. if (_netMessage_EventList[_protocalType] == null)
  57. {
  58. _netMessage_EventList.Remove(_protocalType);
  59. }
  60. }
  61. }
  62. //添加普通事件观察者
  63. public void AddEventListener(eGameLogicEventType _eventType, Callback_GameLogic_Handle _callback)
  64. {
  65. if (_gameLogic_EventList.ContainsKey(_eventType))
  66. {
  67. _gameLogic_EventList[_eventType] += _callback;
  68. }
  69. else
  70. {
  71. _gameLogic_EventList.Add(_eventType, _callback);
  72. }
  73. }
  74. //删除普通事件观察者
  75. public void RemoveEventListener(eGameLogicEventType _eventType, Callback_GameLogic_Handle _callback)
  76. {
  77. if (_gameLogic_EventList.ContainsKey(_eventType))
  78. {
  79. _gameLogic_EventList[_eventType] -= _callback;
  80. if (_gameLogic_EventList[_eventType] == null)
  81. {
  82. _gameLogic_EventList.Remove(_eventType);
  83. }
  84. }
  85. }
  86. //推送消息
  87. public void PostEvent(eGameLogicEventType _eventType, object data = null)
  88. {
  89. if (_gameLogic_EventList.ContainsKey(_eventType))
  90. {
  91. _gameLogic_EventList[_eventType](data);
  92. }
  93. }
  94. public void Init() { }
  95. void Update()
  96. {
  97. while (_gameLogicDataQueue.TryDequeue(out sEvent_GameLogicData tmpGameLogicData))
  98. {
  99. if (_gameLogic_EventList.ContainsKey(tmpGameLogicData._eventType))
  100. {
  101. _gameLogic_EventList[tmpGameLogicData._eventType](tmpGameLogicData._eventData);
  102. }
  103. }
  104. while (_netMessageDataQueue.TryDequeue(out sEvent_NetMessageData tmpNetMessageData))
  105. {
  106. if (_netMessage_EventList.ContainsKey(tmpNetMessageData._eventType))
  107. {
  108. _netMessage_EventList[tmpNetMessageData._eventType](tmpNetMessageData._eventData);
  109. }
  110. }
  111. }
  112. override protected void DoOnDestroy()
  113. {
  114. //SocketManager.Instance.Close();
  115. base.DoOnDestroy();
  116. }
  117. }