├── FreeNet
├── DefaultMessageResolver.cs
├── DefaultPacketDispatcher.cs
├── DoubleBufferingQueue.cs
├── FastBinaryRead.cs
├── FastBinaryWrite.cs
├── FreeNet.csproj
├── FreeNet.sln
├── ILogicQueue.cs
├── IMessageResolver.cs
├── IPacket.cs
├── IPacketDispatcher.cs
├── Listener.cs
├── NetworkDefine.cs
├── NetworkService.cs
├── Packet.cs
├── ReserveClosingProcess.cs
├── ServerOption.cs
├── Session.cs
├── SessionManager.cs
├── SocketAsyncEventArgsPool.cs
├── SocketOption.cs
└── TCPConnector.cs
├── README.md
├── Samples
├── EchoClient
│ ├── ClientSimpleTcp.cs
│ ├── DevLog.cs
│ ├── EchoClient.csproj
│ ├── EchoClient.sln
│ ├── Program.cs
│ ├── Protocol.cs
│ └── RemoteServerPeer.cs
├── EchoServer
│ ├── EchoServer.csproj
│ ├── EchoServer.sln
│ ├── GameUser.cs
│ ├── PacketProcess.cs
│ ├── Program.cs
│ └── Protocol.cs
└── EchoServerIOThreadPacketProcess
│ ├── EchoServerIOThreadPacketProcess.csproj
│ ├── EchoServerIOThreadPacketProcess.sln
│ ├── GameUser.cs
│ ├── IoThreadPacketDispatcher.cs
│ ├── Program.cs
│ └── Protocol.cs
├── documents
├── class_struct.png
├── class_struct_en.png
├── logic_thread.png
├── logic_thread_en.png
├── send.png
├── send_en.png
├── struct.png
├── struct_en.png
├── worker_thread.png
└── worker_thread_en.png
└── viruswar
├── client
├── Assets
│ ├── Canvas.prefab
│ ├── Canvas.prefab.meta
│ ├── FreeNet.meta
│ ├── FreeNet
│ │ ├── CFreeNetEventManager.cs
│ │ ├── CFreeNetEventManager.cs.meta
│ │ ├── CFreeNetUnityService.cs
│ │ ├── CFreeNetUnityService.cs.meta
│ │ ├── CRemoteServerPeer.cs
│ │ ├── CRemoteServerPeer.cs.meta
│ │ ├── FreeNet.dll
│ │ └── FreeNet.dll.meta
│ ├── images.meta
│ ├── images
│ │ ├── go_01.png
│ │ ├── go_01.png.meta
│ │ ├── stop_noti.png
│ │ ├── stop_noti.png.meta
│ │ ├── win.png
│ │ └── win.png.meta
│ ├── resources.meta
│ ├── resources
│ │ ├── font.meta
│ │ └── font
│ │ │ ├── BMHANNA_11yrs_ttf.ttf
│ │ │ └── BMHANNA_11yrs_ttf.ttf.meta
│ ├── scripts.meta
│ ├── scripts
│ │ ├── State.meta
│ │ └── State
│ │ │ ├── CMessageDispatcher.cs
│ │ │ ├── CMessageDispatcher.cs.meta
│ │ │ ├── CStateCreateNewObject.cs
│ │ │ ├── CStateCreateNewObject.cs.meta
│ │ │ ├── CStateManager.cs
│ │ │ ├── CStateManager.cs.meta
│ │ │ ├── CStateSingleObject.cs
│ │ │ ├── CStateSingleObject.cs.meta
│ │ │ ├── IState.cs
│ │ │ ├── IState.cs.meta
│ │ │ ├── IStateObjectGenerationType.cs
│ │ │ └── IStateObjectGenerationType.cs.meta
│ ├── viruswar.meta
│ └── viruswar
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ ├── images.meta
│ │ ├── images
│ │ │ ├── blank.png
│ │ │ ├── blank.png.meta
│ │ │ ├── blue.png
│ │ │ ├── blue.png.meta
│ │ │ ├── blue_playing.png
│ │ │ ├── blue_playing.png.meta
│ │ │ ├── border.png
│ │ │ ├── border.png.meta
│ │ │ ├── border_line.png
│ │ │ ├── border_line.png.meta
│ │ │ ├── cancel_x.png
│ │ │ ├── cancel_x.png.meta
│ │ │ ├── draw.png
│ │ │ ├── draw.png.meta
│ │ │ ├── focus.png
│ │ │ ├── focus.png.meta
│ │ │ ├── gameboard.png
│ │ │ ├── gameboard.png.meta
│ │ │ ├── gameboard_bg.png
│ │ │ ├── gameboard_bg.png.meta
│ │ │ ├── gray_transparent.png
│ │ │ ├── gray_transparent.png.meta
│ │ │ ├── graycell.png
│ │ │ ├── graycell.png.meta
│ │ │ ├── info.png
│ │ │ ├── info.png.meta
│ │ │ ├── lose.png
│ │ │ ├── lose.png.meta
│ │ │ ├── me.png
│ │ │ ├── me.png.meta
│ │ │ ├── n00.png
│ │ │ ├── n00.png.meta
│ │ │ ├── n01.png
│ │ │ ├── n01.png.meta
│ │ │ ├── n02.png
│ │ │ ├── n02.png.meta
│ │ │ ├── n03.png
│ │ │ ├── n03.png.meta
│ │ │ ├── n04.png
│ │ │ ├── n04.png.meta
│ │ │ ├── n05.png
│ │ │ ├── n05.png.meta
│ │ │ ├── n06.png
│ │ │ ├── n06.png.meta
│ │ │ ├── n07.png
│ │ │ ├── n07.png.meta
│ │ │ ├── n08.png
│ │ │ ├── n08.png.meta
│ │ │ ├── n09.png
│ │ │ ├── n09.png.meta
│ │ │ ├── other.png
│ │ │ ├── other.png.meta
│ │ │ ├── playagain.png
│ │ │ ├── playagain.png.meta
│ │ │ ├── red.png
│ │ │ ├── red.png.meta
│ │ │ ├── red_playing.png
│ │ │ ├── red_playing.png.meta
│ │ │ ├── title_blue.png
│ │ │ ├── title_blue.png.meta
│ │ │ ├── waiting.png
│ │ │ ├── waiting.png.meta
│ │ │ ├── white.png
│ │ │ ├── white.png.meta
│ │ │ ├── win.png
│ │ │ ├── win.png.meta
│ │ │ ├── yes.png
│ │ │ └── yes.png.meta
│ │ ├── prefabs.meta
│ │ └── prefabs
│ │ │ ├── blue.prefab
│ │ │ ├── blue.prefab.meta
│ │ │ ├── border.prefab
│ │ │ ├── border.prefab.meta
│ │ │ ├── character_border.prefab
│ │ │ ├── character_border.prefab.meta
│ │ │ ├── red.prefab
│ │ │ ├── red.prefab.meta
│ │ │ ├── touchable_area.prefab
│ │ │ └── touchable_area.prefab.meta
│ │ ├── scenes.meta
│ │ ├── scenes
│ │ ├── play.unity
│ │ └── play.unity.meta
│ │ ├── scripts.meta
│ │ └── scripts
│ │ ├── CHelper.cs
│ │ ├── CHelper.cs.meta
│ │ ├── CNetworkManager.cs
│ │ ├── CNetworkManager.cs.meta
│ │ ├── CPlayer.cs
│ │ ├── CPlayer.cs.meta
│ │ ├── CPlayerAgent.cs
│ │ ├── CPlayerAgent.cs.meta
│ │ ├── CPlayerRenderer.cs
│ │ ├── CPlayerRenderer.cs.meta
│ │ ├── effect.meta
│ │ ├── effect
│ │ ├── CRotator.cs
│ │ ├── CRotator.cs.meta
│ │ ├── CScaleController.cs
│ │ └── CScaleController.cs.meta
│ │ ├── play.meta
│ │ ├── play
│ │ ├── CBorderViewer.cs
│ │ ├── CBorderViewer.cs.meta
│ │ ├── CGameWorld.cs
│ │ ├── CGameWorld.cs.meta
│ │ ├── CVirus.cs
│ │ ├── CVirus.cs.meta
│ │ ├── room_state.meta
│ │ └── room_state
│ │ │ ├── CBattleRoomGameOverState.cs
│ │ │ ├── CBattleRoomGameOverState.cs.meta
│ │ │ ├── CBattleRoomReadyState.cs
│ │ │ ├── CBattleRoomReadyState.cs.meta
│ │ │ ├── CBattleRoomTurnPlayingState.cs
│ │ │ ├── CBattleRoomTurnPlayingState.cs.meta
│ │ │ ├── CBattleRoomWaitState.cs
│ │ │ └── CBattleRoomWaitState.cs.meta
│ │ ├── protocol.cs
│ │ ├── protocol.cs.meta
│ │ ├── public.meta
│ │ ├── public
│ │ ├── CCameraAspectRatio.cs
│ │ ├── CCameraAspectRatio.cs.meta
│ │ ├── CGameObjectPool.cs
│ │ ├── CGameObjectPool.cs.meta
│ │ ├── CSingleton.cs
│ │ ├── CSingleton.cs.meta
│ │ ├── EasingUtil.cs
│ │ ├── EasingUtil.cs.meta
│ │ ├── MiniJSON.cs
│ │ └── MiniJSON.cs.meta
│ │ ├── ui.meta
│ │ └── ui
│ │ ├── CBattleRoom.cs
│ │ ├── CBattleRoom.cs.meta
│ │ ├── CButtonAction.cs
│ │ ├── CButtonAction.cs.meta
│ │ ├── CMainMenu.cs
│ │ ├── CMainMenu.cs.meta
│ │ ├── CMapCollision.cs
│ │ ├── CMapCollision.cs.meta
│ │ ├── CPlayerGameInfoUI.cs
│ │ ├── CPlayerGameInfoUI.cs.meta
│ │ ├── CPopupCommon.cs
│ │ ├── CPopupCommon.cs.meta
│ │ ├── CPopupNetworkProcessing.cs
│ │ ├── CPopupNetworkProcessing.cs.meta
│ │ ├── CPopupQuit.cs
│ │ ├── CPopupQuit.cs.meta
│ │ ├── CPopupResult.cs
│ │ ├── CPopupResult.cs.meta
│ │ ├── CStatusBar.cs
│ │ ├── CStatusBar.cs.meta
│ │ ├── CUIButton.cs
│ │ ├── CUIButton.cs.meta
│ │ ├── CUIManager.cs
│ │ └── CUIManager.cs.meta
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NavMeshLayers.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
└── doc
│ ├── screenshot.png
│ └── setting.png
└── server
├── GameServer
├── App.config
├── CGameRoom.cs
├── CGameRoomManager.cs
├── CGameServer.cs
├── CGameUser.cs
├── CHelper.cs
├── CPlayer.cs
├── CPlayerMovingData.cs
├── GameServer.csproj
├── Program.cs
├── Properties
│ └── AssemblyInfo.cs
├── RoomState
│ ├── CGameRoomPlayState.cs
│ ├── CGameRoomReadyState.cs
│ └── IRoomState.cs
├── State
│ ├── CMessageDispatcher.cs
│ ├── CStateManager.cs
│ └── IState.cs
├── UserState
│ ├── CUserLobbyState.cs
│ ├── CUserPlayState.cs
│ └── IUserState.cs
├── Vector2.cs
└── protocol.cs
└── viruswar_server.sln
/FreeNet/DefaultPacketDispatcher.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading;
6 |
7 | namespace FreeNet
8 | {
9 | ///
10 | /// 패킷을 처리해서 컨텐츠를 실행하는 곳이다.
11 | /// FreeNet을 사용할 때 LogicMessageEntry을 참고해서 IMessageDispatcher를 상속 받는 클래스를 맞게 구현하자
12 | ///
13 | public class DefaultPacketDispatcher : IPacketDispatcher
14 | {
15 | ILogicQueue MessageQueue = new DoubleBufferingQueue();
16 |
17 |
18 | public DefaultPacketDispatcher()
19 | {
20 | }
21 |
22 |
23 | public void IncomingPacket(bool IsSystem, Session user, Packet packet)
24 | {
25 | // 여긴 IO스레드에서 호출된다.
26 | // 완성된 패킷을 메시지큐에 넣어준다.
27 |
28 | if(IsSystem == false && packet.ProtocolId <= (short)NetworkDefine.SYS_NTF_MAX)
29 | {
30 | //TODO: 로그 남기기. 여기서는 로거의 인터페이스만 호출해야 한다. 로거의 구현은 애플리케이션에서 구현한다
31 |
32 | // 시스템만 보내어야할 패킷을 상대방이 보냈음. 해킹 의심
33 | return;
34 | }
35 |
36 | MessageQueue.Enqueue(packet);
37 | }
38 |
39 | public Queue DispatchAll()
40 | {
41 | return MessageQueue.TakeAll();
42 | }
43 |
44 |
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/FreeNet/FreeNet.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | netstandard2.0
5 |
6 |
7 |
8 | true
9 |
10 |
11 |
12 | true
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
--------------------------------------------------------------------------------
/FreeNet/FreeNet.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.26730.16
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FreeNet", "FreeNet.csproj", "{14F7AAE9-D596-4745-A907-6A86A95E20FC}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {14F7AAE9-D596-4745-A907-6A86A95E20FC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {14F7AAE9-D596-4745-A907-6A86A95E20FC}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {14F7AAE9-D596-4745-A907-6A86A95E20FC}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {14F7AAE9-D596-4745-A907-6A86A95E20FC}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {4D203167-09D0-4A19-9EE8-E9924CF08A70}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/FreeNet/ILogicQueue.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace FreeNet
7 | {
8 | public interface ILogicQueue
9 | {
10 | void Enqueue(Packet msg);
11 |
12 | Queue TakeAll();
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/FreeNet/IMessageResolver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FreeNet
6 | {
7 | public interface IMessageResolver
8 | {
9 | void Init(int bufferSize);
10 |
11 | void OnReceive(byte[] buffer, int offset, int transffered, Action callback);
12 | }
13 | }
14 |
--------------------------------------------------------------------------------
/FreeNet/IPacket.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FreeNet
6 | {
7 | interface IPacket
8 | {
9 | }
10 | }
11 |
--------------------------------------------------------------------------------
/FreeNet/IPacketDispatcher.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace FreeNet
7 | {
8 | public interface IPacketDispatcher
9 | {
10 | void IncomingPacket(bool IsSystem, Session user, Packet packet);
11 |
12 | Queue DispatchAll();
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/FreeNet/NetworkDefine.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FreeNet
6 | {
7 | public class NetworkDefine
8 | {
9 | #region SYSTEM_PACKET
10 | public const UInt16 SYS_NTF_CONNECTED = 1;
11 |
12 | public const UInt16 SYS_NTF_CLOSED = 2;
13 |
14 | public const UInt16 SYS_START_HEARTBEAT = 3;
15 |
16 | // 리모트에서 받은 패킷의 경우 이 숫자를 넘어서는 것은 에러
17 | public const UInt16 SYS_NTF_MAX = 100;
18 | #endregion
19 |
20 |
21 | }
22 |
23 |
24 |
25 |
26 | }
27 |
--------------------------------------------------------------------------------
/FreeNet/Packet.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace FreeNet
7 | {
8 | ///
9 | /// byte[] 버퍼를 참조로 보관하여 pop_xxx 매소드 호출 순서대로 데이터 변환을 수행한다.
10 | ///
11 | public class Packet : IPacket
12 | {
13 | public Session Owner { get; set; }
14 |
15 | public byte[] BodyData { get; set; }
16 |
17 |
18 |
19 | public UInt16 ProtocolId { get; private set; }
20 |
21 |
22 | public Packet(UInt16 packetId, byte[] body)
23 | {
24 | // 참조로만 보관하여 작업한다.
25 | // 복사가 필요하면 별도로 구현해야 한다.
26 | BodyData = body;
27 | ProtocolId = packetId;
28 | }
29 |
30 | public Packet(Session owner, UInt16 packetId)
31 | {
32 | // 참조로만 보관하여 작업한다.
33 | // 복사가 필요하면 별도로 구현해야 한다.
34 | Owner = owner;
35 | ProtocolId = packetId;
36 | }
37 |
38 |
39 | }
40 | }
41 |
--------------------------------------------------------------------------------
/FreeNet/ReserveClosingProcess.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Concurrent;
3 | using System.Collections.Generic;
4 | using System.Text;
5 | using System.Threading;
6 |
7 | namespace FreeNet
8 | {
9 | class ReserveClosingProcess
10 | {
11 | ConcurrentQueue ReserveQueue = new ConcurrentQueue();
12 |
13 | bool IsStarted = false;
14 | Thread ProcessThread = null;
15 |
16 | int CheckMilliSecond = 100;
17 |
18 |
19 | public void Start(int checkMilliSecond)
20 | {
21 | CheckMilliSecond = checkMilliSecond;
22 | IsStarted = true;
23 |
24 | ProcessThread = new Thread(Process);
25 | ProcessThread.Start();
26 | }
27 |
28 | public void Stop()
29 | {
30 | if(IsStarted == false)
31 | {
32 | return;
33 | }
34 |
35 | IsStarted = false;
36 | ProcessThread.Join();
37 | }
38 |
39 | public void Add(Session session)
40 | {
41 | ReserveQueue.Enqueue(session);
42 | }
43 |
44 |
45 | void Process()
46 | {
47 | while (IsStarted)
48 | {
49 | var currentTime = (DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond);
50 |
51 | while (true)
52 | {
53 | bool isTimeWaitOrEmpty = true;
54 |
55 | if (ReserveQueue.TryPeek(out var temp) && temp.ReserveClosingMillSec <= currentTime)
56 | {
57 | if (ReserveQueue.TryDequeue(out var session))
58 | {
59 | isTimeWaitOrEmpty = false;
60 | session.Close();
61 | }
62 | }
63 |
64 | if(isTimeWaitOrEmpty)
65 | {
66 | break;
67 | }
68 | }
69 |
70 | Thread.Sleep(CheckMilliSecond);
71 | }
72 | }
73 | }
74 | }
75 |
--------------------------------------------------------------------------------
/FreeNet/ServerOption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FreeNet
6 | {
7 | public class ServerOption
8 | {
9 | public int MaxConnectionCount = 10000;
10 | public int ReserveClosingWaitMilliSecond = 100;
11 | public int ReceiveSecondaryBufferSize = 4012;
12 |
13 | public int ClientReceiveBufferSize = 4096;
14 | public int ClientMaxPacketSize = 1024;
15 | public int ClientSendPacketMTU = 1024;
16 |
17 | // 아직 구현이 완전하지 않음
18 | public UInt16 ClientHeartBeatIntervalSec = 0; // 0 이면 허트비트 사용하지 않음
19 | public UInt16 ClientHeartBeatMaxWaitTimeSec = 0; // 허트 비트 최대 대기 시간(초). 이 시간 이상으로 허트비트가 안 오면 네트워크 이상
20 |
21 | public int ServerSendPacketMTU = 4096;
22 |
23 |
24 | public int SendPacketMTUSize(bool isClient)
25 | {
26 | return isClient ? ClientSendPacketMTU : ServerSendPacketMTU;
27 | }
28 | }
29 |
30 | }
31 |
--------------------------------------------------------------------------------
/FreeNet/SocketOption.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FreeNet
6 | {
7 | public class SocketOption
8 | {
9 | public bool NoDelay = false;
10 | }
11 | }
12 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | FreeNetLite - .Net Core
2 | =========
3 | 원 버전은 닷넷 3.5 지원인데 .Net Core 지원으로 바꾼 것이다.
4 | FreeNet은 .Net Standard 2.0 버전이고, SampleServer는 .Net Core 2.2 버전이다.
5 | (그리고 코드 리팩토링도 하고 있다)
6 |
7 | **현재 대규모 수정 중이다. 안정성 테스트를 하지 못했다(2017-10-25)**
8 |
9 | =========
10 | C# Network library. Asynchronous. TCP. GameServer.
11 |
12 | Version
13 | ----------
14 | * v0.1.0 Heartbeat
15 | * v0.0.1
16 |
17 | 프로젝트 정보
18 | ----------
19 | * C# 비동기 네트워크 라이브러리.
20 | * 게임 서버에서 사용할 수 있는 TCP기반의 socket server.
21 | * .Net Core 2.2 사용
22 | * Unity 연동 가능
23 |
24 |
25 | Sample Game
26 | ----------
27 | 
28 | * FreeNet라이브러리를 활용하여 Unity로 만든 온라인 멀티플레이 보드 게임 세균전.
29 | * The VirusWar that online multiplay board game sample developed using FreeNet and Unity.
30 |
31 | 아키텍처 및 구조
32 | ----------
33 | 
34 | 
35 | 
36 | 
37 | 
38 |
39 | Structure
40 | ----------
41 | 
42 | 
43 | 
44 | 
45 | 
46 |
47 |
48 | 라이선스
49 | ----------
50 | * 소스코드는 상업적, 비상업적 어느 용도이든 자유롭게 사용 가능 합니다.
51 |
52 | License
53 | ----------
54 | * All source codes are free to use(Commercial use is possible).
55 |
--------------------------------------------------------------------------------
/Samples/EchoClient/DevLog.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | using System.Runtime.CompilerServices;
8 | using System.Threading;
9 |
10 | namespace csharp_test_client
11 | {
12 | public class DevLog
13 | {
14 | static System.Collections.Concurrent.ConcurrentQueue logMsgQueue = new System.Collections.Concurrent.ConcurrentQueue();
15 |
16 | static Int64 출력가능_로그레벨 = (Int64)LOG_LEVEL.TRACE;
17 |
18 |
19 |
20 | static public void Init(LOG_LEVEL logLevel)
21 | {
22 | ChangeLogLevel(logLevel);
23 | }
24 |
25 | static public void ChangeLogLevel(LOG_LEVEL logLevel)
26 | {
27 | Interlocked.Exchange(ref 출력가능_로그레벨, (int)logLevel);
28 | }
29 |
30 | public static LOG_LEVEL CurrentLogLevel()
31 | {
32 | var curLogLevel = (LOG_LEVEL)Interlocked.Read(ref 출력가능_로그레벨);
33 | return curLogLevel;
34 | }
35 |
36 | static public void Write(string msg, LOG_LEVEL logLevel = LOG_LEVEL.TRACE,
37 | [CallerFilePath] string fileName = "",
38 | [CallerMemberName] string methodName = "",
39 | [CallerLineNumber] int lineNumber = 0)
40 | {
41 | if (CurrentLogLevel() <= logLevel)
42 | {
43 | logMsgQueue.Enqueue(string.Format("{0}:{1}| {2}", DateTime.Now, methodName, msg));
44 | }
45 | }
46 |
47 | static public bool GetLog(out string msg)
48 | {
49 | if (logMsgQueue.TryDequeue(out msg))
50 | {
51 | return true;
52 | }
53 |
54 | return false;
55 | }
56 |
57 | }
58 |
59 |
60 | public enum LOG_LEVEL
61 | {
62 | TRACE,
63 | DEBUG,
64 | INFO,
65 | WARN,
66 | ERROR,
67 | DISABLE
68 | }
69 | }
70 |
--------------------------------------------------------------------------------
/Samples/EchoClient/EchoClient.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | netcoreapp2.0
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Samples/EchoClient/EchoClient.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.26730.16
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "EchoClient", "EchoClient.csproj", "{ADBF19EB-0285-4633-BBD5-BAB71E0D6B85}"
7 | EndProject
8 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FreeNetNCore", "..\..\FreeNetNCore\FreeNetNCore.csproj", "{E7943499-302B-41C1-9968-AC85EB11DA10}"
9 | EndProject
10 | Global
11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 | Debug|Any CPU = Debug|Any CPU
13 | Release|Any CPU = Release|Any CPU
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {ADBF19EB-0285-4633-BBD5-BAB71E0D6B85}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {ADBF19EB-0285-4633-BBD5-BAB71E0D6B85}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {ADBF19EB-0285-4633-BBD5-BAB71E0D6B85}.Release|Any CPU.ActiveCfg = Release|Any CPU
19 | {ADBF19EB-0285-4633-BBD5-BAB71E0D6B85}.Release|Any CPU.Build.0 = Release|Any CPU
20 | {E7943499-302B-41C1-9968-AC85EB11DA10}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
21 | {E7943499-302B-41C1-9968-AC85EB11DA10}.Debug|Any CPU.Build.0 = Debug|Any CPU
22 | {E7943499-302B-41C1-9968-AC85EB11DA10}.Release|Any CPU.ActiveCfg = Release|Any CPU
23 | {E7943499-302B-41C1-9968-AC85EB11DA10}.Release|Any CPU.Build.0 = Release|Any CPU
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {04E82BDE-C0B1-46E8-A2FC-946069FA7384}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/Samples/EchoClient/Program.cs:
--------------------------------------------------------------------------------
1 | using FreeNet;
2 | using System;
3 | using System.Collections.Generic;
4 | using System.Net;
5 |
6 | namespace SampleClient
7 | {
8 | class Program
9 | {
10 | static List game_servers = new List();
11 |
12 | static void Main(string[] args)
13 | {
14 | PacketBufferManager.initialize(2000);
15 | // CNetworkService객체는 메시지의 비동기 송,수신 처리를 수행한다.
16 | // 메시지 송,수신은 서버, 클라이언트 모두 동일한 로직으로 처리될 수 있으므로
17 | // CNetworkService객체를 생성하여 Connector객체에 넘겨준다.
18 | var service = new NetworkService(true);
19 |
20 | // endpoint정보를 갖고있는 Connector생성. 만들어둔 NetworkService객체를 넣어준다.
21 | CConnector connector = new CConnector(service);
22 | // 접속 성공시 호출될 콜백 매소드 지정.
23 | connector.connected_callback += on_connected_gameserver;
24 | var endpoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 7979);
25 | connector.connect(endpoint);
26 | //System.Threading.Thread.Sleep(10);
27 |
28 | while (true)
29 | {
30 | Console.Write("> ");
31 | string line = Console.ReadLine();
32 | if (line == "q")
33 | {
34 | break;
35 | }
36 |
37 | var msg = Packet.create((short)PROTOCOL.CHAT_MSG_REQ);
38 | msg.push(line);
39 | game_servers[0].send(msg);
40 | }
41 |
42 | ((CRemoteServerPeer)game_servers[0]).token.disconnect();
43 |
44 | //System.Threading.Thread.Sleep(1000 * 20);
45 | Console.ReadKey();
46 | }
47 |
48 |
49 | ///
50 | /// 접속 성공시 호출될 콜백 매소드.
51 | ///
52 | ///
53 | static void on_connected_gameserver(UserToken server_token)
54 | {
55 | lock (game_servers)
56 | {
57 | IPeer server = new CRemoteServerPeer(server_token);
58 | server_token.on_connected();
59 | game_servers.Add(server);
60 | Console.WriteLine("Connected!");
61 | }
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/Samples/EchoClient/Protocol.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace SampleClient
8 | {
9 | public enum PROTOCOL : short
10 | {
11 | BEGIN = 0,
12 |
13 | CHAT_MSG_REQ = 1,
14 | CHAT_MSG_ACK = 2,
15 |
16 | END
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/Samples/EchoClient/RemoteServerPeer.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using FreeNet;
7 |
8 | namespace SampleClient
9 | {
10 | class CRemoteServerPeer : IPeer
11 | {
12 | public UserToken token { get; private set; }
13 |
14 | public CRemoteServerPeer(UserToken token)
15 | {
16 | this.token = token;
17 | this.token.set_peer(this);
18 | }
19 |
20 | int recv_count = 0;
21 | void IPeer.on_message(Packet msg)
22 | {
23 | System.Threading.Interlocked.Increment(ref this.recv_count);
24 |
25 | var protocol_id = (PROTOCOL)msg.pop_protocol_id();
26 | switch (protocol_id)
27 | {
28 | case PROTOCOL.CHAT_MSG_ACK:
29 | {
30 | string text = msg.pop_string();
31 | Console.WriteLine(string.Format("text {0}", text));
32 | }
33 | break;
34 | }
35 | }
36 |
37 | void IPeer.on_removed()
38 | {
39 | Console.WriteLine("Server removed.");
40 | Console.WriteLine("recv count " + this.recv_count);
41 | }
42 |
43 | void IPeer.send(Packet msg)
44 | {
45 | msg.record_size();
46 | this.token.send(new ArraySegment(msg.buffer, 0, msg.position));
47 | }
48 |
49 | void IPeer.disconnect()
50 | {
51 | this.token.disconnect();
52 | }
53 | }
54 | }
55 |
--------------------------------------------------------------------------------
/Samples/EchoServer/EchoServer.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | netcoreapp2.2
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Samples/EchoServer/EchoServer.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.26730.16
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "EchoServer", "EchoServer.csproj", "{82EBAF29-ED16-4731-856F-02189A03DF70}"
7 | EndProject
8 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FreeNet", "..\..\FreeNet\FreeNet.csproj", "{D1C40A04-55DA-4459-B3BE-C4D7342CBE36}"
9 | EndProject
10 | Global
11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 | Debug|Any CPU = Debug|Any CPU
13 | Release|Any CPU = Release|Any CPU
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Release|Any CPU.ActiveCfg = Release|Any CPU
19 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Release|Any CPU.Build.0 = Release|Any CPU
20 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
21 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Debug|Any CPU.Build.0 = Debug|Any CPU
22 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Release|Any CPU.ActiveCfg = Release|Any CPU
23 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Release|Any CPU.Build.0 = Release|Any CPU
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {3260DBAA-D520-473A-B53E-33ED61D269A3}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/Samples/EchoServer/GameUser.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using FreeNet;
3 |
4 | namespace SampleServer
5 | {
6 | ///
7 | /// 하나의 session객체를 나타낸다.
8 | ///
9 | class GameUser
10 | {
11 | Session Session;
12 |
13 | public GameUser(Session session)
14 | {
15 | Session = session;
16 | }
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/Samples/EchoServer/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace SampleServer
5 | {
6 | class Program
7 | {
8 |
9 |
10 | static void Main(string[] args)
11 | {
12 | var serverOpt = new FreeNet.ServerOption();
13 | var service = new FreeNet.NetworkService(serverOpt, null);
14 | service.Initialize();
15 |
16 | var socketOpt = new FreeNet.SocketOption();
17 | socketOpt.NoDelay = true;
18 | service.Listen("0.0.0.0", 7979, 100, socketOpt);
19 |
20 | Console.WriteLine("Started!");
21 |
22 |
23 | // 패킷 처리기 생성 및 실행
24 | var packetProcess = new PacketProcess(service);
25 | packetProcess.Start();
26 |
27 |
28 | while (true)
29 | {
30 | //Console.Write(".");
31 | string input = Console.ReadLine();
32 |
33 | if (input.Equals("users"))
34 | {
35 | Console.WriteLine(service.SessionMgr.GetTotalCount());
36 | }
37 | else if (input.Equals("exit"))
38 | {
39 | Console.WriteLine("Exit Process !!!");
40 |
41 | packetProcess.Stop();
42 | service.Stop();
43 |
44 | Console.WriteLine("Exit !!!");
45 | break;
46 | }
47 |
48 | System.Threading.Thread.Sleep(500);
49 | }
50 | }
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
/Samples/EchoServerIOThreadPacketProcess/EchoServerIOThreadPacketProcess.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | netcoreapp2.0
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
--------------------------------------------------------------------------------
/Samples/EchoServerIOThreadPacketProcess/EchoServerIOThreadPacketProcess.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.26730.16
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "EchoServerIOThreadPacketProcess", "EchoServerIOThreadPacketProcess.csproj", "{82EBAF29-ED16-4731-856F-02189A03DF70}"
7 | EndProject
8 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FreeNet", "..\..\FreeNet\FreeNet.csproj", "{D1C40A04-55DA-4459-B3BE-C4D7342CBE36}"
9 | EndProject
10 | Global
11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 | Debug|Any CPU = Debug|Any CPU
13 | Release|Any CPU = Release|Any CPU
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Release|Any CPU.ActiveCfg = Release|Any CPU
19 | {82EBAF29-ED16-4731-856F-02189A03DF70}.Release|Any CPU.Build.0 = Release|Any CPU
20 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
21 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Debug|Any CPU.Build.0 = Debug|Any CPU
22 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Release|Any CPU.ActiveCfg = Release|Any CPU
23 | {D1C40A04-55DA-4459-B3BE-C4D7342CBE36}.Release|Any CPU.Build.0 = Release|Any CPU
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {3260DBAA-D520-473A-B53E-33ED61D269A3}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/Samples/EchoServerIOThreadPacketProcess/GameUser.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using FreeNet;
3 |
4 | namespace EchoServerIOThreadPacketProcess
5 | {
6 | ///
7 | /// 하나의 session객체를 나타낸다.
8 | ///
9 | class GameUser
10 | {
11 | Session Session;
12 |
13 | public GameUser(Session session)
14 | {
15 | Session = session;
16 | }
17 |
18 |
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/Samples/EchoServerIOThreadPacketProcess/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace EchoServerIOThreadPacketProcess
5 | {
6 | class Program
7 | {
8 | static void Main(string[] args)
9 | {
10 | // IoThreadPacketDispatcher 에서 바로 패킷을 처리한다. 즉 멀티스레드로 패킷을 처리한다.
11 | var packetDispatcher = new IoThreadPacketDispatcher();
12 |
13 |
14 | var serverOpt = new FreeNet.ServerOption();
15 |
16 | var service = new FreeNet.NetworkService(serverOpt);
17 | service.Initialize();
18 |
19 | var socketOpt = new FreeNet.SocketOption();
20 | socketOpt.NoDelay = true;
21 |
22 | service.Listen("0.0.0.0", 7979, 100, socketOpt);
23 |
24 | Console.WriteLine("Started!");
25 |
26 |
27 | while (true)
28 | {
29 | //Console.Write(".");
30 | string input = Console.ReadLine();
31 |
32 | if (input.Equals("users"))
33 | {
34 | Console.WriteLine(service.SessionMgr.GetTotalCount());
35 | }
36 | else if (input.Equals("Exit Process"))
37 | {
38 | service.Stop();
39 |
40 | Console.WriteLine("Exit !!!");
41 | break;
42 | }
43 |
44 | System.Threading.Thread.Sleep(500);
45 | }
46 | }
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/Samples/EchoServerIOThreadPacketProcess/Protocol.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace EchoServerIOThreadPacketProcess
8 | {
9 | public enum PROTOCOL_ID : short
10 | {
11 | BEGIN = 0,
12 |
13 | ECHO_REQ = 1,
14 | ECHO_ACK = 2,
15 |
16 | END
17 | }
18 |
19 |
20 |
21 | public class PacketBase
22 | {
23 | public static readonly UInt16 HeaderSize = FreeNet.DefaultMessageResolver.HEADERSIZE;
24 | }
25 |
26 | public class EchoPacket : PacketBase
27 | {
28 | public string Data;
29 |
30 | public byte[] ToPacket(PROTOCOL_ID packetId, byte[] bodyData)
31 | {
32 | if (bodyData == null)
33 | {
34 | bodyData = Encoding.UTF8.GetBytes(Data);
35 | }
36 |
37 | var packetLen = (UInt16)(HeaderSize + bodyData.Length);
38 | var packet = new byte[packetLen];
39 |
40 | FreeNet.FastBinaryWrite.UInt16(packet, 0, packetLen);
41 | FreeNet.FastBinaryWrite.UInt16(packet, 2, (UInt16)packetId);
42 | Buffer.BlockCopy(bodyData, 0, packet, HeaderSize, bodyData.Length);
43 | return packet;
44 | }
45 |
46 | public void Decode(byte[] bodyData)
47 | {
48 | Data = Encoding.UTF8.GetString(bodyData);
49 | }
50 | }
51 |
52 |
53 | public class HeartBeatReqPacket : PacketBase
54 | {
55 | public UInt16 IntervalSec; // 허트비트 간격 (초)
56 | public byte[] ToPacket()
57 | {
58 | var packetLen = (UInt16)(HeaderSize + 2);
59 | var packet = new byte[packetLen];
60 |
61 | FreeNet.FastBinaryWrite.UInt16(packet, 0, packetLen);
62 | FreeNet.FastBinaryWrite.UInt16(packet, 2, FreeNet.NetworkDefine.SYS_START_HEARTBEAT);
63 | FreeNet.FastBinaryWrite.UInt16(packet, 5, IntervalSec);
64 | return packet;
65 | }
66 |
67 | public void Decode(byte[] bodyData)
68 | {
69 | IntervalSec = FreeNet.FastBinaryRead.UInt16(bodyData, 0);
70 | }
71 | }
72 |
73 |
74 | }
75 |
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/viruswar/client/Assets/FreeNet/CRemoteServerPeer.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using FreeNet;
6 | using FreeNetUnity;
7 |
8 | namespace FreeNetUnity
9 | {
10 | public class CRemoteServerPeer : IPeer
11 | {
12 | public CUserToken token { get; private set; }
13 | WeakReference freenet_eventmanager;
14 |
15 | public CRemoteServerPeer(CUserToken token)
16 | {
17 | this.token = token;
18 | this.token.set_peer(this);
19 | }
20 |
21 | public void set_eventmanager(CFreeNetEventManager event_manager)
22 | {
23 | this.freenet_eventmanager = new WeakReference(event_manager);
24 | }
25 |
26 | public void update_heartbeat(float time)
27 | {
28 | this.token.update_heartbeat_manually(time);
29 | }
30 |
31 | ///
32 | /// 메시지를 수신했을 때 호출된다.
33 | ///
34 | void IPeer.on_message(CPacket msg)
35 | {
36 | (this.freenet_eventmanager.Target as CFreeNetEventManager).enqueue_network_message(msg);
37 | }
38 |
39 | void IPeer.on_removed()
40 | {
41 | (this.freenet_eventmanager.Target as CFreeNetEventManager).enqueue_network_event(NETWORK_EVENT.disconnected);
42 | }
43 |
44 | void IPeer.send(CPacket msg)
45 | {
46 | this.token.send(msg);
47 | }
48 |
49 | void IPeer.disconnect()
50 | {
51 | this.token.disconnect();
52 | }
53 | }
54 | }
55 |
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1 | using System;
2 | using System.Collections.Generic;
3 |
4 | public delegate void MessageHandlerDelegate(params object[] args);
5 | public class CMessageDispatcher
6 | {
7 | Dictionary handlers;
8 |
9 | public CMessageDispatcher()
10 | {
11 | this.handlers = new Dictionary();
12 | }
13 |
14 |
15 | public void register(Enum key, MessageHandlerDelegate fn)
16 | {
17 | if (!this.handlers.ContainsKey(key))
18 | {
19 | this.handlers.Add(key, fn);
20 | return;
21 | }
22 |
23 | this.handlers[key] = fn;
24 | }
25 |
26 |
27 | public void unregister(Enum key)
28 | {
29 | this.handlers.Remove(key);
30 | }
31 |
32 |
33 | public void dispatch(Enum key, params object[] args)
34 | {
35 | if (!this.handlers.ContainsKey(key))
36 | {
37 | return;
38 | }
39 |
40 | this.handlers[key](args);
41 | }
42 | }
43 |
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/viruswar/client/Assets/scripts/State/CStateCreateNewObject.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 |
5 | public class CStateCreateNewObject : IStateObjectGenerationType
6 | {
7 | IState IStateObjectGenerationType.make_state_object(GameObject parent, Enum key)
8 | {
9 | GameObject obj = new GameObject(key.ToString());
10 | obj.transform.parent = parent.transform;
11 | return obj.AddComponent();
12 | }
13 |
14 |
15 | void IStateObjectGenerationType.set_active(IState obj, bool flag)
16 | {
17 | ((MonoBehaviour)obj).gameObject.SetActive(flag);
18 | }
19 | }
20 |
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/viruswar/client/Assets/scripts/State/CStateSingleObject.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 |
5 | public class CStateSingleObject : IStateObjectGenerationType
6 | {
7 | IState IStateObjectGenerationType.make_state_object(GameObject parent, Enum key)
8 | {
9 | return parent.AddComponent();
10 | }
11 |
12 |
13 | void IStateObjectGenerationType.set_active(IState obj, bool flag)
14 | {
15 | ((MonoBehaviour)obj).StopAllCoroutines();
16 | ((MonoBehaviour)obj).enabled = flag;
17 | }
18 | }
19 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public interface IState
5 | {
6 | void on_enter();
7 | void on_exit();
8 | }
9 |
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/viruswar/client/Assets/scripts/State/IStateObjectGenerationType.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 |
5 | public enum STATE_OBJECT_TYPE
6 | {
7 | // 자신의 오브젝트에 모든 스테이트 스크립트를 attach하는 형태.
8 | ATTACH_TO_SINGLE_OBJECT,
9 |
10 | // 새로운 게임 오브젝트를 생성하고 child로 붙이는 형태.
11 | CREATE_NEW_OBJECT
12 | }
13 |
14 |
15 | ///
16 | /// 스테이트 생성 방식에 따른 분류.
17 | ///
18 | public interface IStateObjectGenerationType
19 | {
20 | IState make_state_object(GameObject parent, Enum key) where T : Component, IState;
21 | void set_active(IState obj, bool flag);
22 | }
23 |
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 |
5 | public enum PLAYER_STATE
6 | {
7 | HUMAN,
8 | AI
9 | }
10 |
11 | public class CPlayer : MonoBehaviour {
12 |
13 | public List cell_indexes { get; private set; }
14 | public byte player_index { get; private set; }
15 | public PLAYER_STATE state { get; private set; }
16 | CPlayerAgent agent;
17 |
18 | void Awake()
19 | {
20 | this.cell_indexes = new List();
21 | this.agent = new CPlayerAgent();
22 | }
23 |
24 |
25 | public void clear()
26 | {
27 | this.cell_indexes.Clear();
28 | }
29 |
30 | public void initialize(byte player_index)
31 | {
32 | this.player_index = player_index;
33 | }
34 |
35 | public void add(short cell)
36 | {
37 | if (this.cell_indexes.Contains(cell))
38 | {
39 | Debug.LogError(string.Format("Already have a cell. {0}", cell));
40 | return;
41 | }
42 |
43 | this.cell_indexes.Add(cell);
44 | }
45 |
46 | public void remove(short cell)
47 | {
48 | this.cell_indexes.Remove(cell);
49 | }
50 |
51 | public void change_to_agent()
52 | {
53 | this.state = PLAYER_STATE.AI;
54 | }
55 |
56 | public void change_to_human()
57 | {
58 | this.state = PLAYER_STATE.HUMAN;
59 | }
60 |
61 | public CellInfo run_agent(List board, List players, List victim_cells)
62 | {
63 | return this.agent.run(board, players, this.cell_indexes, victim_cells);
64 | }
65 |
66 | public int get_virus_count()
67 | {
68 | return this.cell_indexes.Count;
69 | }
70 | }
71 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CRotator : MonoBehaviour {
6 |
7 | [SerializeField]
8 | float duration;
9 |
10 | [SerializeField]
11 | float angle;
12 |
13 | float direction;
14 | Quaternion from_rotation;
15 | Quaternion to_rotation;
16 | float time;
17 |
18 |
19 | void OnEnable()
20 | {
21 | this.from_rotation = Quaternion.AngleAxis(this.angle * -1.0f, Vector3.forward);
22 | this.to_rotation = Quaternion.AngleAxis(this.angle, Vector3.forward);
23 | this.direction = 1.0f;
24 | this.time = 0.0f;
25 | }
26 |
27 |
28 | void Update()
29 | {
30 | this.time += Time.deltaTime;
31 | if (this.time >= duration)
32 | {
33 | this.time = 0.0f;
34 | this.from_rotation = Quaternion.AngleAxis(this.angle * this.direction, Vector3.forward);
35 | this.direction *= -1.0f;
36 | this.to_rotation = Quaternion.AngleAxis(this.angle * this.direction, Vector3.forward);
37 | }
38 |
39 | transform.rotation = Quaternion.Slerp(this.from_rotation, this.to_rotation, this.time / this.duration);
40 | }
41 |
42 |
43 | public void play()
44 | {
45 | this.enabled = true;
46 | }
47 |
48 |
49 | public void stop()
50 | {
51 | transform.rotation = Quaternion.identity;
52 | this.enabled = false;
53 | }
54 | }
55 |
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/viruswar/client/Assets/viruswar/scripts/effect/CScaleController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CScaleController : MonoBehaviour {
6 |
7 | [SerializeField]
8 | float duration;
9 |
10 | [SerializeField]
11 | Vector3 scale_from;
12 |
13 | [SerializeField]
14 | Vector3 scale_to;
15 |
16 | Vector3 initial_scale;
17 | float time;
18 |
19 |
20 | void Awake()
21 | {
22 | this.initial_scale = transform.localScale;
23 | }
24 |
25 |
26 | void LateUpdate()
27 | {
28 | this.time += Time.deltaTime;
29 |
30 | // 모바일(안드로이드)에서 안먹어서 Vector3.Lerp로 교체함. 원인은 아직 모름.
31 | //transform.localScale = easing_vector3(this.scale_from, this.scale_to, this.time / this.duration, EasingUtil.easeInQuad);
32 | transform.localScale = Vector3.Lerp(this.scale_from, this.scale_to, this.time / this.duration);
33 | }
34 |
35 |
36 | public void reset()
37 | {
38 | transform.localScale = this.initial_scale;
39 | }
40 |
41 |
42 | delegate float EasingMethod(float start, float from, float t);
43 | static Vector3 easing_vector3(Vector3 from, Vector3 to, float t, EasingMethod method)
44 | {
45 | t = Mathf.Clamp(t, 0.0f, 1.0f);
46 | return new Vector3(
47 | method(from.x, to.x, t),
48 | method(from.y, to.y, t),
49 | method(from.z, to.z, t));
50 | }
51 | }
52 |
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/viruswar/client/Assets/viruswar/scripts/play/CGameWorld.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// 게임 객체들을 품고 있는 월드 객체.
7 | ///
8 | public class CGameWorld : CSingletonMonobehaviour
9 | {
10 | ///
11 | /// 월드내에 객체를 생성한다.
12 | ///
13 | ///
14 | ///
15 | public GameObject instantiate(GameObject obj)
16 | {
17 | // 객체 생성시 CGameWorld하위로 오도록 만든다.
18 | // 어떤 오브젝트가 어디에 있는지 디버깅하기 쉬우라고 이렇게 했음.
19 | GameObject clone = GameObject.Instantiate(obj);
20 | clone.transform.parent = transform;
21 | return clone;
22 | }
23 | }
24 |
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/viruswar/client/Assets/viruswar/scripts/play/CVirus.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// 바이러스 객체.
7 | ///
8 | public class CVirus : MonoBehaviour {
9 |
10 | // 맵 포지션.
11 | public short cell { get; private set; }
12 |
13 | GameObject appear;
14 | GameObject disappear;
15 |
16 |
17 | void Awake()
18 | {
19 | // 생성될 때 사용할 오브젝트.
20 | this.appear = transform.FindChild("appear").gameObject;
21 | this.appear.SetActive(false);
22 |
23 | // 사라질 때 사용할 오브젝트.
24 | this.disappear = transform.FindChild("destroy").gameObject;
25 | this.disappear.SetActive(false);
26 | }
27 |
28 |
29 | public void update_position(short cell)
30 | {
31 | this.cell = cell;
32 | }
33 |
34 |
35 | ///
36 | /// 대기 상태로 만든다.
37 | ///
38 | public void idle()
39 | {
40 | // 터치 불가능 하게 한다.
41 | GetComponent().enabled = false;
42 |
43 | this.appear.SetActive(true);
44 | // 모션을 멈춘다.
45 | this.appear.GetComponent().stop();
46 | }
47 |
48 |
49 | ///
50 | /// 터치 가능한 상태로 만든다.
51 | ///
52 | public void touchable()
53 | {
54 | GetComponent().enabled = true;
55 | }
56 |
57 |
58 | ///
59 | /// 삭제 한다.
60 | ///
61 | public void destroy()
62 | {
63 | this.appear.SetActive(false);
64 | this.disappear.SetActive(true);
65 | }
66 |
67 |
68 | public void on_touch()
69 | {
70 | // 좌, 우로 흔들거리는 모습 재생.
71 | this.appear.GetComponent().play();
72 | }
73 |
74 |
75 | public bool is_same(short cell)
76 | {
77 | return this.cell == cell;
78 | }
79 | }
80 |
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/viruswar/client/Assets/viruswar/scripts/play/room_state.meta:
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/viruswar/client/Assets/viruswar/scripts/play/room_state/CBattleRoomGameOverState.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using FreeNet;
5 | using GameServer;
6 |
7 | ///
8 | /// 게임이 종료된 상태.
9 | ///
10 | public class CBattleRoomGameOverState : MonoBehaviour, IState
11 | {
12 | void Awake()
13 | {
14 | GetComponent().register_message_handler(this, CBattleRoom.MESSAGE.SHOW_RESULT, this.on_show_result);
15 | }
16 |
17 |
18 | void IState.on_enter()
19 | {
20 | GetComponent().hide();
21 | }
22 |
23 |
24 | void IState.on_exit()
25 | {
26 | }
27 |
28 |
29 | void on_show_result(params object[] args)
30 | {
31 | byte win_player_index = (byte)args[0];
32 | byte player_me_index = (byte)args[1];
33 |
34 | CUIManager.Instance.show(UI_PAGE.GAME_RESULT);
35 | CPopupResult result =
36 | CUIManager.Instance.get_uipage(UI_PAGE.GAME_RESULT).GetComponent();
37 | result.refresh(win_player_index, player_me_index);
38 | }
39 |
40 |
41 | void Update()
42 | {
43 | if (Input.GetKeyDown(KeyCode.Escape))
44 | {
45 | if (CUIManager.Instance.get_uipage(UI_PAGE.GAME_RESULT).activeSelf)
46 | {
47 | CUIManager.Instance.get_uipage(UI_PAGE.GAME_RESULT).GetComponent().on_ok();
48 | return;
49 | }
50 |
51 | // 종료 팝업 출력.
52 | CUIManager.Instance.show(UI_PAGE.POPUP_QUIT);
53 | CPopupQuit popup =
54 | CUIManager.Instance.get_uipage(UI_PAGE.POPUP_QUIT).GetComponent();
55 | popup.refresh(() =>
56 | {
57 | CNetworkManager.Instance.disconnect();
58 | });
59 | }
60 | }
61 | }
62 |
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/viruswar/client/Assets/viruswar/scripts/play/room_state/CBattleRoomReadyState.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using FreeNet;
5 | using GameServer;
6 |
7 | ///
8 | /// 첫번째 턴 시작 전 대기 상태.
9 | ///
10 | public class CBattleRoomReadyState : MonoBehaviour, IState
11 | {
12 | void Awake()
13 | {
14 | make_touchable_buttons();
15 | }
16 |
17 |
18 | void IState.on_enter()
19 | {
20 | GetComponent().hide();
21 | }
22 |
23 |
24 | void IState.on_exit()
25 | {
26 | }
27 |
28 |
29 | void make_touchable_buttons()
30 | {
31 | GameObject source = Resources.Load("prefabs/touchable_area") as GameObject;
32 |
33 | int index = 0;
34 | for (int i = 0; i < CBattleRoom.COL_COUNT; ++i)
35 | {
36 | for (int j = 0; j < CBattleRoom.COL_COUNT; ++j)
37 | {
38 | GameObject clone = CGameWorld.Instance.instantiate(source);
39 |
40 | // Convert map position to world position.
41 | // 맵 좌표를 월드 좌표로 변환한다.
42 | Vector2 map_position = new Vector3(j, i);
43 | clone.transform.localPosition = CHelper.map_to_world(map_position);
44 |
45 | // Set button index to find which button is touched.
46 | // 어느 버튼을 눌렀는지 구별하기 위한 인덱스를 저장한다.
47 | clone.AddComponent().set(index);
48 | ++index;
49 | }
50 | }
51 | }
52 | }
53 |
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/viruswar/client/Assets/viruswar/scripts/play/room_state/CBattleRoomTurnPlayingState.cs.meta:
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/viruswar/client/Assets/viruswar/scripts/play/room_state/CBattleRoomWaitState.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// 상대방 턴이 진행중이라 대기중인 상태.
7 | ///
8 | public class CBattleRoomWaitState : MonoBehaviour, IState
9 | {
10 | CBattleRoom room;
11 |
12 |
13 | void Awake()
14 | {
15 | this.room = GetComponent();
16 | }
17 |
18 |
19 | void IState.on_enter()
20 | {
21 | disable_cell_touch();
22 | GetComponent().hide();
23 |
24 | StartCoroutine(routine_wait());
25 | }
26 |
27 |
28 | void IState.on_exit()
29 | {
30 | }
31 |
32 |
33 | void disable_cell_touch()
34 | {
35 | this.room.get_players().ForEach(player => player.GetComponent().idle());
36 | }
37 |
38 |
39 | IEnumerator routine_wait()
40 | {
41 | yield return new WaitForSeconds(5.0f);
42 |
43 | if (!this.room.is_finished())
44 | {
45 | CUIManager.Instance.show(UI_PAGE.POPUP_WAIT);
46 | }
47 | }
48 |
49 |
50 | void Update()
51 | {
52 | if (Input.GetKeyDown(KeyCode.Escape))
53 | {
54 | CUIManager.Instance.show(UI_PAGE.POPUP_QUIT);
55 | CPopupQuit popup =
56 | CUIManager.Instance.get_uipage(UI_PAGE.POPUP_QUIT).GetComponent();
57 | popup.refresh(() =>
58 | {
59 | CNetworkManager.Instance.disconnect();
60 | });
61 | }
62 | }
63 | }
64 |
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/viruswar/client/Assets/viruswar/scripts/protocol.cs:
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1 | using System;
2 |
3 | namespace GameServer
4 | {
5 | ///
6 | /// 프로토콜 정의.
7 | /// 서버에서 클라이언트로 가는 패킷 : S -> C
8 | /// 클라이언트에서 서버로 가는 패킷 : C -> S
9 | ///
10 | public enum PROTOCOL : short
11 | {
12 | //-------------------------------------
13 | // 0 이하는 종료코드로 사용되므로 게임에서 쓰지 말것!!
14 | //-------------------------------------
15 | BEGIN = 0,
16 |
17 |
18 | //-------------------------------------
19 | // 로비 프로토콜.
20 | //-------------------------------------
21 | // C -> S 게임방 입장 요청.
22 | ENTER_GAME_ROOM_REQ = 1,
23 |
24 | // S -> C 게임장 입장 요청에 대한 응답.
25 | ENTER_GAME_ROOM_ACK = 2,
26 |
27 | // S -> C 매칭이 성공했다. 방에 입장하고 로딩을 시작해라.
28 | START_LOADING = 3,
29 |
30 | // 동시 접속자 정보 요청/응답.
31 | CONCURRENT_USERS = 4,
32 |
33 |
34 |
35 | //-------------------------------------
36 | // 게임 프로토콜.
37 | //-------------------------------------
38 | // C -> S 게임방 리소스 로딩을 완료했다. 게임을 시작해도 좋다.
39 | READY_TO_START = 10,
40 |
41 | // 게임 시작.
42 | GAME_START = 11,
43 |
44 | // 턴 시작.
45 | START_PLAYER_TURN = 12,
46 |
47 | // 클라이언트의 이동 요청.
48 | MOVING_REQ = 13,
49 |
50 | // 플레이어가 이동 했음을 알린다.
51 | PLAYER_MOVED = 14,
52 |
53 | // 클라이언트의 턴 연출이 끝났음을 알린다.
54 | TURN_FINISHED_REQ = 15,
55 |
56 | // 게임 종료.
57 | GAME_OVER = 16,
58 |
59 | // 방이 삭제됨.
60 | ROOM_REMOVED = 17,
61 |
62 | END
63 | }
64 | }
65 |
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/viruswar/client/Assets/viruswar/scripts/public/CCameraAspectRatio.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class CCameraAspectRatio : MonoBehaviour {
5 |
6 | void Start()
7 | {
8 | refresh_screen();
9 | }
10 |
11 |
12 | void refresh_screen()
13 | {
14 | // set the desired aspect ratio (the values in this example are
15 | // hard-coded for 16:9, but you could make them into public
16 | // variables instead so you can set them at design time)
17 | //float targetaspect = 16.0f / 9.0f;
18 | float targetaspect = 800.0f / 480.0f;
19 |
20 | // determine the game window's current aspect ratio
21 | float windowaspect = (float)Screen.width / (float)Screen.height;
22 |
23 | // current viewport height should be scaled by this amount
24 | float scaleheight = windowaspect / targetaspect;
25 |
26 | // obtain camera component so we can modify its viewport
27 | Camera camera = GetComponent();
28 |
29 | // if scaled height is less than current height, add letterbox
30 | if (scaleheight < 1.0f)
31 | {
32 | Rect rect = camera.rect;
33 |
34 | rect.width = 1.0f;
35 | rect.height = scaleheight;
36 | rect.x = 0;
37 | rect.y = (1.0f - scaleheight) / 2.0f;
38 |
39 | camera.rect = rect;
40 | }
41 | else // add pillarbox
42 | {
43 | float scalewidth = 1.0f / scaleheight;
44 |
45 | Rect rect = camera.rect;
46 |
47 | rect.width = scalewidth;
48 | rect.height = 1.0f;
49 | rect.x = (1.0f - scalewidth) / 2.0f;
50 | rect.y = 0;
51 |
52 | camera.rect = rect;
53 | }
54 | }
55 | }
56 |
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/viruswar/client/Assets/viruswar/scripts/public/CGameObjectPool.cs:
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1 | using System.Collections;
2 |
3 | using System.Collections.Generic;
4 |
5 |
6 |
7 |
8 | /*
9 |
10 | * Usage
11 |
12 | *
13 |
14 | * CGameObjectPool monster_pool;
15 |
16 | * ...
17 |
18 | *
19 |
20 | * // Create monsters.
21 |
22 | * this.monster_pool = new CGameObjectPool(5, () =>
23 |
24 | {
25 |
26 | GameObject obj = new GameObject("monster");
27 |
28 | return obj;
29 |
30 | });
31 |
32 |
33 |
34 |
35 |
36 | ...
37 |
38 |
39 |
40 | // Get from pool
41 |
42 | GameObject obj = this.monster_pool.pop();
43 |
44 |
45 |
46 | ...
47 |
48 |
49 |
50 | // Return to pool
51 |
52 | this.monster_pool.push(obj);
53 |
54 | * */
55 |
56 | public class CGameObjectPool where T : class
57 | {
58 |
59 | // Instance count to create.
60 |
61 | short count;
62 |
63 |
64 |
65 | public delegate T Func(T original);
66 |
67 | Func create_fn;
68 |
69 |
70 |
71 | // Instances.
72 |
73 | Stack objects;
74 |
75 | T original_object;
76 |
77 |
78 | // Construct
79 |
80 | public CGameObjectPool(short count, T original_object, Func fn)
81 | {
82 |
83 | this.count = count;
84 |
85 | this.create_fn = fn;
86 |
87 | this.original_object = original_object;
88 |
89 |
90 |
91 | this.objects = new Stack(this.count);
92 |
93 | allocate();
94 |
95 | }
96 |
97 |
98 |
99 | void allocate()
100 | {
101 |
102 | for (int i = 0; i < this.count; ++i)
103 | {
104 |
105 | this.objects.Push(this.create_fn(this.original_object));
106 |
107 | }
108 |
109 | }
110 |
111 |
112 |
113 | public T pop()
114 | {
115 |
116 | if (this.objects.Count <= 0)
117 | {
118 |
119 | allocate();
120 |
121 | }
122 |
123 |
124 |
125 | return this.objects.Pop();
126 |
127 | }
128 |
129 |
130 |
131 | public void push(T obj)
132 | {
133 |
134 | this.objects.Push(obj);
135 |
136 | }
137 |
138 | }
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/viruswar/client/Assets/viruswar/scripts/public/CSingleton.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public abstract class CSingletonMonobehaviour : MonoBehaviour where T : MonoBehaviour
5 | {
6 | static T instance;
7 |
8 | public static T Instance
9 | {
10 | get
11 | {
12 | if (null == instance)
13 | {
14 | instance = FindObjectOfType(typeof(T)) as T;
15 | if (null == instance)
16 | {
17 | //Debug.Log("Cannot find Manager Instance. Create a new one." + typeof(T).Name);
18 | GameObject obj = new GameObject(typeof(T).Name);
19 | instance = obj.AddComponent();
20 | }
21 | }
22 |
23 | return instance;
24 | }
25 | }
26 | }
27 |
28 |
29 | public abstract class CSingleton where T : class, new()
30 | {
31 | static T instance;
32 |
33 | public static T Instance
34 | {
35 | get
36 | {
37 | if (instance == null)
38 | {
39 | instance = new T();
40 | }
41 |
42 | return instance;
43 | }
44 | }
45 | }
46 |
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2 | guid: 10b7befa4cfbed84aadbe285cc4c9038
3 | timeCreated: 1447161126
4 | licenseType: Free
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3 | folderAsset: yes
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5 | licenseType: Free
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/viruswar/client/Assets/viruswar/scripts/ui/CBattleRoom.cs.meta:
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/viruswar/client/Assets/viruswar/scripts/ui/CButtonAction.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class CButtonAction : MonoBehaviour {
7 |
8 | public int index { get; private set; }
9 |
10 |
11 | public void set(int index)
12 | {
13 | this.index = index;
14 | }
15 | }
16 |
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2 | guid: e22f986ccf611b2458b9748ed957b1c6
3 | timeCreated: 1502892964
4 | licenseType: Free
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1 | fileFormatVersion: 2
2 | guid: 896ff2b4cea6a7e48aeba8ef880b39ab
3 | timeCreated: 1441962435
4 | licenseType: Free
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/viruswar/client/Assets/viruswar/scripts/ui/CMapCollision.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class CMapCollision : MonoBehaviour {
5 |
6 | void Update()
7 | {
8 | if (Input.GetMouseButtonDown(0))
9 | {
10 | RaycastHit hit;
11 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
12 |
13 | if (Physics.Raycast(ray, out hit))
14 | {
15 | GameObject target = hit.transform.gameObject;
16 | gameObject.SendMessage("on_touch_collision_area", target);
17 | }
18 | }
19 | }
20 | }
21 |
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/viruswar/client/Assets/viruswar/scripts/ui/CPlayerGameInfoUI.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class CPlayerGameInfoUI : MonoBehaviour {
7 |
8 | Text txt_score;
9 | Image img_face;
10 | Image img_me;
11 | Image img_turn;
12 |
13 |
14 | void Awake()
15 | {
16 | this.txt_score = transform.FindChild("score").GetComponent();
17 | this.img_face = transform.FindChild("face").GetComponent();
18 | this.img_me = transform.FindChild("me").GetComponent();
19 | this.img_turn = transform.FindChild("turn").GetComponent();
20 | }
21 |
22 |
23 | public void refresh_me(bool flag)
24 | {
25 | this.img_me.gameObject.SetActive(flag);
26 | }
27 |
28 |
29 | public void refresh_score(int score)
30 | {
31 | this.txt_score.text = score.ToString();
32 | }
33 |
34 |
35 | public void refresh_turn(bool flag)
36 | {
37 | this.img_turn.gameObject.SetActive(flag);
38 | }
39 | }
40 |
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/viruswar/client/Assets/viruswar/scripts/ui/CPopupCommon.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using FreeNet;
6 | using GameServer;
7 |
8 | public class CPopupCommon : MonoBehaviour
9 | {
10 | System.Action callback = delegate { };
11 | Text txt_msg;
12 |
13 |
14 | void Awake()
15 | {
16 | this.txt_msg = transform.FindChild("msg").GetComponent();
17 |
18 | Transform button_ok = transform.FindChild("button_ok");
19 | if (button_ok != null)
20 | {
21 | button_ok.GetComponent