fix(chat): 修复WebSocket连接和消息格式
- 修复连接状态检测时机问题
- 修复聊天消息格式为 {t: chat, content, scope}
- 添加 _send_login_message 函数
- 移除空消息心跳避免服务器错误
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@@ -62,9 +62,8 @@ signal chat_position_updated(stream: String, topic: String)
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# 常量定义
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# ============================================================================
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# WebSocket 服务器 URL
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# 添加 Socket.IO 握手参数(EIO=4 表示 Engine.IO 版本,transport=websocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game/socket.io/?EIO=4&transport=websocket"
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# WebSocket 服务器 URL(原生 WebSocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
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# 重连配置
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const RECONNECT_MAX_ATTEMPTS: int = 5
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@@ -102,9 +101,6 @@ const CHAT_ERROR_MESSAGES: Dictionary = {
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# WebSocket 管理器
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var _websocket_manager: WebSocketManager
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# Socket.IO 客户端
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var _socket_client: SocketIOClient
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# 是否已登录
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var _is_logged_in: bool = false
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@@ -138,9 +134,6 @@ func _ready() -> void:
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_websocket_manager = WebSocketManager.new()
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add_child(_websocket_manager)
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# 获取 Socket.IO 客户端引用
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_socket_client = _websocket_manager.get_socket_client()
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# 连接信号
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_connect_signals()
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@@ -191,7 +184,7 @@ func disconnect_from_chat_server() -> void:
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# 发送登出消息
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if _is_logged_in:
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var logout_data := {"type": "logout"}
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_socket_client.emit("logout", logout_data)
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_websocket_manager.send_message(JSON.stringify(logout_data))
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_is_logged_in = false
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# 断开连接
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@@ -245,8 +238,9 @@ func send_chat_message(content: String, scope: String = "local") -> void:
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"scope": scope
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}
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# 发送消息
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_socket_client.emit("chat", message_data)
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# 发送消息(JSON 字符串)
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var json_string := JSON.stringify(message_data)
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_websocket_manager.send_message(json_string)
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# 记录发送时间
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_record_message_timestamp()
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@@ -261,6 +255,21 @@ func send_chat_message(content: String, scope: String = "local") -> void:
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print("📤 发送聊天消息: ", content)
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# 消息发送完成回调
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func _on_chat_message_sent(request_id: String, success: bool, data: Dictionary, error_info: Dictionary) -> void:
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if success:
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print("✅ 消息发送成功: ", data)
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var message_id: String = str(data.get("data", {}).get("id", ""))
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var timestamp: float = Time.get_unix_time_from_system()
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chat_message_sent.emit(message_id, timestamp)
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EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
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"message_id": message_id,
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"timestamp": timestamp
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})
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else:
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print("❌ 消息发送失败: ", error_info)
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_handle_error("SEND_FAILED", error_info.get("message", "发送失败"))
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# 更新玩家位置
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#
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# 参数:
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@@ -281,7 +290,10 @@ func update_player_position(x: float, y: float, map_id: String) -> void:
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"mapId": map_id
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}
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_socket_client.emit("position", position_data)
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# 发送消息(JSON 字符串)
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var json_string := JSON.stringify(position_data)
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_websocket_manager.send_message(json_string)
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print("📍 更新位置: (%.2f, %.2f) in %s" % [x, y, map_id])
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# ============================================================================
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@@ -435,28 +447,21 @@ func _on_history_loaded(messages: Array) -> void:
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func _connect_signals() -> void:
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# WebSocket 管理器信号
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_websocket_manager.connection_state_changed.connect(_on_connection_state_changed)
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_websocket_manager.data_received.connect(_on_data_received)
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# Socket.IO 客户端信号
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_socket_client.connected.connect(_on_socket_connected)
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_socket_client.disconnected.connect(_on_socket_disconnected)
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_socket_client.event_received.connect(_on_socket_event_received)
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_socket_client.error_occurred.connect(_on_socket_error)
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# ============================================================================
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# 内部方法 - 连接状态处理
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# ============================================================================
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# Socket 连接成功
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func _on_socket_connected() -> void:
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print("✅ ChatManager: Socket 连接成功")
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# 发送登录消息
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_send_login_message()
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# Socket 连接断开
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func _on_socket_disconnected(_clean_close: bool) -> void:
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print("🔌 ChatManager: Socket 连接断开")
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_is_logged_in = false
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# 发送登录消息
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func _send_login_message() -> void:
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print("📤 发送登录消息...")
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var login_data := {
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"type": "login",
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"token": _game_token
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}
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var json_string := JSON.stringify(login_data)
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_websocket_manager.send_message(json_string)
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print(" Token: ", _game_token.left(20) + "..." if _game_token.length() > 20 else _game_token)
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# 连接状态变化
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func _on_connection_state_changed(state: int) -> void:
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@@ -471,25 +476,45 @@ func _on_connection_state_changed(state: int) -> void:
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"state": state
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})
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# 如果连接成功,发送登录消息
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if state == 2: # CONNECTED
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_send_login_message()
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# ============================================================================
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# 内部方法 - 消息处理
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# ============================================================================
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# Socket 事件接收
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func _on_socket_event_received(event_name: String, data: Dictionary) -> void:
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match event_name:
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# WebSocket 数据接收
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func _on_data_received(message: String) -> void:
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# 解析 JSON 消息
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var json := JSON.new()
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var parse_result := json.parse(message)
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if parse_result != OK:
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print("❌ ChatManager: JSON 解析失败 - ", message)
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return
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var data: Dictionary = json.data
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# 检查消息类型字段
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var message_type: String = data.get("t", "")
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match message_type:
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"login_success":
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_handle_login_success(data)
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"login_error":
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_handle_login_error(data)
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"chat_sent":
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_handle_chat_sent(data)
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"chat_error":
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_handle_chat_error(data)
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"chat_render":
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_handle_chat_render(data)
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"position_updated":
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_handle_position_updated(data)
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"error":
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_handle_error_response(data)
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_:
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print("⚠️ ChatManager: 未处理的事件 - ", event_name)
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print("⚠️ ChatManager: 未处理的消息类型 - ", message_type)
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print(" 消息内容: ", data)
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# 处理登录成功
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func _handle_login_success(data: Dictionary) -> void:
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@@ -511,9 +536,23 @@ func _handle_login_success(data: Dictionary) -> void:
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"current_map": _current_map
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})
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# 处理登录失败
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func _handle_login_error(data: Dictionary) -> void:
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var error_message: String = data.get("message", "登录失败")
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print("❌ ChatManager: 登录失败 - ", error_message)
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_is_logged_in = false
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# 通过 EventSystem 广播错误(Signal Up)
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EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
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"error_code": "LOGIN_FAILED",
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"message": error_message
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})
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# 处理聊天消息发送成功
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func _handle_chat_sent(data: Dictionary) -> void:
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var message_id: String = data.get("messageId", "")
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var message_id: String = str(data.get("messageId", ""))
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var timestamp: float = data.get("timestamp", 0.0)
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print("✅ 消息发送成功: ", message_id)
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@@ -527,6 +566,18 @@ func _handle_chat_sent(data: Dictionary) -> void:
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"timestamp": timestamp
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})
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# 处理聊天消息发送失败
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func _handle_chat_error(data: Dictionary) -> void:
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var error_message: String = data.get("message", "消息发送失败")
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print("❌ ChatManager: 聊天错误 - ", error_message)
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# 通过 EventSystem 广播错误(Signal Up)
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EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
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"error_code": "CHAT_SEND_FAILED",
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"message": error_message
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})
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# 处理接收到的聊天消息
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func _handle_chat_render(data: Dictionary) -> void:
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var from_user: String = data.get("from", "")
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@@ -571,14 +622,14 @@ func _handle_position_updated(data: Dictionary) -> void:
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"topic": topic
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})
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# 处理错误响应
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# 处理错误响应(如果需要)
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func _handle_error_response(data: Dictionary) -> void:
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var error_code: String = data.get("code", "")
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var error_message: String = data.get("message", "")
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_handle_error(error_code, error_message)
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# 处理 Socket 错误
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# 处理 Socket 错误(如果需要)
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func _on_socket_error(error: String) -> void:
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_handle_error("SOCKET_ERROR", error)
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@@ -586,21 +637,6 @@ func _on_socket_error(error: String) -> void:
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# 内部方法 - 工具函数
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# ============================================================================
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# 发送登录消息
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func _send_login_message() -> void:
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if _game_token.is_empty():
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push_error("无法获取 access token,请确保已登录")
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_handle_error("AUTH_FAILED", "无法获取 access token,请先登录")
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return
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var login_data := {
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"type": "login",
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"token": _game_token
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}
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_socket_client.emit("login", login_data)
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print("📤 发送登录消息(使用 access token)")
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# 处理错误
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func _handle_error(error_code: String, error_message: String) -> void:
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print("❌ ChatManager 错误: [", error_code, "] ", error_message)
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