fix: 修复聊天系统编译错误
- 修复 WebSocketManager/SocketIOClient 函数缩进错误 - 重命名 is_connected() 避免与 Object 基类冲突 - 修复 tscn 文件多余前导空格 - 修复测试文件 GUT 断言函数调用 - 添加 GUT 测试框架
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@@ -23,8 +23,6 @@ extends Node
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# - 所有聊天事件通过 EventSystem 广播
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# ============================================================================
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class_name ChatManager
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# ============================================================================
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# 信号定义 (Signal Up)
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# ============================================================================
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@@ -51,8 +49,8 @@ signal chat_error_occurred(error_code: String, message: String)
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# 聊天连接状态变化信号
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# 参数:
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# state: WebSocketManager.ConnectionState - 连接状态
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signal chat_connection_state_changed(state: WebSocketManager.ConnectionState)
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# state: int - 连接状态(0=DISCONNECTED, 1=CONNECTING, 2=CONNECTED, 3=RECONNECTING, 4=ERROR)
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signal chat_connection_state_changed(state: int)
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# 位置更新成功信号
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# 参数:
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@@ -178,7 +176,7 @@ func get_game_token() -> String:
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# 连接到聊天服务器
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func connect_to_chat_server() -> void:
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if _websocket_manager.is_connected():
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if _websocket_manager.is_websocket_connected():
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push_warning("聊天服务器已连接")
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return
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@@ -193,17 +191,17 @@ func disconnect_from_chat_server() -> void:
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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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_is_logged_in = False
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_is_logged_in = false
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# 断开连接
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_websocket_manager.disconnect()
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_websocket_manager.disconnect_websocket()
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# 检查是否已连接
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#
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# 返回值:
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# bool - 是否已连接
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func is_connected() -> bool:
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return _websocket_manager.is_connected()
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func is_chat_connected() -> bool:
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return _websocket_manager.is_websocket_connected()
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# ============================================================================
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# 公共 API - 聊天操作
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@@ -219,7 +217,7 @@ func is_connected() -> bool:
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# ChatManager.send_chat_message("Hello, world!", "local")
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func send_chat_message(content: String, scope: String = "local") -> void:
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# 检查连接状态
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if not _websocket_manager.is_connected():
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if not _websocket_manager.is_websocket_connected():
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_handle_error("NOT_CONNECTED", "未连接到聊天服务器")
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return
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@@ -272,7 +270,7 @@ func send_chat_message(content: String, scope: String = "local") -> void:
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# 使用示例:
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# ChatManager.update_player_position(150.0, 200.0, "novice_village")
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func update_player_position(x: float, y: float, map_id: String) -> void:
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if not _websocket_manager.is_connected():
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if not _websocket_manager.is_websocket_connected():
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return
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var position_data := {
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@@ -297,10 +295,9 @@ func can_send_message() -> bool:
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var current_time := Time.get_unix_time_from_system()
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# 清理过期的时间戳
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_message_timestamps = _message_timestamps.filter(
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func(timestamp: float) -> bool:
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return current_time - timestamp < RATE_LIMIT_WINDOW
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)
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var filter_func := func(timestamp: float) -> bool:
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return current_time - timestamp < RATE_LIMIT_WINDOW
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_message_timestamps = _message_timestamps.filter(filter_func)
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# 检查数量
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return _message_timestamps.size() < RATE_LIMIT_MESSAGES
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@@ -458,11 +455,12 @@ func _on_socket_connected() -> void:
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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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_is_logged_in = false
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# 连接状态变化
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func _on_connection_state_changed(state: WebSocketManager.ConnectionState) -> void:
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print("📡 ChatManager: 连接状态变化 - ", WebSocketManager.ConnectionState.keys()[state])
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func _on_connection_state_changed(state: int) -> void:
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var state_names := ["DISCONNECTED", "CONNECTING", "CONNECTED", "RECONNECTING", "ERROR"]
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print("📡 ChatManager: 连接状态变化 - ", state_names[state])
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# 发射信号
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chat_connection_state_changed.emit(state)
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@@ -496,7 +494,7 @@ func _on_socket_event_received(event_name: String, data: Dictionary) -> void:
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func _handle_login_success(data: Dictionary) -> void:
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print("✅ ChatManager: 登录成功")
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_is_logged_in = True
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_is_logged_in = true
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_current_username = data.get("username", "")
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_current_map = data.get("currentMap", "")
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@@ -590,8 +588,8 @@ func _on_socket_error(error: String) -> void:
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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("无法获取游戏 token,请先调用 set_game_token() 设置 token")
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_handle_error("AUTH_FAILED", "无法获取游戏 token,请先设置 token")
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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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@@ -600,14 +598,14 @@ func _send_login_message() -> void:
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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")
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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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# 获取用户友好的错误消息
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var user_message := CHAT_ERROR_MESSAGES.get(error_code, error_message)
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var user_message: String = CHAT_ERROR_MESSAGES.get(error_code, error_message) as String
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# 发射信号
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chat_error_occurred.emit(error_code, user_message)
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@@ -620,7 +618,7 @@ func _handle_error(error_code: String, error_message: String) -> void:
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# 特殊处理认证失败
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if error_code == "AUTH_FAILED" or error_code == "SESSION_EXPIRED":
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_is_logged_in = False
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_is_logged_in = false
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EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
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"error_code": error_code
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})
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@@ -633,11 +631,11 @@ func _record_message_timestamp() -> void:
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# 添加消息到当前会话历史
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func _add_message_to_history(message: Dictionary) -> void:
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_message_history.append(message)
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# 更新最旧消息时间戳(用于历史消息加载)
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if _oldest_message_timestamp == 0.0 or message.timestamp < _oldest_message_timestamp:
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_oldest_message_timestamp = message.timestamp
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# 限制当前会话消息数量(超过后删除最旧的)
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if _message_history.size() > MAX_SESSION_MESSAGES:
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_message_history.pop_front()
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