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7
.claude/settings.local.json
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{
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"permissions": {
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"allow": [
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"Skill(whaletown-developer)"
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]
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}
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}
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335
.claude/skills/whaletown-developer/SKILL.md
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|||||||
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---
|
||||||
|
name: whaletown-developer
|
||||||
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description: Automate WhaleTown project's standard development workflow. Use this skill when implementing features, fixing bugs, creating scenes, or any code development tasks. Guides through 7-step process - architecture analysis, implementation, comment/naming validation, testing, and Git commit generation following project conventions.
|
||||||
|
---
|
||||||
|
|
||||||
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# WhaleTown Standard Development Workflow Skill
|
||||||
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|
||||||
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This skill automates the standard development workflow for the WhaleTown project, ensuring all developers follow unified specifications and quality standards.
|
||||||
|
|
||||||
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## When to Use This Skill
|
||||||
|
|
||||||
|
Activate this skill when:
|
||||||
|
- Implementing new features ("实现XX功能", "添加XX系统")
|
||||||
|
- Fixing bugs ("修复XX Bug", "解决XX问题")
|
||||||
|
- Creating scenes ("创建XX场景", "设计XX界面")
|
||||||
|
- Developing modules ("开发XX模块", "构建XX组件")
|
||||||
|
- Any code development task requiring adherence to project standards
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||||||
|
|
||||||
|
## Development Workflow Overview
|
||||||
|
|
||||||
|
```
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||||||
|
Step 1: Architecture Analysis (读取架构规范)
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|
↓
|
||||||
|
Step 2: Implementation (按规范编码)
|
||||||
|
↓
|
||||||
|
Step 3: Comment Validation (注释规范检查)
|
||||||
|
↓
|
||||||
|
Step 4: Naming Validation (命名规范检查)
|
||||||
|
↓
|
||||||
|
Step 5: Test Writing (编写测试代码)
|
||||||
|
↓
|
||||||
|
Step 6: Test Execution (运行测试验证)
|
||||||
|
↓
|
||||||
|
Step 7: Git Commit (生成规范提交信息)
|
||||||
|
```
|
||||||
|
|
||||||
|
## Step-by-Step Workflow
|
||||||
|
|
||||||
|
### Step 1: Architecture Analysis
|
||||||
|
|
||||||
|
Read and apply the architecture specifications before implementation.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Read `docs/02-开发规范/架构与通信规范.md`
|
||||||
|
2. Determine file location based on feature type:
|
||||||
|
- Core systems → `_Core/managers/` or `_Core/systems/`
|
||||||
|
- Game scenes → `scenes/Maps/`, `scenes/Entities/`, `scenes/Components/`
|
||||||
|
- UI components → `scenes/ui/`
|
||||||
|
3. Identify communication method (MUST use EventSystem for cross-module communication)
|
||||||
|
4. List dependencies (required managers and systems)
|
||||||
|
5. Design event definitions (add to `_Core/EventNames.gd`)
|
||||||
|
|
||||||
|
**Layered Architecture:**
|
||||||
|
```
|
||||||
|
UI Layer (界面层) → scenes/ui/
|
||||||
|
↑
|
||||||
|
Scenes Layer (游戏层) → scenes/Maps/, scenes/Entities/
|
||||||
|
↑
|
||||||
|
_Core Layer (框架层) → _Core/managers/, _Core/systems/
|
||||||
|
```
|
||||||
|
|
||||||
|
**Communication Principle:** "Signal Up, Call Down"
|
||||||
|
- Parents call child methods (downward calls)
|
||||||
|
- Children emit signals to notify parents (upward signals)
|
||||||
|
- Cross-module communication MUST use EventSystem
|
||||||
|
|
||||||
|
### Step 2: Implementation
|
||||||
|
|
||||||
|
Implement the feature following strict project conventions.
|
||||||
|
|
||||||
|
**Requirements:**
|
||||||
|
- **Type Safety**: All variables and functions MUST have type annotations
|
||||||
|
```gdscript
|
||||||
|
var speed: float = 200.0
|
||||||
|
func move(delta: float) -> void:
|
||||||
|
```
|
||||||
|
- **Godot 4.2+ Syntax**: NO `yield()`, use `await`
|
||||||
|
- **Node Caching**: Use `@onready` to cache node references, avoid `get_node()` in `_process()`
|
||||||
|
- **EventSystem Communication**: Use EventSystem for cross-module messaging
|
||||||
|
```gdscript
|
||||||
|
EventSystem.emit_event(EventNames.PLAYER_MOVED, {"position": global_position})
|
||||||
|
EventSystem.connect_event(EventNames.INTERACT_PRESSED, _on_interact_pressed)
|
||||||
|
```
|
||||||
|
- **Nearest Filter**: All Sprite2D/TileMap resources MUST use Nearest filter (no Linear filter)
|
||||||
|
- **AutoLoad Restrictions**: Only GameManager, SceneManager, EventSystem, NetworkManager, ResponseHandler allowed as autoloads
|
||||||
|
- **Low-level Entities**: Do NOT directly reference GameManager in Player/NPC entities, use events instead
|
||||||
|
|
||||||
|
### Step 3: Comment Validation
|
||||||
|
|
||||||
|
Ensure code comments meet project standards.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Read `docs/02-开发规范/代码注释规范.md`
|
||||||
|
2. Verify file header comment is complete:
|
||||||
|
```gdscript
|
||||||
|
# ============================================================================
|
||||||
|
# 文件名: FeatureName.gd
|
||||||
|
# 作用: 简短描述功能
|
||||||
|
#
|
||||||
|
# 主要功能:
|
||||||
|
# - 功能点1
|
||||||
|
# - 功能点2
|
||||||
|
#
|
||||||
|
# 依赖: 列出依赖的管理器/系统
|
||||||
|
# 作者: [开发者名称]
|
||||||
|
# 创建时间: YYYY-MM-DD
|
||||||
|
# ============================================================================
|
||||||
|
```
|
||||||
|
3. Verify all public functions have complete documentation:
|
||||||
|
```gdscript
|
||||||
|
# 函数功能描述
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# param_name: Type - 参数说明
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Type - 返回值说明
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# var result = function_name(param)
|
||||||
|
func function_name(param: Type) -> ReturnType:
|
||||||
|
```
|
||||||
|
4. Ensure complex logic has inline comments explaining WHY, not WHAT
|
||||||
|
|
||||||
|
### Step 4: Naming Validation
|
||||||
|
|
||||||
|
Verify all naming follows project conventions.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Read `docs/02-开发规范/命名规范.md`
|
||||||
|
2. Validate naming conventions:
|
||||||
|
- **Class names**: PascalCase (`class_name PlayerController`)
|
||||||
|
- **Variables/Functions**: camelCase (`var moveSpeed: float`, `func updateMovement()`)
|
||||||
|
- **Constants**: UPPER_CASE (`const MAX_HEALTH: int = 100`)
|
||||||
|
- **Private members**: Underscore prefix (`var _velocity: Vector2`)
|
||||||
|
- **Scene files**: snake_case with suffix (`player_scene.tscn`, `enemy_prefab.tscn`)
|
||||||
|
- **Script files**: PascalCase.gd (`PlayerController.gd`, `GameManager.gd`)
|
||||||
|
|
||||||
|
**Common Patterns:**
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct
|
||||||
|
const MAX_SPEED: float = 300.0
|
||||||
|
var currentHealth: int
|
||||||
|
var _isInitialized: bool = false
|
||||||
|
func getPlayerPosition() -> Vector2:
|
||||||
|
func _calculateDamage(baseDamage: int) -> int:
|
||||||
|
|
||||||
|
# ❌ Incorrect
|
||||||
|
const maxSpeed: float = 300.0 # Constants must be UPPER_CASE
|
||||||
|
var CurrentHealth: int # Variables must be camelCase
|
||||||
|
var is_initialized: bool = false # No snake_case for variables
|
||||||
|
func GetPlayerPosition() -> Vector2: # Functions must be camelCase
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Test Writing
|
||||||
|
|
||||||
|
Create unit tests for the implemented functionality.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Read `docs/03-技术实现/测试指南.md`
|
||||||
|
2. For _Core/ managers/systems, MUST create corresponding test file in `tests/unit/`
|
||||||
|
3. Test file naming: `test_[name].gd`
|
||||||
|
4. Test file structure:
|
||||||
|
```gdscript
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
## [FeatureName] 单元测试
|
||||||
|
|
||||||
|
var feature: FeatureName
|
||||||
|
|
||||||
|
func before_each():
|
||||||
|
feature = preload("res://_Core/managers/FeatureName.gd").new()
|
||||||
|
add_child(feature)
|
||||||
|
|
||||||
|
func after_each():
|
||||||
|
feature.queue_free()
|
||||||
|
|
||||||
|
func test_initialization():
|
||||||
|
var result = feature.initialize()
|
||||||
|
assert_true(result, "Feature should initialize successfully")
|
||||||
|
|
||||||
|
func test_core_functionality():
|
||||||
|
# Test core functionality
|
||||||
|
pass
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 6: Test Execution
|
||||||
|
|
||||||
|
Run tests to ensure code quality.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Run GUT tests using Bash tool:
|
||||||
|
```bash
|
||||||
|
godot --headless -s addons/gut/gut_cmdline.gd -gdir=res://tests/ -ginclude_subdirs
|
||||||
|
```
|
||||||
|
2. Verify all tests pass
|
||||||
|
3. If tests fail:
|
||||||
|
- Identify the root cause
|
||||||
|
- Fix the implementation or test
|
||||||
|
- Re-run tests until all pass
|
||||||
|
|
||||||
|
### Step 7: Git Commit
|
||||||
|
|
||||||
|
Generate standardized Git commit message.
|
||||||
|
|
||||||
|
**Actions:**
|
||||||
|
1. Read `docs/02-开发规范/Git提交规范.md`
|
||||||
|
2. Determine commit type based on changes:
|
||||||
|
- `feat` - New features
|
||||||
|
- `fix` - Bug fixes
|
||||||
|
- `docs` - Documentation updates
|
||||||
|
- `refactor` - Code refactoring
|
||||||
|
- `perf` - Performance optimization
|
||||||
|
- `test` - Test additions/modifications
|
||||||
|
- `scene` - Scene file changes
|
||||||
|
- `ui` - UI related changes
|
||||||
|
3. Generate commit message using Chinese colon (:):
|
||||||
|
```
|
||||||
|
<类型>:<简短描述>
|
||||||
|
|
||||||
|
[可选的详细描述]
|
||||||
|
```
|
||||||
|
4. Follow principles:
|
||||||
|
- **One commit, one change** - Most important rule
|
||||||
|
- Use imperative verbs (添加, 修复, 更新)
|
||||||
|
- Keep description concise (< 50 characters)
|
||||||
|
- If multiple types of changes, split into separate commits
|
||||||
|
|
||||||
|
**Examples:**
|
||||||
|
```bash
|
||||||
|
# ✅ Good commits
|
||||||
|
git commit -m "feat:实现玩家二段跳功能"
|
||||||
|
git commit -m "fix:修复角色跳跃时的碰撞检测问题"
|
||||||
|
git commit -m "test:添加角色控制器单元测试"
|
||||||
|
|
||||||
|
# ❌ Bad commits
|
||||||
|
git commit -m "fix + feat:修复Bug并添加新功能" # Mixed types
|
||||||
|
git commit -m "update player" # Vague, English
|
||||||
|
```
|
||||||
|
|
||||||
|
## Progress Tracking
|
||||||
|
|
||||||
|
Use TodoWrite tool to track workflow progress:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
TodoWrite.create_todos([
|
||||||
|
"Step 1: 架构分析 - 读取架构规范",
|
||||||
|
"Step 2: 功能实现 - 按规范编码",
|
||||||
|
"Step 3: 注释规范检查",
|
||||||
|
"Step 4: 命名规范检查",
|
||||||
|
"Step 5: 测试代码编写",
|
||||||
|
"Step 6: 测试验证 - 运行测试",
|
||||||
|
"Step 7: Git 提交 - 生成提交信息"
|
||||||
|
])
|
||||||
|
```
|
||||||
|
|
||||||
|
Mark each step as `completed` immediately after finishing.
|
||||||
|
|
||||||
|
## Quality Checklist
|
||||||
|
|
||||||
|
Before completing the workflow, verify:
|
||||||
|
|
||||||
|
- [ ] File location follows layered architecture (_Core, scenes, UI)
|
||||||
|
- [ ] Uses EventSystem for cross-module communication
|
||||||
|
- [ ] Event names added to EventNames.gd
|
||||||
|
- [ ] All variables and functions have type annotations
|
||||||
|
- [ ] Naming conventions correct (PascalCase/camelCase/UPPER_CASE)
|
||||||
|
- [ ] File header comment complete
|
||||||
|
- [ ] Public functions have complete documentation
|
||||||
|
- [ ] Unit tests created and passing
|
||||||
|
- [ ] Git commit message follows specification
|
||||||
|
- [ ] No Godot 3.x syntax (yield → await)
|
||||||
|
- [ ] Node references cached with @onready
|
||||||
|
- [ ] Sprite2D/TileMap use Nearest filter
|
||||||
|
|
||||||
|
## Reference Documents
|
||||||
|
|
||||||
|
The skill automatically reads these documents at appropriate steps:
|
||||||
|
|
||||||
|
- Architecture: `docs/02-开发规范/架构与通信规范.md`
|
||||||
|
- Comments: `docs/02-开发规范/代码注释规范.md`
|
||||||
|
- Naming: `docs/02-开发规范/命名规范.md`
|
||||||
|
- Testing: `docs/03-技术实现/测试指南.md`
|
||||||
|
- Git: `docs/02-开发规范/Git提交规范.md`
|
||||||
|
- Project Instructions: `claude.md` (root directory)
|
||||||
|
|
||||||
|
For detailed checklist reference, see `references/checklist.md` in this skill directory.
|
||||||
|
|
||||||
|
## Example Workflow
|
||||||
|
|
||||||
|
User request: "实现玩家二段跳功能"
|
||||||
|
|
||||||
|
1. **Architecture Analysis** ✅
|
||||||
|
- Read architecture spec
|
||||||
|
- Target: `scenes/Entities/Player/Player.gd`
|
||||||
|
- Communication: Emit `PLAYER_DOUBLE_JUMPED` event
|
||||||
|
- Dependencies: EventSystem, Input
|
||||||
|
- Event: Add `PLAYER_DOUBLE_JUMPED` to EventNames.gd
|
||||||
|
|
||||||
|
2. **Implementation** ✅
|
||||||
|
- Create double jump logic with type annotations
|
||||||
|
- Use EventSystem.emit_event() for notifications
|
||||||
|
- Cache references with @onready
|
||||||
|
- Use await instead of yield
|
||||||
|
|
||||||
|
3. **Comment Validation** ✅
|
||||||
|
- Add file header with feature description
|
||||||
|
- Document double jump function parameters
|
||||||
|
- Add inline comments for jump logic
|
||||||
|
|
||||||
|
4. **Naming Validation** ✅
|
||||||
|
- Verify: `var canDoubleJump: bool` (camelCase)
|
||||||
|
- Verify: `const MAX_DOUBLE_JUMPS: int` (UPPER_CASE)
|
||||||
|
- Verify: `func performDoubleJump()` (camelCase)
|
||||||
|
|
||||||
|
5. **Test Writing** ✅
|
||||||
|
- Create `tests/unit/test_player_double_jump.gd`
|
||||||
|
- Test initialization, jump execution, limits
|
||||||
|
|
||||||
|
6. **Test Execution** ✅
|
||||||
|
- Run: `godot --headless -s addons/gut/gut_cmdline.gd`
|
||||||
|
- All tests pass ✅
|
||||||
|
|
||||||
|
7. **Git Commit** ✅
|
||||||
|
```bash
|
||||||
|
git add scenes/Entities/Player/Player.gd _Core/EventNames.gd tests/unit/test_player_double_jump.gd
|
||||||
|
git commit -m "feat:实现玩家二段跳功能"
|
||||||
|
```
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- This skill enforces quality standards through automated validation
|
||||||
|
- Each step builds upon the previous, ensuring comprehensive quality control
|
||||||
|
- Skipping steps will result in incomplete or non-compliant code
|
||||||
|
- The 7-step workflow is designed for team consistency and maintainability
|
||||||
285
.claude/skills/whaletown-developer/references/checklist.md
Normal file
@@ -0,0 +1,285 @@
|
|||||||
|
# WhaleTown Development Quality Checklist
|
||||||
|
|
||||||
|
快速参考检查清单,用于验证代码是否符合项目规范。
|
||||||
|
|
||||||
|
## 架构检查清单
|
||||||
|
|
||||||
|
### 文件位置
|
||||||
|
- [ ] 核心系统文件位于 `_Core/managers/` 或 `_Core/systems/`
|
||||||
|
- [ ] 游戏场景文件位于 `scenes/Maps/`, `scenes/Entities/`, `scenes/Components/`
|
||||||
|
- [ ] UI 组件文件位于 `scenes/ui/`
|
||||||
|
- [ ] 测试文件位于 `tests/unit/` 或 `tests/integration/`
|
||||||
|
|
||||||
|
### 通信方式
|
||||||
|
- [ ] 跨模块通信使用 EventSystem
|
||||||
|
- [ ] 新增事件定义在 `_Core/EventNames.gd` 中
|
||||||
|
- [ ] 遵循 "Signal Up, Call Down" 原则
|
||||||
|
- [ ] 父节点调用子节点方法(向下调用)
|
||||||
|
- [ ] 子节点发出信号通知父节点(向上信号)
|
||||||
|
|
||||||
|
### 依赖管理
|
||||||
|
- [ ] 仅使用允许的自动加载:GameManager, SceneManager, EventSystem, NetworkManager, ResponseHandler
|
||||||
|
- [ ] 底层实体(Player, NPC)不直接访问 GameManager
|
||||||
|
- [ ] 底层实体通过事件系统与全局管理器通信
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 代码规范检查清单
|
||||||
|
|
||||||
|
### 类型安全
|
||||||
|
- [ ] 所有变量都有类型注解:`var speed: float = 200.0`
|
||||||
|
- [ ] 所有函数都有参数和返回值类型:`func move(delta: float) -> void:`
|
||||||
|
- [ ] 常量都有类型注解:`const MAX_HEALTH: int = 100`
|
||||||
|
|
||||||
|
### Godot 4.2+ 语法
|
||||||
|
- [ ] 使用 `await` 代替 `yield()`
|
||||||
|
- [ ] 使用 `@onready` 缓存节点引用
|
||||||
|
- [ ] 避免在 `_process()` 中使用 `get_node()`
|
||||||
|
- [ ] 信号连接使用 `.connect()` 语法
|
||||||
|
|
||||||
|
### 资源设置
|
||||||
|
- [ ] 所有 Sprite2D 使用 Nearest 滤镜(不使用 Linear)
|
||||||
|
- [ ] 所有 TileMap 使用 Nearest 滤镜
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 命名规范检查清单
|
||||||
|
|
||||||
|
### 类名
|
||||||
|
- [ ] 使用 PascalCase:`class_name PlayerController`
|
||||||
|
- [ ] 文件名与类名一致:`PlayerController.gd`
|
||||||
|
|
||||||
|
### 变量
|
||||||
|
- [ ] 公共变量使用 camelCase:`var moveSpeed: float`
|
||||||
|
- [ ] 私有变量使用下划线前缀:`var _velocity: Vector2`
|
||||||
|
- [ ] 布尔变量使用 is/has/can 前缀:`var isJumping: bool`
|
||||||
|
|
||||||
|
### 函数
|
||||||
|
- [ ] 使用 camelCase:`func updateMovement()`
|
||||||
|
- [ ] 获取函数使用 `get` 前缀:`func getPlayerPosition()`
|
||||||
|
- [ ] 设置函数使用 `set` 前缀:`func setHealth(value: int)`
|
||||||
|
- [ ] 判断函数使用 `is/has/can` 前缀:`func isAlive()`, `func canJump()`
|
||||||
|
- [ ] 私有函数使用下划线前缀:`func _calculateDamage()`
|
||||||
|
|
||||||
|
### 常量
|
||||||
|
- [ ] 使用 UPPER_CASE:`const MAX_HEALTH: int = 100`
|
||||||
|
- [ ] 使用下划线分隔:`const JUMP_FORCE: float = -400.0`
|
||||||
|
|
||||||
|
### 枚举
|
||||||
|
- [ ] 枚举类型使用 PascalCase:`enum PlayerState`
|
||||||
|
- [ ] 枚举值使用 UPPER_CASE:`IDLE, WALKING, RUNNING`
|
||||||
|
|
||||||
|
### 文件命名
|
||||||
|
- [ ] 脚本文件:PascalCase.gd (`PlayerController.gd`)
|
||||||
|
- [ ] 场景文件:snake_case_scene.tscn (`main_scene.tscn`)
|
||||||
|
- [ ] 预制体文件:snake_case_prefab.tscn (`player_prefab.tscn`)
|
||||||
|
- [ ] 资源文件:snake_case (`sprite_player_idle.png`)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 注释规范检查清单
|
||||||
|
|
||||||
|
### 文件头注释
|
||||||
|
- [ ] 包含文件名
|
||||||
|
- [ ] 包含作用描述
|
||||||
|
- [ ] 列出主要功能
|
||||||
|
- [ ] 列出依赖的管理器/系统
|
||||||
|
- [ ] 包含作者和创建时间
|
||||||
|
|
||||||
|
示例:
|
||||||
|
```gdscript
|
||||||
|
# ============================================================================
|
||||||
|
# 文件名: PlayerController.gd
|
||||||
|
# 作用: 玩家角色控制器,处理玩家输入和移动逻辑
|
||||||
|
#
|
||||||
|
# 主要功能:
|
||||||
|
# - 处理键盘和手柄输入
|
||||||
|
# - 控制角色移动和跳跃
|
||||||
|
# - 管理角色状态切换
|
||||||
|
#
|
||||||
|
# 依赖: EventSystem, InputManager
|
||||||
|
# 作者: [开发者名称]
|
||||||
|
# 创建时间: 2025-01-03
|
||||||
|
# ============================================================================
|
||||||
|
```
|
||||||
|
|
||||||
|
### 函数注释
|
||||||
|
- [ ] 公共函数有完整注释
|
||||||
|
- [ ] 包含功能描述
|
||||||
|
- [ ] 列出参数说明(名称、类型、含义)
|
||||||
|
- [ ] 说明返回值(类型、含义)
|
||||||
|
- [ ] 提供使用示例(对于复杂函数)
|
||||||
|
- [ ] 标注注意事项(如果有)
|
||||||
|
|
||||||
|
示例:
|
||||||
|
```gdscript
|
||||||
|
# 处理玩家输入并更新移动状态
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# delta: float - 帧时间间隔
|
||||||
|
#
|
||||||
|
# 返回值: 无
|
||||||
|
#
|
||||||
|
# 注意事项:
|
||||||
|
# - 需要在 _physics_process 中调用
|
||||||
|
# - 会自动处理重力和碰撞
|
||||||
|
func handleMovement(delta: float) -> void:
|
||||||
|
```
|
||||||
|
|
||||||
|
### 行内注释
|
||||||
|
- [ ] 复杂逻辑有注释说明
|
||||||
|
- [ ] 注释解释 WHY(为什么),不解释 WHAT(是什么)
|
||||||
|
- [ ] 避免显而易见的注释
|
||||||
|
- [ ] 使用 TODO/FIXME/NOTE 等标记
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 测试规范检查清单
|
||||||
|
|
||||||
|
### 测试文件
|
||||||
|
- [ ] _Core/ 中的管理器/系统都有对应测试文件
|
||||||
|
- [ ] 测试文件位于 `tests/unit/` 或 `tests/integration/`
|
||||||
|
- [ ] 测试文件命名:`test_[name].gd`
|
||||||
|
- [ ] 测试文件继承自 GutTest:`extends GutTest`
|
||||||
|
|
||||||
|
### 测试结构
|
||||||
|
- [ ] 包含测试类注释
|
||||||
|
- [ ] 实现 `before_each()` 进行测试前置设置
|
||||||
|
- [ ] 实现 `after_each()` 进行测试清理
|
||||||
|
- [ ] 测试方法命名:`test_[功能名称]()`
|
||||||
|
|
||||||
|
### 测试覆盖
|
||||||
|
- [ ] 测试核心功能的正常流程
|
||||||
|
- [ ] 测试错误处理和边界条件
|
||||||
|
- [ ] 测试初始化和清理逻辑
|
||||||
|
- [ ] 所有测试都能通过
|
||||||
|
|
||||||
|
示例:
|
||||||
|
```gdscript
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
## PlayerController 单元测试
|
||||||
|
|
||||||
|
var player: PlayerController
|
||||||
|
|
||||||
|
func before_each():
|
||||||
|
player = preload("res://scenes/Entities/Player/PlayerController.gd").new()
|
||||||
|
add_child(player)
|
||||||
|
|
||||||
|
func after_each():
|
||||||
|
player.queue_free()
|
||||||
|
|
||||||
|
func test_initialization():
|
||||||
|
var result = player.initialize()
|
||||||
|
assert_true(result, "Player should initialize successfully")
|
||||||
|
|
||||||
|
func test_movement():
|
||||||
|
# 测试移动功能
|
||||||
|
pass
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Git 提交规范检查清单
|
||||||
|
|
||||||
|
### 提交类型
|
||||||
|
- [ ] 使用正确的提交类型:
|
||||||
|
- `feat` - 新功能
|
||||||
|
- `fix` - Bug 修复
|
||||||
|
- `docs` - 文档更新
|
||||||
|
- `refactor` - 代码重构
|
||||||
|
- `test` - 测试相关
|
||||||
|
- `scene` - 场景文件
|
||||||
|
- `ui` - UI 相关
|
||||||
|
|
||||||
|
### 提交格式
|
||||||
|
- [ ] 使用中文冒号(:)
|
||||||
|
- [ ] 描述简洁明了(< 50 字符)
|
||||||
|
- [ ] 使用动词开头(添加、修复、更新)
|
||||||
|
- [ ] 一次提交只包含一种类型的改动
|
||||||
|
|
||||||
|
### 提交原则
|
||||||
|
- [ ] 一次提交只做一件事
|
||||||
|
- [ ] 提交的代码能够正常运行
|
||||||
|
- [ ] 避免 fix + feat 混合提交
|
||||||
|
- [ ] 如需多种改动,拆分成多次提交
|
||||||
|
|
||||||
|
示例:
|
||||||
|
```bash
|
||||||
|
# ✅ 正确
|
||||||
|
git commit -m "feat:实现玩家二段跳功能"
|
||||||
|
git commit -m "fix:修复角色跳跃时的碰撞检测问题"
|
||||||
|
git commit -m "test:添加角色控制器单元测试"
|
||||||
|
|
||||||
|
# ❌ 错误
|
||||||
|
git commit -m "fix + feat:修复Bug并添加新功能" # 混合类型
|
||||||
|
git commit -m "update player" # 描述不清晰,使用英文
|
||||||
|
git commit -m "fix: 修复Bug" # 使用英文冒号
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 完整工作流检查清单
|
||||||
|
|
||||||
|
使用此清单验证开发任务是否完整执行 7 步工作流:
|
||||||
|
|
||||||
|
### Step 1: 架构分析
|
||||||
|
- [ ] 已读取 `docs/02-开发规范/架构与通信规范.md`
|
||||||
|
- [ ] 已确定文件位置(_Core, scenes, UI)
|
||||||
|
- [ ] 已确定通信方式(EventSystem)
|
||||||
|
- [ ] 已列出依赖的管理器/系统
|
||||||
|
- [ ] 已设计事件定义(如需要)
|
||||||
|
|
||||||
|
### Step 2: 功能实现
|
||||||
|
- [ ] 代码遵循分层架构
|
||||||
|
- [ ] 所有变量和函数有类型注解
|
||||||
|
- [ ] 使用 Godot 4.2+ 语法
|
||||||
|
- [ ] 使用 EventSystem 进行跨模块通信
|
||||||
|
- [ ] 使用 @onready 缓存节点引用
|
||||||
|
|
||||||
|
### Step 3: 注释规范检查
|
||||||
|
- [ ] 已读取 `docs/02-开发规范/代码注释规范.md`
|
||||||
|
- [ ] 文件头注释完整
|
||||||
|
- [ ] 公共函数有完整注释
|
||||||
|
- [ ] 复杂逻辑有行内注释
|
||||||
|
|
||||||
|
### Step 4: 命名规范检查
|
||||||
|
- [ ] 已读取 `docs/02-开发规范/命名规范.md`
|
||||||
|
- [ ] 类名使用 PascalCase
|
||||||
|
- [ ] 变量/函数使用 camelCase
|
||||||
|
- [ ] 常量使用 UPPER_CASE
|
||||||
|
- [ ] 私有成员使用下划线前缀
|
||||||
|
|
||||||
|
### Step 5: 测试代码编写
|
||||||
|
- [ ] 已读取 `docs/03-技术实现/测试指南.md`
|
||||||
|
- [ ] 创建了测试文件 `tests/unit/test_[name].gd`
|
||||||
|
- [ ] 测试文件继承自 GutTest
|
||||||
|
- [ ] 编写了核心功能测试
|
||||||
|
|
||||||
|
### Step 6: 测试验证
|
||||||
|
- [ ] 运行了 GUT 测试命令
|
||||||
|
- [ ] 所有测试通过
|
||||||
|
- [ ] 如有失败,已修复并重新测试
|
||||||
|
|
||||||
|
### Step 7: Git 提交
|
||||||
|
- [ ] 已读取 `docs/02-开发规范/Git提交规范.md`
|
||||||
|
- [ ] 生成了符合规范的提交信息
|
||||||
|
- [ ] 提交类型正确
|
||||||
|
- [ ] 使用中文冒号
|
||||||
|
- [ ] 遵循"一次提交只做一件事"原则
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 快速自检问题
|
||||||
|
|
||||||
|
在提交代码前,问自己以下问题:
|
||||||
|
|
||||||
|
1. **架构**: 文件放在正确的位置了吗?
|
||||||
|
2. **通信**: 是否使用 EventSystem 进行跨模块通信?
|
||||||
|
3. **类型**: 所有变量和函数都有类型注解吗?
|
||||||
|
4. **命名**: 命名是否符合规范(PascalCase/camelCase/UPPER_CASE)?
|
||||||
|
5. **注释**: 文件头和公共函数有完整注释吗?
|
||||||
|
6. **测试**: 创建并运行测试了吗?所有测试都通过了吗?
|
||||||
|
7. **提交**: Git 提交信息符合规范吗?
|
||||||
|
|
||||||
|
如果以上问题都能回答"是",那么代码已经符合 WhaleTown 项目的质量标准!✅
|
||||||
312
.claude/skills/whaletown-developer/使用说明.md
Normal file
@@ -0,0 +1,312 @@
|
|||||||
|
# WhaleTown Developer Skill 使用说明
|
||||||
|
|
||||||
|
## 📖 简介
|
||||||
|
|
||||||
|
`whaletown-developer` 是 WhaleTown 项目的标准开发工作流自动化技能,确保所有开发任务都遵循统一的项目规范和质量标准。
|
||||||
|
|
||||||
|
## 🎯 适用场景
|
||||||
|
|
||||||
|
在以下情况下使用此 skill:
|
||||||
|
|
||||||
|
- ✅ 实现新功能("实现玩家二段跳"、"添加存档系统")
|
||||||
|
- ✅ 修复 Bug("修复角色碰撞问题"、"解决UI显示错误")
|
||||||
|
- ✅ 创建场景("创建商店场景"、"设计背包界面")
|
||||||
|
- ✅ 开发模块("开发任务系统"、"构建战斗组件")
|
||||||
|
- ✅ 任何需要遵循项目规范的代码开发任务
|
||||||
|
|
||||||
|
## 🚀 调用方式
|
||||||
|
|
||||||
|
### 方式一:通过 Claude(推荐)
|
||||||
|
|
||||||
|
```
|
||||||
|
用户:帮我实现一个 NPC
|
||||||
|
Claude:/whaletown-developer 实现一个 NPC
|
||||||
|
```
|
||||||
|
|
||||||
|
### 方式二:直接请求
|
||||||
|
|
||||||
|
```
|
||||||
|
用户:使用 whaletown-developer skill 创建玩家移动系统
|
||||||
|
```
|
||||||
|
|
||||||
|
## 📋 7 步工作流程
|
||||||
|
|
||||||
|
skill 会自动执行以下标准化流程:
|
||||||
|
|
||||||
|
```
|
||||||
|
Step 1: 架构分析
|
||||||
|
↓ 读取架构规范,确定文件位置、通信方式、依赖关系
|
||||||
|
|
||||||
|
Step 2: 功能实现
|
||||||
|
↓ 按照类型安全、命名规范、EventSystem 通信等要求编码
|
||||||
|
|
||||||
|
Step 3: 注释规范检查
|
||||||
|
↓ 验证文件头、函数文档、行内注释是否完整
|
||||||
|
|
||||||
|
Step 4: 命名规范检查
|
||||||
|
↓ 验证 PascalCase/camelCase/UPPER_CASE 命名规范
|
||||||
|
|
||||||
|
Step 5: 测试代码编写
|
||||||
|
↓ 为核心功能创建 GUT 单元测试
|
||||||
|
|
||||||
|
Step 6: 测试验证
|
||||||
|
↓ 运行测试确保功能正常
|
||||||
|
|
||||||
|
Step 7: Git 提交
|
||||||
|
↓ 生成符合规范的提交信息
|
||||||
|
```
|
||||||
|
|
||||||
|
## 💡 使用示例
|
||||||
|
|
||||||
|
### 示例 1:创建玩家控制器
|
||||||
|
|
||||||
|
**用户输入:**
|
||||||
|
```
|
||||||
|
帮我创建一个玩家角色控制器
|
||||||
|
```
|
||||||
|
|
||||||
|
**Skill 执行:**
|
||||||
|
1. 分析架构 → 确定放在 `scenes/Entities/Player/PlayerController.gd`
|
||||||
|
2. 实现功能 → 创建带类型注解的移动、跳跃逻辑
|
||||||
|
3. 检查注释 → 添加完整的文件头和函数文档
|
||||||
|
4. 检查命名 → 确保 `moveSpeed`、`MAX_HEALTH` 等命名正确
|
||||||
|
5. 编写测试 → 创建 `tests/unit/test_player_controller.gd`
|
||||||
|
6. 运行测试 → 验证功能正常
|
||||||
|
7. 生成提交 → `feat:实现玩家角色控制器`
|
||||||
|
|
||||||
|
### 示例 2:修复跳跃 Bug
|
||||||
|
|
||||||
|
**用户输入:**
|
||||||
|
```
|
||||||
|
修复玩家跳跃时的碰撞检测问题
|
||||||
|
```
|
||||||
|
|
||||||
|
**Skill 执行:**
|
||||||
|
1. 分析架构 → 定位到 `scenes/Entities/Player/Player.gd`
|
||||||
|
2. 实现修复 → 修改碰撞检测逻辑
|
||||||
|
3. 检查注释 → 添加修复说明注释
|
||||||
|
4. 检查命名 → 确保变量命名规范
|
||||||
|
5. 编写测试 → 添加碰撞测试用例
|
||||||
|
6. 运行测试 → 确认 Bug 已修复
|
||||||
|
7. 生成提交 → `fix:修复玩家跳跃时的碰撞检测问题`
|
||||||
|
|
||||||
|
### 示例 3:添加事件通信
|
||||||
|
|
||||||
|
**用户输入:**
|
||||||
|
```
|
||||||
|
实现 NPC 对话系统的事件通信
|
||||||
|
```
|
||||||
|
|
||||||
|
**Skill 执行:**
|
||||||
|
1. 分析架构 → 使用 EventSystem 跨模块通信
|
||||||
|
2. 实现功能 → 在 EventNames.gd 添加 `NPC_DIALOG_STARTED` 事件
|
||||||
|
3. 检查注释 → 文档化事件数据格式
|
||||||
|
4. 检查命名 → 确保事件名称符合规范
|
||||||
|
5. 编写测试 → 测试事件发送和接收
|
||||||
|
6. 运行测试 → 验证通信正常
|
||||||
|
7. 生成提交 → `feat:实现NPC对话系统的事件通信`
|
||||||
|
|
||||||
|
## ✅ 质量保证
|
||||||
|
|
||||||
|
每次使用 skill 后,代码都会符合以下标准:
|
||||||
|
|
||||||
|
### 架构层面
|
||||||
|
- ✅ 文件位置符合分层架构(_Core、scenes、UI)
|
||||||
|
- ✅ 使用 EventSystem 实现跨模块通信
|
||||||
|
- ✅ 事件名称已添加到 EventNames.gd
|
||||||
|
- ✅ 遵循"Signal Up, Call Down"原则
|
||||||
|
|
||||||
|
### 代码质量
|
||||||
|
- ✅ 所有变量和函数都有类型注解
|
||||||
|
- ✅ 命名规范正确(PascalCase/camelCase/UPPER_CASE)
|
||||||
|
- ✅ 使用 Godot 4.2+ 语法(await 而非 yield)
|
||||||
|
- ✅ 节点引用使用 @onready 缓存
|
||||||
|
|
||||||
|
### 文档规范
|
||||||
|
- ✅ 文件头注释完整(文件名、作用、功能、依赖)
|
||||||
|
- ✅ 公共函数有完整文档(参数、返回值、示例)
|
||||||
|
- ✅ 复杂逻辑有行内注释说明
|
||||||
|
|
||||||
|
### 测试覆盖
|
||||||
|
- ✅ 核心功能有单元测试
|
||||||
|
- ✅ 测试文件命名规范(test_*.gd)
|
||||||
|
- ✅ 测试通过验证
|
||||||
|
|
||||||
|
### Git 规范
|
||||||
|
- ✅ 提交信息格式正确(类型:描述)
|
||||||
|
- ✅ 遵循"一次提交只做一件事"原则
|
||||||
|
- ✅ 使用中文冒号和动词开头
|
||||||
|
|
||||||
|
## 📚 相关文档
|
||||||
|
|
||||||
|
Skill 会自动读取以下规范文档:
|
||||||
|
|
||||||
|
- `docs/02-开发规范/架构与通信规范.md` - 分层架构和 EventSystem
|
||||||
|
- `docs/02-开发规范/代码注释规范.md` - 注释格式要求
|
||||||
|
- `docs/02-开发规范/命名规范.md` - 命名约定
|
||||||
|
- `docs/03-技术实现/测试指南.md` - 测试框架使用
|
||||||
|
- `docs/02-开发规范/Git提交规范.md` - 提交信息格式
|
||||||
|
- `CLAUDE.md` - 项目总体指导
|
||||||
|
|
||||||
|
## ⚙️ 配置文件
|
||||||
|
|
||||||
|
Skill 相关配置文件位置:
|
||||||
|
|
||||||
|
```
|
||||||
|
.claude/skills/whaletown-developer/
|
||||||
|
├── SKILL.md # Skill 定义文件
|
||||||
|
├── 使用说明.md # 本文档
|
||||||
|
└── references/
|
||||||
|
└── checklist.md # 质量检查清单
|
||||||
|
```
|
||||||
|
|
||||||
|
## 🔄 工作流程可视化
|
||||||
|
|
||||||
|
```
|
||||||
|
用户请求
|
||||||
|
↓
|
||||||
|
调用 whaletown-developer skill
|
||||||
|
↓
|
||||||
|
[Step 1] 架构分析
|
||||||
|
├─ 读取架构规范文档
|
||||||
|
├─ 确定文件位置
|
||||||
|
├─ 识别通信方式
|
||||||
|
└─ 设计事件定义
|
||||||
|
↓
|
||||||
|
[Step 2] 功能实现
|
||||||
|
├─ 遵循类型安全
|
||||||
|
├─ 使用 EventSystem
|
||||||
|
├─ 缓存节点引用
|
||||||
|
└─ 使用 Godot 4.2+ 语法
|
||||||
|
↓
|
||||||
|
[Step 3] 注释规范检查
|
||||||
|
├─ 验证文件头注释
|
||||||
|
├─ 验证函数文档
|
||||||
|
└─ 检查行内注释
|
||||||
|
↓
|
||||||
|
[Step 4] 命名规范检查
|
||||||
|
├─ 类名 PascalCase
|
||||||
|
├─ 变量/函数 camelCase
|
||||||
|
├─ 常量 UPPER_CASE
|
||||||
|
└─ 私有成员 _prefix
|
||||||
|
↓
|
||||||
|
[Step 5] 测试代码编写
|
||||||
|
├─ 创建测试文件
|
||||||
|
├─ 编写测试用例
|
||||||
|
└─ 覆盖核心功能
|
||||||
|
↓
|
||||||
|
[Step 6] 测试验证
|
||||||
|
├─ 运行 GUT 测试
|
||||||
|
├─ 验证测试通过
|
||||||
|
└─ 修复失败测试
|
||||||
|
↓
|
||||||
|
[Step 7] Git 提交
|
||||||
|
├─ 确定提交类型
|
||||||
|
├─ 生成提交信息
|
||||||
|
└─ 遵循提交规范
|
||||||
|
↓
|
||||||
|
完成 ✅
|
||||||
|
```
|
||||||
|
|
||||||
|
## 🎓 最佳实践
|
||||||
|
|
||||||
|
### 1. 明确任务描述
|
||||||
|
```bash
|
||||||
|
# ✅ 好的描述
|
||||||
|
"实现玩家二段跳功能"
|
||||||
|
"修复敌人AI路径寻找Bug"
|
||||||
|
"创建商店购买界面"
|
||||||
|
|
||||||
|
# ❌ 模糊描述
|
||||||
|
"改一下玩家"
|
||||||
|
"修复Bug"
|
||||||
|
"做个界面"
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. 一次处理一个功能
|
||||||
|
```bash
|
||||||
|
# ✅ 推荐
|
||||||
|
用户:实现玩家移动
|
||||||
|
用户:实现玩家跳跃
|
||||||
|
|
||||||
|
# ❌ 不推荐
|
||||||
|
用户:实现玩家移动、跳跃、攻击、技能系统
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3. 信任 Skill 流程
|
||||||
|
- Skill 会按照 7 步流程确保质量
|
||||||
|
- 不需要手动检查命名、注释等细节
|
||||||
|
- 专注于功能需求和业务逻辑
|
||||||
|
|
||||||
|
### 4. 查看生成的提交信息
|
||||||
|
- Skill 会在 Step 7 生成规范的提交信息
|
||||||
|
- 可以直接使用或根据需要微调
|
||||||
|
|
||||||
|
## ⚠️ 注意事项
|
||||||
|
|
||||||
|
1. **首次使用**
|
||||||
|
- 确保已阅读 `CLAUDE.md` 了解项目规范
|
||||||
|
- 确认所有规范文档都已存在
|
||||||
|
|
||||||
|
2. **测试环境**
|
||||||
|
- 确保 GUT 测试框架已安装(如需运行测试)
|
||||||
|
- Godot 可执行文件在 PATH 中(Step 6 测试执行)
|
||||||
|
|
||||||
|
3. **中断处理**
|
||||||
|
- 如果工作流被中断,可以继续执行剩余步骤
|
||||||
|
- Skill 使用 TodoWrite 追踪进度
|
||||||
|
|
||||||
|
4. **规范更新**
|
||||||
|
- 项目规范文档更新时,Skill 会自动读取最新版本
|
||||||
|
- 无需手动同步
|
||||||
|
|
||||||
|
## 🤝 反馈与改进
|
||||||
|
|
||||||
|
如果遇到问题或有改进建议:
|
||||||
|
|
||||||
|
1. 检查是否所有规范文档都已更新
|
||||||
|
2. 确认任务描述清晰明确
|
||||||
|
3. 查看 Skill 执行日志定位问题
|
||||||
|
4. 向团队报告问题或建议
|
||||||
|
|
||||||
|
## 📊 效果对比
|
||||||
|
|
||||||
|
### 不使用 Skill
|
||||||
|
```
|
||||||
|
开发者手动:
|
||||||
|
1. 不确定文件放哪里 ❌
|
||||||
|
2. 可能忘记类型注解 ❌
|
||||||
|
3. 注释不完整 ❌
|
||||||
|
4. 命名不一致 ❌
|
||||||
|
5. 没有测试 ❌
|
||||||
|
6. 提交信息格式错误 ❌
|
||||||
|
结果:代码质量参差不齐
|
||||||
|
```
|
||||||
|
|
||||||
|
### 使用 Skill
|
||||||
|
```
|
||||||
|
Skill 自动化:
|
||||||
|
1. 自动确定正确位置 ✅
|
||||||
|
2. 强制类型安全 ✅
|
||||||
|
3. 完整注释文档 ✅
|
||||||
|
4. 统一命名规范 ✅
|
||||||
|
5. 自动生成测试 ✅
|
||||||
|
6. 规范提交信息 ✅
|
||||||
|
结果:高质量、一致性代码
|
||||||
|
```
|
||||||
|
|
||||||
|
## 🎯 总结
|
||||||
|
|
||||||
|
whaletown-developer skill 是你的开发助手,它会:
|
||||||
|
|
||||||
|
- 🤖 **自动化** 7 步标准流程
|
||||||
|
- 📏 **标准化** 代码质量
|
||||||
|
- 🔒 **保证** 规范遵循
|
||||||
|
- ⚡ **加速** 开发效率
|
||||||
|
- 🧪 **确保** 测试覆盖
|
||||||
|
|
||||||
|
**记住:专注于功能实现,让 Skill 处理规范和质量!**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**开始使用:** 只需告诉 Claude "帮我实现 XXX 功能" 即可!
|
||||||
@@ -51,8 +51,21 @@ const SCENE_DATA_TRANSFER = "scene_data_transfer"
|
|||||||
const TILEMAP_READY = "tilemap_ready"
|
const TILEMAP_READY = "tilemap_ready"
|
||||||
const COMPONENT_MESSAGE = "component_message"
|
const COMPONENT_MESSAGE = "component_message"
|
||||||
const POSITION_UPDATE = "position_update"
|
const POSITION_UPDATE = "position_update"
|
||||||
|
const GRID_POSITION_CHANGED = "grid_position_changed"
|
||||||
|
const GRID_SNAP_REQUESTED = "grid_snap_requested"
|
||||||
|
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
# 测试事件
|
# 测试事件
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
const TEST_EVENT = "test_event"
|
const TEST_EVENT = "test_event"
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 聊天事件
|
||||||
|
# ============================================================================
|
||||||
|
const CHAT_MESSAGE_SENT = "chat_message_sent"
|
||||||
|
const CHAT_MESSAGE_RECEIVED = "chat_message_received"
|
||||||
|
const CHAT_ERROR_OCCURRED = "chat_error_occurred"
|
||||||
|
const CHAT_CONNECTION_STATE_CHANGED = "chat_connection_state_changed"
|
||||||
|
const CHAT_POSITION_UPDATED = "chat_position_updated"
|
||||||
|
const CHAT_LOGIN_SUCCESS = "chat_login_success"
|
||||||
|
const CHAT_LOGIN_FAILED = "chat_login_failed"
|
||||||
@@ -19,6 +19,11 @@ const CORE_SYSTEMS = CORE_ROOT + "systems/"
|
|||||||
const CORE_COMPONENTS = CORE_ROOT + "components/"
|
const CORE_COMPONENTS = CORE_ROOT + "components/"
|
||||||
const CORE_UTILS = CORE_ROOT + "utils/"
|
const CORE_UTILS = CORE_ROOT + "utils/"
|
||||||
|
|
||||||
|
# 系统文件路径
|
||||||
|
const GRID_SYSTEM = CORE_SYSTEMS + "GridSystem.gd"
|
||||||
|
const EVENT_SYSTEM = CORE_SYSTEMS + "EventSystem.gd"
|
||||||
|
const TILE_SYSTEM = CORE_SYSTEMS + "TileSystem.gd"
|
||||||
|
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
# 场景路径
|
# 场景路径
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
@@ -46,6 +51,10 @@ const ASSETS_FONTS = ASSETS_ROOT + "fonts/"
|
|||||||
const ASSETS_MATERIALS = ASSETS_ROOT + "materials/"
|
const ASSETS_MATERIALS = ASSETS_ROOT + "materials/"
|
||||||
const ASSETS_SHADERS = ASSETS_ROOT + "shaders/"
|
const ASSETS_SHADERS = ASSETS_ROOT + "shaders/"
|
||||||
|
|
||||||
|
# 地形资源路径
|
||||||
|
const ASSETS_TERRAIN = ASSETS_SPRITES + "terrain/"
|
||||||
|
const ASSETS_GRASS = ASSETS_TERRAIN + "grass/"
|
||||||
|
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
# 数据路径
|
# 数据路径
|
||||||
# ============================================================================
|
# ============================================================================
|
||||||
|
|||||||
@@ -68,6 +68,9 @@ enum LoginMode {
|
|||||||
|
|
||||||
# ============ 成员变量 ============
|
# ============ 成员变量 ============
|
||||||
|
|
||||||
|
# 当前用户ID(静态变量,用于BaseLevel等场景访问)
|
||||||
|
static var current_user_id: String = ""
|
||||||
|
|
||||||
# 登录状态
|
# 登录状态
|
||||||
var current_login_mode: LoginMode = LoginMode.PASSWORD
|
var current_login_mode: LoginMode = LoginMode.PASSWORD
|
||||||
var is_processing: bool = false
|
var is_processing: bool = false
|
||||||
@@ -80,19 +83,188 @@ var current_email: String = ""
|
|||||||
# 网络请求管理
|
# 网络请求管理
|
||||||
var active_request_ids: Array = []
|
var active_request_ids: Array = []
|
||||||
|
|
||||||
|
# ============ Token 管理 ============
|
||||||
|
|
||||||
|
# 本地存储路径常量
|
||||||
|
const AUTH_CONFIG_PATH: String = "user://auth.cfg"
|
||||||
|
|
||||||
|
# Token 存储(内存中,用于快速访问)
|
||||||
|
var _access_token: String = "" # JWT访问令牌(短期,用于API和WebSocket)
|
||||||
|
var _refresh_token: String = "" # JWT刷新令牌(长期,用于获取新access_token)
|
||||||
|
var _user_info: Dictionary = {} # 用户信息
|
||||||
|
var _token_expiry: float = 0.0 # access_token过期时间(Unix时间戳)
|
||||||
|
|
||||||
|
# 游戏 token(废弃,保留供旧接口)
|
||||||
|
var _game_token: String = "" # @deprecated 使用 _access_token 替代
|
||||||
|
|
||||||
# ============ 生命周期方法 ============
|
# ============ 生命周期方法 ============
|
||||||
|
|
||||||
# 初始化管理器
|
# 初始化管理器
|
||||||
func _init():
|
func _init() -> void:
|
||||||
print("AuthManager 初始化完成")
|
_load_auth_data()
|
||||||
|
|
||||||
# 清理资源
|
# 清理资源
|
||||||
func cleanup():
|
func cleanup() -> void:
|
||||||
# 取消所有活动的网络请求
|
# 取消所有活动的网络请求
|
||||||
for request_id in active_request_ids:
|
for request_id in active_request_ids:
|
||||||
NetworkManager.cancel_request(request_id)
|
NetworkManager.cancel_request(request_id)
|
||||||
active_request_ids.clear()
|
active_request_ids.clear()
|
||||||
|
|
||||||
|
# ============ Token 管理 ============
|
||||||
|
|
||||||
|
# 保存 Token 到内存
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# data: Dictionary - 登录响应数据
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 从登录响应中提取 access_token 和 refresh_token
|
||||||
|
# - 保存到内存变量中
|
||||||
|
# - 保存用户信息
|
||||||
|
func _save_tokens_to_memory(data: Dictionary) -> void:
|
||||||
|
if not data.has("data"):
|
||||||
|
push_warning("AuthManager: 登录响应中没有 data 字段")
|
||||||
|
return
|
||||||
|
|
||||||
|
var token_data: Dictionary = data.data
|
||||||
|
_access_token = token_data.get("access_token", "")
|
||||||
|
_refresh_token = token_data.get("refresh_token", "")
|
||||||
|
_user_info = token_data.get("user", {})
|
||||||
|
_token_expiry = Time.get_unix_time_from_system() + float(token_data.get("expires_in", 0))
|
||||||
|
|
||||||
|
# 设置当前用户ID(用于BaseLevel等场景)
|
||||||
|
if _user_info.has("id"):
|
||||||
|
AuthManager.current_user_id = str(_user_info.id)
|
||||||
|
|
||||||
|
_game_token = _access_token
|
||||||
|
|
||||||
|
# 保存 Token 到本地(ConfigFile)
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# data: Dictionary - 登录响应数据
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 将 refresh_token 和用户信息保存到 ConfigFile
|
||||||
|
# - access_token 不保存到本地,仅保存在内存中
|
||||||
|
func _save_tokens_to_local(data: Dictionary) -> void:
|
||||||
|
if not data.has("data"):
|
||||||
|
return
|
||||||
|
|
||||||
|
var token_data: Dictionary = data.data
|
||||||
|
var auth_data: Dictionary = {
|
||||||
|
"refresh_token": token_data.get("refresh_token", ""),
|
||||||
|
"user_id": token_data.get("user", {}).get("id", ""),
|
||||||
|
"username": token_data.get("user", {}).get("username", ""),
|
||||||
|
"saved_at": Time.get_unix_time_from_system()
|
||||||
|
}
|
||||||
|
|
||||||
|
var config: ConfigFile = ConfigFile.new()
|
||||||
|
config.load(AUTH_CONFIG_PATH)
|
||||||
|
config.set_value("auth", "refresh_token", auth_data["refresh_token"])
|
||||||
|
config.set_value("auth", "user_id", auth_data["user_id"])
|
||||||
|
config.set_value("auth", "username", auth_data["username"])
|
||||||
|
config.set_value("auth", "saved_at", auth_data["saved_at"])
|
||||||
|
|
||||||
|
var error: Error = config.save(AUTH_CONFIG_PATH)
|
||||||
|
if error != OK:
|
||||||
|
push_error("AuthManager: 保存Token到本地失败,错误码: %d" % error)
|
||||||
|
|
||||||
|
# 从本地加载 Token(游戏启动时调用)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 从 ConfigFile 加载 refresh_token 和用户信息
|
||||||
|
# - access_token 需要通过 refresh_token 刷新获取
|
||||||
|
func _load_auth_data() -> void:
|
||||||
|
if not FileAccess.file_exists(AUTH_CONFIG_PATH):
|
||||||
|
return
|
||||||
|
|
||||||
|
var config: ConfigFile = ConfigFile.new()
|
||||||
|
var error: Error = config.load(AUTH_CONFIG_PATH)
|
||||||
|
|
||||||
|
if error != OK:
|
||||||
|
push_error("AuthManager: 加载本地认证数据失败,错误码: %d" % error)
|
||||||
|
return
|
||||||
|
|
||||||
|
_refresh_token = config.get_value("auth", "refresh_token", "")
|
||||||
|
var user_id: String = config.get_value("auth", "user_id", "")
|
||||||
|
var username: String = config.get_value("auth", "username", "")
|
||||||
|
|
||||||
|
if not _refresh_token.is_empty():
|
||||||
|
_user_info = {
|
||||||
|
"id": user_id,
|
||||||
|
"username": username
|
||||||
|
}
|
||||||
|
else:
|
||||||
|
push_warning("AuthManager: 本地认证数据无效(没有 refresh_token)")
|
||||||
|
|
||||||
|
# 清除本地认证数据(登出时调用)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 清除内存中的 Token
|
||||||
|
# - 删除本地 ConfigFile
|
||||||
|
func _clear_auth_data() -> void:
|
||||||
|
_access_token = ""
|
||||||
|
_refresh_token = ""
|
||||||
|
_user_info = {}
|
||||||
|
_token_expiry = 0.0
|
||||||
|
_game_token = ""
|
||||||
|
|
||||||
|
if FileAccess.file_exists(AUTH_CONFIG_PATH):
|
||||||
|
DirAccess.remove_absolute(AUTH_CONFIG_PATH)
|
||||||
|
|
||||||
|
# ============ Token 访问方法 ============
|
||||||
|
|
||||||
|
# 设置游戏 token(建议优先使用 _save_tokens_to_memory)
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# token: String - 游戏认证 token
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - 登录成功后设置 token
|
||||||
|
# - 从服务器响应中获取 token
|
||||||
|
func set_game_token(token: String) -> void:
|
||||||
|
_game_token = token
|
||||||
|
_access_token = token # 同步更新 access_token
|
||||||
|
|
||||||
|
# 获取游戏 token
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - access_token(如果未设置则返回空字符串)
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - ChatManager 连接 WebSocket 时需要 token
|
||||||
|
# - 其他需要游戏认证的场景
|
||||||
|
func get_game_token() -> String:
|
||||||
|
return _access_token
|
||||||
|
|
||||||
|
# 获取 access token
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - JWT访问令牌
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - API请求认证
|
||||||
|
# - WebSocket聊天认证
|
||||||
|
func get_access_token() -> String:
|
||||||
|
return _access_token
|
||||||
|
|
||||||
|
# 获取 refresh token
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - JWT刷新令牌
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - 刷新过期的 access token
|
||||||
|
func get_refresh_token() -> String:
|
||||||
|
return _refresh_token
|
||||||
|
|
||||||
|
# 获取用户信息
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Dictionary - 用户信息字典
|
||||||
|
func get_user_info() -> Dictionary:
|
||||||
|
return _user_info
|
||||||
|
|
||||||
# ============ 登录相关方法 ============
|
# ============ 登录相关方法 ============
|
||||||
|
|
||||||
# 执行密码登录
|
# 执行密码登录
|
||||||
@@ -421,7 +593,7 @@ func validate_verification_code(code: String) -> Dictionary:
|
|||||||
# ============ 网络响应处理 ============
|
# ============ 网络响应处理 ============
|
||||||
|
|
||||||
# 处理登录响应
|
# 处理登录响应
|
||||||
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
|
||||||
_reset_login_state()
|
_reset_login_state()
|
||||||
|
|
||||||
var result = ResponseHandler.handle_login_response(success, data, error_info)
|
var result = ResponseHandler.handle_login_response(success, data, error_info)
|
||||||
@@ -430,9 +602,11 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
|
|||||||
show_toast_message.emit(result.message, result.success)
|
show_toast_message.emit(result.message, result.success)
|
||||||
|
|
||||||
if result.success:
|
if result.success:
|
||||||
var username = ""
|
# 保存 Token 到内存和本地
|
||||||
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
|
_save_tokens_to_memory(data)
|
||||||
username = data.data.user.username
|
_save_tokens_to_local(data)
|
||||||
|
|
||||||
|
var username: String = _user_info.get("username", "")
|
||||||
|
|
||||||
# 延迟发送登录成功信号
|
# 延迟发送登录成功信号
|
||||||
await Engine.get_main_loop().create_timer(1.0).timeout
|
await Engine.get_main_loop().create_timer(1.0).timeout
|
||||||
@@ -441,7 +615,7 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
|
|||||||
login_failed.emit(result.message)
|
login_failed.emit(result.message)
|
||||||
|
|
||||||
# 处理验证码登录响应
|
# 处理验证码登录响应
|
||||||
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
|
||||||
_reset_login_state()
|
_reset_login_state()
|
||||||
|
|
||||||
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
|
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
|
||||||
@@ -450,9 +624,11 @@ func _on_verification_login_response(success: bool, data: Dictionary, error_info
|
|||||||
show_toast_message.emit(result.message, result.success)
|
show_toast_message.emit(result.message, result.success)
|
||||||
|
|
||||||
if result.success:
|
if result.success:
|
||||||
var username = ""
|
# 保存 Token 到内存和本地
|
||||||
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
|
_save_tokens_to_memory(data)
|
||||||
username = data.data.user.username
|
_save_tokens_to_local(data)
|
||||||
|
|
||||||
|
var username: String = _user_info.get("username", "")
|
||||||
|
|
||||||
await Engine.get_main_loop().create_timer(1.0).timeout
|
await Engine.get_main_loop().create_timer(1.0).timeout
|
||||||
login_success.emit(username)
|
login_success.emit(username)
|
||||||
|
|||||||
726
_Core/managers/ChatManager.gd
Normal file
@@ -0,0 +1,726 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# ChatManager.gd - 聊天系统业务逻辑核心
|
||||||
|
# ============================================================================
|
||||||
|
# 管理聊天功能的核心业务逻辑
|
||||||
|
#
|
||||||
|
# 核心职责:
|
||||||
|
# - 聊天消息发送/接收协调
|
||||||
|
# - 客户端频率限制(10条/分钟)
|
||||||
|
# - 消息历史管理(最多100条)
|
||||||
|
# - Signal Up: 通过信号和 EventSystem 向上通知
|
||||||
|
# - 整合 AuthManager 获取 token
|
||||||
|
#
|
||||||
|
# 使用方式:
|
||||||
|
# ChatManager.connect_to_chat_server()
|
||||||
|
# ChatManager.send_chat_message("Hello", "local")
|
||||||
|
# ChatManager.chat_message_received.connect(_on_message_received)
|
||||||
|
#
|
||||||
|
# 注意事项:
|
||||||
|
# - 作为自动加载单例,全局可访问
|
||||||
|
# - 遵循 "Signal Up, Call Down" 架构
|
||||||
|
# - 所有聊天事件通过 EventSystem 广播
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 信号定义 (Signal Up)
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 聊天消息已发送信号
|
||||||
|
# 参数:
|
||||||
|
# message_id: String - 消息 ID
|
||||||
|
# timestamp: float - 时间戳
|
||||||
|
signal chat_message_sent(message_id: String, timestamp: float)
|
||||||
|
|
||||||
|
# 聊天消息已接收信号
|
||||||
|
# 参数:
|
||||||
|
# from_user: String - 发送者用户名
|
||||||
|
# content: String - 消息内容
|
||||||
|
# show_bubble: bool - 是否显示气泡
|
||||||
|
# timestamp: float - 时间戳
|
||||||
|
signal chat_message_received(from_user: String, content: String, show_bubble: bool, timestamp: float)
|
||||||
|
|
||||||
|
# 聊天错误发生信号
|
||||||
|
# 参数:
|
||||||
|
# error_code: String - 错误代码
|
||||||
|
# message: String - 错误消息
|
||||||
|
signal chat_error_occurred(error_code: String, message: String)
|
||||||
|
|
||||||
|
# 聊天连接状态变化信号
|
||||||
|
# 参数:
|
||||||
|
# state: int - 连接状态(0=DISCONNECTED, 1=CONNECTING, 2=CONNECTED, 3=RECONNECTING, 4=ERROR)
|
||||||
|
signal chat_connection_state_changed(state: int)
|
||||||
|
|
||||||
|
# 位置更新成功信号
|
||||||
|
# 参数:
|
||||||
|
# stream: String - Stream 名称
|
||||||
|
# topic: String - Topic 名称
|
||||||
|
signal chat_position_updated(stream: String, topic: String)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 常量定义
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# WebSocket 服务器 URL(原生 WebSocket)
|
||||||
|
const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
|
||||||
|
|
||||||
|
# 重连配置
|
||||||
|
const RECONNECT_MAX_ATTEMPTS: int = 5
|
||||||
|
const RECONNECT_BASE_DELAY: float = 3.0
|
||||||
|
|
||||||
|
# 频率限制配置
|
||||||
|
const RATE_LIMIT_MESSAGES: int = 10
|
||||||
|
const RATE_LIMIT_WINDOW: float = 60.0 # 秒
|
||||||
|
|
||||||
|
# 消息限制
|
||||||
|
const MAX_MESSAGE_LENGTH: int = 1000
|
||||||
|
|
||||||
|
# 当前会话消息限制(当前游戏会话,超过后删除最旧的)
|
||||||
|
const MAX_SESSION_MESSAGES: int = 100
|
||||||
|
|
||||||
|
# 历史消息分页大小(从 Zulip 后端每次加载的数量)
|
||||||
|
const HISTORY_PAGE_SIZE: int = 100
|
||||||
|
|
||||||
|
# 错误消息映射
|
||||||
|
const CHAT_ERROR_MESSAGES: Dictionary = {
|
||||||
|
"AUTH_FAILED": "聊天认证失败,请重新登录",
|
||||||
|
"RATE_LIMIT": "消息发送过于频繁,请稍后再试",
|
||||||
|
"CONTENT_FILTERED": "消息内容包含违规内容",
|
||||||
|
"CONTENT_TOO_LONG": "消息内容过长(最大1000字符)",
|
||||||
|
"PERMISSION_DENIED": "您没有权限发送消息",
|
||||||
|
"SESSION_EXPIRED": "会话已过期,请重新连接",
|
||||||
|
"ZULIP_ERROR": "消息服务暂时不可用",
|
||||||
|
"INTERNAL_ERROR": "服务器内部错误"
|
||||||
|
}
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 成员变量
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# WebSocket 管理器
|
||||||
|
var _websocket_manager: ChatWebSocketManager
|
||||||
|
|
||||||
|
# 是否已登录
|
||||||
|
var _is_logged_in: bool = false
|
||||||
|
|
||||||
|
# 消息历史记录(当前会话,最多100条,超过后删除最旧的)
|
||||||
|
var _message_history: Array[Dictionary] = []
|
||||||
|
|
||||||
|
# 历史消息加载状态
|
||||||
|
var _history_loading: bool = false
|
||||||
|
var _has_more_history: bool = true
|
||||||
|
var _oldest_message_timestamp: float = 0.0
|
||||||
|
|
||||||
|
# 消息发送时间戳(用于频率限制)
|
||||||
|
var _message_timestamps: Array[float] = []
|
||||||
|
|
||||||
|
# 当前用户信息
|
||||||
|
var _current_username: String = ""
|
||||||
|
var _current_map: String = ""
|
||||||
|
|
||||||
|
# 游戏 token
|
||||||
|
var _game_token: String = ""
|
||||||
|
|
||||||
|
# 发送后本地回显去重(避免服务端也回发导致重复显示)
|
||||||
|
const SELF_ECHO_DEDUPE_WINDOW: float = 10.0
|
||||||
|
var _pending_self_messages: Array[Dictionary] = []
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 生命周期方法
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 初始化
|
||||||
|
func _ready() -> void:
|
||||||
|
# 创建 WebSocket 管理器
|
||||||
|
_websocket_manager = ChatWebSocketManager.new()
|
||||||
|
add_child(_websocket_manager)
|
||||||
|
|
||||||
|
# 连接信号
|
||||||
|
_connect_signals()
|
||||||
|
|
||||||
|
# 清理
|
||||||
|
func _exit_tree() -> void:
|
||||||
|
if is_instance_valid(_websocket_manager):
|
||||||
|
_websocket_manager.queue_free()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - Token 管理
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 设置游戏 token
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# token: String - 游戏认证 token
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# ChatManager.set_game_token("your_game_token")
|
||||||
|
func set_game_token(token: String) -> void:
|
||||||
|
_game_token = token
|
||||||
|
|
||||||
|
# 获取游戏 token
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - 当前游戏 token
|
||||||
|
func get_game_token() -> String:
|
||||||
|
return _game_token
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 连接管理
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 连接到聊天服务器
|
||||||
|
func connect_to_chat_server() -> void:
|
||||||
|
if _websocket_manager.is_websocket_connected():
|
||||||
|
push_warning("聊天服务器已连接")
|
||||||
|
return
|
||||||
|
|
||||||
|
_websocket_manager.connect_to_game_server()
|
||||||
|
|
||||||
|
# 断开聊天服务器
|
||||||
|
func disconnect_from_chat_server() -> void:
|
||||||
|
# 发送登出消息
|
||||||
|
if _is_logged_in:
|
||||||
|
var logout_data := {"type": "logout"}
|
||||||
|
_websocket_manager.send_message(JSON.stringify(logout_data))
|
||||||
|
_is_logged_in = false
|
||||||
|
|
||||||
|
# 断开连接
|
||||||
|
_websocket_manager.disconnect_websocket()
|
||||||
|
|
||||||
|
# 检查是否已连接
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# bool - 是否已连接
|
||||||
|
func is_chat_connected() -> bool:
|
||||||
|
return _websocket_manager.is_websocket_connected()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 聊天操作
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 发送聊天消息
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# content: String - 消息内容
|
||||||
|
# scope: String - 消息范围("local" 或具体 topic 名称)
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# ChatManager.send_chat_message("Hello, world!", "local")
|
||||||
|
func send_chat_message(content: String, scope: String = "local") -> void:
|
||||||
|
# 检查连接状态
|
||||||
|
if not _websocket_manager.is_websocket_connected():
|
||||||
|
_handle_error("NOT_CONNECTED", "未连接到聊天服务器")
|
||||||
|
return
|
||||||
|
|
||||||
|
# 检查登录状态
|
||||||
|
if not _is_logged_in:
|
||||||
|
_handle_error("NOT_LOGGED_IN", "尚未登录聊天服务器")
|
||||||
|
return
|
||||||
|
|
||||||
|
# 检查消息长度
|
||||||
|
if content.length() > MAX_MESSAGE_LENGTH:
|
||||||
|
_handle_error("CONTENT_TOO_LONG", "消息内容过长")
|
||||||
|
return
|
||||||
|
|
||||||
|
# 检查频率限制
|
||||||
|
if not can_send_message():
|
||||||
|
var wait_time := get_time_until_next_message()
|
||||||
|
_handle_error("RATE_LIMIT", "请等待 %.1f 秒后再试" % wait_time)
|
||||||
|
return
|
||||||
|
|
||||||
|
# 构建消息数据
|
||||||
|
var message_data := {
|
||||||
|
"type": "chat",
|
||||||
|
"content": content,
|
||||||
|
"scope": scope
|
||||||
|
}
|
||||||
|
|
||||||
|
# 发送消息(JSON 字符串)
|
||||||
|
var json_string := JSON.stringify(message_data)
|
||||||
|
var send_err: Error = _websocket_manager.send_message(json_string)
|
||||||
|
if send_err != OK:
|
||||||
|
_handle_error("SEND_FAILED", "WebSocket send failed: %s" % error_string(send_err))
|
||||||
|
return
|
||||||
|
|
||||||
|
# 记录发送时间
|
||||||
|
_record_message_timestamp()
|
||||||
|
|
||||||
|
# 添加到历史
|
||||||
|
_add_message_to_history({
|
||||||
|
"from_user": _current_username,
|
||||||
|
"content": content,
|
||||||
|
"timestamp": Time.get_unix_time_from_system(),
|
||||||
|
"is_self": true
|
||||||
|
})
|
||||||
|
|
||||||
|
var now_timestamp: float = Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
# 记录待去重的“自己消息”(如果服务端也回发 chat_render,则避免重复显示)
|
||||||
|
_pending_self_messages.append({
|
||||||
|
"content": content,
|
||||||
|
"expires_at": now_timestamp + SELF_ECHO_DEDUPE_WINDOW
|
||||||
|
})
|
||||||
|
|
||||||
|
# 本地回显:UI 目前只订阅 CHAT_MESSAGE_RECEIVED,所以这里也发一次 received
|
||||||
|
chat_message_received.emit(_current_username, content, true, now_timestamp)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
|
||||||
|
"from_user": _current_username,
|
||||||
|
"content": content,
|
||||||
|
"show_bubble": true,
|
||||||
|
"timestamp": now_timestamp,
|
||||||
|
"is_self": true
|
||||||
|
})
|
||||||
|
|
||||||
|
# 消息发送完成回调
|
||||||
|
func _on_chat_message_sent(_request_id: String, success: bool, data: Dictionary, error_info: Dictionary) -> void:
|
||||||
|
if success:
|
||||||
|
var message_id: String = str(data.get("data", {}).get("id", ""))
|
||||||
|
var timestamp: float = Time.get_unix_time_from_system()
|
||||||
|
chat_message_sent.emit(message_id, timestamp)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
|
||||||
|
"message_id": message_id,
|
||||||
|
"timestamp": timestamp
|
||||||
|
})
|
||||||
|
else:
|
||||||
|
_handle_error("SEND_FAILED", error_info.get("message", "发送失败"))
|
||||||
|
|
||||||
|
# 更新玩家位置
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# x: float - X 坐标
|
||||||
|
# y: float - Y 坐标
|
||||||
|
# map_id: String - 地图 ID
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# ChatManager.update_player_position(150.0, 200.0, "novice_village")
|
||||||
|
func update_player_position(x: float, y: float, map_id: String) -> void:
|
||||||
|
if not _websocket_manager.is_websocket_connected():
|
||||||
|
return
|
||||||
|
|
||||||
|
var position_data := {
|
||||||
|
"type": "position",
|
||||||
|
"x": x,
|
||||||
|
"y": y,
|
||||||
|
"mapId": map_id
|
||||||
|
}
|
||||||
|
|
||||||
|
# 发送消息(JSON 字符串)
|
||||||
|
var json_string := JSON.stringify(position_data)
|
||||||
|
_websocket_manager.send_message(json_string)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 频率限制
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 检查是否可以发送消息
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# bool - 是否可以发送
|
||||||
|
func can_send_message() -> bool:
|
||||||
|
var current_time := Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
# 清理过期的时间戳
|
||||||
|
var filter_func := func(timestamp: float) -> bool:
|
||||||
|
return current_time - timestamp < RATE_LIMIT_WINDOW
|
||||||
|
_message_timestamps = _message_timestamps.filter(filter_func)
|
||||||
|
|
||||||
|
# 检查数量
|
||||||
|
return _message_timestamps.size() < RATE_LIMIT_MESSAGES
|
||||||
|
|
||||||
|
# 获取距离下次可发送消息的时间
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# float - 等待时间(秒)
|
||||||
|
func get_time_until_next_message() -> float:
|
||||||
|
if _message_timestamps.is_empty():
|
||||||
|
return 0.0
|
||||||
|
|
||||||
|
if _message_timestamps.size() < RATE_LIMIT_MESSAGES:
|
||||||
|
return 0.0
|
||||||
|
|
||||||
|
# 找到最早的时间戳
|
||||||
|
var earliest_timestamp: float = _message_timestamps[0]
|
||||||
|
var current_time := Time.get_unix_time_from_system()
|
||||||
|
var elapsed := current_time - earliest_timestamp
|
||||||
|
|
||||||
|
if elapsed >= RATE_LIMIT_WINDOW:
|
||||||
|
return 0.0
|
||||||
|
|
||||||
|
return RATE_LIMIT_WINDOW - elapsed
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 消息历史
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 获取消息历史
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Array[Dictionary] - 消息历史数组
|
||||||
|
func get_message_history() -> Array[Dictionary]:
|
||||||
|
return _message_history.duplicate()
|
||||||
|
|
||||||
|
# 清空消息历史
|
||||||
|
func clear_message_history() -> void:
|
||||||
|
_message_history.clear()
|
||||||
|
|
||||||
|
# 重置当前会话(每次登录/重连时调用)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 清空当前会话消息缓存
|
||||||
|
# - 重置历史消息加载状态
|
||||||
|
# - 不影响 Zulip 后端的历史消息
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - 用户登录成功后
|
||||||
|
# - 重新连接到聊天服务器后
|
||||||
|
func reset_session() -> void:
|
||||||
|
_message_history.clear()
|
||||||
|
_history_loading = false
|
||||||
|
_has_more_history = true
|
||||||
|
_oldest_message_timestamp = 0.0
|
||||||
|
|
||||||
|
# 加载历史消息(按需从 Zulip 后端获取)
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# count: int - 要加载的消息数量(默认 HISTORY_PAGE_SIZE)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 从 Zulip 后端获取历史消息
|
||||||
|
# - 添加到当前会话历史开头
|
||||||
|
# - 触发 CHAT_MESSAGE_RECEIVED 事件显示消息
|
||||||
|
#
|
||||||
|
# 使用场景:
|
||||||
|
# - 用户滚动到聊天窗口顶部
|
||||||
|
# - 用户主动点击"加载历史"按钮
|
||||||
|
#
|
||||||
|
# 注意:
|
||||||
|
# - 这是异步操作,需要通过 Zulip API 实现
|
||||||
|
# - 当前实现为占位符,需要后端 API 支持
|
||||||
|
func load_history(_count: int = HISTORY_PAGE_SIZE) -> void:
|
||||||
|
if _history_loading:
|
||||||
|
return
|
||||||
|
|
||||||
|
if not _has_more_history:
|
||||||
|
return
|
||||||
|
|
||||||
|
_history_loading = true
|
||||||
|
|
||||||
|
# TODO: 实现从 Zulip 后端获取历史消息
|
||||||
|
# NetworkManager.get_chat_history(_oldest_message_timestamp, count, _on_history_loaded)
|
||||||
|
|
||||||
|
# 历史消息加载完成回调
|
||||||
|
func _on_history_loaded(messages: Array) -> void:
|
||||||
|
_history_loading = false
|
||||||
|
|
||||||
|
if messages.is_empty():
|
||||||
|
_has_more_history = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# 将历史消息插入到当前会话历史开头
|
||||||
|
for i in range(messages.size() - 1, -1, -1):
|
||||||
|
var message: Dictionary = messages[i]
|
||||||
|
_message_history.push_front(message)
|
||||||
|
|
||||||
|
# 触发事件显示消息(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
|
||||||
|
"from_user": message.get("from_user", ""),
|
||||||
|
"content": message.get("content", ""),
|
||||||
|
"show_bubble": false,
|
||||||
|
"timestamp": message.get("timestamp", 0.0),
|
||||||
|
"is_self": (not _current_username.is_empty() and message.get("from_user", "") == _current_username),
|
||||||
|
"is_history": true # 标记为历史消息
|
||||||
|
})
|
||||||
|
|
||||||
|
# 更新最旧消息时间戳
|
||||||
|
var oldest: Dictionary = messages.back()
|
||||||
|
if oldest.has("timestamp"):
|
||||||
|
_oldest_message_timestamp = oldest.timestamp
|
||||||
|
|
||||||
|
# 检查是否还有更多历史
|
||||||
|
if messages.size() < HISTORY_PAGE_SIZE:
|
||||||
|
_has_more_history = false
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 信号连接
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 连接信号
|
||||||
|
func _connect_signals() -> void:
|
||||||
|
# WebSocket 管理器信号
|
||||||
|
_websocket_manager.connection_state_changed.connect(_on_connection_state_changed)
|
||||||
|
_websocket_manager.data_received.connect(_on_data_received)
|
||||||
|
|
||||||
|
# 发送登录消息
|
||||||
|
func _send_login_message() -> void:
|
||||||
|
var login_data := {
|
||||||
|
"type": "login",
|
||||||
|
"token": _game_token
|
||||||
|
}
|
||||||
|
|
||||||
|
var json_string := JSON.stringify(login_data)
|
||||||
|
_websocket_manager.send_message(json_string)
|
||||||
|
|
||||||
|
# 连接状态变化
|
||||||
|
func _on_connection_state_changed(state: int) -> void:
|
||||||
|
# 发射信号
|
||||||
|
chat_connection_state_changed.emit(state)
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_CONNECTION_STATE_CHANGED, {
|
||||||
|
"state": state
|
||||||
|
})
|
||||||
|
|
||||||
|
# 如果连接成功,发送登录消息
|
||||||
|
if state == 2: # CONNECTED
|
||||||
|
_send_login_message()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 消息处理
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# WebSocket 数据接收
|
||||||
|
func _on_data_received(message: String) -> void:
|
||||||
|
# 解析 JSON 消息
|
||||||
|
var json := JSON.new()
|
||||||
|
var parse_result := json.parse(message)
|
||||||
|
|
||||||
|
if parse_result != OK:
|
||||||
|
push_error("ChatManager: JSON 解析失败")
|
||||||
|
return
|
||||||
|
|
||||||
|
var data: Dictionary = json.data
|
||||||
|
|
||||||
|
# 检查消息类型字段
|
||||||
|
var message_type: String = data.get("t", "")
|
||||||
|
|
||||||
|
match message_type:
|
||||||
|
"login_success":
|
||||||
|
_handle_login_success(data)
|
||||||
|
"login_error":
|
||||||
|
_handle_login_error(data)
|
||||||
|
"chat":
|
||||||
|
_handle_chat_render(data)
|
||||||
|
"chat_sent":
|
||||||
|
_handle_chat_sent(data)
|
||||||
|
"chat_error":
|
||||||
|
_handle_chat_error(data)
|
||||||
|
"chat_render":
|
||||||
|
_handle_chat_render(data)
|
||||||
|
"position_updated":
|
||||||
|
_handle_position_updated(data)
|
||||||
|
_:
|
||||||
|
push_warning("ChatManager: 未处理的消息类型 %s" % message_type)
|
||||||
|
|
||||||
|
# 处理登录成功
|
||||||
|
func _handle_login_success(data: Dictionary) -> void:
|
||||||
|
_is_logged_in = true
|
||||||
|
_current_username = data.get("username", "")
|
||||||
|
_current_map = data.get("currentMap", "")
|
||||||
|
|
||||||
|
# 重置当前会话缓存(每次登录/重连都清空,重新开始接收消息)
|
||||||
|
reset_session()
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_LOGIN_SUCCESS, {
|
||||||
|
"username": _current_username,
|
||||||
|
"current_map": _current_map
|
||||||
|
})
|
||||||
|
|
||||||
|
# 处理登录失败
|
||||||
|
func _handle_login_error(data: Dictionary) -> void:
|
||||||
|
var error_message: String = data.get("message", "登录失败")
|
||||||
|
|
||||||
|
_is_logged_in = false
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播错误(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
|
||||||
|
"error_code": "LOGIN_FAILED",
|
||||||
|
"message": error_message
|
||||||
|
})
|
||||||
|
|
||||||
|
# 处理聊天消息发送成功
|
||||||
|
func _handle_chat_sent(data: Dictionary) -> void:
|
||||||
|
var message_id: String = str(data.get("messageId", ""))
|
||||||
|
var timestamp: float = data.get("timestamp", 0.0)
|
||||||
|
|
||||||
|
# 发射信号
|
||||||
|
chat_message_sent.emit(message_id, timestamp)
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
|
||||||
|
"message_id": message_id,
|
||||||
|
"timestamp": timestamp
|
||||||
|
})
|
||||||
|
|
||||||
|
# 处理聊天消息发送失败
|
||||||
|
func _handle_chat_error(data: Dictionary) -> void:
|
||||||
|
var error_message: String = data.get("message", "消息发送失败")
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播错误(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
|
||||||
|
"error_code": "CHAT_SEND_FAILED",
|
||||||
|
"message": error_message
|
||||||
|
})
|
||||||
|
|
||||||
|
# 处理接收到的聊天消息
|
||||||
|
func _handle_chat_render(data: Dictionary) -> void:
|
||||||
|
# 兼容不同后端字段命名:
|
||||||
|
# - chat_render: {from, txt, bubble, timestamp}
|
||||||
|
# - chat: {content, scope, (可选 from/username/timestamp)}
|
||||||
|
var from_user: String = data.get("from", data.get("from_user", data.get("username", "")))
|
||||||
|
var content: String = data.get("txt", data.get("content", ""))
|
||||||
|
var show_bubble: bool = bool(data.get("bubble", data.get("show_bubble", false)))
|
||||||
|
|
||||||
|
var timestamp: float = _parse_chat_timestamp_to_unix(data.get("timestamp", 0.0))
|
||||||
|
|
||||||
|
var is_self: bool = (not _current_username.is_empty() and from_user == _current_username)
|
||||||
|
if is_self and _consume_pending_self_message(content):
|
||||||
|
# 已经本地回显过,避免重复显示
|
||||||
|
return
|
||||||
|
|
||||||
|
# 如果服务端没带发送者信息,但内容匹配最近自己发送的消息,则认为是自己消息
|
||||||
|
if from_user.is_empty() and _consume_pending_self_message(content):
|
||||||
|
from_user = _current_username
|
||||||
|
is_self = true
|
||||||
|
|
||||||
|
# 添加到历史
|
||||||
|
_add_message_to_history({
|
||||||
|
"from_user": from_user,
|
||||||
|
"content": content,
|
||||||
|
"timestamp": timestamp,
|
||||||
|
"is_self": is_self
|
||||||
|
})
|
||||||
|
|
||||||
|
# 发射信号
|
||||||
|
chat_message_received.emit(from_user, content, show_bubble, timestamp)
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_MESSAGE_RECEIVED, {
|
||||||
|
"from_user": from_user,
|
||||||
|
"content": content,
|
||||||
|
"show_bubble": show_bubble,
|
||||||
|
"timestamp": timestamp,
|
||||||
|
"is_self": is_self
|
||||||
|
})
|
||||||
|
|
||||||
|
# 解析聊天消息时间戳(兼容 unix 秒 / ISO 8601 字符串)
|
||||||
|
func _parse_chat_timestamp_to_unix(timestamp_raw: Variant) -> float:
|
||||||
|
if typeof(timestamp_raw) == TYPE_INT or typeof(timestamp_raw) == TYPE_FLOAT:
|
||||||
|
var ts := float(timestamp_raw)
|
||||||
|
return ts if ts > 0.0 else Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
var ts_str := str(timestamp_raw)
|
||||||
|
if ts_str.strip_edges().is_empty():
|
||||||
|
return Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
# 纯数字字符串(必须整串都是数字/小数点,避免把 ISO 字符串前缀 "2026" 误判成时间戳)
|
||||||
|
var numeric_regex := RegEx.new()
|
||||||
|
numeric_regex.compile("^\\s*-?\\d+(?:\\.\\d+)?\\s*$")
|
||||||
|
if numeric_regex.search(ts_str) != null:
|
||||||
|
var ts_num := float(ts_str)
|
||||||
|
return ts_num if ts_num > 0.0 else Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
# ISO 8601: 2026-01-19T15:15:43.930Z
|
||||||
|
var regex := RegEx.new()
|
||||||
|
regex.compile("(\\d{4})-(\\d{2})-(\\d{2})T(\\d{2}):(\\d{2}):(\\d{2})")
|
||||||
|
var result := regex.search(ts_str)
|
||||||
|
if result == null:
|
||||||
|
return Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
var utc_dict := {
|
||||||
|
"year": int(result.get_string(1)),
|
||||||
|
"month": int(result.get_string(2)),
|
||||||
|
"day": int(result.get_string(3)),
|
||||||
|
"hour": int(result.get_string(4)),
|
||||||
|
"minute": int(result.get_string(5)),
|
||||||
|
"second": int(result.get_string(6))
|
||||||
|
}
|
||||||
|
return Time.get_unix_time_from_datetime_dict(utc_dict)
|
||||||
|
|
||||||
|
# 处理位置更新成功
|
||||||
|
func _handle_position_updated(data: Dictionary) -> void:
|
||||||
|
var stream: String = data.get("stream", "")
|
||||||
|
var topic: String = data.get("topic", "")
|
||||||
|
|
||||||
|
# 发射信号
|
||||||
|
chat_position_updated.emit(stream, topic)
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_POSITION_UPDATED, {
|
||||||
|
"stream": stream,
|
||||||
|
"topic": topic
|
||||||
|
})
|
||||||
|
|
||||||
|
# 处理错误响应(如果需要)
|
||||||
|
func _handle_error_response(data: Dictionary) -> void:
|
||||||
|
var error_code: String = data.get("code", "")
|
||||||
|
var error_message: String = data.get("message", "")
|
||||||
|
|
||||||
|
_handle_error(error_code, error_message)
|
||||||
|
|
||||||
|
# 处理 Socket 错误(如果需要)
|
||||||
|
func _on_socket_error(error: String) -> void:
|
||||||
|
_handle_error("SOCKET_ERROR", error)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 工具函数
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 处理错误
|
||||||
|
func _handle_error(error_code: String, error_message: String) -> void:
|
||||||
|
push_error("ChatManager: [%s] %s" % [error_code, error_message])
|
||||||
|
|
||||||
|
# 获取用户友好的错误消息
|
||||||
|
var user_message: String = CHAT_ERROR_MESSAGES.get(error_code, error_message) as String
|
||||||
|
|
||||||
|
# 发射信号
|
||||||
|
chat_error_occurred.emit(error_code, user_message)
|
||||||
|
|
||||||
|
# 通过 EventSystem 广播(Signal Up)
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
|
||||||
|
"error_code": error_code,
|
||||||
|
"message": user_message
|
||||||
|
})
|
||||||
|
|
||||||
|
# 特殊处理认证失败
|
||||||
|
if error_code == "AUTH_FAILED" or error_code == "SESSION_EXPIRED":
|
||||||
|
_is_logged_in = false
|
||||||
|
EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
|
||||||
|
"error_code": error_code
|
||||||
|
})
|
||||||
|
|
||||||
|
# 记录消息发送时间戳
|
||||||
|
func _record_message_timestamp() -> void:
|
||||||
|
var current_time := Time.get_unix_time_from_system()
|
||||||
|
_message_timestamps.append(current_time)
|
||||||
|
|
||||||
|
# 消费一个待去重的“自己消息”(允许相同内容多次发送:每次消费一个)
|
||||||
|
func _consume_pending_self_message(content: String) -> bool:
|
||||||
|
var now := Time.get_unix_time_from_system()
|
||||||
|
|
||||||
|
# 先清理过期项
|
||||||
|
for i in range(_pending_self_messages.size() - 1, -1, -1):
|
||||||
|
var item: Dictionary = _pending_self_messages[i]
|
||||||
|
if float(item.get("expires_at", 0.0)) < now:
|
||||||
|
_pending_self_messages.remove_at(i)
|
||||||
|
|
||||||
|
# 再匹配内容
|
||||||
|
for i in range(_pending_self_messages.size() - 1, -1, -1):
|
||||||
|
if str(_pending_self_messages[i].get("content", "")) == content:
|
||||||
|
_pending_self_messages.remove_at(i)
|
||||||
|
return true
|
||||||
|
|
||||||
|
return false
|
||||||
|
|
||||||
|
# 添加消息到当前会话历史
|
||||||
|
func _add_message_to_history(message: Dictionary) -> void:
|
||||||
|
_message_history.append(message)
|
||||||
|
|
||||||
|
# 更新最旧消息时间戳(用于历史消息加载)
|
||||||
|
if _oldest_message_timestamp == 0.0 or message.timestamp < _oldest_message_timestamp:
|
||||||
|
_oldest_message_timestamp = message.timestamp
|
||||||
|
|
||||||
|
# 限制当前会话消息数量(超过后删除最旧的)
|
||||||
|
if _message_history.size() > MAX_SESSION_MESSAGES:
|
||||||
|
_message_history.pop_front()
|
||||||
1
_Core/managers/ChatManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://b6lnbss2i3pss
|
||||||
@@ -57,7 +57,6 @@ var game_version: String = "1.0.0" # 游戏版本号
|
|||||||
# 初始化游戏管理器
|
# 初始化游戏管理器
|
||||||
# 在节点准备就绪时调用,设置初始状态
|
# 在节点准备就绪时调用,设置初始状态
|
||||||
func _ready():
|
func _ready():
|
||||||
print("GameManager 初始化完成")
|
|
||||||
change_state(GameState.AUTH) # 启动时进入认证状态
|
change_state(GameState.AUTH) # 启动时进入认证状态
|
||||||
|
|
||||||
# ============ 状态管理方法 ============
|
# ============ 状态管理方法 ============
|
||||||
@@ -81,9 +80,6 @@ func change_state(new_state: GameState):
|
|||||||
previous_state = current_state
|
previous_state = current_state
|
||||||
current_state = new_state
|
current_state = new_state
|
||||||
|
|
||||||
# 输出状态变更日志
|
|
||||||
print("游戏状态变更: ", GameState.keys()[previous_state], " -> ", GameState.keys()[current_state])
|
|
||||||
|
|
||||||
# 发送状态变更信号
|
# 发送状态变更信号
|
||||||
game_state_changed.emit(new_state)
|
game_state_changed.emit(new_state)
|
||||||
|
|
||||||
@@ -100,7 +96,7 @@ func get_current_state() -> GameState:
|
|||||||
# GameState - 上一个游戏状态
|
# GameState - 上一个游戏状态
|
||||||
#
|
#
|
||||||
# 使用场景:
|
# 使用场景:
|
||||||
# - 从暂停状态恢复时,返回到之前的状态
|
# - 从暂停状态恢复时,返回到暂停前状态
|
||||||
# - 错误处理时回退到安全状态
|
# - 错误处理时回退到安全状态
|
||||||
func get_previous_state() -> GameState:
|
func get_previous_state() -> GameState:
|
||||||
return previous_state
|
return previous_state
|
||||||
@@ -114,14 +110,12 @@ func get_previous_state() -> GameState:
|
|||||||
#
|
#
|
||||||
# 功能:
|
# 功能:
|
||||||
# - 存储当前登录用户信息
|
# - 存储当前登录用户信息
|
||||||
# - 输出用户设置日志
|
|
||||||
#
|
#
|
||||||
# 注意事项:
|
# 注意事项:
|
||||||
# - 用户登录成功后调用此方法
|
# - 用户登录成功后调用此方法
|
||||||
# - 用户登出时应传入空字符串
|
# - 用户登出时应传入空字符串
|
||||||
func set_current_user(username: String):
|
func set_current_user(username: String):
|
||||||
current_user = username
|
current_user = username
|
||||||
print("当前用户设置为: ", username)
|
|
||||||
|
|
||||||
# 获取当前登录用户
|
# 获取当前登录用户
|
||||||
#
|
#
|
||||||
|
|||||||
155
_Core/managers/LocationManager.gd
Normal file
@@ -0,0 +1,155 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# LocationManager.gd - 位置同步管理器
|
||||||
|
# ============================================================================
|
||||||
|
# 负责与后端 WebSocket 服务进行位置同步和多人会话管理
|
||||||
|
#
|
||||||
|
# 协议文档: new_docs/game_architecture_design.md
|
||||||
|
# 后端地址: wss://whaletownend.xinghangee.icu/location-broadcast
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
signal connected_to_server()
|
||||||
|
signal connection_closed()
|
||||||
|
signal connection_error()
|
||||||
|
signal session_joined(data: Dictionary)
|
||||||
|
signal user_joined(data: Dictionary)
|
||||||
|
signal user_left(data: Dictionary)
|
||||||
|
signal position_updated(data: Dictionary)
|
||||||
|
|
||||||
|
const WS_URL = "wss://whaletownend.xinghangee.icu/location-broadcast"
|
||||||
|
const PING_INTERVAL = 25.0 # 秒
|
||||||
|
|
||||||
|
var _socket: WebSocketPeer
|
||||||
|
var _connected: bool = false
|
||||||
|
var _ping_timer: float = 0.0
|
||||||
|
var _auth_token: String = ""
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
_socket = WebSocketPeer.new()
|
||||||
|
process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
_socket.poll()
|
||||||
|
var state = _socket.get_ready_state()
|
||||||
|
|
||||||
|
if state == WebSocketPeer.STATE_OPEN:
|
||||||
|
if not _connected:
|
||||||
|
_on_connected()
|
||||||
|
|
||||||
|
# 处理接收到的数据包
|
||||||
|
while _socket.get_available_packet_count() > 0:
|
||||||
|
var packet = _socket.get_packet()
|
||||||
|
_handle_packet(packet)
|
||||||
|
|
||||||
|
# 心跳处理
|
||||||
|
_ping_timer += delta
|
||||||
|
if _ping_timer >= PING_INTERVAL:
|
||||||
|
_send_heartbeat()
|
||||||
|
_ping_timer = 0.0
|
||||||
|
|
||||||
|
elif state == WebSocketPeer.STATE_CLOSED:
|
||||||
|
if _connected:
|
||||||
|
_on_disconnected()
|
||||||
|
|
||||||
|
func connect_to_server():
|
||||||
|
if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
|
||||||
|
return
|
||||||
|
|
||||||
|
var err = _socket.connect_to_url(WS_URL)
|
||||||
|
if err != OK:
|
||||||
|
push_error("LocationManager: WebSocket 连接请求失败,错误码: %d" % err)
|
||||||
|
connection_error.emit()
|
||||||
|
else:
|
||||||
|
# Godot WebSocket connect is non-blocking, wait for state change in _process
|
||||||
|
pass
|
||||||
|
|
||||||
|
func close_connection():
|
||||||
|
_socket.close()
|
||||||
|
|
||||||
|
func set_auth_token(token: String):
|
||||||
|
_auth_token = token
|
||||||
|
|
||||||
|
# ============ 协议发送 ============
|
||||||
|
|
||||||
|
func send_packet(event: String, data: Dictionary):
|
||||||
|
if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
|
||||||
|
return
|
||||||
|
|
||||||
|
var message = {
|
||||||
|
"event": event,
|
||||||
|
"data": data
|
||||||
|
}
|
||||||
|
var json_str = JSON.stringify(message)
|
||||||
|
_socket.put_packet(json_str.to_utf8_buffer())
|
||||||
|
|
||||||
|
func join_session(map_id: String, initial_pos: Vector2):
|
||||||
|
var data = {
|
||||||
|
"sessionId": map_id,
|
||||||
|
"initialPosition": {
|
||||||
|
"x": initial_pos.x,
|
||||||
|
"y": initial_pos.y,
|
||||||
|
"mapId": map_id
|
||||||
|
},
|
||||||
|
"token": _auth_token
|
||||||
|
}
|
||||||
|
send_packet("join_session", data)
|
||||||
|
|
||||||
|
func leave_session(map_id: String):
|
||||||
|
send_packet("leave_session", {"sessionId": map_id})
|
||||||
|
|
||||||
|
func send_position_update(map_id: String, pos: Vector2, anim_data: Dictionary = {}):
|
||||||
|
var data = {
|
||||||
|
"x": pos.x,
|
||||||
|
"y": pos.y,
|
||||||
|
"mapId": map_id,
|
||||||
|
"metadata": anim_data
|
||||||
|
}
|
||||||
|
if map_id == "":
|
||||||
|
push_warning("LocationManager: position_update 的 map_id 为空")
|
||||||
|
send_packet("position_update", data)
|
||||||
|
|
||||||
|
func _send_heartbeat():
|
||||||
|
send_packet("heartbeat", {"timestamp": Time.get_unix_time_from_system()})
|
||||||
|
|
||||||
|
# ============ 事件处理 ============
|
||||||
|
|
||||||
|
func _on_connected():
|
||||||
|
_connected = true
|
||||||
|
connected_to_server.emit()
|
||||||
|
|
||||||
|
func _on_disconnected():
|
||||||
|
_connected = false
|
||||||
|
connection_closed.emit()
|
||||||
|
|
||||||
|
func _handle_packet(packet: PackedByteArray):
|
||||||
|
var json_str = packet.get_string_from_utf8()
|
||||||
|
var json = JSON.new()
|
||||||
|
var err = json.parse(json_str)
|
||||||
|
|
||||||
|
if err != OK:
|
||||||
|
push_error("LocationManager: JSON 解析失败 - %s" % json.get_error_message())
|
||||||
|
return
|
||||||
|
|
||||||
|
var message = json.data
|
||||||
|
if not message is Dictionary or not message.has("event"):
|
||||||
|
return
|
||||||
|
|
||||||
|
var event = message["event"]
|
||||||
|
var data = message.get("data", {})
|
||||||
|
|
||||||
|
match event:
|
||||||
|
"session_joined":
|
||||||
|
session_joined.emit(data)
|
||||||
|
"user_joined":
|
||||||
|
user_joined.emit(data)
|
||||||
|
"user_left":
|
||||||
|
user_left.emit(data)
|
||||||
|
"position_update":
|
||||||
|
position_updated.emit(data)
|
||||||
|
"heartbeat_response":
|
||||||
|
pass # 静默处理
|
||||||
|
"error":
|
||||||
|
push_error("LocationManager: WebSocket 错误事件 - %s" % JSON.stringify(data))
|
||||||
|
_:
|
||||||
|
push_warning("LocationManager: 未处理的 WebSocket 事件 %s" % event)
|
||||||
1
_Core/managers/LocationManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://biyq426f66nkb
|
||||||
@@ -109,13 +109,6 @@ class RequestInfo:
|
|||||||
var active_requests: Dictionary = {} # 存储所有活动请求 {request_id: RequestInfo}
|
var active_requests: Dictionary = {} # 存储所有活动请求 {request_id: RequestInfo}
|
||||||
var request_counter: int = 0 # 请求计数器,用于生成唯一ID
|
var request_counter: int = 0 # 请求计数器,用于生成唯一ID
|
||||||
|
|
||||||
# ============ 生命周期方法 ============
|
|
||||||
|
|
||||||
# 初始化网络管理器
|
|
||||||
# 在节点准备就绪时调用
|
|
||||||
func _ready():
|
|
||||||
print("NetworkManager 已初始化")
|
|
||||||
|
|
||||||
# ============ 公共API接口 ============
|
# ============ 公共API接口 ============
|
||||||
|
|
||||||
# 发送GET请求
|
# 发送GET请求
|
||||||
@@ -193,14 +186,6 @@ func delete_request(endpoint: String, callback: Callable = Callable(), timeout:
|
|||||||
#
|
#
|
||||||
# 回调函数签名:
|
# 回调函数签名:
|
||||||
# func callback(success: bool, data: Dictionary, error_info: Dictionary)
|
# func callback(success: bool, data: Dictionary, error_info: Dictionary)
|
||||||
#
|
|
||||||
# 使用示例:
|
|
||||||
# NetworkManager.login("user@example.com", "password123", func(success, data, error):
|
|
||||||
# if success:
|
|
||||||
# print("登录成功: ", data)
|
|
||||||
# else:
|
|
||||||
# print("登录失败: ", error.message)
|
|
||||||
# )
|
|
||||||
func login(identifier: String, password: String, callback: Callable = Callable()) -> String:
|
func login(identifier: String, password: String, callback: Callable = Callable()) -> String:
|
||||||
var data = {
|
var data = {
|
||||||
"identifier": identifier,
|
"identifier": identifier,
|
||||||
@@ -472,41 +457,24 @@ func send_request(endpoint: String, method: RequestType, headers: PackedStringAr
|
|||||||
var godot_method = _convert_to_godot_method(method)
|
var godot_method = _convert_to_godot_method(method)
|
||||||
var error = http_request.request(full_url, headers, godot_method, body)
|
var error = http_request.request(full_url, headers, godot_method, body)
|
||||||
|
|
||||||
print("=== 发送网络请求 ===")
|
|
||||||
print("请求ID: ", request_id)
|
|
||||||
print("URL: ", full_url)
|
|
||||||
print("方法: ", RequestType.keys()[method])
|
|
||||||
print("Headers: ", headers)
|
|
||||||
print("Body: ", body if body.length() < 200 else body.substr(0, 200) + "...")
|
|
||||||
print("发送结果: ", error)
|
|
||||||
|
|
||||||
if error != OK:
|
if error != OK:
|
||||||
print("请求发送失败,错误代码: ", error)
|
push_error("NetworkManager: 请求发送失败,错误码: %d" % error)
|
||||||
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络请求发送失败: " + str(error))
|
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络请求发送失败: " + str(error))
|
||||||
return ""
|
return ""
|
||||||
|
|
||||||
return request_id
|
return request_id
|
||||||
|
|
||||||
# 请求完成回调
|
# 请求完成回调
|
||||||
func _on_request_completed(request_id: String, result: int, response_code: int,
|
func _on_request_completed(request_id: String, _result: int, response_code: int,
|
||||||
headers: PackedStringArray, body: PackedByteArray):
|
_headers: PackedStringArray, body: PackedByteArray):
|
||||||
print("=== 网络请求完成 ===")
|
|
||||||
print("请求ID: ", request_id)
|
|
||||||
print("结果: ", result)
|
|
||||||
print("状态码: ", response_code)
|
|
||||||
print("响应头: ", headers)
|
|
||||||
|
|
||||||
# 获取请求信息
|
# 获取请求信息
|
||||||
if not active_requests.has(request_id):
|
if not active_requests.has(request_id):
|
||||||
print("警告: 未找到请求ID ", request_id)
|
push_warning("NetworkManager: 未找到请求ID %s" % request_id)
|
||||||
return
|
return
|
||||||
|
|
||||||
var _request_info = active_requests[request_id]
|
var _request_info = active_requests[request_id]
|
||||||
var response_text = body.get_string_from_utf8()
|
var response_text = body.get_string_from_utf8()
|
||||||
|
|
||||||
print("响应体长度: ", body.size(), " 字节")
|
|
||||||
print("响应内容: ", response_text if response_text.length() < 500 else response_text.substr(0, 500) + "...")
|
|
||||||
|
|
||||||
# 处理网络连接失败
|
# 处理网络连接失败
|
||||||
if response_code == 0:
|
if response_code == 0:
|
||||||
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络连接失败,请检查网络连接")
|
_handle_request_error(request_id, ErrorType.NETWORK_ERROR, "网络连接失败,请检查网络连接")
|
||||||
@@ -542,13 +510,11 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
|
|||||||
# 特殊情况:206测试模式 - 根据API文档,这是成功的测试模式响应
|
# 特殊情况:206测试模式 - 根据API文档,这是成功的测试模式响应
|
||||||
elif response_code == 206 and error_code == "TEST_MODE_ONLY":
|
elif response_code == 206 and error_code == "TEST_MODE_ONLY":
|
||||||
is_success = true
|
is_success = true
|
||||||
print("🧪 测试模式响应: ", message)
|
|
||||||
# 201创建成功
|
# 201创建成功
|
||||||
elif response_code == 201:
|
elif response_code == 201:
|
||||||
is_success = true
|
is_success = true
|
||||||
|
|
||||||
if is_success:
|
if is_success:
|
||||||
print("✅ 请求成功: ", request_id)
|
|
||||||
# 发送成功信号
|
# 发送成功信号
|
||||||
request_completed.emit(request_id, true, data)
|
request_completed.emit(request_id, true, data)
|
||||||
|
|
||||||
@@ -556,8 +522,6 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
|
|||||||
if request_info.callback.is_valid():
|
if request_info.callback.is_valid():
|
||||||
request_info.callback.call(true, data, {})
|
request_info.callback.call(true, data, {})
|
||||||
else:
|
else:
|
||||||
print("❌ 请求失败: ", request_id, " - HTTP:", response_code, " 错误码:", error_code, " 消息:", message)
|
|
||||||
|
|
||||||
# 确定错误类型
|
# 确定错误类型
|
||||||
var error_type = _determine_error_type(response_code, error_code)
|
var error_type = _determine_error_type(response_code, error_code)
|
||||||
|
|
||||||
@@ -579,7 +543,7 @@ func _handle_response(request_id: String, response_code: int, data: Dictionary):
|
|||||||
|
|
||||||
# 处理请求错误
|
# 处理请求错误
|
||||||
func _handle_request_error(request_id: String, error_type: ErrorType, message: String):
|
func _handle_request_error(request_id: String, error_type: ErrorType, message: String):
|
||||||
print("❌ 请求错误: ", request_id, " - ", message)
|
push_error("NetworkManager: 请求错误 %s - %s" % [request_id, message])
|
||||||
|
|
||||||
# 发送错误信号
|
# 发送错误信号
|
||||||
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
|
request_failed.emit(request_id, ErrorType.keys()[error_type], message)
|
||||||
@@ -639,8 +603,6 @@ func _cleanup_request(request_id: String):
|
|||||||
# 从活动请求中移除
|
# 从活动请求中移除
|
||||||
active_requests.erase(request_id)
|
active_requests.erase(request_id)
|
||||||
|
|
||||||
print("🧹 清理请求: ", request_id)
|
|
||||||
|
|
||||||
# 转换请求方法
|
# 转换请求方法
|
||||||
func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
|
func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
|
||||||
match method:
|
match method:
|
||||||
@@ -662,14 +624,12 @@ func _convert_to_godot_method(method: RequestType) -> HTTPClient.Method:
|
|||||||
# 取消请求
|
# 取消请求
|
||||||
func cancel_request(request_id: String) -> bool:
|
func cancel_request(request_id: String) -> bool:
|
||||||
if active_requests.has(request_id):
|
if active_requests.has(request_id):
|
||||||
print("🚫 取消请求: ", request_id)
|
|
||||||
_cleanup_request(request_id)
|
_cleanup_request(request_id)
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# 取消所有请求
|
# 取消所有请求
|
||||||
func cancel_all_requests():
|
func cancel_all_requests():
|
||||||
print("🚫 取消所有请求")
|
|
||||||
var request_ids = active_requests.keys()
|
var request_ids = active_requests.keys()
|
||||||
for request_id in request_ids:
|
for request_id in request_ids:
|
||||||
cancel_request(request_id)
|
cancel_request(request_id)
|
||||||
|
|||||||
@@ -128,21 +128,15 @@ func handle_send_verification_code_response(success: bool, data: Dictionary, err
|
|||||||
var error_code = data.get("error_code", "")
|
var error_code = data.get("error_code", "")
|
||||||
if error_code == "TEST_MODE_ONLY":
|
if error_code == "TEST_MODE_ONLY":
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "🧪 测试模式:验证码已生成,请查看控制台"
|
result.message = "🧪 测试模式:验证码已生成"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
# 在控制台显示验证码
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
if data.has("data") and data.data.has("verification_code"):
|
||||||
print("🔑 测试模式验证码: ", data.data.verification_code)
|
|
||||||
result.message += "\n验证码: " + str(data.data.verification_code)
|
result.message += "\n验证码: " + str(data.data.verification_code)
|
||||||
else:
|
else:
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "📧 验证码已发送到您的邮箱,请查收"
|
result.message = "📧 验证码已发送到您的邮箱,请查收"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
# 开发环境下显示验证码
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
|
||||||
print("🔑 开发环境验证码: ", data.data.verification_code)
|
|
||||||
else:
|
else:
|
||||||
result = _handle_send_code_error(data, error_info)
|
result = _handle_send_code_error(data, error_info)
|
||||||
|
|
||||||
@@ -156,18 +150,15 @@ func handle_send_login_code_response(success: bool, data: Dictionary, error_info
|
|||||||
var error_code = data.get("error_code", "")
|
var error_code = data.get("error_code", "")
|
||||||
if error_code == "TEST_MODE_ONLY":
|
if error_code == "TEST_MODE_ONLY":
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "测试模式:登录验证码已生成,请查看控制台"
|
result.message = "测试模式:登录验证码已生成"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
if data.has("data") and data.data.has("verification_code"):
|
||||||
print("测试模式登录验证码: ", data.data.verification_code)
|
result.message += "\n验证码: " + str(data.data.verification_code)
|
||||||
else:
|
else:
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "登录验证码已发送,请查收"
|
result.message = "登录验证码已发送,请查收"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
|
||||||
print("开发环境登录验证码: ", data.data.verification_code)
|
|
||||||
else:
|
else:
|
||||||
result = _handle_send_login_code_error(data, error_info)
|
result = _handle_send_login_code_error(data, error_info)
|
||||||
|
|
||||||
@@ -214,18 +205,15 @@ func handle_resend_email_verification_response(success: bool, data: Dictionary,
|
|||||||
var error_code = data.get("error_code", "")
|
var error_code = data.get("error_code", "")
|
||||||
if error_code == "TEST_MODE_ONLY":
|
if error_code == "TEST_MODE_ONLY":
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "🧪 测试模式:验证码已重新生成,请查看控制台"
|
result.message = "🧪 测试模式:验证码已重新生成"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
if data.has("data") and data.data.has("verification_code"):
|
||||||
print("🔑 测试模式重新发送验证码: ", data.data.verification_code)
|
result.message += "\n验证码: " + str(data.data.verification_code)
|
||||||
else:
|
else:
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "📧 验证码已重新发送到您的邮箱,请查收"
|
result.message = "📧 验证码已重新发送到您的邮箱,请查收"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
|
||||||
print("🔑 开发环境重新发送验证码: ", data.data.verification_code)
|
|
||||||
else:
|
else:
|
||||||
result = _handle_resend_email_verification_error(data, error_info)
|
result = _handle_resend_email_verification_error(data, error_info)
|
||||||
|
|
||||||
@@ -239,18 +227,15 @@ func handle_forgot_password_response(success: bool, data: Dictionary, error_info
|
|||||||
var error_code = data.get("error_code", "")
|
var error_code = data.get("error_code", "")
|
||||||
if error_code == "TEST_MODE_ONLY":
|
if error_code == "TEST_MODE_ONLY":
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "🧪 测试模式:重置验证码已生成,请查看控制台"
|
result.message = "🧪 测试模式:重置验证码已生成"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
if data.has("data") and data.data.has("verification_code"):
|
||||||
print("🔑 测试模式重置验证码: ", data.data.verification_code)
|
result.message += "\n验证码: " + str(data.data.verification_code)
|
||||||
else:
|
else:
|
||||||
result.success = true
|
result.success = true
|
||||||
result.message = "📧 重置验证码已发送,请查收"
|
result.message = "📧 重置验证码已发送,请查收"
|
||||||
result.toast_type = "success"
|
result.toast_type = "success"
|
||||||
|
|
||||||
if data.has("data") and data.data.has("verification_code"):
|
|
||||||
print("🔑 开发环境重置验证码: ", data.data.verification_code)
|
|
||||||
else:
|
else:
|
||||||
result = _handle_forgot_password_error(data, error_info)
|
result = _handle_forgot_password_error(data, error_info)
|
||||||
|
|
||||||
|
|||||||
@@ -36,6 +36,8 @@ signal scene_change_started(scene_name: String)
|
|||||||
# 场景状态
|
# 场景状态
|
||||||
var current_scene_name: String = "" # 当前场景名称
|
var current_scene_name: String = "" # 当前场景名称
|
||||||
var is_changing_scene: bool = false # 是否正在切换场景
|
var is_changing_scene: bool = false # 是否正在切换场景
|
||||||
|
var _next_scene_position: Variant = null # 下一个场景的初始位置 (Vector2 or null)
|
||||||
|
var _next_spawn_name: String = "" # 下一个场景的出生点名称 (String)
|
||||||
|
|
||||||
# 场景路径映射表
|
# 场景路径映射表
|
||||||
# 将场景名称映射到实际的文件路径
|
# 将场景名称映射到实际的文件路径
|
||||||
@@ -47,16 +49,14 @@ var scene_paths: Dictionary = {
|
|||||||
"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统
|
"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统
|
||||||
"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面
|
"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面
|
||||||
"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面
|
"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面
|
||||||
"settings": "res://scenes/ui/SettingsWindow.tscn" # 设置界面
|
"settings": "res://scenes/ui/SettingsWindow.tscn", # 设置界面
|
||||||
|
"square": "res://scenes/Maps/square.tscn", # 广场地图
|
||||||
|
"room": "res://scenes/Maps/room.tscn", # 房间地图
|
||||||
|
"fountain": "res://scenes/Maps/fountain.tscn", # 喷泉地图
|
||||||
|
"datawhale_home": "res://scenes/Maps/datawhale_home.tscn", # 数据鲸鱼之家
|
||||||
|
"community": "res://scenes/Maps/community.tscn" # 社区地图
|
||||||
}
|
}
|
||||||
|
|
||||||
# ============ 生命周期方法 ============
|
|
||||||
|
|
||||||
# 初始化场景管理器
|
|
||||||
# 在节点准备就绪时调用
|
|
||||||
func _ready():
|
|
||||||
print("SceneManager 初始化完成")
|
|
||||||
|
|
||||||
# ============ 场景切换方法 ============
|
# ============ 场景切换方法 ============
|
||||||
|
|
||||||
# 切换到指定场景
|
# 切换到指定场景
|
||||||
@@ -77,8 +77,6 @@ func _ready():
|
|||||||
#
|
#
|
||||||
# 使用示例:
|
# 使用示例:
|
||||||
# var success = SceneManager.change_scene("main", true)
|
# var success = SceneManager.change_scene("main", true)
|
||||||
# if success:
|
|
||||||
# print("场景切换成功")
|
|
||||||
#
|
#
|
||||||
# 注意事项:
|
# 注意事项:
|
||||||
# - 场景切换是异步操作
|
# - 场景切换是异步操作
|
||||||
@@ -87,16 +85,15 @@ func _ready():
|
|||||||
func change_scene(scene_name: String, use_transition: bool = true):
|
func change_scene(scene_name: String, use_transition: bool = true):
|
||||||
# 防止重复切换
|
# 防止重复切换
|
||||||
if is_changing_scene:
|
if is_changing_scene:
|
||||||
print("场景切换中,忽略新的切换请求")
|
push_warning("SceneManager: 场景切换中,忽略新的切换请求")
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# 检查场景是否存在
|
# 检查场景是否存在
|
||||||
if not scene_paths.has(scene_name):
|
if not scene_paths.has(scene_name):
|
||||||
print("错误: 未找到场景 ", scene_name)
|
push_error("SceneManager: 未找到场景 %s" % scene_name)
|
||||||
return false
|
return false
|
||||||
|
|
||||||
var scene_path = scene_paths[scene_name]
|
var scene_path = scene_paths[scene_name]
|
||||||
print("开始切换场景: ", current_scene_name, " -> ", scene_name)
|
|
||||||
|
|
||||||
# 设置切换状态
|
# 设置切换状态
|
||||||
is_changing_scene = true
|
is_changing_scene = true
|
||||||
@@ -109,7 +106,7 @@ func change_scene(scene_name: String, use_transition: bool = true):
|
|||||||
# 执行场景切换
|
# 执行场景切换
|
||||||
var error = get_tree().change_scene_to_file(scene_path)
|
var error = get_tree().change_scene_to_file(scene_path)
|
||||||
if error != OK:
|
if error != OK:
|
||||||
print("场景切换失败: ", error)
|
push_error("SceneManager: 场景切换失败 %s -> %s, 错误码: %d" % [current_scene_name, scene_name, error])
|
||||||
is_changing_scene = false
|
is_changing_scene = false
|
||||||
return false
|
return false
|
||||||
|
|
||||||
@@ -122,7 +119,6 @@ func change_scene(scene_name: String, use_transition: bool = true):
|
|||||||
if use_transition:
|
if use_transition:
|
||||||
await hide_transition()
|
await hide_transition()
|
||||||
|
|
||||||
print("场景切换完成: ", scene_name)
|
|
||||||
return true
|
return true
|
||||||
|
|
||||||
# ============ 查询方法 ============
|
# ============ 查询方法 ============
|
||||||
@@ -134,6 +130,72 @@ func change_scene(scene_name: String, use_transition: bool = true):
|
|||||||
func get_current_scene_name() -> String:
|
func get_current_scene_name() -> String:
|
||||||
return current_scene_name
|
return current_scene_name
|
||||||
|
|
||||||
|
# ============ 场景位置和出生点管理 ============
|
||||||
|
|
||||||
|
# 设置下一个场景的初始位置
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# pos: Vector2 - 玩家在下一个场景的初始位置
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 用于场景切换时传递玩家位置信息
|
||||||
|
# - 配合 DoorTeleport 等传送机制使用
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# SceneManager.set_next_scene_position(Vector2(100, 200))
|
||||||
|
# SceneManager.change_scene("room")
|
||||||
|
func set_next_scene_position(pos: Vector2) -> void:
|
||||||
|
_next_scene_position = pos
|
||||||
|
|
||||||
|
# 获取并清除下一个场景的初始位置
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Variant - Vector2 位置或 null(如果未设置)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 获取预设的场景初始位置
|
||||||
|
# - 获取后自动清除,避免影响后续场景切换
|
||||||
|
#
|
||||||
|
# 注意事项:
|
||||||
|
# - 此方法会清除存储的位置,只能获取一次
|
||||||
|
# - 如果未设置位置,返回 null
|
||||||
|
func get_next_scene_position() -> Variant:
|
||||||
|
var pos = _next_scene_position
|
||||||
|
_next_scene_position = null
|
||||||
|
return pos
|
||||||
|
|
||||||
|
# 设置下一个场景的出生点名称
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# spawn_name: String - 出生点节点的名称
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 指定玩家在下一个场景应该出现在哪个出生点
|
||||||
|
# - 配合场景中的 Marker2D 出生点使用
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# SceneManager.set_next_spawn_name("DoorExit")
|
||||||
|
# SceneManager.change_scene("square")
|
||||||
|
func set_next_spawn_name(spawn_name: String) -> void:
|
||||||
|
_next_spawn_name = spawn_name
|
||||||
|
|
||||||
|
# 获取并清除下一个场景的出生点名称
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - 出生点名称(如果未设置则返回空字符串)
|
||||||
|
#
|
||||||
|
# 功能:
|
||||||
|
# - 获取预设的出生点名称
|
||||||
|
# - 获取后自动清除,避免影响后续场景切换
|
||||||
|
#
|
||||||
|
# 注意事项:
|
||||||
|
# - 此方法会清除存储的名称,只能获取一次
|
||||||
|
# - 如果未设置名称,返回空字符串
|
||||||
|
func get_next_spawn_name() -> String:
|
||||||
|
var name = _next_spawn_name
|
||||||
|
_next_spawn_name = ""
|
||||||
|
return name
|
||||||
|
|
||||||
# ============ 场景注册方法 ============
|
# ============ 场景注册方法 ============
|
||||||
|
|
||||||
# 注册新场景
|
# 注册新场景
|
||||||
@@ -150,7 +212,6 @@ func get_current_scene_name() -> String:
|
|||||||
# SceneManager.register_scene("boss_battle", "res://scenes/boss/boss_battle.tscn")
|
# SceneManager.register_scene("boss_battle", "res://scenes/boss/boss_battle.tscn")
|
||||||
func register_scene(scene_name: String, scene_path: String):
|
func register_scene(scene_name: String, scene_path: String):
|
||||||
scene_paths[scene_name] = scene_path
|
scene_paths[scene_name] = scene_path
|
||||||
print("注册场景: ", scene_name, " -> ", scene_path)
|
|
||||||
|
|
||||||
# ============ 过渡效果方法 ============
|
# ============ 过渡效果方法 ============
|
||||||
|
|
||||||
@@ -166,8 +227,7 @@ func register_scene(scene_name: String, scene_path: String):
|
|||||||
#
|
#
|
||||||
# TODO: 实现淡入淡出、滑动等过渡效果
|
# TODO: 实现淡入淡出、滑动等过渡效果
|
||||||
func show_transition():
|
func show_transition():
|
||||||
# TODO: 实现场景切换过渡效果
|
# TODO: 实现场景切换过渡效果(当前仅占位延时)
|
||||||
print("显示场景切换过渡效果")
|
|
||||||
await get_tree().create_timer(0.2).timeout
|
await get_tree().create_timer(0.2).timeout
|
||||||
|
|
||||||
# 隐藏场景切换过渡效果
|
# 隐藏场景切换过渡效果
|
||||||
@@ -182,6 +242,5 @@ func show_transition():
|
|||||||
#
|
#
|
||||||
# TODO: 实现与show_transition()对应的隐藏效果
|
# TODO: 实现与show_transition()对应的隐藏效果
|
||||||
func hide_transition():
|
func hide_transition():
|
||||||
# TODO: 隐藏场景切换过渡效果
|
# TODO: 隐藏场景切换过渡效果(当前仅占位延时)
|
||||||
print("隐藏场景切换过渡效果")
|
|
||||||
await get_tree().create_timer(0.2).timeout
|
await get_tree().create_timer(0.2).timeout
|
||||||
|
|||||||
@@ -40,7 +40,6 @@ var toast_counter: int = 0 # Toast计数器,用于生成
|
|||||||
# container: Control - Toast消息的容器节点
|
# container: Control - Toast消息的容器节点
|
||||||
func setup(container: Control):
|
func setup(container: Control):
|
||||||
toast_container = container
|
toast_container = container
|
||||||
print("ToastManager 初始化完成")
|
|
||||||
|
|
||||||
# ============ 公共方法 ============
|
# ============ 公共方法 ============
|
||||||
|
|
||||||
@@ -51,10 +50,9 @@ func setup(container: Control):
|
|||||||
# is_success: bool - 是否为成功消息(影响颜色)
|
# is_success: bool - 是否为成功消息(影响颜色)
|
||||||
func show_toast(message: String, is_success: bool = true):
|
func show_toast(message: String, is_success: bool = true):
|
||||||
if toast_container == null:
|
if toast_container == null:
|
||||||
print("错误: toast_container 节点不存在")
|
push_error("ToastManager: toast_container 节点不存在")
|
||||||
return
|
return
|
||||||
|
|
||||||
print("显示Toast消息: ", message, " 成功: ", is_success)
|
|
||||||
_create_toast_instance(message, is_success)
|
_create_toast_instance(message, is_success)
|
||||||
|
|
||||||
# 清理所有Toast
|
# 清理所有Toast
|
||||||
@@ -123,21 +121,17 @@ func _create_toast_instance(message: String, is_success: bool):
|
|||||||
|
|
||||||
# 平台特定的字体处理
|
# 平台特定的字体处理
|
||||||
if is_web:
|
if is_web:
|
||||||
print("Web平台Toast字体处理")
|
|
||||||
# Web平台使用主题文件
|
# Web平台使用主题文件
|
||||||
var chinese_theme = load("res://assets/ui/chinese_theme.tres")
|
var chinese_theme = load("res://assets/ui/chinese_theme.tres")
|
||||||
if chinese_theme:
|
if chinese_theme:
|
||||||
text_label.theme = chinese_theme
|
text_label.theme = chinese_theme
|
||||||
print("Web平台应用中文主题")
|
|
||||||
else:
|
else:
|
||||||
print("Web平台中文主题加载失败")
|
push_warning("ToastManager: Web平台中文主题加载失败,使用默认字体")
|
||||||
else:
|
else:
|
||||||
print("桌面平台Toast字体处理")
|
|
||||||
# 桌面平台直接加载中文字体
|
# 桌面平台直接加载中文字体
|
||||||
var desktop_chinese_font = load("res://assets/fonts/msyh.ttc")
|
var desktop_chinese_font = load("res://assets/fonts/msyh.ttc")
|
||||||
if desktop_chinese_font:
|
if desktop_chinese_font:
|
||||||
text_label.add_theme_font_override("font", desktop_chinese_font)
|
text_label.add_theme_font_override("font", desktop_chinese_font)
|
||||||
print("桌面平台使用中文字体")
|
|
||||||
|
|
||||||
text_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
text_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||||
text_label.custom_minimum_size = Vector2(280, 0)
|
text_label.custom_minimum_size = Vector2(280, 0)
|
||||||
|
|||||||
429
_Core/managers/WebSocketManager.gd
Normal file
@@ -0,0 +1,429 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# WebSocketManager.gd - WebSocket 连接生命周期管理(原生 WebSocket 版本)
|
||||||
|
# ============================================================================
|
||||||
|
# 管理 WebSocket 连接状态、自动重连和错误恢复
|
||||||
|
#
|
||||||
|
# 核心职责:
|
||||||
|
# - 连接状态管理(断开、连接中、已连接、重连中)
|
||||||
|
# - 自动重连机制(指数退避)
|
||||||
|
# - 连接错误恢复
|
||||||
|
# - WebSocket 消息发送/接收
|
||||||
|
# ============================================================================
|
||||||
|
# 使用方式:
|
||||||
|
# WebSocketManager.connect_to_game_server()
|
||||||
|
# WebSocketManager.connection_state_changed.connect(_on_state_changed)
|
||||||
|
#
|
||||||
|
# 注意事项:
|
||||||
|
# - 作为自动加载单例,全局可访问
|
||||||
|
# - 自动处理连接断开和重连
|
||||||
|
# - 通过信号通知连接状态变化
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class_name ChatWebSocketManager
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 信号定义
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 连接状态变化信号
|
||||||
|
# 参数:
|
||||||
|
# new_state: ConnectionState - 新的连接状态
|
||||||
|
signal connection_state_changed(new_state: ConnectionState)
|
||||||
|
|
||||||
|
# 连接丢失信号
|
||||||
|
signal connection_lost()
|
||||||
|
|
||||||
|
# 重连成功信号
|
||||||
|
signal reconnection_succeeded()
|
||||||
|
|
||||||
|
# 重连失败信号
|
||||||
|
# 参数:
|
||||||
|
# attempt: int - 当前重连尝试次数
|
||||||
|
# max_attempts: int - 最大重连次数
|
||||||
|
signal reconnection_failed(attempt: int, max_attempts: int)
|
||||||
|
|
||||||
|
# WebSocket 消息接收信号
|
||||||
|
# 参数:
|
||||||
|
# message: String - 接收到的消息内容(JSON 字符串)
|
||||||
|
signal data_received(message: String)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 枚举定义
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 连接状态枚举
|
||||||
|
enum ConnectionState {
|
||||||
|
DISCONNECTED, # 未连接
|
||||||
|
CONNECTING, # 连接中
|
||||||
|
CONNECTED, # 已连接
|
||||||
|
RECONNECTING, # 重连中
|
||||||
|
ERROR # 错误状态
|
||||||
|
}
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 常量定义
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# WebSocket 服务器 URL(原生 WebSocket)
|
||||||
|
const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
|
||||||
|
|
||||||
|
# 默认最大重连次数
|
||||||
|
const DEFAULT_MAX_RECONNECT_ATTEMPTS: int = 5
|
||||||
|
|
||||||
|
# 默认重连基础延迟(秒)
|
||||||
|
const DEFAULT_RECONNECT_BASE_DELAY: float = 3.0
|
||||||
|
|
||||||
|
# 最大重连延迟(秒)
|
||||||
|
const MAX_RECONNECT_DELAY: float = 30.0
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 成员变量
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# WebSocket peer
|
||||||
|
var _websocket_peer: WebSocketPeer = WebSocketPeer.new()
|
||||||
|
|
||||||
|
# 当前连接状态
|
||||||
|
var _connection_state: ConnectionState = ConnectionState.DISCONNECTED
|
||||||
|
|
||||||
|
# 自动重连启用标志
|
||||||
|
var _auto_reconnect_enabled: bool = true
|
||||||
|
|
||||||
|
# 最大重连次数
|
||||||
|
var _max_reconnect_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS
|
||||||
|
|
||||||
|
# 重连基础延迟
|
||||||
|
var _reconnect_base_delay: float = DEFAULT_RECONNECT_BASE_DELAY
|
||||||
|
|
||||||
|
# 当前重连尝试次数
|
||||||
|
var _reconnect_attempt: int = 0
|
||||||
|
|
||||||
|
# 重连定时器
|
||||||
|
var _reconnect_timer: Timer = Timer.new()
|
||||||
|
|
||||||
|
# 是否为正常关闭(非异常断开)
|
||||||
|
var _clean_close: bool = true
|
||||||
|
|
||||||
|
# 心跳定时器
|
||||||
|
var _heartbeat_timer: Timer = Timer.new()
|
||||||
|
|
||||||
|
# 心跳间隔(秒)
|
||||||
|
const HEARTBEAT_INTERVAL: float = 30.0
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 生命周期方法
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 初始化
|
||||||
|
func _ready() -> void:
|
||||||
|
# 设置重连定时器
|
||||||
|
_setup_reconnect_timer()
|
||||||
|
|
||||||
|
# 设置心跳定时器
|
||||||
|
_setup_heartbeat_timer()
|
||||||
|
|
||||||
|
# 启动处理循环
|
||||||
|
set_process(true)
|
||||||
|
|
||||||
|
# 处理每帧
|
||||||
|
func _process(_delta: float) -> void:
|
||||||
|
# 检查 WebSocket 状态变化
|
||||||
|
_check_websocket_state()
|
||||||
|
|
||||||
|
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
|
||||||
|
|
||||||
|
if state == WebSocketPeer.STATE_OPEN:
|
||||||
|
# 接收数据
|
||||||
|
_websocket_peer.poll()
|
||||||
|
|
||||||
|
# 处理收到的数据
|
||||||
|
while _websocket_peer.get_available_packet_count() > 0:
|
||||||
|
var packet: PackedByteArray = _websocket_peer.get_packet()
|
||||||
|
var message: String = packet.get_string_from_utf8()
|
||||||
|
|
||||||
|
# 发射消息接收信号
|
||||||
|
data_received.emit(message)
|
||||||
|
|
||||||
|
# 清理
|
||||||
|
func _exit_tree() -> void:
|
||||||
|
_disconnect()
|
||||||
|
|
||||||
|
if is_instance_valid(_reconnect_timer):
|
||||||
|
_reconnect_timer.stop()
|
||||||
|
_reconnect_timer.queue_free()
|
||||||
|
|
||||||
|
if is_instance_valid(_heartbeat_timer):
|
||||||
|
_heartbeat_timer.stop()
|
||||||
|
_heartbeat_timer.queue_free()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 连接管理
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 连接到游戏服务器
|
||||||
|
func connect_to_game_server() -> void:
|
||||||
|
if _connection_state == ConnectionState.CONNECTED or _connection_state == ConnectionState.CONNECTING:
|
||||||
|
push_warning("已经在连接或已连接状态")
|
||||||
|
return
|
||||||
|
|
||||||
|
_set_connection_state(ConnectionState.CONNECTING)
|
||||||
|
_clean_close = true
|
||||||
|
_reconnect_attempt = 0
|
||||||
|
|
||||||
|
var err: Error = _websocket_peer.connect_to_url(WEBSOCKET_URL)
|
||||||
|
if err != OK:
|
||||||
|
push_error("WebSocketManager: 连接失败 - %s" % error_string(err))
|
||||||
|
_set_connection_state(ConnectionState.ERROR)
|
||||||
|
return
|
||||||
|
|
||||||
|
# 启动心跳
|
||||||
|
_start_heartbeat()
|
||||||
|
|
||||||
|
# 断开 WebSocket 连接
|
||||||
|
func disconnect_websocket() -> void:
|
||||||
|
_disconnect()
|
||||||
|
|
||||||
|
# 断开连接(内部方法)
|
||||||
|
func _disconnect() -> void:
|
||||||
|
_clean_close = true
|
||||||
|
|
||||||
|
# 停止重连定时器
|
||||||
|
_reconnect_timer.stop()
|
||||||
|
|
||||||
|
# 停止心跳
|
||||||
|
_heartbeat_timer.stop()
|
||||||
|
|
||||||
|
# 关闭 WebSocket
|
||||||
|
if _websocket_peer.get_ready_state() == WebSocketPeer.STATE_OPEN:
|
||||||
|
_websocket_peer.close()
|
||||||
|
|
||||||
|
_set_connection_state(ConnectionState.DISCONNECTED)
|
||||||
|
|
||||||
|
# 检查 WebSocket 是否已连接
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# bool - WebSocket 是否已连接
|
||||||
|
func is_websocket_connected() -> bool:
|
||||||
|
return _connection_state == ConnectionState.CONNECTED
|
||||||
|
|
||||||
|
# 获取当前连接状态
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# ConnectionState - 当前连接状态
|
||||||
|
func get_connection_state() -> ConnectionState:
|
||||||
|
return _connection_state
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 消息发送
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 发送 WebSocket 消息
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# message: String - 要发送的消息内容(JSON 字符串)
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Error - 错误码,OK 表示成功
|
||||||
|
func send_message(message: String) -> Error:
|
||||||
|
if _websocket_peer.get_ready_state() != WebSocketPeer.STATE_OPEN:
|
||||||
|
push_warning("WebSocketManager: 未连接,无法发送消息")
|
||||||
|
return ERR_UNCONFIGURED
|
||||||
|
|
||||||
|
var err: Error = _websocket_peer.send_text(message)
|
||||||
|
if err != OK:
|
||||||
|
push_error("WebSocketManager: 发送消息失败 - %s" % error_string(err))
|
||||||
|
return err
|
||||||
|
|
||||||
|
return OK
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 公共 API - 自动重连
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 启用/禁用自动重连
|
||||||
|
#
|
||||||
|
# 参数:
|
||||||
|
# enabled: bool - 是否启用自动重连
|
||||||
|
# max_attempts: int - 最大重连次数(默认 5)
|
||||||
|
# base_delay: float - 基础重连延迟,秒(默认 3.0)
|
||||||
|
#
|
||||||
|
# 使用示例:
|
||||||
|
# WebSocketManager.enable_auto_reconnect(true, 5, 3.0)
|
||||||
|
func enable_auto_reconnect(enabled: bool, max_attempts: int = DEFAULT_MAX_RECONNECT_ATTEMPTS, base_delay: float = DEFAULT_RECONNECT_BASE_DELAY) -> void:
|
||||||
|
_auto_reconnect_enabled = enabled
|
||||||
|
_max_reconnect_attempts = max_attempts
|
||||||
|
_reconnect_base_delay = base_delay
|
||||||
|
|
||||||
|
# 获取重连信息
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# Dictionary - 重连信息 {enabled, attempt, max_attempts, delay}
|
||||||
|
func get_reconnect_info() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"enabled": _auto_reconnect_enabled,
|
||||||
|
"attempt": _reconnect_attempt,
|
||||||
|
"max_attempts": _max_reconnect_attempts,
|
||||||
|
"next_delay": _calculate_reconnect_delay() if _connection_state == ConnectionState.RECONNECTING else 0.0
|
||||||
|
}
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 连接状态管理
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 设置连接状态
|
||||||
|
func _set_connection_state(new_state: ConnectionState) -> void:
|
||||||
|
if _connection_state == new_state:
|
||||||
|
return
|
||||||
|
|
||||||
|
_connection_state = new_state
|
||||||
|
|
||||||
|
# 发射信号
|
||||||
|
connection_state_changed.emit(new_state)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - WebSocket 状态监控
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 检查 WebSocket 状态变化
|
||||||
|
func _check_websocket_state() -> void:
|
||||||
|
# 必须先 poll 才能获取最新状态
|
||||||
|
_websocket_peer.poll()
|
||||||
|
|
||||||
|
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
|
||||||
|
|
||||||
|
match state:
|
||||||
|
WebSocketPeer.STATE_CONNECTING:
|
||||||
|
# 正在连接
|
||||||
|
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
|
||||||
|
_set_connection_state(ConnectionState.CONNECTING)
|
||||||
|
|
||||||
|
WebSocketPeer.STATE_OPEN:
|
||||||
|
# 连接成功
|
||||||
|
if _connection_state != ConnectionState.CONNECTED:
|
||||||
|
_on_websocket_connected()
|
||||||
|
|
||||||
|
WebSocketPeer.STATE_CLOSING:
|
||||||
|
# 正在关闭
|
||||||
|
pass
|
||||||
|
|
||||||
|
WebSocketPeer.STATE_CLOSED:
|
||||||
|
# 连接关闭
|
||||||
|
var code: int = _websocket_peer.get_close_code()
|
||||||
|
_on_websocket_closed(code != 0) # code=0 表示正常关闭
|
||||||
|
|
||||||
|
# WebSocket 连接成功处理
|
||||||
|
func _on_websocket_connected() -> void:
|
||||||
|
# 如果是重连,发射重连成功信号
|
||||||
|
if _connection_state == ConnectionState.RECONNECTING:
|
||||||
|
_reconnect_attempt = 0
|
||||||
|
reconnection_succeeded.emit()
|
||||||
|
|
||||||
|
_set_connection_state(ConnectionState.CONNECTED)
|
||||||
|
|
||||||
|
# WebSocket 连接关闭处理
|
||||||
|
func _on_websocket_closed(clean_close: bool) -> void:
|
||||||
|
_clean_close = clean_close
|
||||||
|
|
||||||
|
# 如果是异常断开且启用了自动重连
|
||||||
|
if not clean_close and _auto_reconnect_enabled:
|
||||||
|
connection_lost.emit()
|
||||||
|
_attempt_reconnect()
|
||||||
|
else:
|
||||||
|
_set_connection_state(ConnectionState.DISCONNECTED)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 重连机制
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 设置重连定时器
|
||||||
|
func _setup_reconnect_timer() -> void:
|
||||||
|
_reconnect_timer = Timer.new()
|
||||||
|
_reconnect_timer.one_shot = true
|
||||||
|
_reconnect_timer.autostart = false
|
||||||
|
add_child(_reconnect_timer)
|
||||||
|
|
||||||
|
_reconnect_timer.timeout.connect(_on_reconnect_timeout)
|
||||||
|
|
||||||
|
# 尝试重连
|
||||||
|
func _attempt_reconnect() -> void:
|
||||||
|
# 检查是否超过最大重连次数
|
||||||
|
if _reconnect_attempt >= _max_reconnect_attempts:
|
||||||
|
push_error("WebSocketManager: 达到最大重连次数 (%d),停止重连" % _max_reconnect_attempts)
|
||||||
|
reconnection_failed.emit(_reconnect_attempt, _max_reconnect_attempts)
|
||||||
|
_set_connection_state(ConnectionState.ERROR)
|
||||||
|
return
|
||||||
|
|
||||||
|
_reconnect_attempt += 1
|
||||||
|
_set_connection_state(ConnectionState.RECONNECTING)
|
||||||
|
|
||||||
|
# 计算重连延迟(指数退避)
|
||||||
|
var delay: float = _calculate_reconnect_delay()
|
||||||
|
|
||||||
|
# 启动重连定时器
|
||||||
|
_reconnect_timer.start(delay)
|
||||||
|
|
||||||
|
# 计算重连延迟(指数退避)
|
||||||
|
func _calculate_reconnect_delay() -> float:
|
||||||
|
# 指数退避: base_delay * 2^(attempt-1)
|
||||||
|
var delay: float = _reconnect_base_delay * pow(2.0, _reconnect_attempt - 1)
|
||||||
|
|
||||||
|
# 限制最大延迟
|
||||||
|
return min(delay, MAX_RECONNECT_DELAY)
|
||||||
|
|
||||||
|
# 重连定时器超时处理
|
||||||
|
func _on_reconnect_timeout() -> void:
|
||||||
|
_clean_close = false
|
||||||
|
connect_to_game_server()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 内部方法 - 心跳机制
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 设置心跳定时器
|
||||||
|
func _setup_heartbeat_timer() -> void:
|
||||||
|
_heartbeat_timer = Timer.new()
|
||||||
|
_heartbeat_timer.wait_time = HEARTBEAT_INTERVAL
|
||||||
|
_heartbeat_timer.one_shot = false
|
||||||
|
_heartbeat_timer.autostart = false
|
||||||
|
add_child(_heartbeat_timer)
|
||||||
|
|
||||||
|
_heartbeat_timer.timeout.connect(_on_heartbeat)
|
||||||
|
|
||||||
|
# 启动心跳
|
||||||
|
func _start_heartbeat() -> void:
|
||||||
|
_heartbeat_timer.start()
|
||||||
|
|
||||||
|
# 停止心跳
|
||||||
|
func _stop_heartbeat() -> void:
|
||||||
|
_heartbeat_timer.stop()
|
||||||
|
|
||||||
|
# 心跳超时处理
|
||||||
|
func _on_heartbeat() -> void:
|
||||||
|
# 不发送心跳,避免服务器返回 "消息格式错误"
|
||||||
|
# 如果需要心跳,服务器应该支持特定格式
|
||||||
|
pass
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 工具方法
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 获取连接状态描述
|
||||||
|
#
|
||||||
|
# 返回值:
|
||||||
|
# String - 连接状态描述
|
||||||
|
func get_state_description() -> String:
|
||||||
|
match _connection_state:
|
||||||
|
ConnectionState.DISCONNECTED:
|
||||||
|
return "未连接"
|
||||||
|
ConnectionState.CONNECTING:
|
||||||
|
return "连接中"
|
||||||
|
ConnectionState.CONNECTED:
|
||||||
|
return "已连接"
|
||||||
|
ConnectionState.RECONNECTING:
|
||||||
|
return "重连中 (%d/%d)" % [_reconnect_attempt, _max_reconnect_attempts]
|
||||||
|
ConnectionState.ERROR:
|
||||||
|
return "错误"
|
||||||
|
_:
|
||||||
|
return "未知状态"
|
||||||
1
_Core/managers/WebSocketManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://dmbgtbf6gyk6t
|
||||||
@@ -27,13 +27,6 @@ extends Node
|
|||||||
# 结构: {event_name: [{"callback": Callable, "target": Node}, ...]}
|
# 结构: {event_name: [{"callback": Callable, "target": Node}, ...]}
|
||||||
var event_listeners: Dictionary = {}
|
var event_listeners: Dictionary = {}
|
||||||
|
|
||||||
# ============ 生命周期方法 ============
|
|
||||||
|
|
||||||
# 初始化事件系统
|
|
||||||
# 在节点准备就绪时调用
|
|
||||||
func _ready():
|
|
||||||
print("EventSystem 初始化完成")
|
|
||||||
|
|
||||||
# ============ 事件监听器管理 ============
|
# ============ 事件监听器管理 ============
|
||||||
|
|
||||||
# 注册事件监听器
|
# 注册事件监听器
|
||||||
@@ -59,6 +52,11 @@ func connect_event(event_name: String, callback: Callable, target: Node = null):
|
|||||||
if not event_listeners.has(event_name):
|
if not event_listeners.has(event_name):
|
||||||
event_listeners[event_name] = []
|
event_listeners[event_name] = []
|
||||||
|
|
||||||
|
# 避免重复注册同一个监听器
|
||||||
|
for listener in event_listeners[event_name]:
|
||||||
|
if listener.callback == callback and listener.target == target:
|
||||||
|
return
|
||||||
|
|
||||||
# 创建监听器信息
|
# 创建监听器信息
|
||||||
var listener_info = {
|
var listener_info = {
|
||||||
"callback": callback,
|
"callback": callback,
|
||||||
@@ -67,7 +65,6 @@ func connect_event(event_name: String, callback: Callable, target: Node = null):
|
|||||||
|
|
||||||
# 添加到监听器列表
|
# 添加到监听器列表
|
||||||
event_listeners[event_name].append(listener_info)
|
event_listeners[event_name].append(listener_info)
|
||||||
print("注册事件监听器: ", event_name, " -> ", callback)
|
|
||||||
|
|
||||||
# 移除事件监听器
|
# 移除事件监听器
|
||||||
#
|
#
|
||||||
@@ -93,7 +90,6 @@ func disconnect_event(event_name: String, callback: Callable, target: Node = nul
|
|||||||
# 匹配callback和target
|
# 匹配callback和target
|
||||||
if listener.callback == callback and listener.target == target:
|
if listener.callback == callback and listener.target == target:
|
||||||
listeners.remove_at(i)
|
listeners.remove_at(i)
|
||||||
print("移除事件监听器: ", event_name, " -> ", callback)
|
|
||||||
break
|
break
|
||||||
|
|
||||||
# ============ 事件发送 ============
|
# ============ 事件发送 ============
|
||||||
@@ -117,13 +113,11 @@ func disconnect_event(event_name: String, callback: Callable, target: Node = nul
|
|||||||
# - 事件发送是同步的,所有监听器会立即执行
|
# - 事件发送是同步的,所有监听器会立即执行
|
||||||
# - 如果监听器执行出错,不会影响其他监听器
|
# - 如果监听器执行出错,不会影响其他监听器
|
||||||
func emit_event(event_name: String, data: Variant = null):
|
func emit_event(event_name: String, data: Variant = null):
|
||||||
print("发送事件: ", event_name, " 数据: ", data)
|
|
||||||
|
|
||||||
# 检查是否有监听器
|
# 检查是否有监听器
|
||||||
if not event_listeners.has(event_name):
|
if not event_listeners.has(event_name):
|
||||||
return
|
return
|
||||||
|
|
||||||
var listeners = event_listeners[event_name]
|
var listeners = event_listeners[event_name].duplicate()
|
||||||
for listener_info in listeners:
|
for listener_info in listeners:
|
||||||
var target = listener_info.target
|
var target = listener_info.target
|
||||||
var callback = listener_info.callback
|
var callback = listener_info.callback
|
||||||
@@ -161,7 +155,6 @@ func cleanup_invalid_listeners():
|
|||||||
# 如果目标节点无效,移除监听器
|
# 如果目标节点无效,移除监听器
|
||||||
if target != null and not is_instance_valid(target):
|
if target != null and not is_instance_valid(target):
|
||||||
listeners.remove_at(i)
|
listeners.remove_at(i)
|
||||||
print("清理无效监听器: ", event_name)
|
|
||||||
|
|
||||||
# ============ 查询方法 ============
|
# ============ 查询方法 ============
|
||||||
|
|
||||||
@@ -192,4 +185,3 @@ func get_listener_count(event_name: String) -> int:
|
|||||||
# - 使用前请确保所有模块都能正确处理监听器丢失
|
# - 使用前请确保所有模块都能正确处理监听器丢失
|
||||||
func clear_all_listeners():
|
func clear_all_listeners():
|
||||||
event_listeners.clear()
|
event_listeners.clear()
|
||||||
print("清空所有事件监听器")
|
|
||||||
|
|||||||
144
_Core/systems/GridSystem.gd
Normal file
@@ -0,0 +1,144 @@
|
|||||||
|
# ============================================================================
|
||||||
|
# 网格系统 - GridSystem.gd
|
||||||
|
#
|
||||||
|
# 提供32x32像素的最小网格单元控制,用于规范地图大小和位置计算
|
||||||
|
#
|
||||||
|
# 使用方式:
|
||||||
|
# var grid_pos = GridSystem.world_to_grid(world_position)
|
||||||
|
# var world_pos = GridSystem.grid_to_world(grid_position)
|
||||||
|
# var snapped_pos = GridSystem.snap_to_grid(position)
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class_name GridSystem
|
||||||
|
extends RefCounted
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 常量定义
|
||||||
|
# ============================================================================
|
||||||
|
const GRID_SIZE: int = 32 # 网格单元大小 32x32 像素
|
||||||
|
const HALF_GRID_SIZE: float = GRID_SIZE * 0.5 # 网格中心偏移
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 坐标转换方法
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 世界坐标转换为网格坐标
|
||||||
|
static func world_to_grid(world_pos: Vector2) -> Vector2i:
|
||||||
|
return Vector2i(
|
||||||
|
int(world_pos.x / GRID_SIZE),
|
||||||
|
int(world_pos.y / GRID_SIZE)
|
||||||
|
)
|
||||||
|
|
||||||
|
# 网格坐标转换为世界坐标(返回网格左上角)
|
||||||
|
static func grid_to_world(grid_pos: Vector2i) -> Vector2:
|
||||||
|
return Vector2(
|
||||||
|
grid_pos.x * GRID_SIZE,
|
||||||
|
grid_pos.y * GRID_SIZE
|
||||||
|
)
|
||||||
|
|
||||||
|
# 网格坐标转换为世界坐标(返回网格中心)
|
||||||
|
static func grid_to_world_center(grid_pos: Vector2i) -> Vector2:
|
||||||
|
return Vector2(
|
||||||
|
grid_pos.x * GRID_SIZE + HALF_GRID_SIZE,
|
||||||
|
grid_pos.y * GRID_SIZE + HALF_GRID_SIZE
|
||||||
|
)
|
||||||
|
|
||||||
|
# 将位置吸附到最近的网格点(左上角)
|
||||||
|
static func snap_to_grid(position: Vector2) -> Vector2:
|
||||||
|
return Vector2(
|
||||||
|
floor(position.x / GRID_SIZE) * GRID_SIZE,
|
||||||
|
floor(position.y / GRID_SIZE) * GRID_SIZE
|
||||||
|
)
|
||||||
|
|
||||||
|
# 将位置吸附到最近的网格中心
|
||||||
|
static func snap_to_grid_center(position: Vector2) -> Vector2:
|
||||||
|
var grid_pos = world_to_grid(position)
|
||||||
|
return grid_to_world_center(grid_pos)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 距离和区域计算
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 计算两个网格坐标之间的曼哈顿距离
|
||||||
|
static func grid_distance_manhattan(grid_pos1: Vector2i, grid_pos2: Vector2i) -> int:
|
||||||
|
return abs(grid_pos1.x - grid_pos2.x) + abs(grid_pos1.y - grid_pos2.y)
|
||||||
|
|
||||||
|
# 计算两个网格坐标之间的欧几里得距离
|
||||||
|
static func grid_distance_euclidean(grid_pos1: Vector2i, grid_pos2: Vector2i) -> float:
|
||||||
|
var diff = grid_pos1 - grid_pos2
|
||||||
|
return sqrt(diff.x * diff.x + diff.y * diff.y)
|
||||||
|
|
||||||
|
# 获取指定网格坐标周围的邻居网格(4方向)
|
||||||
|
static func get_grid_neighbors_4(grid_pos: Vector2i) -> Array[Vector2i]:
|
||||||
|
return [
|
||||||
|
Vector2i(grid_pos.x, grid_pos.y - 1), # 上
|
||||||
|
Vector2i(grid_pos.x + 1, grid_pos.y), # 右
|
||||||
|
Vector2i(grid_pos.x, grid_pos.y + 1), # 下
|
||||||
|
Vector2i(grid_pos.x - 1, grid_pos.y) # 左
|
||||||
|
]
|
||||||
|
|
||||||
|
# 获取指定网格坐标周围的邻居网格(8方向)
|
||||||
|
static func get_grid_neighbors_8(grid_pos: Vector2i) -> Array[Vector2i]:
|
||||||
|
var neighbors: Array[Vector2i] = []
|
||||||
|
for x in range(-1, 2):
|
||||||
|
for y in range(-1, 2):
|
||||||
|
if x == 0 and y == 0:
|
||||||
|
continue
|
||||||
|
neighbors.append(Vector2i(grid_pos.x + x, grid_pos.y + y))
|
||||||
|
return neighbors
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 区域和边界检查
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 检查网格坐标是否在指定矩形区域内
|
||||||
|
static func is_grid_in_bounds(grid_pos: Vector2i, min_grid: Vector2i, max_grid: Vector2i) -> bool:
|
||||||
|
return (grid_pos.x >= min_grid.x and grid_pos.x <= max_grid.x and
|
||||||
|
grid_pos.y >= min_grid.y and grid_pos.y <= max_grid.y)
|
||||||
|
|
||||||
|
# 获取矩形区域内的所有网格坐标
|
||||||
|
static func get_grids_in_rect(min_grid: Vector2i, max_grid: Vector2i) -> Array[Vector2i]:
|
||||||
|
var grids: Array[Vector2i] = []
|
||||||
|
for x in range(min_grid.x, max_grid.x + 1):
|
||||||
|
for y in range(min_grid.y, max_grid.y + 1):
|
||||||
|
grids.append(Vector2i(x, y))
|
||||||
|
return grids
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 地图尺寸规范化
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 将像素尺寸规范化为网格尺寸的倍数
|
||||||
|
static func normalize_size_to_grid(pixel_size: Vector2i) -> Vector2i:
|
||||||
|
return Vector2i(
|
||||||
|
int(ceil(float(pixel_size.x) / GRID_SIZE)) * GRID_SIZE,
|
||||||
|
int(ceil(float(pixel_size.y) / GRID_SIZE)) * GRID_SIZE
|
||||||
|
)
|
||||||
|
|
||||||
|
# 计算指定像素尺寸需要多少个网格单元
|
||||||
|
static func get_grid_count(pixel_size: Vector2i) -> Vector2i:
|
||||||
|
return Vector2i(
|
||||||
|
int(ceil(float(pixel_size.x) / GRID_SIZE)),
|
||||||
|
int(ceil(float(pixel_size.y) / GRID_SIZE))
|
||||||
|
)
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# 调试和可视化辅助
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
# 获取网格的边界矩形(用于调试绘制)
|
||||||
|
static func get_grid_rect(grid_pos: Vector2i) -> Rect2:
|
||||||
|
var world_pos = grid_to_world(grid_pos)
|
||||||
|
return Rect2(world_pos, Vector2(GRID_SIZE, GRID_SIZE))
|
||||||
|
|
||||||
|
# 获取网格信息(调试辅助)
|
||||||
|
static func print_grid_info(world_pos: Vector2) -> Dictionary:
|
||||||
|
var grid_pos = world_to_grid(world_pos)
|
||||||
|
var snapped_pos = snap_to_grid(world_pos)
|
||||||
|
var center_pos = grid_to_world_center(grid_pos)
|
||||||
|
return {
|
||||||
|
"world_position": world_pos,
|
||||||
|
"grid_position": grid_pos,
|
||||||
|
"snapped_position": snapped_pos,
|
||||||
|
"center_position": center_pos
|
||||||
|
}
|
||||||
1
_Core/systems/GridSystem.gd.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://dceqpffgti4jb
|
||||||
@@ -39,7 +39,7 @@ class_name StringUtils
|
|||||||
#
|
#
|
||||||
# 使用示例:
|
# 使用示例:
|
||||||
# if StringUtils.is_valid_email("user@example.com"):
|
# if StringUtils.is_valid_email("user@example.com"):
|
||||||
# print("邮箱格式正确")
|
# # 邮箱格式正确
|
||||||
static func is_valid_email(email: String) -> bool:
|
static func is_valid_email(email: String) -> bool:
|
||||||
var regex = RegEx.new()
|
var regex = RegEx.new()
|
||||||
regex.compile("^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\\.[a-zA-Z]{2,}$")
|
regex.compile("^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\\.[a-zA-Z]{2,}$")
|
||||||
@@ -60,7 +60,7 @@ static func is_valid_email(email: String) -> bool:
|
|||||||
#
|
#
|
||||||
# 使用示例:
|
# 使用示例:
|
||||||
# if StringUtils.is_valid_username("user_123"):
|
# if StringUtils.is_valid_username("user_123"):
|
||||||
# print("用户名格式正确")
|
# # 用户名格式正确
|
||||||
static func is_valid_username(username: String) -> bool:
|
static func is_valid_username(username: String) -> bool:
|
||||||
# 检查长度
|
# 检查长度
|
||||||
if username.is_empty() or username.length() > 50:
|
if username.is_empty() or username.length() > 50:
|
||||||
@@ -92,7 +92,7 @@ static func is_valid_username(username: String) -> bool:
|
|||||||
# 使用示例:
|
# 使用示例:
|
||||||
# var result = StringUtils.validate_password_strength("MyPass123!")
|
# var result = StringUtils.validate_password_strength("MyPass123!")
|
||||||
# if result.valid:
|
# if result.valid:
|
||||||
# print("密码强度: ", result.message)
|
# # 可按需展示 result.message
|
||||||
static func validate_password_strength(password: String) -> Dictionary:
|
static func validate_password_strength(password: String) -> Dictionary:
|
||||||
var result = {"valid": false, "message": "", "strength": 0}
|
var result = {"valid": false, "message": "", "strength": 0}
|
||||||
|
|
||||||
|
|||||||
BIN
assets/audio/music/Spawn Fixed.mp3
Normal file
19
assets/audio/music/Spawn Fixed.mp3.import
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="mp3"
|
||||||
|
type="AudioStreamMP3"
|
||||||
|
uid="uid://c5ujr1fj14n58"
|
||||||
|
path="res://.godot/imported/Spawn Fixed.mp3-cdebcc11ab16736c9b4a0906adccb431.mp3str"
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/music/Spawn Fixed.mp3"
|
||||||
|
dest_files=["res://.godot/imported/Spawn Fixed.mp3-cdebcc11ab16736c9b4a0906adccb431.mp3str"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
BIN
assets/characters/npc_286_241.png
Normal file
|
After Width: | Height: | Size: 96 KiB |
40
assets/characters/npc_286_241.png.import
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://brko2ik6t6ib5"
|
||||||
|
path="res://.godot/imported/npc_286_241.png-dfe6daef11d0f27f7902e69d6057828f.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
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Normal file
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