40 Commits

Author SHA1 Message Date
6b03d623a5 Merge pull request 'feature/whaletown-developer-extra-feature' (#19) from feature/whaletown-developer-extra-feature into main
Reviewed-on: #19
2026-03-11 18:22:59 +08:00
f981ef18b1 chore(web): 更新导出后的 web_assets 产物 2026-03-11 18:12:04 +08:00
558a0ff9bc fix(chat): 调整输入交互并加固 WS/告警处理 2026-03-11 18:11:09 +08:00
dc403179f7 fix: tighten home collision footprint 2026-03-11 07:05:58 +08:00
dde92737b6 fix: refine board collisions and world text 2026-03-11 06:53:47 +08:00
7e65137922 fix: remove stray border tiles causing black line in square map 2026-03-11 01:42:32 +08:00
473c9f4692 Revert "ui: update auth scene layout"
This reverts commit 9d5536fd32.
2026-03-11 00:50:43 +08:00
9d5536fd32 ui: update auth scene layout 2026-03-11 00:00:35 +08:00
3eef8c0814 art: refine crayfish npc sprite 2026-03-10 23:56:38 +08:00
fa38b75d8f feat: add crayfish npc to square map 2026-03-10 22:51:38 +08:00
64b9931eac Merge pull request 'fix/scene-auth-websocket-regressions' (#18) from fix/scene-auth-websocket-regressions into main
Reviewed-on: #18
2026-03-10 16:38:35 +08:00
22f4ec5d76 chore:更新Web导出产物并新增本地服务脚本 2026-03-10 16:22:47 +08:00
23d63a9dda config:更新Web导出参数与本地化配置 2026-03-10 16:22:32 +08:00
0b0bdbacfa docs:补充接口文档并更新项目说明 2026-03-10 16:22:13 +08:00
8123bc6b22 chore:新增并完善 Godot CLI 测试技能 2026-03-10 16:18:17 +08:00
64850c2cae test:添加网络与认证回归测试脚本 2026-03-10 16:17:55 +08:00
d96abbb8b9 fix:修复重连状态与认证流程关键缺陷 2026-03-10 16:17:10 +08:00
88a8eaad02 Merge pull request 'config/dev/ignore-comment-files' (#17) from config/dev/ignore-comment-files into main
Reviewed-on: #17
2026-02-08 12:09:59 +08:00
26479636ec chore: 调整版本号为4.6,并添加文件忽略 2026-02-08 12:06:00 +08:00
3d1973f284 chore: 忽略*.import和*.uid文件并移除已提交文件的追踪 2026-02-08 12:04:57 +08:00
ca6bf36be3 Merge pull request '修复demo第一次合并版本导致的Welcome/Notice 弹窗关闭与内容显示问题' (#16) from feature/whale-developer-merge into main
Reviewed-on: #16
2026-02-08 11:53:11 +08:00
f24a01dbca fix: 修复交互与通知板问题
- 修复Z轴逻辑调整精灵与物品的排序
- 渲染前强制 content_container.modulate.a = 1.0,避免内容区被透明度状态卡住导致看起来空白
2026-02-07 21:07:59 +08:00
19794d896e fix: 修复欢迎板和通知板通知无法关闭问题
- 修复欢迎板和通知板当前被ChatUI 抢占鼠标问题,通过设置启动弹窗时ChatUI 根节点 mouse_filter 临时改为 IGNORE来实现
- ToDo: 后续统一规划事件逻辑
2026-02-07 20:01:48 +08:00
7fcb41d576 fix: 修复欢迎板和通知板图像引用错误问题 2026-02-07 19:33:06 +08:00
王浩
326ab7ce5c 合并主场景和个人小屋 2026-02-07 14:11:00 +08:00
WhaleTown Developer
603e7d9fc6 修bug 2026-01-20 20:11:07 +08:00
王浩
e989b4adf1 docs: 删除 chat_system.md 计划文档 2026-01-14 17:11:48 +08:00
王浩
6e70aac0b9 fix: 修复聊天消息显示问题
- AuthScene: 修复节点路径错误 (WhaleFrame, UsernameInput)
- ChatManager: 修复 timestamp 类型转换 (String -> float)
- ChatMessage: 修复节点引用获取方式和 UI 显示
- ChatUI: 优化消息列表布局对齐
2026-01-14 17:10:48 +08:00
625fe0ff6c merge upstream 2026-01-14 15:19:15 +08:00
WhaleTown Developer
0e5b9f947b refactor: 移除SocketIOClient并更新认证场景
- 移除SocketIOClient.gd及.uid文件
- 更新ChatManager以适配新的架构
- 添加认证UI图片资源和背景音乐
- 优化AuthScene布局和配置
- 更新MainScene和项目配置
2026-01-11 23:12:35 +08:00
王浩
749e2c257b assets: 添加认证UI图片资源 2026-01-09 23:24:32 +08:00
王浩
e335a35f6c feat(chat-ui): 更新聊天UI和场景配置
- 优化聊天消息显示
- 调整UI布局
2026-01-09 23:23:41 +08:00
王浩
136e1344a0 fix(chat): 修复WebSocket连接和消息格式
- 修复连接状态检测时机问题
- 修复聊天消息格式为 {t: chat, content, scope}
- 添加 _send_login_message 函数
- 移除空消息心跳避免服务器错误
2026-01-09 23:21:12 +08:00
WhaleTown Developer
25a21f92be feat(chat): 优化聊天UI布局和WebSocket连接
- 更新 WebSocket URL 以支持 Socket.IO 握手参数 (EIO=4)
- 重构聊天面板布局,使用绝对定位和百分比锚点
- 优化输入框样式,添加装饰元素
- 修复输入框焦点释放的事件冲突问题
- 将 ChatUI 集成到主场景中
- 改进主场景容器布局设置
2026-01-08 23:59:21 +08:00
王浩
9c2e3bf15a refactor(chat-ui): 移除HeaderContainer和SendButton,添加装饰图片,修复Enter键监听
- 删除 HeaderContainer 和 StatusLabel(状态显示)
- 删除 SendButton(发送按钮)
- 添加聊天框背景图和装饰图片
- 设置 TextureRect modulate 为白色,修复黑框问题
- 移除 ChatPanel 背景色,使背景透明
- 修复 is_key_pressed 错误,改用 InputEventKey 类型检查
- 移除 _update_connection_status 函数及相关调用
2026-01-08 18:14:48 +08:00
WhaleTown Developer
9e288dbb62 docs: 更新聊天系统实施进度
- 简化文档,移除详细修复记录
- 更新实施状态:所有编译错误已修复
- 记录待后端解决的 Zulip 集成问题
2026-01-08 00:31:07 +08:00
WhaleTown Developer
c8e73bec59 fix: 修复聊天系统编译错误
- 修复 WebSocketManager/SocketIOClient 函数缩进错误
- 重命名 is_connected() 避免与 Object 基类冲突
- 修复 tscn 文件多余前导空格
- 修复测试文件 GUT 断言函数调用
- 添加 GUT 测试框架
2026-01-08 00:11:12 +08:00
王浩
16f24ab26f feat:添加聊天UI资源文件
- 添加聊天界面UI资源(缩略框背景、输入框背景、装饰图片)
- 修复 GrassTile.gd.uid 文件缺失

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:46:26 +08:00
王浩
414225e8c1 docs:更新项目规范文档
- 在 claude.md 添加 Plan Mode Protocol 章节
- 明确规划阶段的输出要求和执行报告流程
- 强制要求在每个 TODO 完成后更新文档并等待用户确认

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:42:48 +08:00
王浩
fb7cba4088 feat:实现聊天系统核心功能
- 添加 SocketIOClient.gd 实现 Socket.IO 协议封装
- 添加 WebSocketManager.gd 管理连接生命周期和自动重连
- 添加 ChatManager.gd 实现聊天业务逻辑与会话管理
  - 支持当前会话缓存(最多 100 条消息)
  - 支持历史消息按需加载(每次 100 条)
  - 每次登录/重连自动重置会话缓存
  - 客户端频率限制(10 条/分钟)
  - Token 管理与认证
- 添加 ChatMessage.gd/tscn 消息气泡 UI 组件
- 添加 ChatUI.gd/tscn 聊天界面
- 在 EventNames.gd 添加 7 个聊天事件常量
- 在 AuthManager.gd 添加 game_token 管理方法
- 添加完整的单元测试(128 个测试用例)
  - test_socketio_client.gd (42 个测试)
  - test_websocket_manager.gd (38 个测试)
  - test_chat_manager.gd (48 个测试)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-07 17:42:31 +08:00
160 changed files with 10478 additions and 1379 deletions

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@@ -0,0 +1,105 @@
---
name: godot-cli-test-runner
description: Run Godot CLI commands for this project with emphasis on headless test execution, script runs, scene runs, and export/debug operations. Use when the user asks to run Godot tests or commands (for example “Godot 跑测试”, “执行 Godot 命令”, “检查 Godot 参数”), troubleshoot CLI failures, or request reusable terminal/CI command templates.
---
# Godot CLI Test Runner
## Overview
Use deterministic Godot CLI workflows for Windows terminal and CI-style execution. Prefer `--headless`, explicit `--path`, and `--log-file` for reproducible diagnostics.
## Quick Decision
1. Parse-only check script syntax: `--headless --path . --script <file> --check-only`.
2. If test logic depends on autoload singletons (for example `SceneManager`, `LocationManager`, `EventSystem`), do not use direct `--script` as primary validation; use scene/project context first.
3. For isolated script tests without autoload dependencies, run `--headless --path . --script <file>`.
4. Export build by using `--export-release` / `--export-debug` with an existing preset.
5. Diagnose CLI behavior by adding `--verbose` and always writing `--log-file`.
## Workflow
### 1. Resolve executable and project path
1. Prefer `godot` from PATH.
2. If not available, use explicit exe path (for this machine typically `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe` or `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe`).
3. Run from repository root and always pass `--path .` unless intentionally targeting another project.
### 2. Preflight checks
1. Confirm engine version: `godot --version`.
2. Confirm options when needed: `godot --help`.
3. Confirm project exists: ensure `project.godot` is present under `--path`.
4. Read `project.godot` `[autoload]` and check whether the target test script references those singleton names.
5. Prepare a log output path (for example `.godot/test_xxx.log`) and pass `--log-file`.
### 3. Execute task type
1. Autoload-dependent validation (preferred when script references global singleton names):
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
2. Scene-specific validation:
`godot --headless --path . --scene res://scenes/Maps/square.tscn --quit-after 90 --log-file .godot/smoke_square.log`
3. Script test (only for isolated logic or known SceneTree tests):
`godot --headless --path . --script tests/unit/test_xxx.gd --log-file .godot/test_xxx.log`
4. Script syntax only:
`godot --headless --path . --script tests/unit/test_xxx.gd --check-only --log-file .godot/check_xxx.log`
5. Export:
`godot --headless --path . --export-release "Web" web_assets/index.html --log-file .godot/export_web_release.log`
### 4. Capture and report results
1. Report exit code, key stdout/stderr lines, and failed command.
2. For failures, include one retry variant (for example add `--verbose`, switch explicit exe path, or switch from `--script` to `--scene` context).
3. Keep output concise and actionable.
4. If `--script` fails with missing singleton identifiers, mark it as context mismatch first, not business regression.
## Command Templates
### Windows (explicit exe)
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe" --headless --path . --log-file .godot\test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
```
### Generic (PATH)
```powershell
godot --headless --path . --log-file .godot/test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
```
### With extra app args
```powershell
godot --headless --path . --log-file .godot/test_runner.log --script tests/unit/test_runner.gd -- --case websocket --timeout 30
```
## Minimal Runnable Examples
Run from repository root (`--path .`).
1. Run one scene-level smoke test (autoload-safe):
```powershell
godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log
```
2. Run one test script (isolated logic):
```powershell
godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log
```
3. Run one scene:
```powershell
godot --headless --path . --scene res://scenes/SomeScene.tscn --quit-after 90 --log-file .godot/smoke_scene.log
```
4. Parse script only (syntax check):
```powershell
godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log
```
If `godot` is not in PATH, replace `godot` with explicit exe call:
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" <same arguments>
```
## Option Summary Reference
Use `references/godot-cli-commands.md` for categorized option summary and quick recipes based on `godot --help` output.
## Guardrails
1. Prefer non-interactive commands.
2. Prefer `--headless` for tests and scripts.
3. For this environment, include `--log-file` for reproducible logs and to avoid console build logging issues.
4. Avoid assuming GUT addon exists; check `addons/gut/gut_cmdline.gd` before using GUT command.
5. Use `--check-only` when user requests parse/syntax validation only.
6. For long-running runs, include `--quit-after` when appropriate.
7. Do not classify missing autoload singleton errors in `--script` mode as product regressions until scene/project-context validation is also run.

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interface:
display_name: "Godot CLI Test Runner"
short_description: "Run Godot tests and command-line workflows"
default_prompt: "Use this skill to run Godot headless tests with autoload-aware strategy, check CLI options, and execute Godot commands with reproducible --log-file diagnostics."

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# Godot CLI Commands Summary
This reference summarizes the provided `godot --help` output for fast command selection.
## 1. Core inspection
- Help: `godot --help`
- Version: `godot --version`
- Verbose logs: `godot --verbose`
- Quiet mode: `godot --quiet`
## 2. Project targeting and run mode
- Point to project directory: `godot --path .`
- Run specific scene: `godot --path . --scene res://scenes/MainScene.tscn`
- Headless mode: `godot --headless --path . ...`
- Quit quickly: `godot --path . --quit`
- Quit after N frames: `godot --path . --quit-after 120`
## 3. Script execution and tests
- Run script: `godot --headless --path . --script tests/unit/test_xxx.gd`
- Parse-only script check: `godot --headless --path . --script tests/unit/test_xxx.gd --check-only`
- Pass custom user args to script:
`godot --headless --path . --script tests/unit/test_runner.gd -- --case websocket`
- Autoload-safe smoke test (preferred when test uses singleton globals):
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
## 4. Debug and diagnostics
- Local debugger: `godot --debug --path .`
- Remote debug: `godot --remote-debug tcp://127.0.0.1:6007 --path .`
- Print FPS: `godot --path . --print-fps`
- Log to file: `godot --path . --log-file logs/godot.log`
- Disable VSync for profiling: `godot --path . --disable-vsync`
## 5. Display and runtime controls
- Fullscreen: `godot --path . --fullscreen`
- Windowed: `godot --path . --windowed`
- Resolution: `godot --path . --resolution 1920x1080`
- Max FPS: `godot --path . --max-fps 60`
- Fixed FPS: `godot --path . --fixed-fps 60`
- Time scale: `godot --path . --time-scale 0.5`
## 6. Export operations (editor build only)
- Release export:
`godot --path . --export-release "Web" build/web/index.html`
- Debug export:
`godot --path . --export-debug "Web" build/web/index.html`
- Pack export:
`godot --path . --export-pack "Web" build/web/game.pck`
- Check preset syntax only:
`godot --path . --export-debug "Web" --check-only`
## 7. Common quick recipes
- Run a unit test script (isolated logic):
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log`
- Validate script syntax without running:
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log`
- Run game with verbose logs:
`godot --verbose --path . --log-file .godot/main_verbose.log`
- Run scene and auto-exit after startup checks:
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
## 8. Windows explicit executable pattern
When `godot` is not in PATH, call the executable directly:
```powershell
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" --headless --path . --script tests/unit/test_websocket_close_code.gd
```
## 9. Notes for AI execution
- Prefer `--headless` for tests and scripts in terminal/CI.
- Always include `--path .` for reproducibility.
- Use `--check-only` for parse checks when execution is not needed.
- If a script depends on autoload singleton names from `project.godot` (`SceneManager`, `LocationManager`, `EventSystem`, etc.), validate in scene/project context before concluding regression.
- Prefer `--log-file` for reliable diagnostics and environment-specific logging issues.
- Add `--verbose` when failure context is insufficient.

3
.gitignore vendored
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@@ -56,3 +56,6 @@ coverage/
# Dependency directories # Dependency directories
node_modules/ node_modules/
vendor/ vendor/
*.uid
*.import

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@@ -6,6 +6,7 @@
}, },
"network": { "network": {
"api_base_url": "https://whaletownend.xinghangee.icu", "api_base_url": "https://whaletownend.xinghangee.icu",
"location_ws_url": "wss://whaletownend.xinghangee.icu/game",
"timeout": 30, "timeout": 30,
"retry_count": 3 "retry_count": 3
}, },

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@@ -1,36 +1,36 @@
{ {
"ui": { "ui": {
"login": "登录", "login": "登录",
"register": "注册", "register": "注册",
"username": "用户名", "username": "用户名",
"password": "密码", "password": "密码",
"email": "邮箱", "email": "邮箱",
"confirm_password": "确认密码", "confirm_password": "确认密码",
"verification_code": "验证码", "verification_code": "验证码",
"send_code": "发送验证码", "send_code": "发送验证码",
"forgot_password": "忘记密码", "forgot_password": "忘记密码",
"enter_town": "进入小镇", "enter_town": "进入小镇",
"logout": "退出登录" "logout": "退出登录"
}, },
"messages": { "messages": {
"login_success": "登录成功!正在进入鲸鱼镇...", "login_success": "登录成功!正在进入鲸鱼镇...",
"register_success": "注册成功!欢迎加入鲸鱼镇", "register_success": "注册成功!欢迎加入鲸鱼镇",
"network_error": "网络连接失败,请检查网络连接", "network_error": "网络连接失败,请检查网络连接",
"invalid_username": "用户名只能包含字母、数字和下划线", "invalid_username": "用户名只能包含字母、数字和下划线",
"invalid_email": "请输入有效的邮箱地址", "invalid_email": "请输入有效的邮箱地址",
"password_too_short": "密码长度至少8位", "password_too_short": "密码长度至少8位",
"password_mismatch": "两次输入的密码不一致", "password_mismatch": "两次输入的密码不一致",
"verification_code_sent": "验证码已发送到您的邮箱,请查收" "verification_code_sent": "验证码已发送到您的邮箱,请查收"
}, },
"game": { "game": {
"level": "等级", "level": "等级",
"coins": "金币", "coins": "金币",
"experience": "经验", "experience": "经验",
"energy": "体力", "energy": "体力",
"explore": "探索小镇", "explore": "探索小镇",
"inventory": "背包", "inventory": "背包",
"shop": "商店", "shop": "商店",
"friends": "好友", "friends": "好友",
"settings": "设置" "settings": "设置"
} }
} }

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@@ -155,9 +155,9 @@ WhaleTown/ # 🐋 项目根目录
│ ├── performance/ # ⚡ 性能测试(帧率、内存优化) │ ├── performance/ # ⚡ 性能测试(帧率、内存优化)
│ └── api/ # 🌐 API接口测试 │ └── api/ # 🌐 API接口测试
└── 🌐 web_assets/ # 🌍 Web导出资源 └── 🌐 web_assets/ # 🌍 Web导出资源
├── html/ # 📄 HTML模板文件 ├── html/ # 📄 HTML模板文件
├── css/ # 🎨 样式文件 ├── css/ # 🎨 样式文件
└── js/ # 📜 JavaScript脚本 └── js/ # 📜 JavaScript脚本
``` ```
### 🔧 核心架构说明 ### 🔧 核心架构说明

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@@ -57,4 +57,15 @@ 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"

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@@ -1 +0,0 @@
uid://qn0imbklx1m0

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@@ -1 +0,0 @@
uid://dybcuscku7tyl

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@@ -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 +83,191 @@ 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()
_connect_network_signals()
# 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()
_disconnect_network_signals()
# ============ 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
@@ -421,19 +596,21 @@ 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)
if result.should_show_toast: if result.should_show_toast:
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
login_success.emit(username) login_success.emit(username)
@@ -441,19 +618,21 @@ 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)
if result.should_show_toast: if result.should_show_toast:
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)
else: else:
@@ -499,7 +678,7 @@ func _on_send_login_code_response(success: bool, data: Dictionary, error_info: D
func _on_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary): func _on_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary):
button_state_changed.emit("forgot_password_btn", false, "忘记密码") button_state_changed.emit("forgot_password_btn", false, "忘记密码")
var result = ResponseHandler.handle_send_login_code_response(success, data, error_info) var result = ResponseHandler.handle_forgot_password_response(success, data, error_info)
if result.should_show_toast: if result.should_show_toast:
show_toast_message.emit(result.message, result.success) show_toast_message.emit(result.message, result.success)
@@ -538,10 +717,10 @@ func _can_send_verification_code(email: String) -> bool:
if not email_data.sent: if not email_data.sent:
return true return true
var current_time = Time.get_time_dict_from_system() var current_timestamp: int = int(Time.get_unix_time_from_system())
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second var sent_timestamp: int = int(email_data.get("time", 0))
return (current_timestamp - email_data.time) >= code_cooldown return float(current_timestamp - sent_timestamp) >= code_cooldown
# 获取剩余冷却时间 # 获取剩余冷却时间
func get_remaining_cooldown_time(email: String) -> int: func get_remaining_cooldown_time(email: String) -> int:
@@ -549,15 +728,15 @@ func get_remaining_cooldown_time(email: String) -> int:
return 0 return 0
var email_data = verification_codes_sent[email] var email_data = verification_codes_sent[email]
var current_time = Time.get_time_dict_from_system() var current_timestamp: int = int(Time.get_unix_time_from_system())
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second var sent_timestamp: int = int(email_data.get("time", 0))
var remaining: int = int(code_cooldown - float(current_timestamp - sent_timestamp))
return int(code_cooldown - (current_timestamp - email_data.time)) return maxi(0, remaining)
# 记录验证码发送状态 # 记录验证码发送状态
func _record_verification_code_sent(email: String): func _record_verification_code_sent(email: String):
var current_time = Time.get_time_dict_from_system() var current_timestamp: int = int(Time.get_unix_time_from_system())
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
if not verification_codes_sent.has(email): if not verification_codes_sent.has(email):
verification_codes_sent[email] = {} verification_codes_sent[email] = {}
@@ -582,8 +761,32 @@ func _has_sent_verification_code(email: String) -> bool:
func _is_valid_identifier(identifier: String) -> bool: func _is_valid_identifier(identifier: String) -> bool:
return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier) return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier)
# 连接/断开 NetworkManager 请求信号,用于回收 active_request_ids
func _connect_network_signals() -> void:
if not NetworkManager.request_completed.is_connected(_on_network_request_completed):
NetworkManager.request_completed.connect(_on_network_request_completed)
if not NetworkManager.request_failed.is_connected(_on_network_request_failed):
NetworkManager.request_failed.connect(_on_network_request_failed)
func _disconnect_network_signals() -> void:
if NetworkManager.request_completed.is_connected(_on_network_request_completed):
NetworkManager.request_completed.disconnect(_on_network_request_completed)
if NetworkManager.request_failed.is_connected(_on_network_request_failed):
NetworkManager.request_failed.disconnect(_on_network_request_failed)
func _on_network_request_completed(request_id: String, _success: bool, _data: Dictionary) -> void:
_remove_active_request_id(request_id)
func _on_network_request_failed(request_id: String, _error_type: String, _message: String) -> void:
_remove_active_request_id(request_id)
func _remove_active_request_id(request_id: String) -> void:
var index: int = active_request_ids.find(request_id)
if index != -1:
active_request_ids.remove_at(index)
# 验证手机号格式 # 验证手机号格式
func _is_valid_phone(phone: String) -> bool: func _is_valid_phone(phone: String) -> bool:
var regex = RegEx.new() var regex = RegEx.new()
regex.compile("^\\+?[1-9]\\d{1,14}$") regex.compile("^\\+?[1-9]\\d{1,14}$")
return regex.search(phone) != null return regex.search(phone) != null

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@@ -1 +0,0 @@
uid://bpdyraefv0yta

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@@ -0,0 +1,753 @@
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] = []
# 空消息类型告警限频(避免日志刷屏)
const EMPTY_MESSAGE_TYPE_WARNING_INTERVAL: float = 10.0
var _last_empty_message_type_warning_at: float = -1000.0
# ============================================================================
# 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_variant: Variant = json.data
if not (data_variant is Dictionary):
push_warning("ChatManager: 收到非对象消息,已忽略")
return
var data: Dictionary = data_variant
# 兼容不同后端字段命名t / type
var message_type: String = str(data.get("t", data.get("type", ""))).strip_edges()
if message_type.is_empty():
_warn_empty_message_type_limited(data)
return
match message_type:
"connected":
pass
"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)
"error":
_handle_error_response(data)
_:
push_warning("ChatManager: 未处理的消息类型 %s" % message_type)
func _warn_empty_message_type_limited(data: Dictionary) -> void:
var now: float = Time.get_unix_time_from_system()
if now - _last_empty_message_type_warning_at < EMPTY_MESSAGE_TYPE_WARNING_INTERVAL:
return
_last_empty_message_type_warning_at = now
var payload_preview: String = JSON.stringify(data)
if payload_preview.length() > 180:
payload_preview = payload_preview.substr(0, 180) + "..."
push_warning("ChatManager: 收到未带消息类型的消息,已忽略 payload=%s" % payload_preview)
# 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()

View File

@@ -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
# #

View File

@@ -1 +0,0 @@
uid://cd8fn73ysjxh8

View File

@@ -0,0 +1,220 @@
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
# 后端地址默认值: wss://whaletownend.xinghangee.icu/game
# 可通过以下方式覆盖:
# 1) 环境变量 WHALETOWN_LOCATION_WS_URL
# 2) Config/game_config.json 或 config/game_config.json 中的
# network.location_ws_url / network.game_ws_url
# ============================================================================
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 DEFAULT_WS_URL: String = "wss://whaletownend.xinghangee.icu/game"
const WS_URL_ENV_KEY: String = "WHALETOWN_LOCATION_WS_URL"
const PING_INTERVAL = 25.0 # 秒
var _socket: WebSocketPeer
var _connected: bool = false
var _ping_timer: float = 0.0
var _auth_token: String = ""
var _connection_error_reported: bool = false
var _is_connecting: bool = false
var _ws_url: String = DEFAULT_WS_URL
func _ready():
_socket = WebSocketPeer.new()
process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
_ws_url = _resolve_ws_url()
func _process(delta):
_socket.poll()
var state = _socket.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
_connection_error_reported = false
_is_connecting = false
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()
elif _is_connecting and not _connection_error_reported:
var close_code := _socket.get_close_code()
var close_reason := _socket.get_close_reason()
push_warning(
"LocationManager: WebSocket 握手失败close_code=%d, reason=%s" % [close_code, close_reason]
)
connection_error.emit()
_connection_error_reported = true
_is_connecting = false
func connect_to_server():
var state: WebSocketPeer.State = _socket.get_ready_state()
if state == WebSocketPeer.STATE_OPEN or state == WebSocketPeer.STATE_CONNECTING:
return
_connection_error_reported = false
_is_connecting = true
var err = _socket.connect_to_url(_ws_url)
if err != OK:
push_error("LocationManager: WebSocket 连接请求失败url=%s, 错误码: %d" % [_ws_url, err])
connection_error.emit()
_connection_error_reported = true
_is_connecting = false
else:
# Godot WebSocket connect is non-blocking, wait for state change in _process
pass
func _resolve_ws_url() -> String:
var env_url: String = OS.get_environment(WS_URL_ENV_KEY).strip_edges()
if not env_url.is_empty():
return env_url
for config_path in ["res://Config/game_config.json", "res://config/game_config.json"]:
var config_url: String = _load_ws_url_from_config(config_path)
if not config_url.is_empty():
return config_url
return DEFAULT_WS_URL
func _load_ws_url_from_config(config_path: String) -> String:
if not FileAccess.file_exists(config_path):
return ""
var content: String = FileAccess.get_file_as_string(config_path)
if content.is_empty():
return ""
var json := JSON.new()
if json.parse(content) != OK:
push_warning("LocationManager: 读取配置失败 %s - %s" % [config_path, json.get_error_message()])
return ""
var data_variant: Variant = json.data
if not (data_variant is Dictionary):
return ""
var root: Dictionary = data_variant
var network_variant: Variant = root.get("network", {})
if not (network_variant is Dictionary):
return ""
var network_config: Dictionary = network_variant
var ws_url: String = str(network_config.get("location_ws_url", network_config.get("game_ws_url", ""))).strip_edges()
return ws_url
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)

View File

@@ -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)
@@ -638,8 +602,6 @@ 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:
@@ -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)

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@@ -1 +0,0 @@
uid://dr7v30wheetca

View File

@@ -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)

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@@ -1 +0,0 @@
uid://nseguk2ytiw6

View File

@@ -36,27 +36,21 @@ 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
# 便于统一管理和修改场景路径 # 便于统一管理和修改场景路径
var scene_paths: Dictionary = { var scene_paths: Dictionary = {
"main": "res://scenes/MainScene.tscn", # 主场景 - 游戏入口 "main": "res://scenes/MainScene.tscn", # 主场景 - 游戏入口
"auth": "res://scenes/ui/LoginWindow.tscn", # 认证场景 - 登录窗口 "square": "res://scenes/Maps/square.tscn", # 广场地图
"game": "res://scenes/maps/game_scene.tscn", # 游戏场景 - 主要游戏内容 "room": "res://scenes/Maps/room.tscn", # 房间地图
"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统 "fountain": "res://scenes/Maps/fountain.tscn", # 喷泉地图
"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面 "datawhale_home": "res://scenes/Maps/datawhale_home.tscn", # 数据鲸鱼之家
"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面 "community": "res://scenes/Maps/community.tscn" # 社区地图
"settings": "res://scenes/ui/SettingsWindow.tscn" # 设置界面
} }
# ============ 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 +71,6 @@ 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 +79,15 @@ 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 +100,7 @@ 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
@@ -122,18 +113,83 @@ 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 ============
# 获取当前场景名称 # 获取当前场景名称
# #
# 返回值: # 返回值:
# String - 当前场景的名称 # String - 当前场景的名称
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 spawn_name: String = _next_spawn_name
_next_spawn_name = ""
return spawn_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 +206,6 @@ 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 +221,7 @@ 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 +236,5 @@ 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

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@@ -1 +0,0 @@
uid://d3l286ti5gqhw

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@@ -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)
@@ -231,4 +225,4 @@ func _rearrange_toasts():
if is_instance_valid(toast): if is_instance_valid(toast):
var tween = toast_container.create_tween() var tween = toast_container.create_tween()
tween.tween_property(toast, "position:y", current_y, 0.2) tween.tween_property(toast, "position:y", current_y, 0.2)
current_y += toast.size.y + 15 current_y += toast.size.y + 15

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@@ -1 +0,0 @@
uid://buk7d21cag262

View File

@@ -0,0 +1,460 @@
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
# 当前 CLOSED 状态是否已经处理过(防止每帧重复处理 close 事件)
var _closed_state_handled: bool = false
# 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(is_reconnect_attempt: bool = false) -> 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
if is_reconnect_attempt:
_set_connection_state(ConnectionState.RECONNECTING)
else:
_set_connection_state(ConnectionState.CONNECTING)
_clean_close = true
_closed_state_handled = false
# 仅在首次/手动连接时重置重连计数,重连流程保持累计尝试次数
if not is_reconnect_attempt:
_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:
_closed_state_handled = false
# 正在连接
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
_set_connection_state(ConnectionState.CONNECTING)
WebSocketPeer.STATE_OPEN:
_closed_state_handled = false
# 连接成功
if _connection_state != ConnectionState.CONNECTED:
_on_websocket_connected()
WebSocketPeer.STATE_CLOSING:
_closed_state_handled = false
# 正在关闭
pass
WebSocketPeer.STATE_CLOSED:
if _closed_state_handled:
return
_closed_state_handled = true
# 仅在连接生命周期中发生的关闭才触发关闭处理
var should_handle_close: bool = (
_connection_state == ConnectionState.CONNECTED
or _connection_state == ConnectionState.CONNECTING
or _connection_state == ConnectionState.RECONNECTING
)
if should_handle_close:
var close_code: int = _websocket_peer.get_close_code()
_on_websocket_closed(_is_clean_close_code(close_code))
# 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)
# 判断关闭码是否为干净关闭
# Godot 中 close_code == -1 表示非干净关闭(异常断开)
func _is_clean_close_code(close_code: int) -> bool:
return close_code != -1
# ============================================================================
# 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(true)
# ============================================================================
# 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"

View File

@@ -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")

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@@ -1 +0,0 @@
uid://bfheblucmti24

View File

@@ -131,13 +131,14 @@ static func get_grid_rect(grid_pos: Vector2i) -> Rect2:
var world_pos = grid_to_world(grid_pos) var world_pos = grid_to_world(grid_pos)
return Rect2(world_pos, Vector2(GRID_SIZE, GRID_SIZE)) return Rect2(world_pos, Vector2(GRID_SIZE, GRID_SIZE))
# 打印网格信息(调试 # 获取网格信息(调试辅助
static func print_grid_info(world_pos: Vector2) -> void: static func print_grid_info(world_pos: Vector2) -> Dictionary:
var grid_pos = world_to_grid(world_pos) var grid_pos = world_to_grid(world_pos)
var snapped_pos = snap_to_grid(world_pos) var snapped_pos = snap_to_grid(world_pos)
var center_pos = grid_to_world_center(grid_pos) var center_pos = grid_to_world_center(grid_pos)
return {
print("世界坐标: ", world_pos) "world_position": world_pos,
print("网格坐标: ", grid_pos) "grid_position": grid_pos,
print("吸附位置: ", snapped_pos) "snapped_position": snapped_pos,
print("网格中心: ", center_pos) "center_position": center_pos
}

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@@ -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}
@@ -383,4 +383,4 @@ static func get_relative_time_until(utc_time_str: String) -> String:
if minutes > 0: if minutes > 0:
return "%d小时%d分钟后" % [hours, minutes] return "%d小时%d分钟后" % [hours, minutes]
else: else:
return "%d小时后" % hours return "%d小时后" % hours

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[gd_resource type="Theme" load_steps=2 format=3]
[ext_resource type="FontFile" uid="uid://ce7ujbeobblyr" path="res://assets/fonts/msyh.ttc" id="1_font"]
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@@ -66,10 +66,10 @@
```gdscript ```gdscript
extends GutTest extends GutTest
func test_event_emission(): func test_event_emission():
var sender = Node.new() var sender = Node.new()
watch_signals(EventSystem) watch_signals(EventSystem)
EventSystem.emit_event(EventNames.PLAYER_MOVED, {}) EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
assert_signal_emitted(EventSystem, "event_raised") assert_signal_emitted(EventSystem, "event_raised")
``` ```
## 🔄 8. Standard Development Workflow (MANDATORY) ## 🔄 8. Standard Development Workflow (MANDATORY)
@@ -152,10 +152,23 @@ class_name Player
# 3. Lifecycle # 3. Lifecycle
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
_move(delta) _move(delta)
# 4. Private Methods # 4. Private Methods
func _move(_delta: float) -> void: func _move(_delta: float) -> void:
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = dir * move_speed velocity = dir * move_speed
move_and_slide() move_and_slide()
```
## 10. 🔄 Plan Mode Protocol (MANDATORY)
- **Planning Phase**:
- Whenever using **Plan Mode** to outline a task, a TODO list MUST be outputted to `docs/ai_docs/plan/[feature_name].md`.
- **Execution & Reporting**:
- Every time a TODO item is completed, the corresponding `.md` document MUST be updated.
- After updating the document, report to the user with the following:
1. **Completed Items**: What was just finished.
2. **User Acceptance Rules**: Instructions on how the user can test/verify the current progress.
3. **Next Step**: The next TODO item to be tackled.
- **Strict Confirmation**:
- After reporting progress, **Claude MUST stop and wait**.
- Do NOT proceed to the next TODO until the user has replied with confirmation/approval.

2495
docs/api-documentation.md Normal file

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@@ -3,7 +3,6 @@
name="Web" name="Web"
platform="Web" platform="Web"
runnable=true runnable=true
advanced_options=false
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
@@ -11,6 +10,11 @@ include_filter=""
exclude_filter="" exclude_filter=""
export_path="web_assets/index.html" export_path="web_assets/index.html"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters="" encryption_include_filters=""
encryption_exclude_filters="" encryption_exclude_filters=""
seed=0 seed=0
@@ -40,6 +44,6 @@ progressive_web_app/orientation=0
progressive_web_app/icon_144x144="uid://bwy5r7soxi76a" progressive_web_app/icon_144x144="uid://bwy5r7soxi76a"
progressive_web_app/icon_180x180="uid://drpllpsjdiaex" progressive_web_app/icon_180x180="uid://drpllpsjdiaex"
progressive_web_app/icon_512x512="uid://dt817lem3dwee" progressive_web_app/icon_512x512="uid://dt817lem3dwee"
progressive_web_app/background_color=Color(0.19215687, 0.42352942, 1, 1) progressive_web_app/background_color=Color(0.07450981, 0.28627452, 1, 1)
threads/emscripten_pool_size=8 threads/emscripten_pool_size=8
threads/godot_pool_size=4 threads/godot_pool_size=4

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