forked from moyin/whale-town-front
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
This commit is contained in:
@@ -62,9 +62,8 @@ signal chat_position_updated(stream: String, topic: String)
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# 常量定义
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# ============================================================================
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# WebSocket 服务器 URL
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# 添加 Socket.IO 握手参数(EIO=4 表示 Engine.IO 版本,transport=websocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game/socket.io/?EIO=4&transport=websocket"
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# WebSocket 服务器 URL(原生 WebSocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
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# 重连配置
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const RECONNECT_MAX_ATTEMPTS: int = 5
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@@ -102,9 +101,6 @@ const CHAT_ERROR_MESSAGES: Dictionary = {
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# WebSocket 管理器
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var _websocket_manager: WebSocketManager
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# Socket.IO 客户端
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var _socket_client: SocketIOClient
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# 是否已登录
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var _is_logged_in: bool = false
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@@ -138,9 +134,6 @@ func _ready() -> void:
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_websocket_manager = WebSocketManager.new()
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add_child(_websocket_manager)
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# 获取 Socket.IO 客户端引用
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_socket_client = _websocket_manager.get_socket_client()
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# 连接信号
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_connect_signals()
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@@ -191,7 +184,7 @@ func disconnect_from_chat_server() -> void:
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# 发送登出消息
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if _is_logged_in:
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var logout_data := {"type": "logout"}
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_socket_client.emit("logout", logout_data)
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_websocket_manager.send_message(JSON.stringify(logout_data))
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_is_logged_in = false
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# 断开连接
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@@ -245,8 +238,9 @@ func send_chat_message(content: String, scope: String = "local") -> void:
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"scope": scope
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}
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# 发送消息
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_socket_client.emit("chat", message_data)
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# 发送消息(JSON 字符串)
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var json_string := JSON.stringify(message_data)
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_websocket_manager.send_message(json_string)
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# 记录发送时间
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_record_message_timestamp()
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@@ -261,6 +255,21 @@ func send_chat_message(content: String, scope: String = "local") -> void:
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print("📤 发送聊天消息: ", content)
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# 消息发送完成回调
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func _on_chat_message_sent(request_id: String, success: bool, data: Dictionary, error_info: Dictionary) -> void:
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if success:
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print("✅ 消息发送成功: ", data)
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var message_id: String = str(data.get("data", {}).get("id", ""))
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var timestamp: float = Time.get_unix_time_from_system()
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chat_message_sent.emit(message_id, timestamp)
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EventSystem.emit_event(EventNames.CHAT_MESSAGE_SENT, {
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"message_id": message_id,
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"timestamp": timestamp
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})
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else:
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print("❌ 消息发送失败: ", error_info)
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_handle_error("SEND_FAILED", error_info.get("message", "发送失败"))
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# 更新玩家位置
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#
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# 参数:
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@@ -281,7 +290,10 @@ func update_player_position(x: float, y: float, map_id: String) -> void:
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"mapId": map_id
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}
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_socket_client.emit("position", position_data)
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# 发送消息(JSON 字符串)
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var json_string := JSON.stringify(position_data)
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_websocket_manager.send_message(json_string)
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print("📍 更新位置: (%.2f, %.2f) in %s" % [x, y, map_id])
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# ============================================================================
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@@ -435,28 +447,21 @@ func _on_history_loaded(messages: Array) -> void:
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func _connect_signals() -> void:
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# WebSocket 管理器信号
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_websocket_manager.connection_state_changed.connect(_on_connection_state_changed)
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_websocket_manager.data_received.connect(_on_data_received)
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# Socket.IO 客户端信号
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_socket_client.connected.connect(_on_socket_connected)
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_socket_client.disconnected.connect(_on_socket_disconnected)
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_socket_client.event_received.connect(_on_socket_event_received)
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_socket_client.error_occurred.connect(_on_socket_error)
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# ============================================================================
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# 内部方法 - 连接状态处理
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# ============================================================================
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# Socket 连接成功
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func _on_socket_connected() -> void:
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print("✅ ChatManager: Socket 连接成功")
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# 发送登录消息
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_send_login_message()
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# Socket 连接断开
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func _on_socket_disconnected(_clean_close: bool) -> void:
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print("🔌 ChatManager: Socket 连接断开")
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_is_logged_in = false
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# 发送登录消息
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func _send_login_message() -> void:
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print("📤 发送登录消息...")
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var login_data := {
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"type": "login",
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"token": _game_token
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}
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var json_string := JSON.stringify(login_data)
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_websocket_manager.send_message(json_string)
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print(" Token: ", _game_token.left(20) + "..." if _game_token.length() > 20 else _game_token)
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# 连接状态变化
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func _on_connection_state_changed(state: int) -> void:
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@@ -471,25 +476,45 @@ func _on_connection_state_changed(state: int) -> void:
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"state": state
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})
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# 如果连接成功,发送登录消息
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if state == 2: # CONNECTED
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_send_login_message()
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# ============================================================================
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# 内部方法 - 消息处理
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# ============================================================================
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# Socket 事件接收
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func _on_socket_event_received(event_name: String, data: Dictionary) -> void:
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match event_name:
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# WebSocket 数据接收
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func _on_data_received(message: String) -> void:
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# 解析 JSON 消息
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var json := JSON.new()
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var parse_result := json.parse(message)
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if parse_result != OK:
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print("❌ ChatManager: JSON 解析失败 - ", message)
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return
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var data: Dictionary = json.data
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# 检查消息类型字段
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var message_type: String = data.get("t", "")
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match message_type:
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"login_success":
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_handle_login_success(data)
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"login_error":
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_handle_login_error(data)
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"chat_sent":
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_handle_chat_sent(data)
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"chat_error":
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_handle_chat_error(data)
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"chat_render":
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_handle_chat_render(data)
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"position_updated":
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_handle_position_updated(data)
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"error":
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_handle_error_response(data)
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_:
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print("⚠️ ChatManager: 未处理的事件 - ", event_name)
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print("⚠️ ChatManager: 未处理的消息类型 - ", message_type)
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print(" 消息内容: ", data)
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# 处理登录成功
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func _handle_login_success(data: Dictionary) -> void:
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@@ -511,9 +536,23 @@ func _handle_login_success(data: Dictionary) -> void:
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"current_map": _current_map
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})
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# 处理登录失败
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func _handle_login_error(data: Dictionary) -> void:
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var error_message: String = data.get("message", "登录失败")
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print("❌ ChatManager: 登录失败 - ", error_message)
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_is_logged_in = false
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# 通过 EventSystem 广播错误(Signal Up)
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EventSystem.emit_event(EventNames.CHAT_LOGIN_FAILED, {
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"error_code": "LOGIN_FAILED",
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"message": error_message
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})
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# 处理聊天消息发送成功
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func _handle_chat_sent(data: Dictionary) -> void:
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var message_id: String = data.get("messageId", "")
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var message_id: String = str(data.get("messageId", ""))
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var timestamp: float = data.get("timestamp", 0.0)
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print("✅ 消息发送成功: ", message_id)
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@@ -527,6 +566,18 @@ func _handle_chat_sent(data: Dictionary) -> void:
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"timestamp": timestamp
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})
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# 处理聊天消息发送失败
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func _handle_chat_error(data: Dictionary) -> void:
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var error_message: String = data.get("message", "消息发送失败")
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print("❌ ChatManager: 聊天错误 - ", error_message)
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# 通过 EventSystem 广播错误(Signal Up)
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EventSystem.emit_event(EventNames.CHAT_ERROR_OCCURRED, {
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"error_code": "CHAT_SEND_FAILED",
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"message": error_message
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})
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# 处理接收到的聊天消息
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func _handle_chat_render(data: Dictionary) -> void:
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var from_user: String = data.get("from", "")
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@@ -571,14 +622,14 @@ func _handle_position_updated(data: Dictionary) -> void:
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"topic": topic
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})
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# 处理错误响应
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# 处理错误响应(如果需要)
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func _handle_error_response(data: Dictionary) -> void:
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var error_code: String = data.get("code", "")
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var error_message: String = data.get("message", "")
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_handle_error(error_code, error_message)
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# 处理 Socket 错误
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# 处理 Socket 错误(如果需要)
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func _on_socket_error(error: String) -> void:
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_handle_error("SOCKET_ERROR", error)
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@@ -586,21 +637,6 @@ func _on_socket_error(error: String) -> void:
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# 内部方法 - 工具函数
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# ============================================================================
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# 发送登录消息
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func _send_login_message() -> void:
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if _game_token.is_empty():
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push_error("无法获取 access token,请确保已登录")
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_handle_error("AUTH_FAILED", "无法获取 access token,请先登录")
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return
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var login_data := {
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"type": "login",
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"token": _game_token
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}
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_socket_client.emit("login", login_data)
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print("📤 发送登录消息(使用 access token)")
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# 处理错误
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func _handle_error(error_code: String, error_message: String) -> void:
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print("❌ ChatManager 错误: [", error_code, "] ", error_message)
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@@ -1,7 +1,7 @@
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extends Node
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# ============================================================================
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# WebSocketManager.gd - WebSocket 连接生命周期管理
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# WebSocketManager.gd - WebSocket 连接生命周期管理(原生 WebSocket 版本)
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# ============================================================================
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# 管理 WebSocket 连接状态、自动重连和错误恢复
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#
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@@ -9,8 +9,8 @@ extends Node
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# - 连接状态管理(断开、连接中、已连接、重连中)
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# - 自动重连机制(指数退避)
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# - 连接错误恢复
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# - Socket.IO 客户端封装
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#
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# - WebSocket 消息发送/接收
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# ============================================================================
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# 使用方式:
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# WebSocketManager.connect_to_game_server()
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# WebSocketManager.connection_state_changed.connect(_on_state_changed)
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@@ -44,6 +44,11 @@ signal reconnection_succeeded()
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# max_attempts: int - 最大重连次数
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signal reconnection_failed(attempt: int, max_attempts: int)
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# WebSocket 消息接收信号
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# 参数:
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# message: String - 接收到的消息内容(JSON 字符串)
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signal data_received(message: String)
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# ============================================================================
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# 枚举定义
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# ============================================================================
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@@ -61,9 +66,8 @@ enum ConnectionState {
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# 常量定义
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# ============================================================================
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# WebSocket 服务器 URL
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# 添加 Socket.IO 握手参数(EIO=4 表示 Engine.IO 版本,transport=websocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game/socket.io/?EIO=4&transport=websocket"
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# WebSocket 服务器 URL(原生 WebSocket)
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const WEBSOCKET_URL: String = "wss://whaletownend.xinghangee.icu/game"
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# 默认最大重连次数
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const DEFAULT_MAX_RECONNECT_ATTEMPTS: int = 5
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@@ -78,8 +82,8 @@ const MAX_RECONNECT_DELAY: float = 30.0
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# 成员变量
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# ============================================================================
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# Socket.IO 客户端
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var _socket_client: SocketIOClient
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# WebSocket peer
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var _websocket_peer: WebSocketPeer = WebSocketPeer.new()
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# 当前连接状态
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var _connection_state: ConnectionState = ConnectionState.DISCONNECTED
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@@ -102,6 +106,12 @@ var _reconnect_timer: Timer = Timer.new()
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# 是否为正常关闭(非异常断开)
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var _clean_close: bool = true
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# 心跳定时器
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var _heartbeat_timer: Timer = Timer.new()
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# 心跳间隔(秒)
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const HEARTBEAT_INTERVAL: float = 30.0
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# ============================================================================
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# 生命周期方法
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# ============================================================================
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@@ -110,24 +120,54 @@ var _clean_close: bool = true
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func _ready() -> void:
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print("WebSocketManager 初始化完成")
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# 创建 Socket.IO 客户端
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_socket_client = SocketIOClient.new()
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add_child(_socket_client)
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# 连接信号
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_socket_client.connected.connect(_on_socket_connected)
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_socket_client.disconnected.connect(_on_socket_disconnected)
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_socket_client.error_occurred.connect(_on_socket_error)
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# 设置重连定时器
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_setup_reconnect_timer()
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# 设置心跳定时器
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_setup_heartbeat_timer()
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# 启动处理循环
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set_process(true)
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# 处理每帧
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func _process(_delta: float) -> void:
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# 检查 WebSocket 状态变化
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_check_websocket_state()
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var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
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# 调试:打印状态变化
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if _connection_state == ConnectionState.CONNECTING:
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var peer_state_name = ["DISCONNECTED", "CONNECTING", "OPEN", "CLOSING", "CLOSED"][state]
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print("📡 WebSocket 状态: peer=%s, manager=%s" % [peer_state_name, ConnectionState.keys()[_connection_state]])
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if state == WebSocketPeer.STATE_OPEN:
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# 接收数据
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_websocket_peer.poll()
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# 处理收到的数据
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while _websocket_peer.get_available_packet_count() > 0:
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var packet: PackedByteArray = _websocket_peer.get_packet()
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var message: String = packet.get_string_from_utf8()
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# 发射消息接收信号
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data_received.emit(message)
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# 打印调试信息
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print("📨 WebSocket 收到消息: ", message)
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# 清理
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func _exit_tree() -> void:
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_disconnect()
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if is_instance_valid(_reconnect_timer):
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_reconnect_timer.stop()
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_reconnect_timer.queue_free()
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if is_instance_valid(_heartbeat_timer):
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_heartbeat_timer.stop()
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_heartbeat_timer.queue_free()
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# ============================================================================
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# 公共 API - 连接管理
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# ============================================================================
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@@ -139,22 +179,41 @@ func connect_to_game_server() -> void:
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return
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print("=== WebSocketManager 开始连接 ===")
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print("服务器 URL: ", WEBSOCKET_URL)
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print("WebSocket 连接中...")
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_set_connection_state(ConnectionState.CONNECTING)
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_clean_close = true
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_reconnect_attempt = 0
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_socket_client.connect_to_server(WEBSOCKET_URL)
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var err: Error = _websocket_peer.connect_to_url(WEBSOCKET_URL)
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if err != OK:
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print("❌ WebSocket 连接失败: ", error_string(err))
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_set_connection_state(ConnectionState.ERROR)
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return
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# 启动心跳
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_start_heartbeat()
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# 断开 WebSocket 连接
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func disconnect_websocket() -> void:
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print("=== WebSocketManager 断开连接 ===")
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_disconnect()
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# 断开连接(内部方法)
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func _disconnect() -> void:
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_clean_close = true
|
||||
|
||||
# 停止重连定时器
|
||||
_reconnect_timer.stop()
|
||||
|
||||
# 断开客户端
|
||||
_socket_client.disconnect_from_server()
|
||||
# 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
|
||||
@@ -171,6 +230,30 @@ func is_websocket_connected() -> bool:
|
||||
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:
|
||||
print("❌ WebSocket 未连接,无法发送消息")
|
||||
return ERR_UNCONFIGURED
|
||||
|
||||
var err: Error = _websocket_peer.send_text(message)
|
||||
if err != OK:
|
||||
print("❌ WebSocket 发送消息失败: ", error_string(err))
|
||||
return err
|
||||
|
||||
print("📤 发送 WebSocket 消息: ", message)
|
||||
return OK
|
||||
|
||||
# ============================================================================
|
||||
# 公共 API - 自动重连
|
||||
# ============================================================================
|
||||
@@ -193,16 +276,17 @@ func enable_auto_reconnect(enabled: bool, max_attempts: int = DEFAULT_MAX_RECONN
|
||||
print("最大重连次数: ", _max_reconnect_attempts)
|
||||
print("基础重连延迟: ", _reconnect_base_delay, " 秒")
|
||||
|
||||
# 获取 Socket.IO 客户端
|
||||
# 获取重连信息
|
||||
#
|
||||
# 返回值:
|
||||
# SocketIOClient - Socket.IO 客户端实例
|
||||
#
|
||||
# 使用示例:
|
||||
# var socket = WebSocketManager.get_socket_client()
|
||||
# socket.emit("chat", {"t": "chat", "content": "Hello"})
|
||||
func get_socket_client() -> SocketIOClient:
|
||||
return _socket_client
|
||||
# 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
|
||||
@@ -220,12 +304,41 @@ func _set_connection_state(new_state: ConnectionState) -> void:
|
||||
connection_state_changed.emit(new_state)
|
||||
|
||||
# ============================================================================
|
||||
# 内部方法 - Socket 事件处理
|
||||
# 内部方法 - WebSocket 状态监控
|
||||
# ============================================================================
|
||||
|
||||
# Socket 连接成功处理
|
||||
func _on_socket_connected() -> void:
|
||||
print("✅ WebSocketManager: Socket 连接成功")
|
||||
# 检查 WebSocket 状态变化
|
||||
func _check_websocket_state() -> void:
|
||||
# 必须先 poll 才能获取最新状态
|
||||
_websocket_peer.poll()
|
||||
|
||||
var state: WebSocketPeer.State = _websocket_peer.get_ready_state()
|
||||
|
||||
match state:
|
||||
WebSocketPeer.STATE_CONNECTING:
|
||||
# 正在连接
|
||||
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
|
||||
_set_connection_state(ConnectionState.CONNECTING)
|
||||
|
||||
WebSocketPeer.STATE_OPEN:
|
||||
# 连接成功
|
||||
if _connection_state != ConnectionState.CONNECTED:
|
||||
_on_websocket_connected()
|
||||
|
||||
WebSocketPeer.STATE_CLOSING:
|
||||
# 正在关闭
|
||||
pass
|
||||
|
||||
WebSocketPeer.STATE_CLOSED:
|
||||
# 连接关闭
|
||||
var code: int = _websocket_peer.get_close_code()
|
||||
var reason: String = _websocket_peer.get_close_reason()
|
||||
print("🔌 WebSocket 关闭: code=%d, reason=%s" % [code, reason])
|
||||
_on_websocket_closed(code != 0) # code=0 表示正常关闭
|
||||
|
||||
# WebSocket 连接成功处理
|
||||
func _on_websocket_connected() -> void:
|
||||
print("✅ WebSocketManager: WebSocket 连接成功")
|
||||
|
||||
# 如果是重连,发射重连成功信号
|
||||
if _connection_state == ConnectionState.RECONNECTING:
|
||||
@@ -235,9 +348,9 @@ func _on_socket_connected() -> void:
|
||||
|
||||
_set_connection_state(ConnectionState.CONNECTED)
|
||||
|
||||
# Socket 连接断开处理
|
||||
func _on_socket_disconnected(clean_close: bool) -> void:
|
||||
print("🔌 WebSocketManager: Socket 连接断开")
|
||||
# WebSocket 连接关闭处理
|
||||
func _on_websocket_closed(clean_close: bool) -> void:
|
||||
print("🔌 WebSocketManager: WebSocket 连接断开")
|
||||
print(" 正常关闭: ", clean_close)
|
||||
|
||||
_clean_close = clean_close
|
||||
@@ -249,11 +362,6 @@ func _on_socket_disconnected(clean_close: bool) -> void:
|
||||
else:
|
||||
_set_connection_state(ConnectionState.DISCONNECTED)
|
||||
|
||||
# Socket 错误处理
|
||||
func _on_socket_error(error: String) -> void:
|
||||
print("❌ WebSocketManager: Socket 错误 - ", error)
|
||||
_set_connection_state(ConnectionState.ERROR)
|
||||
|
||||
# ============================================================================
|
||||
# 内部方法 - 重连机制
|
||||
# ============================================================================
|
||||
@@ -280,7 +388,7 @@ func _attempt_reconnect() -> void:
|
||||
_set_connection_state(ConnectionState.RECONNECTING)
|
||||
|
||||
# 计算重连延迟(指数退避)
|
||||
var delay := _calculate_reconnect_delay()
|
||||
var delay: float = _calculate_reconnect_delay()
|
||||
print("🔄 尝试重连 (", _reconnect_attempt, "/", _max_reconnect_attempts, ")")
|
||||
print(" 延迟: ", delay, " 秒")
|
||||
|
||||
@@ -298,7 +406,36 @@ func _calculate_reconnect_delay() -> float:
|
||||
# 重连定时器超时处理
|
||||
func _on_reconnect_timeout() -> void:
|
||||
print("⏰ 重连定时器超时,开始重连...")
|
||||
_socket_client.connect_to_server(WEBSOCKET_URL)
|
||||
_clean_close = false
|
||||
connect_to_game_server()
|
||||
|
||||
# ============================================================================
|
||||
# 内部方法 - 心跳机制
|
||||
# ============================================================================
|
||||
|
||||
# 设置心跳定时器
|
||||
func _setup_heartbeat_timer() -> void:
|
||||
_heartbeat_timer = Timer.new()
|
||||
_heartbeat_timer.wait_time = HEARTBEAT_INTERVAL
|
||||
_heartbeat_timer.one_shot = false
|
||||
_heartbeat_timer.autostart = false
|
||||
add_child(_heartbeat_timer)
|
||||
|
||||
_heartbeat_timer.timeout.connect(_on_heartbeat)
|
||||
|
||||
# 启动心跳
|
||||
func _start_heartbeat() -> void:
|
||||
_heartbeat_timer.start()
|
||||
|
||||
# 停止心跳
|
||||
func _stop_heartbeat() -> void:
|
||||
_heartbeat_timer.stop()
|
||||
|
||||
# 心跳超时处理
|
||||
func _on_heartbeat() -> void:
|
||||
# 不发送心跳,避免服务器返回 "消息格式错误"
|
||||
# 如果需要心跳,服务器应该支持特定格式
|
||||
pass
|
||||
|
||||
# ============================================================================
|
||||
# 工具方法
|
||||
@@ -322,15 +459,3 @@ func get_state_description() -> String:
|
||||
return "错误"
|
||||
_:
|
||||
return "未知状态"
|
||||
|
||||
# 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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user