KCP gameserver with packet dispatch, scene streaming, combat, gacha and the shop, plus a small HTTP server for the login flow and the wish history page. Game data under assets is pulled out of the client instead of being typed by hand. The excel tables come from the packed bin container and the spawn points from the compiled scene scripts.
23 lines
970 B
C#
23 lines
970 B
C#
using System.Net.Sockets;
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namespace Yuanshen.Kcp
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{
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/// <summary>
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/// A conversation or a channel over the transport.
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/// </summary>
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public interface IKcpConversation : IDisposable
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{
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/// <summary>
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/// Put message into the receive queue of the channel.
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/// </summary>
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/// <param name="packet">The packet content with the optional conversation ID. This buffer should not contain space for pre-buffer and post-buffer.</param>
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/// <param name="cancellationToken">The token to cancel this operation.</param>
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/// <returns>A <see cref="ValueTask"/> that completes when the packet is put into the receive queue.</returns>
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ValueTask InputPakcetAsync(UdpReceiveResult packet, CancellationToken cancellationToken);
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/// <summary>
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/// Mark the underlying transport as closed. Abort all active send or receive operations.
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/// </summary>
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void SetTransportClosed();
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}
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}
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