Files
SVSimServer/SVSim.BattleEngine/Engine/StockEmitMgr.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

117 lines
2.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
public class StockEmitMgr : StockSequenceMgr
{
private List<Dictionary<string, object>> _pubSequenceSendAllData = new List<Dictionary<string, object>>();
public static float WAIT_ACK_TIMEOUT = 3f;
private long _emitTime;
public static float ACK_NOT_RECEIVE_LOG_TIME = 15f;
public int SequenceNumber { get; private set; }
public long EmitToAckCheckTime { get; private set; }
public bool IsReceiveAck { get; private set; }
public StockEmitMgr(string name)
: base(name)
{
SequenceNumber = 1;
}
public override void StockData(Dictionary<string, object> data)
{
base.StockData(data);
bool flag = false;
if (_pubSequenceSendAllData.Count > 0)
{
for (int i = 0; i < _pubSequenceSendAllData.Count; i++)
{
if (_pubSequenceSendAllData[i].ContainsKey("pubSeq") && data.ContainsKey("pubSeq") && _pubSequenceSendAllData[i]["pubSeq"] == data["pubSeq"])
{
flag = true;
break;
}
}
}
if (!flag)
{
_pubSequenceSendAllData.Add(data);
}
}
public void AddSequenceNumber()
{
SequenceNumber++;
}
public void ResetSequence()
{
SequenceNumber = 1;
_pubSequenceSendAllData.Clear();
}
public Dictionary<string, object> GetSelectData(int num)
{
Dictionary<string, object> dictionary = sequenceDataList.FirstOrDefault((Dictionary<string, object> d) => GetSequenceNumber(d) == num);
if (dictionary == null)
{
dictionary = _pubSequenceSendAllData.FirstOrDefault((Dictionary<string, object> d) => GetSequenceNumber(d) == num);
}
return dictionary;
}
public Dictionary<string, object> GetAllSelectData(int num)
{
return _pubSequenceSendAllData.FirstOrDefault((Dictionary<string, object> d) => GetSequenceNumber(d) == num);
}
public void FirstAddSequenceDataList(Dictionary<string, object> info)
{
lock (sequenceDataList)
{
sequenceDataList.Insert(0, info);
}
}
public List<Dictionary<string, object>> GetSequenceAllData()
{
return sequenceDataList;
}
public void Recovery(int sequenceNumber)
{
SequenceNumber = sequenceNumber;
ClearSequenceDataList();
}
public void SetEmitTime(long emitTime)
{
_emitTime = emitTime;
if (IsReceiveAck)
{
SetEmitToAckCheckTime(emitTime);
}
IsReceiveAck = false;
}
public void SetEmitToAckCheckTime(long time)
{
EmitToAckCheckTime = time;
}
public void SetReceiveAck()
{
IsReceiveAck = true;
}
public long GetEmitTime()
{
return _emitTime;
}
}