71 lines
3.2 KiB
C#
71 lines
3.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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// PASS-7 STUB: 1,495-line body dropped. RealTimeNetworkAgent is the client-side
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// Socket.IO transport singleton — connect / emit / handle-receive / disconnect / recovery-
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// record / gungnir-heartbeat. In the headless node the same wire moves through
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// SessionBattleEngine and SVSim.BattleNode; ToolboxGame.RealTimeNetworkAgent is
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// ambient-backed and returns null when no scope has attached a real agent (which
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// is always for headless). The type still has to exist because callers hold field
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// references (`NetworkStandardBattleMgr._agent` etc.) and use static methods
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// (`RealTimeNetworkAgent.IsFromResumeData`, `IsNormalNetworkBattle`).
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//
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// This stub keeps the ~30 members callers touch, all as no-ops / default returns.
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// The MonoBehaviour base + enums stay so the type surface stays wire-compatible.
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// Any actual RTA invocation in headless would be a call on a null instance —
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// which is the CURRENT behavior in production; the null-guards / `?.` patterns
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// in call sites already handle it.
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public class RealTimeNetworkAgent : MonoBehaviour
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{
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public enum EmitCategory
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{
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}
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public enum MatchingStatus
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{
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Loaded = 40,
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Prepared = 50 }
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public enum DESTROY_OBJECT_LOG
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{
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WatchMaintenance }
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public static FinishTaskBase FinishTaskBase;
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public Action<NetworkBattleDefine.NetworkBattleURI> OnEmit;
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public Action<Dictionary<string, object>> OnAck;
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public NetworkStatus OpponentNetworkStatus { get; protected set; }
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public NetworkStatus PlayerNetworkStatus { get; private set; }
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public bool IsReceiveSelfDisconnect => false;
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public int LastEmitSeqNumber => 0;
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public INetworkLogger<NetworkLog> NetworkLogger { get; protected set; }
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public int GetIsFirstPlayer() => 0;
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public void SetCurrentMatchingStatus(MatchingStatus status) { }
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public void SetNetworkBattleMgr(NetworkBattleManagerBase mgr) { }
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public static bool IsFromResumeData(Dictionary<string, object> data) => false;
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public static void ReconnectSocketAndLogFlagOn() { }
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public object ReconnectSocket() => null;
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public bool IsOpen() => false;
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// The URI overload fires OnEmit — the O1 liveness signal that the test-side
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// HeadlessEngineEnv (M13 EmitPathReadOracle) subscribes to. Preserving this call
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// was the entire reason RTA still exists as a stub rather than being deleted.
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public void EmitMsgPack(NetworkBattleDefine.NetworkBattleURI uri, Dictionary<string, object> info = null, Action onFinishedSend = null, bool isGetableAck = true, int fixedSeqNumber = -1, bool isStockData = true, bool isNotActionSeq = false)
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{
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OnEmit?.Invoke(uri);
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}
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public void EmitHandData(List<object> parameters, NetworkBattleSender.HAND_URI_TYPE uri, bool isSkipDuplicateCheck = false) { }
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public bool GetTurnState() => false;
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public void FinishBattleTask() { }
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public void CallMaintenanceError() { }
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public virtual void StopNetworkBattle(bool isNotCloseWindow = false) { }
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public void DestroyObj(DESTROY_OBJECT_LOG log) { }
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public void ResetDisconnectLogNum() { }
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public int GetTurnSequence() => 0;
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}
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