继续提交

This commit is contained in:
2025-07-12 14:33:41 +08:00
parent 68a9508f4d
commit 5dc4535423
389 changed files with 3009 additions and 6977 deletions

View File

@@ -70,7 +70,6 @@ func _update_connection_status():
if not is_connected:
is_connected = true
tcp.set_no_delay(true) # 禁用Nagle算法提高响应速度
print("已连接到服务器")
emit_signal("connected_to_server")
StreamPeerTCP.STATUS_ERROR:
@@ -109,11 +108,8 @@ func _process_buffer():
if error == OK:
var data = json.get_data()
#print("收到JSON数据: ", data)
emit_signal("data_received", data)
else:
# 非JSON格式数据直接传递
#print("收到原始数据: ", message_text)
emit_signal("data_received", message_text)
func send_data(data):

View File

@@ -9,20 +9,33 @@ extends Panel
@onready var response_label = $Scroll/ResponseLabel
@onready var connection_button = $ConnectionButton
#所有面板
#==========================所有面板=================================
#大面板
@onready var main_game = get_node("/root/main")
@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
@onready var item_store_panel: Panel = $'../ItemStorePanel'
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
@onready var crop_store_panel: Panel = $'../CropStorePanel'
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
@onready var item_store_panel: Panel = $'../ItemStorePanel'
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
@onready var login_panel: PanelContainer = $'../LoginPanel'
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
@onready var crop_store_panel: Panel = $'../CropStorePanel'
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
@onready var pet_store_panel: Panel = $'../PetStorePanel'
@onready var pet_bag_panel: Panel = $'../PetBagPanel'
@onready var pet_fight_panel: Panel = $'../PetFightPanel'
#小面板
@onready var land_panel: Panel = $'../../SmallPanel/LandPanel'
@onready var load_progress_panel: Panel = $'../../SmallPanel/LoadProgressPanel'
@onready var account_setting_panel: Panel = $'../../SmallPanel/AccountSettingPanel'
@onready var one_click_plant_panel: Panel = $'../../SmallPanel/OneClickPlantPanel'
@onready var online_gift_panel: Panel = $'../../SmallPanel/OnlineGiftPanel'
@onready var debug_panel: Panel = $'../../SmallPanel/DebugPanel'
@onready var pet_inform_panel: Panel = $'../../SmallPanel/PetInformPanel'
@onready var global_server_broadcast_panel: Panel = $'../../SmallPanel/GlobalServerBroadcastPanel'
@onready var scare_crow_panel: Panel = $'../../SmallPanel/ScareCrowPanel'
@onready var wisdom_tree_panel: Panel = $'../../SmallPanel/WisdomTreePanel'
#==========================所有面板=================================
# TCP客户端
var client: TCPClient = TCPClient.new()
@@ -81,8 +94,8 @@ func _process(delta):
connection_button.text = "连接"
# 通知主游戏更新在线人数显示
if main_game and main_game.has_method("_update_online_players_display"):
main_game._update_online_players_display(0, false, false)
main_game._update_online_players_display(0, false, false)
# 处理延迟测量
if client.is_client_connected():
@@ -109,9 +122,10 @@ func _process(delta):
# 更新状态显示
update_connection_status()
#连接成功后处理
func _on_connected():
print("成功连接到服务器: ", server_configs[current_server_index]["name"])
status_label.text = "已连接 ..."
status_label.text = "已连接"
status_label.modulate = Color.GREEN
connection_button.text = "断开"
is_trying_to_connect = false
@@ -128,6 +142,7 @@ func _on_connected():
"content": "你好,服务器!"
})
#===================请求数据=======================
# 连接成功后立即请求作物数据
sendGetCropData()
@@ -139,7 +154,10 @@ func _on_connected():
# 立即开始第一次ping测量
send_ping()
#===================请求数据=======================
#连接失败后处理
func _on_connection_failed():
print("连接失败: ", server_configs[current_server_index]["name"])
status_label.text = "连接失败 - " + server_configs[current_server_index]["name"]
@@ -154,8 +172,10 @@ func _on_connection_failed():
# 通知主游戏更新在线人数显示
main_game._update_online_players_display(0, false, false)
# 通知主游戏连接已断开,显示登录面板,以便重新登录
main_game._on_connection_lost()
#连接断开后处理
func _on_connection_closed():
print("连接断开: ", server_configs[current_server_index]["name"])
status_label.text = "连接断开 "
@@ -169,418 +189,310 @@ func _on_connection_closed():
ping_timer = 0.0
# 通知主游戏更新在线人数显示
if main_game and main_game.has_method("_update_online_players_display"):
main_game._update_online_players_display(0, false, false)
# 通知主游戏连接已断开,显示登录面板
main_game._update_online_players_display(0, false, false)
# 通知主游戏连接已断开,显示登录面板,以便重新登录
main_game._on_connection_lost()
#=========================客户端与服务端通信核心=========================================
# ============================= 客户端与服务端通信核心 =====================================
func _on_data_received(data):
# 根据数据类型处理数据
response_label.text = "收到: %s" % JSON.stringify(data)
match typeof(data):
# 只处理字典类型的数据
if typeof(data) != TYPE_DICTIONARY:
return
var message_type = data.get("type", "")
# 基础消息类型
if message_type == "ping" || message_type == "response":
return
# 登录相关消息
if message_type == "login_response":
var status = data.get("status", "")
var message = data.get("message", "")
var player_data = data.get("player_data", {})
login_panel._on_login_response_received(status == "success", message, player_data)
return
if message_type == "register_response":
var status = data.get("status", "")
var message = data.get("message", "")
login_panel._on_register_response_received(status == "success", message)
return
if message_type == "verification_code_response":
var success = data.get("success", false)
var message = data.get("message", "")
login_panel._on_verification_code_response(success, message)
return
if message_type == "verify_code_response":
var success = data.get("success", false)
var message = data.get("message", "")
login_panel._on_verify_code_response(success, message)
return
# 游戏数据更新消息
if message_type == "crop_update":
main_game._handle_crop_update(data)
return
# 玩家操作响应消息
if message_type == "action_response":
var action_type = data.get("action_type", "")
var success = data.get("success", false)
var message = data.get("message", "")
var updated_data = data.get("updated_data", {})
# 收获作物响应
if action_type == "harvest_crop":
if success:
main_game.money = updated_data["money"]
main_game.experience = updated_data["experience"]
main_game.level = updated_data["level"]
main_game.stamina = updated_data["体力值"]
main_game.crop_warehouse = updated_data["作物仓库"]
main_game._update_ui()
main_game.crop_warehouse_panel.update_crop_warehouse_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 种植作物响应
elif action_type == "plant_crop":
if success:
main_game.player_bag = updated_data["player_bag"]
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 购买种子响应
elif action_type == "buy_seed":
if success:
main_game.money = updated_data["money"]
main_game.player_bag = updated_data["player_bag"]
main_game._update_ui()
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 购买道具响应
elif action_type == "buy_item":
if success:
main_game.money = updated_data["money"]
main_game.item_bag = updated_data["道具背包"]
main_game._update_ui()
main_game.item_bag_panel.update_item_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 购买宠物响应
elif action_type == "buy_pet":
if success:
main_game.money = updated_data["money"]
main_game.pet_bag = updated_data["宠物背包"]
main_game._update_ui()
main_game.pet_bag_panel.update_pet_bag_ui()
Toast.show(message, Color.MAGENTA)
else:
Toast.show(message, Color.RED)
# 重命名宠物响应
elif action_type == "rename_pet":
if success:
main_game.pet_bag = updated_data["宠物背包"]
main_game.pet_bag_panel.update_pet_bag_ui()
var pet_id = data.get("pet_id", "")
var new_name = data.get("new_name", "")
pet_inform_panel.on_rename_pet_success(pet_id, new_name)
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 设置巡逻宠物响应
elif action_type == "set_patrol_pet":
if success:
main_game.patrol_pets = updated_data["巡逻宠物"]
main_game.update_patrol_pets()
pet_inform_panel._refresh_patrol_button()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 使用道具响应
elif action_type == "use_item":
if success:
main_game.item_bag = updated_data["道具背包"]
main_game.farm_lots = updated_data["farm_lots"]
main_game.experience = updated_data["experience"]
main_game.level = updated_data["level"]
main_game._update_ui()
main_game._update_farm_lots_state()
main_game.item_bag_panel.update_item_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 开垦土地响应
elif action_type == "dig_ground":
if success:
main_game.money = updated_data["money"]
main_game.experience = updated_data["experience"]
main_game.level = updated_data["level"]
main_game.farm_lots = updated_data["farm_lots"]
main_game.player_bag = updated_data["player_bag"]
main_game._update_ui()
main_game._update_farm_lots_state()
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 铲除作物响应
elif action_type == "remove_crop":
if success:
main_game.money = updated_data["money"]
main_game.farm_lots = updated_data["farm_lots"]
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
# 浇水响应
elif action_type == "water_crop":
if success:
main_game.money = updated_data["money"]
main_game.farm_lots = updated_data["farm_lots"]
main_game.experience = updated_data["experience"]
main_game.level = updated_data["level"]
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.CYAN)
else:
Toast.show(message, Color.RED)
# 施肥响应
elif action_type == "fertilize_crop":
if success:
main_game.money = updated_data["money"]
main_game.farm_lots = updated_data["farm_lots"]
main_game.experience = updated_data["experience"]
main_game.level = updated_data["level"]
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.PURPLE)
else:
Toast.show(message, Color.RED)
# 升级土地响应
elif action_type == "upgrade_land":
if success:
main_game.money = updated_data["money"]
main_game.farm_lots = updated_data["farm_lots"]
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.GOLD)
else:
Toast.show(message, Color.RED)
# 添加新土地响应
elif action_type == "buy_new_ground":
if success:
main_game.money = updated_data["money"]
main_game.farm_lots = updated_data["farm_lots"]
main_game._create_farm_buttons()
main_game._update_farm_lots_state()
main_game._update_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
return
# 游戏功能响应消息
if message_type == "play_time_response":
main_game._handle_play_time_response(data)
elif message_type == "player_rankings_response":
main_game._handle_player_rankings_response(data)
elif message_type == "crop_data_response":
main_game._handle_crop_data_response(data)
elif message_type == "item_config_response":
main_game._handle_item_config_response(data)
elif message_type == "visit_player_response":
main_game._handle_visit_player_response(data)
elif message_type == "return_my_farm_response":
main_game._handle_return_my_farm_response(data)
elif message_type == "like_player_response":
main_game._handle_like_player_response(data)
elif message_type == "online_players_response":
main_game._handle_online_players_response(data)
elif message_type == "daily_check_in_response":
main_game._handle_daily_check_in_response(data)
elif message_type == "check_in_data_response":
main_game._handle_check_in_data_response(data)
elif message_type == "lucky_draw_response":
main_game._handle_lucky_draw_response(data)
elif message_type == "new_player_gift_response":
main_game._handle_new_player_gift_response(data)
elif message_type == "online_gift_data_response":
main_game._handle_online_gift_data_response(data)
elif message_type == "claim_online_gift_response":
main_game._handle_claim_online_gift_response(data)
elif message_type == "pong":
handle_pong_response(data)
elif message_type == "modify_account_info_response":
main_game._handle_account_setting_response(data)
elif message_type == "delete_account_response":
main_game._handle_account_setting_response(data)
elif message_type == "refresh_player_info_response":
main_game._handle_account_setting_response(data)
elif message_type == "steal_caught":
main_game._handle_steal_caught_response(data)
elif message_type == "global_broadcast_message":
main_game._handle_global_broadcast_message(data)
elif message_type == "global_broadcast_response":
main_game._handle_global_broadcast_response(data)
elif message_type == "broadcast_history_response":
main_game._handle_broadcast_history_response(data)
elif message_type == "use_pet_item_response":
main_game._handle_use_pet_item_response(data)
elif message_type == "use_farm_item_response":
main_game._handle_use_farm_item_response(data)
elif message_type == "buy_scare_crow_response":
main_game._handle_buy_scare_crow_response(data)
elif message_type == "modify_scare_crow_config_response":
main_game._handle_modify_scare_crow_config_response(data)
elif message_type == "get_scare_crow_config_response":
main_game._handle_get_scare_crow_config_response(data)
# 智慧树相关响应
elif message_type == "wisdom_tree_operation_response":
var success = data.get("success", false)
var message = data.get("message", "")
var operation_type = data.get("operation_type", "")
var updated_data = data.get("updated_data", {})
wisdom_tree_panel.handle_wisdom_tree_operation_response(success, message, operation_type, updated_data)
elif message_type == "wisdom_tree_message_response":
var success = data.get("success", false)
var message = data.get("message", "")
var updated_data = data.get("updated_data", {})
wisdom_tree_panel.handle_wisdom_tree_message_response(success, message, updated_data)
elif message_type == "wisdom_tree_config_response":
main_game._handle_wisdom_tree_config_response(data)
# ============================= 客户端与服务端通信核心 =====================================
TYPE_DICTIONARY:
# 处理JSON对象
var message_type = data.get("type", "")
match message_type:
"ping": #ping是否在线
return
"response": #服务器通用响应
return
"login_response": #登录响应
var status = data.get("status", "")
var message = data.get("message", "")
var player_data = data.get("player_data", {})
if login_panel:
login_panel._on_login_response_received(status == "success", message, player_data)
"register_response": #注册响应
var status = data.get("status", "")
var message = data.get("message", "")
if login_panel:
login_panel._on_register_response_received(status == "success", message)
"verification_code_response": #验证码发送响应
var success = data.get("success", false)
var message = data.get("message", "")
if login_panel:
login_panel._on_verification_code_response(success, message)
"verify_code_response": #验证码验证响应
var success = data.get("success", false)
var message = data.get("message", "")
if login_panel:
login_panel._on_verify_code_response(success, message)
"crop_update": #作物更新响应
if main_game:
main_game._handle_crop_update(data)
"action_response": #玩家操作响应
if main_game:
# 处理玩家动作到服务端响应消息
var action_type = data.get("action_type", "")
var success = data.get("success", false)
var message = data.get("message", "")
var updated_data = data.get("updated_data", {})
match action_type:
"harvest_crop":#处理收获作物响应
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("experience"):
main_game.experience = updated_data["experience"]
if updated_data.has("level"):
main_game.level = updated_data["level"]
if updated_data.has("体力值"):
main_game.stamina = updated_data["体力值"]
if updated_data.has("作物仓库"):
main_game.crop_warehouse = updated_data["作物仓库"]
# 更新UI
main_game._update_ui()
# 更新作物仓库UI
if main_game.crop_warehouse_panel:
main_game.crop_warehouse_panel.update_crop_warehouse_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"plant_crop":#处理种植作物响应
if success:
# 更新玩家背包
if updated_data.has("player_bag"):
main_game.player_bag = updated_data["player_bag"]
# 更新玩家背包UI
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"buy_seed":#处理购买种子响应
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("player_bag"):
main_game.player_bag = updated_data["player_bag"]
# 更新UI
main_game._update_ui()
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"buy_item":#处理购买道具响应
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("道具背包"):
main_game.item_bag = updated_data["道具背包"]
# 更新UI
main_game._update_ui()
if main_game.item_bag_panel:
main_game.item_bag_panel.update_item_bag_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"buy_pet":#处理购买宠物响应
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("宠物背包"):
main_game.pet_bag = updated_data["宠物背包"]
# 更新UI
main_game._update_ui()
if main_game.pet_bag_panel:
main_game.pet_bag_panel.update_pet_bag_ui()
Toast.show(message, Color.MAGENTA)
else:
Toast.show(message, Color.RED)
"rename_pet":#处理重命名宠物响应
if success:
# 更新玩家数据
if updated_data.has("宠物背包"):
main_game.pet_bag = updated_data["宠物背包"]
# 更新UI
if main_game.pet_bag_panel:
main_game.pet_bag_panel.update_pet_bag_ui()
# 通知宠物信息面板更新
var pet_inform_panel = get_node_or_null("/root/main/BigPanel/SmallPanel/PetInformPanel")
if pet_inform_panel and pet_inform_panel.has_method("on_rename_pet_success"):
var pet_id = data.get("pet_id", "")
var new_name = data.get("new_name", "")
pet_inform_panel.on_rename_pet_success(pet_id, new_name)
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"set_patrol_pet":#处理设置巡逻宠物响应
if success:
# 更新巡逻宠物数据
if updated_data.has("巡逻宠物"):
main_game.patrol_pets = updated_data["巡逻宠物"]
# 更新巡逻宠物显示
if main_game.has_method("update_patrol_pets"):
main_game.update_patrol_pets()
# 更新巡逻按钮状态
var pet_inform_panel = get_node_or_null("/root/main/BigPanel/SmallPanel/PetInformPanel")
if pet_inform_panel and pet_inform_panel.has_method("_refresh_patrol_button"):
pet_inform_panel._refresh_patrol_button()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"use_item":#处理使用道具响应
print("调试:收到道具使用响应")
print(" - success: ", success)
print(" - message: ", message)
print(" - updated_data: ", updated_data)
if success:
print("调试:道具使用成功,开始更新数据")
# 更新玩家数据
if updated_data.has("道具背包"):
main_game.item_bag = updated_data["道具背包"]
print("调试:更新道具背包")
if updated_data.has("farm_lots"):
print("调试:更新地块数据")
main_game.farm_lots = updated_data["farm_lots"]
if updated_data.has("experience"):
main_game.experience = updated_data["experience"]
print("调试:更新经验值: ", main_game.experience)
if updated_data.has("level"):
main_game.level = updated_data["level"]
print("调试:更新等级: ", main_game.level)
# 更新UI
print("调试开始更新UI")
main_game._update_ui()
main_game._update_farm_lots_state()
if main_game.item_bag_panel:
main_game.item_bag_panel.update_item_bag_ui()
print("调试UI更新完成")
Toast.show(message, Color.GREEN)
else:
print("错误:道具使用失败: ", message)
Toast.show(message, Color.RED)
"dig_ground":#处理开垦土地
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("experience"):
main_game.experience = updated_data["experience"]
if updated_data.has("level"):
main_game.level = updated_data["level"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
if updated_data.has("player_bag"):
main_game.player_bag = updated_data["player_bag"]
# 更新UI
main_game._update_ui()
main_game._update_farm_lots_state()
# 更新背包UI
if main_game.player_bag_panel:
main_game.player_bag_panel.update_player_bag_ui()
Toast.show(message, Color.GREEN, 3.0, 1.0)
else:
Toast.show(message, Color.RED)
"remove_crop":#处理铲除作物
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
# 更新UI
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"water_crop":#处理浇水
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
if updated_data.has("experience"):
main_game.experience = updated_data["experience"]
if updated_data.has("level"):
main_game.level = updated_data["level"]
# 更新UI
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.CYAN)
else:
Toast.show(message, Color.RED)
"fertilize_crop":#处理施肥
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
if updated_data.has("experience"):
main_game.experience = updated_data["experience"]
if updated_data.has("level"):
main_game.level = updated_data["level"]
# 更新UI
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.PURPLE)
else:
Toast.show(message, Color.RED)
"upgrade_land":#处理升级土地
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
# 更新UI
main_game._update_ui()
main_game._update_farm_lots_state()
Toast.show(message, Color.GOLD)
else:
Toast.show(message, Color.RED)
"buy_new_ground":#处理添加新土地
if success:
# 更新玩家数据
if updated_data.has("money"):
main_game.money = updated_data["money"]
if updated_data.has("farm_lots"):
main_game.farm_lots = updated_data["farm_lots"]
# 重新创建UI来显示新地块
main_game._create_farm_buttons()
main_game._update_farm_lots_state()
main_game._update_ui()
Toast.show(message, Color.GREEN)
else:
Toast.show(message, Color.RED)
"play_time_response": #游玩时间统计响应
if main_game and main_game.has_method("_handle_play_time_response"):
main_game._handle_play_time_response(data)
"player_rankings_response": #玩家排行榜响应
if main_game and main_game.has_method("_handle_player_rankings_response"):
main_game._handle_player_rankings_response(data)
"crop_data_response": #作物数据更新响应
if main_game and main_game.has_method("_handle_crop_data_response"):
main_game._handle_crop_data_response(data)
"item_config_response": #道具配置数据响应
if main_game and main_game.has_method("_handle_item_config_response"):
main_game._handle_item_config_response(data)
"visit_player_response": #访问玩家响应
if main_game and main_game.has_method("_handle_visit_player_response"):
main_game._handle_visit_player_response(data)
"return_my_farm_response": #返回我的农场响应
if main_game and main_game.has_method("_handle_return_my_farm_response"):
main_game._handle_return_my_farm_response(data)
"like_player_response": #点赞玩家响应
if main_game and main_game.has_method("_handle_like_player_response"):
main_game._handle_like_player_response(data)
"online_players_response": #玩家在线响应
if main_game and main_game.has_method("_handle_online_players_response"):
main_game._handle_online_players_response(data)
"daily_check_in_response": #每日签到响应
if main_game and main_game.has_method("_handle_daily_check_in_response"):
main_game._handle_daily_check_in_response(data)
"check_in_data_response": #获取签到数据响应
if main_game and main_game.has_method("_handle_check_in_data_response"):
main_game._handle_check_in_data_response(data)
"lucky_draw_response": #幸运抽奖响应
if main_game and main_game.has_method("_handle_lucky_draw_response"):
main_game._handle_lucky_draw_response(data)
"new_player_gift_response": #新手大礼包响应
if main_game and main_game.has_method("_handle_new_player_gift_response"):
main_game._handle_new_player_gift_response(data)
"online_gift_data_response": #在线礼包数据响应
if main_game and main_game.has_method("_handle_online_gift_data_response"):
main_game._handle_online_gift_data_response(data)
"claim_online_gift_response": #领取在线礼包响应
if main_game and main_game.has_method("_handle_claim_online_gift_response"):
main_game._handle_claim_online_gift_response(data)
"pong": #延迟检测响应
handle_pong_response(data)
"modify_account_info_response": #修改账号信息响应
if main_game and main_game.has_method("_handle_account_setting_response"):
main_game._handle_account_setting_response(data)
"delete_account_response": #删除账号响应
if main_game and main_game.has_method("_handle_account_setting_response"):
main_game._handle_account_setting_response(data)
"refresh_player_info_response": #刷新玩家信息响应
if main_game and main_game.has_method("_handle_account_setting_response"):
main_game._handle_account_setting_response(data)
"steal_caught": #偷菜被发现响应
if main_game and main_game.has_method("_handle_steal_caught_response"):
main_game._handle_steal_caught_response(data)
"global_broadcast_message": #全服大喇叭消息
if main_game and main_game.has_method("_handle_global_broadcast_message"):
main_game._handle_global_broadcast_message(data)
"global_broadcast_response": #全服大喇叭发送响应
if main_game and main_game.has_method("_handle_global_broadcast_response"):
main_game._handle_global_broadcast_response(data)
"broadcast_history_response": #全服大喇叭历史消息响应
if main_game and main_game.has_method("_handle_broadcast_history_response"):
main_game._handle_broadcast_history_response(data)
"use_pet_item_response": #宠物使用道具响应
if main_game and main_game.has_method("_handle_use_pet_item_response"):
main_game._handle_use_pet_item_response(data)
"use_farm_item_response": #农场道具使用响应
if main_game and main_game.has_method("_handle_use_farm_item_response"):
main_game._handle_use_farm_item_response(data)
"buy_scare_crow_response": #购买稻草人响应
if main_game and main_game.has_method("_handle_buy_scare_crow_response"):
main_game._handle_buy_scare_crow_response(data)
"modify_scare_crow_config_response": #修改稻草人配置响应
if main_game and main_game.has_method("_handle_modify_scare_crow_config_response"):
main_game._handle_modify_scare_crow_config_response(data)
"get_scare_crow_config_response": #获取稻草人配置响应
if main_game and main_game.has_method("_handle_get_scare_crow_config_response"):
main_game._handle_get_scare_crow_config_response(data)
"wisdom_tree_operation_response": #智慧树操作响应
var success = data.get("success", false)
var message = data.get("message", "")
var operation_type = data.get("operation_type", "")
var updated_data = data.get("updated_data", {})
if wisdom_tree_panel and wisdom_tree_panel.has_method("handle_wisdom_tree_operation_response"):
wisdom_tree_panel.handle_wisdom_tree_operation_response(success, message, operation_type, updated_data)
"wisdom_tree_message_response": #智慧树消息发送响应
var success = data.get("success", false)
var message = data.get("message", "")
var updated_data = data.get("updated_data", {})
if wisdom_tree_panel and wisdom_tree_panel.has_method("handle_wisdom_tree_message_response"):
wisdom_tree_panel.handle_wisdom_tree_message_response(success, message, updated_data)
"wisdom_tree_config_response": #智慧树配置响应
if main_game and main_game.has_method("_handle_wisdom_tree_config_response"):
main_game._handle_wisdom_tree_config_response(data)
_:
# 显示其他类型的消息
return
_:
# 处理非JSON数据
return
#=========================客户端与服务端通信核心=========================================
#=====================================网络连接基本处理=========================================
@@ -604,15 +516,11 @@ func connect_to_current_server():
status_label.text = "正在连接 " + config["name"] + "..."
status_label.modulate = Color.YELLOW
print("=== 尝试连接服务器 ===")
print("服务器名称: ", config["name"])
print("服务器地址: ", config["host"], ":", config["port"])
print("服务器索引: ", current_server_index, "/", server_configs.size() - 1)
is_trying_to_connect = true
connection_start_time = Time.get_unix_time_from_system()
client.connect_to_server(config["host"], config["port"])
#手动发送消息处理
func _on_send_button_pressed():
if not client.is_client_connected():
@@ -636,6 +544,7 @@ func _on_send_button_pressed():
#=====================================网络操作处理=========================================
#=====================================客户端向服务端发送消息处理=========================================
#发送登录信息
func sendLoginInfo(username, password):
@@ -1180,8 +1089,7 @@ func handle_pong_response(data = null):
var current_time = Time.get_unix_time_from_system()
current_ping = int((current_time - ping_start_time) * 1000) # 转换为毫秒
is_measuring_ping = false
#print("延迟: ", current_ping, "ms")
# 更新连接状态显示
update_connection_status()