DO-79 [Feat] 강제 종료 처리
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@ -31,6 +31,7 @@
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RevengeConfirmed, // 재대결 수락 전송 확인
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RevengeRejected, // 재대결 거절 수신
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RevengeRejectionConfirmed, // 재대결 거절 전송 확인
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ReceiveTimeout // 상대방이 타임 아웃일 때
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ReceiveTimeout, // 상대방이 타임 아웃일 때
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OpponentDisconnected
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};
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}
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@ -113,12 +113,19 @@ public partial class GameLogic : IDisposable
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StartGameOnMainThread();
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break;
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case Constants.MultiplayManagerState.ExitRoom:
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Debug.Log("## Exit Room");
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Debug.Log("## Exit Room");
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// TODO: Exit Room 처리
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break;
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case Constants.MultiplayManagerState.EndGame:
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Debug.Log("## End Game");
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// TODO: End Room 처리
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ExecuteOnMainThread(() =>
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 연결이 끊어졌습니다.", () =>
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{
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GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
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EndGame(Enums.GameResult.Win);
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});
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});
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break;
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case Constants.MultiplayManagerState.DoSurrender:
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Debug.Log("상대방의 항복 요청 들어옴");
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@ -264,7 +271,11 @@ public partial class GameLogic : IDisposable
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});
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});
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break;
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}
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case Constants.MultiplayManagerState.OpponentDisconnected:
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Debug.Log("상대방 강제 종료");
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// 실제로 실행되지 않음. 상대방 강제 종료 시에는 EndGame으로 처리됨
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break;
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}
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
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});
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@ -131,4 +131,10 @@ public class GameManager : Singleton<GameManager>
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if (_gameLogic == null) return;
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_gameLogic.RequestDrawChance = false;
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}
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private void OnApplicationQuit()
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{
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Debug.Log("앱 종료 감지: 소켓 연결 정리 중...");
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_gameLogic?.Dispose();
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}
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}
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@ -113,7 +113,9 @@ public class MultiplayManager : IDisposable
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_socket.On("revengeConfirmed", RevengeConfirmed);
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_socket.On("revengeRejected", RevengeRejected);
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_socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed);
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// 강제 종료 처리
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_socket.On("opponentDisconnected", OpponentDisconnected);
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_socket.Connect();
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}
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catch (Exception e)
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@ -212,6 +214,7 @@ public class MultiplayManager : IDisposable
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return;
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}
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Debug.Log("방 나감");
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_socket.Emit("leaveRoom", new { roomId = _roomId });
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_roomId = null; // 방 나가면 roomId 초기화
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}
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@ -337,6 +340,13 @@ public class MultiplayManager : IDisposable
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_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
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}
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private void DerawRejectionConfirmed(SocketIOResponse response)
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{
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var data = response.GetValue<MessageData>();
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_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
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}
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#endregion
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@ -414,6 +424,13 @@ public class MultiplayManager : IDisposable
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_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
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}
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private void OpponentDisconnected(SocketIOResponse response)
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{
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var data = response.GetValue<MessageData>();
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_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.OpponentDisconnected, data.message);
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}
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#endregion
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public void Dispose()
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