Merge branch 'main' into DO-83-사운드-추가-및-적용

This commit is contained in:
99jamin 2025-03-28 16:02:14 +09:00
commit b13a76d0a0
5 changed files with 88 additions and 6 deletions

View File

@ -31,6 +31,7 @@
RevengeConfirmed, // 재대결 수락 전송 확인 RevengeConfirmed, // 재대결 수락 전송 확인
RevengeRejected, // 재대결 거절 수신 RevengeRejected, // 재대결 거절 수신
RevengeRejectionConfirmed, // 재대결 거절 전송 확인 RevengeRejectionConfirmed, // 재대결 거절 전송 확인
ReceiveTimeout // 상대방이 타임 아웃일 때 ReceiveTimeout, // 상대방이 타임 아웃일 때
OpponentDisconnected
}; };
} }

View File

@ -34,6 +34,7 @@ public partial class GameLogic : IDisposable
public int SelectedRow { get; private set; } public int SelectedRow { get; private set; }
public int SelectedCol { get; private set; } public int SelectedCol { get; private set; }
public FioTimer FioTimer { get; private set; } public FioTimer FioTimer { get; private set; }
public bool GameInProgress { get; private set; } // 게임 진행 중인지 확인
#endregion #endregion
@ -113,12 +114,18 @@ public partial class GameLogic : IDisposable
StartGameOnMainThread(); StartGameOnMainThread();
break; break;
case Constants.MultiplayManagerState.ExitRoom: case Constants.MultiplayManagerState.ExitRoom:
Debug.Log("## Exit Room"); Debug.Log("## Exit Room");
// TODO: Exit Room 처리 // TODO: Exit Room 처리
break; break;
case Constants.MultiplayManagerState.EndGame: case Constants.MultiplayManagerState.EndGame:
Debug.Log("## End Game"); Debug.Log("## End Game");
// TODO: End Room 처리 ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.", () =>
{
// TODO: 무승부/항복 등 버튼 동작 안하도록 처리
});
});
break; break;
case Constants.MultiplayManagerState.DoSurrender: case Constants.MultiplayManagerState.DoSurrender:
Debug.Log("상대방의 항복 요청 들어옴"); Debug.Log("상대방의 항복 요청 들어옴");
@ -213,6 +220,7 @@ public partial class GameLogic : IDisposable
break; break;
case Constants.MultiplayManagerState.ReceiveRevengeRequest: case Constants.MultiplayManagerState.ReceiveRevengeRequest:
Debug.Log("상대방의 재대결 요청이 들어옴"); Debug.Log("상대방의 재대결 요청이 들어옴");
ChangeGameInProgress(true);
ExecuteOnMainThread(() => ExecuteOnMainThread(() =>
{ {
GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () => GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
@ -288,7 +296,18 @@ public partial class GameLogic : IDisposable
}); });
}); });
break; break;
} case Constants.MultiplayManagerState.OpponentDisconnected:
Debug.Log("상대방 강제 종료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("연결이 끊어졌습니다.", () =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
});
break;
}
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB"); ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
}); });
@ -349,6 +368,9 @@ public partial class GameLogic : IDisposable
// 메인스레드에서 게임 시작 // 메인스레드에서 게임 시작
private void StartGameOnMainThread() private void StartGameOnMainThread()
{ {
ChangeGameInProgress(true);
Debug.Log("GameInProgress 변경 true");
ExecuteOnMainThread(() => ExecuteOnMainThread(() =>
{ {
// 로딩 패널 열려있으면 닫기 // 로딩 패널 열려있으면 닫기
@ -497,6 +519,8 @@ public partial class GameLogic : IDisposable
// 기존 멀티플레이 상태 초기화 // 기존 멀티플레이 상태 초기화
MultiPlayManager = null; MultiPlayManager = null;
_roomId = null; _roomId = null;
GameType = Enums.GameType.SinglePlay;
// 싱글 플레이 상태로 변경 // 싱글 플레이 상태로 변경
InitializeSinglePlayMode(); InitializeSinglePlayMode();
@ -560,10 +584,24 @@ public partial class GameLogic : IDisposable
} }
#endregion #endregion
public void ChangeGameInProgress(bool inProgress)
{
if (GameInProgress == inProgress)
return;
GameInProgress = inProgress;
}
public void Dispose() public void Dispose()
{ {
MultiPlayManager?.LeaveRoom(_roomId); MultiPlayManager?.LeaveRoom(_roomId);
MultiPlayManager?.Dispose(); MultiPlayManager?.Dispose();
} }
public void ForceQuit()
{
MultiPlayManager?.ForceQuit(_roomId);
MultiPlayManager?.Dispose();
}
} }

View File

@ -152,4 +152,15 @@ public class GameManager : Singleton<GameManager>
_gameLogic.EndGame(Enums.GameResult.Draw); _gameLogic.EndGame(Enums.GameResult.Draw);
} }
private void OnApplicationQuit()
{
Debug.Log("앱 종료 감지: 소켓 연결 정리 중...");
if(_gameLogic.GameInProgress)
_gameLogic?.ForceQuit();
else
_gameLogic?.Dispose();
}
} }

View File

@ -1,4 +1,6 @@
public partial class GameLogic using UnityEngine;
public partial class GameLogic
{ {
// 돌 카운터 증가 함수 // 돌 카운터 증가 함수
public void CountStoneCounter() => _totalStoneCounter++; public void CountStoneCounter() => _totalStoneCounter++;
@ -85,6 +87,8 @@
SetState(null); SetState(null);
ReplayManager.Instance.SaveReplayDataResult(result); ReplayManager.Instance.SaveReplayDataResult(result);
//TODO: 게임 종료 후 행동 구현 //TODO: 게임 종료 후 행동 구현
ChangeGameInProgress(false);
Debug.Log("GameInProgress 변경 false");
} }
public void SetLastPositioned(int row, int col) public void SetLastPositioned(int row, int col)

View File

@ -113,7 +113,9 @@ public class MultiplayManager : IDisposable
_socket.On("revengeConfirmed", RevengeConfirmed); _socket.On("revengeConfirmed", RevengeConfirmed);
_socket.On("revengeRejected", RevengeRejected); _socket.On("revengeRejected", RevengeRejected);
_socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed); _socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed);
// 강제 종료 처리
_socket.On("opponentDisconnected", OpponentDisconnected);
_socket.Connect(); _socket.Connect();
} }
catch (Exception e) catch (Exception e)
@ -216,6 +218,18 @@ public class MultiplayManager : IDisposable
_roomId = null; // 방 나가면 roomId 초기화 _roomId = null; // 방 나가면 roomId 초기화
} }
public void ForceQuit(string roomId)
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("Disconnect 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("disconnect", new { roomId = _roomId });
_roomId = null; // 방 나가면 roomId 초기화
}
public void RequestSurrender() public void RequestSurrender()
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
@ -337,6 +351,13 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
} }
private void DerawRejectionConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
}
#endregion #endregion
@ -414,6 +435,13 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
} }
private void OpponentDisconnected(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.OpponentDisconnected, data.message);
}
#endregion #endregion
public void Dispose() public void Dispose()