249 lines
9.6 KiB
C#
249 lines
9.6 KiB
C#
using UnityEngine;
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using Mirror;
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using Mirror.BouncyCastle.Tls.Crypto.Impl.BC;
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public class NetworkMessageHandler : MonoBehaviour
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{
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public static NetworkMessageHandler Instance;
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public static NetworkConnectionToClient CurrentConn;
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject);
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}
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}
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private void Start()
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{
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NetworkServer.RegisterHandler<GameMessage>(OnClientMessageReceived);
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}
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void OnClientMessageReceived(NetworkConnectionToClient conn, GameMessage msg)
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{
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Debug.Log($"收到客戶端訊息: {msg.action} {msg.payload}");
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switch (msg.action)
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{
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case "welcome":
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{
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switch (msg.payload)
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{
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case "hello":
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if (ServerHomeWaittingSceneController.Instance != null)
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{
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CurrentConn = conn;
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ServerHomeWaittingSceneController.Instance.OnClientConnected();
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SendMessageToClient("welcome", "hello");
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// clean data
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GlobalData.ResetGameData();
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ServerWorkMessagePanel.cleanData();
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ServerWorkMessagePanel.workMessageCount = 0;
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}
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break;
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}
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}
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break;
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case "workMessage":
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{
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GameMessageWork msgObj = JsonUtility.FromJson<GameMessageWork>(msg.payload);
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if (msgObj != null)
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{
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ServerWorkMessagePanel.workMessage = msgObj.message;
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ServerWorkMessagePanel.workMessageType = msgObj.type;
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ServerWorkMessagePanel.workPresent = msgObj.present;
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ServerWorkMessagePanel.workMessageCount = msgObj.count;
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if (ServerWorkMessagePanel.workMessageCount != 0)
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{
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if (ServerWorkSceneController.Instance != null)
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{
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ServerWorkSceneController.Instance.processStep(2);
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}
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}
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if (ServerWorkMessagePanel.Instance)
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{
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ServerWorkMessagePanel.prepareData = null;
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ServerWorkMessagePanel.Instance.onReceivedData();
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}else
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{
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//動畫還沒結束,先放到預先準備資料中
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ServerWorkMessagePanel.prepareData = msgObj;
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}
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}
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else
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{
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Debug.LogError("workMessage failed");
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}
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}
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break;
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case "workProcess":
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{
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switch (msg.payload)
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{
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case "exit":
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// ⭐ 修正點 1: 處理 workProcess/exit
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// 不再直接呼叫 processStep(9) 或 (10)。改為發送訊號給 Panel,讓 Panel 執行雙重檢查。
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if (ServerWorkMessageReplyExitPanel.Instance)
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{
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Debug.Log("NetworkMessageHandler: 收到 workProcess/exit 訊號,通知影片面板。");
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ServerWorkMessageReplyExitPanel.Instance.ReceiveClientSignal();
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}
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else if (ServerWorkSceneController.Instance)
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{
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// 備用機制:如果 Panel 不存在,則直接跳轉。
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ServerWorkSceneController.Instance.processStep(9);
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}
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break;
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case "continue":
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if (ServerWorkSceneController.Instance)
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{
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ServerWorkSceneController.Instance.processStep(12);
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}
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break;
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}
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}
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break;
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case "gameSurvey":
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{
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GameMessageSurvey msgObj = JsonUtility.FromJson<GameMessageSurvey>(msg.payload);
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if (msgObj != null)
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{
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GlobalData.SURVEY_STAR1 = msgObj.val1;
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GlobalData.SURVEY_STAR2 = msgObj.val2;
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GlobalData.SURVEY_STAR3 = msgObj.val3;
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GlobalData.SURVEY_TEXT = msgObj.text1;
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// ⭐ 修正點 2: 處理 gameSurvey
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// 收到問卷資料後,不再強制切換場景 (Step 10)。
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// 我們讓 Panel 在影片播完後,再切換到 Step 10。
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// 但是,如果 Client 先發送問卷 (gameSurvey),這代表 Client 已經通過了 exit 流程。
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// 因此,我們將 gameSurvey 視為 Client 對整個 Exit 流程的確認。
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if (ServerWorkSceneController.Instance)
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{
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// 移除上次修正中新增的 processStep(10),改為呼叫雙重檢查。
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// 這是因為 gameSurvey 也是 Client 流程結束的訊號之一。
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}
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// 讓 ServerWorkMessageReplyExitPanel 執行雙重檢查
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if (ServerWorkMessageReplyExitPanel.Instance)
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{
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Debug.Log("NetworkMessageHandler: 收到 gameSurvey 訊號,通知影片面板進行雙重檢查。");
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ServerWorkMessageReplyExitPanel.Instance.ReceiveClientSignal();
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}
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// 確保資料載入
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if (ServerWorkMessageReplyExitSurveyPanel.Instance)
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{
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ServerWorkMessageReplyExitSurveyPanel.Instance.loadSurveyData();
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}
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}
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}
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break;
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case "gameProcess":
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{
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}
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break;
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case "gameOpen":
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{
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ServerGamePanel.nameOfTheGameWillBeOpened = msg.payload;
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if (ServerGamePanel.Instance)
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{
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ServerGamePanel.Instance.gameOpen();
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}
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else
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{
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//因為時間同步的問題,這2個遊戲強制Server進入遊戲畫面
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if (msg.payload == "typing" || msg.payload == "sticks")
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{
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ServerWorkSceneController.Instance.processStep(13);
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}
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}
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}
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break;
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case "getWords":
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{
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if (ServerWorkSceneController.Instance)
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{
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ServerWorkSceneController.Instance.processStep(18);
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}
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}
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break;
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case "gameSurveyFinish":
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{
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GameMessageSurvey msgObj = JsonUtility.FromJson<GameMessageSurvey>(msg.payload);
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if (msgObj != null)
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{
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GlobalData.SURVEY_STAR1 = msgObj.val1;
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GlobalData.SURVEY_STAR2 = msgObj.val2;
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GlobalData.SURVEY_STAR3 = msgObj.val3;
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GlobalData.SURVEY_TEXT = msgObj.text1;
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if (ServerWorkSceneController.Instance)
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{
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ServerWorkSceneController.Instance.processStep(19);
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}
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if (ServerGameFinalSurveyPanel.Instance)
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{
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ServerGameFinalSurveyPanel.Instance.loadSurveyData();
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}
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}
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}
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break;
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case "gameTalkingPeopleSay":
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{
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if (ServerGameTalkingPanel.Instance)
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{
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ServerGameTalkingPanel.Instance.onReceivedChatMessage(msg.payload);
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}
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}
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break;
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case "gameTypingResult":
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{
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ServerGameTypingPanel.result = msg.payload;
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if (ServerGameTypingPanel.Instance)
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{
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ServerGameTypingPanel.Instance.OnReceivedResult();
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}
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}
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break;
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case "gameSticksFinish":
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{
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}
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break;
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}
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}
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public void SendMessageToClient(string action, string message)
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{
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if (CurrentConn != null && CurrentConn.isReady)
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{
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GameMessage msg = new GameMessage { action = action, payload = message };
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CurrentConn.Send(msg);
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Debug.Log($"發送到客戶端: {message}");
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}
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else
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{
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Debug.Log($"發送到客戶端失敗: {message}");
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}
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}
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} |