feat(#149): add GameWebSocketClient with reconnect, ping, and main-thread dispatch
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using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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using Newtonsoft.Json;
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using CommanderAILab.UI;
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namespace CommanderAILab.Services
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{
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/// <summary>
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/// WebSocket client for the live game backend (ws://localhost:8080/ws/game).
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/// - Connects on Start and auto-reconnects on disconnect.
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/// - Sends a ping every 15 s to keep the connection alive.
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/// - All GameStateManager.ApplyServerEvent calls are dispatched
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/// on the Unity main thread via a thread-safe queue.
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/// </summary>
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public class GameWebSocketClient : MonoBehaviour
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{
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[SerializeField] private string serverUrl = "ws://localhost:8080/ws/game";
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[SerializeField] private float reconnectDelay = 3f;
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[SerializeField] private float pingIntervalSec = 15f;
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private System.Net.WebSockets.ClientWebSocket _ws;
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private CancellationTokenSource _cts;
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private readonly ConcurrentQueue<(string type, string payload)> _mainThreadQueue = new();
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private bool _running;
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private float _pingTimer;
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// ── Lifecycle ────────────────────────────────────────────────────────
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private void Start()
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{
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// Allow override via PlayerPrefs so users can point at a remote server
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string saved = PlayerPrefs.GetString("ServerUrl", "");
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if (!string.IsNullOrEmpty(saved)) serverUrl = saved.TrimEnd('/') + "/ws/game";
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_running = true;
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StartCoroutine(ConnectLoop());
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}
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private void Update()
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{
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// Drain main-thread queue
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while (_mainThreadQueue.TryDequeue(out var msg))
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GameStateManager.Instance?.ApplyServerEvent(msg.type, msg.payload);
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// Ping
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_pingTimer += Time.deltaTime;
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if (_pingTimer >= pingIntervalSec)
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{
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_pingTimer = 0f;
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_ = SendRawAsync("{\"type\":\"ping\"}");
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}
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}
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private void OnDestroy()
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{
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_running = false;
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_cts?.Cancel();
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_ws?.Dispose();
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}
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// ── Connection loop ──────────────────────────────────────────────────
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private IEnumerator ConnectLoop()
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{
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while (_running)
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{
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_cts = new CancellationTokenSource();
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_ws = new System.Net.WebSockets.ClientWebSocket();
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bool connected = false;
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var connectTask = _ws.ConnectAsync(new Uri(serverUrl), _cts.Token);
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yield return new WaitUntil(() => connectTask.IsCompleted);
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if (!connectTask.IsFaulted && !connectTask.IsCanceled)
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{
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connected = true;
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Debug.Log("[GameWebSocketClient] Connected to " + serverUrl);
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_ = ReceiveLoop();
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}
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else
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{
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Debug.LogWarning($"[GameWebSocketClient] Connect failed: {connectTask.Exception?.Message}");
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}
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if (!connected)
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{
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yield return new WaitForSeconds(reconnectDelay);
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}
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else
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{
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// Stay here until the WS closes
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yield return new WaitUntil(() =>
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_ws.State != System.Net.WebSockets.WebSocketState.Open);
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Debug.Log("[GameWebSocketClient] Disconnected — reconnecting...");
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yield return new WaitForSeconds(reconnectDelay);
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}
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}
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}
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// ── Receive loop (background thread) ────────────────────────────────
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private async Task ReceiveLoop()
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{
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var buffer = new byte[8192];
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try
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{
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while (_ws.State == System.Net.WebSockets.WebSocketState.Open)
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{
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var sb = new StringBuilder();
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System.Net.WebSockets.WebSocketReceiveResult result;
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do
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{
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result = await _ws.ReceiveAsync(
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new ArraySegment<byte>(buffer), _cts.Token);
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sb.Append(Encoding.UTF8.GetString(buffer, 0, result.Count));
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} while (!result.EndOfMessage);
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if (result.MessageType ==
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System.Net.WebSockets.WebSocketMessageType.Close)
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break;
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string raw = sb.ToString();
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ParseAndEnqueue(raw);
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}
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}
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catch (OperationCanceledException) { }
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catch (Exception ex)
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{
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Debug.LogWarning($"[GameWebSocketClient] ReceiveLoop error: {ex.Message}");
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}
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}
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// ── Parse incoming JSON envelope ─────────────────────────────────────
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private void ParseAndEnqueue(string raw)
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{
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try
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{
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var env = JsonConvert.DeserializeObject<WsEnvelope>(raw);
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if (env == null) return;
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if (env.type == "pong") return; // ignore keepalive responses
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_mainThreadQueue.Enqueue((env.type, env.payload ?? raw));
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}
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catch
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{
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Debug.LogWarning($"[GameWebSocketClient] Failed to parse: {raw}");
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}
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}
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// ── Send (public for HumanActionBar fallback) ────────────────────────
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public async Task SendRawAsync(string json)
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{
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if (_ws == null ||
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_ws.State != System.Net.WebSockets.WebSocketState.Open) return;
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try
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{
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var bytes = Encoding.UTF8.GetBytes(json);
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await _ws.SendAsync(new ArraySegment<byte>(bytes),
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System.Net.WebSockets.WebSocketMessageType.Text,
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true, _cts?.Token ?? CancellationToken.None);
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GameWebSocketClient] Send error: {ex.Message}");
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}
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}
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// ── POCO ─────────────────────────────────────────────────────────────
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[Serializable]
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private class WsEnvelope
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{
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[JsonProperty("type")] public string type;
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[JsonProperty("payload")] public string payload;
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}
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}
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}
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