71 lines
2.1 KiB
C#
71 lines
2.1 KiB
C#
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using System;
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using System.IO;
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namespace ET
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{
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public class OuterMessageDispatcher: IMessageDispatcher
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{
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public void Dispatch(Session session, MemoryStream memoryStream)
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{
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ushort opcode = BitConverter.ToUInt16(memoryStream.GetBuffer(), Packet.KcpOpcodeIndex);
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Type type = OpcodeTypeComponent.Instance.GetType(opcode);
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object message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream);
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if (message is IResponse response)
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{
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session.OnRead(opcode, response);
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return;
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}
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OpcodeHelper.LogMsg(session.DomainZone(), opcode, message);
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DispatchAsync(session, opcode, message).Coroutine();
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}
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public async ETVoid DispatchAsync(Session session, ushort opcode, object message)
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{
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// 根据消息接口判断是不是Actor消息,不同的接口做不同的处理
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switch (message)
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{
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case IActorLocationRequest actorLocationRequest: // gate session收到actor rpc消息,先向actor 发送rpc请求,再将请求结果返回客户端
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{
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long unitId = session.GetComponent<SessionPlayerComponent>().User.Id;
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int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId
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long instanceId = session.InstanceId;
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IResponse response = await ActorLocationSenderComponent.Instance.Call(unitId, actorLocationRequest);
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response.RpcId = rpcId;
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// session可能已经断开了,所以这里需要判断
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if (session.InstanceId == instanceId)
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{
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session.Reply(response);
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}
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break;
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}
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case IActorLocationMessage actorLocationMessage:
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{
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long unitId = session.GetComponent<SessionPlayerComponent>().User.Id;
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ActorLocationSenderComponent.Instance.Send(unitId, actorLocationMessage);
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break;
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}
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case IActorRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加
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{
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break;
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}
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case IActorMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加
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{
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break;
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}
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default:
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{
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// 非Actor消息
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MessageDispatcherComponent.Instance.Handle(session, opcode, message);
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break;
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}
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}
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}
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}
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}
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