using System; namespace ETModel { public class ClientDispatcher: IMessageDispatcher { public void Dispatch(Session session, Packet packet) { object message; try { if (OpcodeHelper.IsClientHotfixMessage(packet.Opcode)) { session.GetComponent().MessageCallback.Invoke(session, packet); return; } OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent(); object instance = opcodeTypeComponent.GetInstance(packet.Opcode); message = session.Network.MessagePacker.DeserializeFrom(instance, packet.Stream); } catch (Exception e) { // 出现任何解析消息异常都要断开Session,防止客户端伪造消息 Log.Error(e); session.Error = ErrorCode.ERR_PacketParserError; session.Network.Remove(session.Id); return; } // 如果是帧同步消息,交给ClientFrameComponent处理 FrameMessage frameMessage = message as FrameMessage; if (frameMessage != null) { Game.Scene.GetComponent().Add(session, frameMessage); return; } // 普通消息或者是Rpc请求消息 MessageInfo messageInfo = new MessageInfo(packet.Opcode, message); Game.Scene.GetComponent().Handle(session, messageInfo); } } }