using System; using ETModel; namespace ETHotfix { public class OuterMessageDispatcher: IMessageDispatcher { public async void Dispatch(Session session, Packet packet) { ushort opcode = packet.Opcode(); Type messageType = Game.Scene.GetComponent().GetType(opcode); object message = session.Network.MessagePacker.DeserializeFrom(messageType, packet.Bytes, Packet.Index, packet.Length - Packet.Index); // 如果是帧指令消息,构造成OneFrameMessage发给对应的unit if (message is IFrameMessage) { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); // 这里设置了帧消息的id,防止客户端伪造 IFrameMessage iFrameMessage = (IFrameMessage)message; iFrameMessage.Id = unitId; OneFrameMessage oneFrameMessage = new OneFrameMessage(); oneFrameMessage.Op = opcode; oneFrameMessage.AMessage = session.Network.MessagePacker.SerializeToByteArray(iFrameMessage); actorProxy.Send(oneFrameMessage); return; } // gate session收到actor消息直接转发给actor自己去处理 if (message is IActorMessage) { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); actorProxy.Send((IMessage)message); return; } // 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 if (message is IActorRequest aActorRequest) { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); IResponse response = await actorProxy.Call(aActorRequest); session.Reply(response); return; } if (message != null) { Game.Scene.GetComponent().Handle(session, new MessageInfo(opcode, message)); return; } throw new Exception($"message type error: {message.GetType().FullName}"); } public void Dispatch(Session session, ushort opcode, object message) { throw new NotImplementedException(); } } }