using System; using ETModel; using Google.Protobuf; namespace ETHotfix { public class OuterMessageDispatcher: IMessageDispatcher { public async void Dispatch(Session session, ushort opcode, object message) { switch (message) { case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit { long unitId = session.GetComponent().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent().Get(unitId); // 这里设置了帧消息的id,防止客户端伪造 iFrameMessage.Id = unitId; OneFrameMessage oneFrameMessage = new OneFrameMessage { Op = opcode, AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage)) }; actorMessageSender.Send(oneFrameMessage); return; } case IActorRequest iActorRequest: // 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 { long unitId = session.GetComponent().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent().Get(unitId); int rpcId = iActorRequest.RpcId; // 这里要保存客户端的rpcId IResponse response = await actorMessageSender.Call(iActorRequest); response.RpcId = rpcId; session.Reply(response); return; } case IActorMessage iActorMessage: // gate session收到actor消息直接转发给actor自己去处理 { long unitId = session.GetComponent().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent().Get(unitId); actorMessageSender.Send(iActorMessage); return; } } Game.Scene.GetComponent().Handle(session, new MessageInfo(opcode, message)); } } }