using System; using ETModel; namespace ETHotfix { public class OuterMessageDispatcher: IMessageDispatcher { public async void Dispatch(Session session, Packet packet) { ushort opcode = packet.Opcode(); Type messageType = session.Network.Entity.GetComponent().GetType(opcode); object message = session.Network.MessagePacker.DeserializeFrom(messageType, packet.Bytes, Packet.Index, packet.Length - Packet.Index); //Log.Debug($"recv: {JsonHelper.ToJson(message)}"); switch (message) { case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); // 这里设置了帧消息的id,防止客户端伪造 iFrameMessage.Id = unitId; OneFrameMessage oneFrameMessage = new OneFrameMessage { Op = opcode, AMessage = session.Network.MessagePacker.SerializeToByteArray(iFrameMessage) }; actorProxy.Send(oneFrameMessage); return; } case IActorRequest iActorRequest: // gate session收到actor rpc消息,先向actor 发送rpc请求,再将请求结果返回客户端 { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); int rpcId = iActorRequest.RpcId; // 这里要保存客户端的rpcId IResponse response = await actorProxy.Call(iActorRequest); response.RpcId = rpcId; session.Reply(response); return; } case IActorMessage iActorMessage: // gate session收到actor消息直接转发给actor自己去处理 { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); actorProxy.Send(iActorMessage); return; } } if (message != null) { Game.Scene.GetComponent().Handle(session, new MessageInfo(opcode, message)); return; } throw new Exception($"message type error: {message.GetType().FullName}"); } } }