OuterMessageDispatcher.cs 2.5 KB

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  1. using System;
  2. using ETModel;
  3. using Google.Protobuf;
  4. namespace ETHotfix
  5. {
  6. public class OuterMessageDispatcher: IMessageDispatcher
  7. {
  8. public async void Dispatch(Session session, Packet packet)
  9. {
  10. object message;
  11. try
  12. {
  13. OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent<OpcodeTypeComponent>();
  14. object instance = opcodeTypeComponent.GetInstance(packet.Opcode);
  15. message = session.Network.MessagePacker.DeserializeFrom(instance, packet.Stream);
  16. }
  17. catch (Exception e)
  18. {
  19. // 出现任何异常都要断开Session,防止客户端伪造消息
  20. Log.Error(e);
  21. session.Error = ErrorCode.ERR_PacketParserError;
  22. session.Network.Remove(session.Id);
  23. return;
  24. }
  25. //Log.Debug($"recv: {JsonHelper.ToJson(message)}");
  26. switch (message)
  27. {
  28. case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit
  29. {
  30. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  31. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  32. // 这里设置了帧消息的id,防止客户端伪造
  33. iFrameMessage.Id = unitId;
  34. OneFrameMessage oneFrameMessage = new OneFrameMessage
  35. {
  36. Op = packet.Opcode,
  37. AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage))
  38. };
  39. actorMessageSender.Send(oneFrameMessage);
  40. return;
  41. }
  42. 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
  43. {
  44. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  45. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  46. int rpcId = iActorRequest.RpcId; // 这里要保存客户端的rpcId
  47. IResponse response = await actorMessageSender.Call(iActorRequest);
  48. response.RpcId = rpcId;
  49. session.Reply(response);
  50. return;
  51. }
  52. case IActorMessage iActorMessage: // gate session收到actor消息直接转发给actor自己去处理
  53. {
  54. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  55. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  56. actorMessageSender.Send(iActorMessage);
  57. return;
  58. }
  59. }
  60. Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(packet.Opcode, message));
  61. }
  62. }
  63. }