ActorMessageSenderSystem.cs 4.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading;
  4. using System.Threading.Tasks;
  5. using ETModel;
  6. namespace ETHotfix
  7. {
  8. [ObjectSystem]
  9. public class ActorMessageSenderAwakeSystem : AwakeSystem<ActorMessageSender>
  10. {
  11. public override void Awake(ActorMessageSender self)
  12. {
  13. self.LastSendTime = TimeHelper.Now();
  14. self.tcs = null;
  15. self.FailTimes = 0;
  16. self.MaxFailTimes = 5;
  17. self.ActorId = 0;
  18. }
  19. }
  20. [ObjectSystem]
  21. public class ActorMessageSenderAwake2System : AwakeSystem<ActorMessageSender, long>
  22. {
  23. public override void Awake(ActorMessageSender self, long actorId)
  24. {
  25. self.LastSendTime = TimeHelper.Now();
  26. self.tcs = null;
  27. self.FailTimes = 0;
  28. self.MaxFailTimes = 0;
  29. self.ActorId = actorId;
  30. }
  31. }
  32. [ObjectSystem]
  33. public class ActorMessageSenderStartSystem : StartSystem<ActorMessageSender>
  34. {
  35. public override async void Start(ActorMessageSender self)
  36. {
  37. if (self.ActorId == 0)
  38. {
  39. self.ActorId = await Game.Scene.GetComponent<LocationProxyComponent>().Get(self.Id);
  40. }
  41. self.Address = Game.Scene.GetComponent<StartConfigComponent>()
  42. .Get(IdGenerater.GetAppIdFromId(self.ActorId))
  43. .GetComponent<InnerConfig>().IPEndPoint;
  44. self.UpdateAsync();
  45. }
  46. }
  47. [ObjectSystem]
  48. public class ActorMessageSenderDestroySystem : DestroySystem<ActorMessageSender>
  49. {
  50. public override void Destroy(ActorMessageSender self)
  51. {
  52. self.LastSendTime = 0;
  53. self.Address = null;
  54. while (self.WaitingTasks.Count > 0)
  55. {
  56. ActorTask actorTask = self.WaitingTasks.Dequeue();
  57. actorTask.RunFail(ErrorCode.ERR_NotFoundActor);
  58. }
  59. self.ActorId = 0;
  60. self.FailTimes = 0;
  61. var t = self.tcs;
  62. self.tcs = null;
  63. t?.SetResult(new ActorTask());
  64. }
  65. }
  66. public static class ActorMessageSenderEx
  67. {
  68. private static void Add(this ActorMessageSender self, ActorTask task)
  69. {
  70. if (self.IsDisposed)
  71. {
  72. throw new Exception("ActorProxy Disposed! dont hold actorproxy");
  73. }
  74. self.WaitingTasks.Enqueue(task);
  75. // failtimes > 0表示正在重试,这时候不能加到正在发送队列
  76. if (self.FailTimes == 0)
  77. {
  78. self.AllowGet();
  79. }
  80. }
  81. private static void AllowGet(this ActorMessageSender self)
  82. {
  83. if (self.tcs == null || self.WaitingTasks.Count <= 0)
  84. {
  85. return;
  86. }
  87. ActorTask task = self.WaitingTasks.Peek();
  88. var t = self.tcs;
  89. self.tcs = null;
  90. t.SetResult(task);
  91. }
  92. private static Task<ActorTask> GetAsync(this ActorMessageSender self)
  93. {
  94. if (self.WaitingTasks.Count > 0)
  95. {
  96. ActorTask task = self.WaitingTasks.Peek();
  97. return Task.FromResult(task);
  98. }
  99. self.tcs = new TaskCompletionSource<ActorTask>();
  100. return self.tcs.Task;
  101. }
  102. public static async void UpdateAsync(this ActorMessageSender self)
  103. {
  104. try
  105. {
  106. while (true)
  107. {
  108. ActorTask actorTask = await self.GetAsync();
  109. if (self.IsDisposed)
  110. {
  111. return;
  112. }
  113. await self.RunTask(actorTask);
  114. }
  115. }
  116. catch (Exception e)
  117. {
  118. Log.Error(e);
  119. }
  120. }
  121. private static async Task RunTask(this ActorMessageSender self, ActorTask task)
  122. {
  123. IResponse response = await task.Run();
  124. // 如果没找到Actor,重试
  125. if (response.Error == ErrorCode.ERR_NotFoundActor)
  126. {
  127. ++self.FailTimes;
  128. // 失败MaxFailTimes次则清空actor发送队列,返回失败
  129. if (self.FailTimes > self.MaxFailTimes)
  130. {
  131. // 失败直接删除actorproxy
  132. Log.Info($"actor send message fail, actorid: {self.Id}");
  133. self.GetParent<ActorMessageSenderComponent>().Remove(self.Id);
  134. return;
  135. }
  136. // 等待1s再发送
  137. await Game.Scene.GetComponent<TimerComponent>().WaitAsync(1000);
  138. self.ActorId = await Game.Scene.GetComponent<LocationProxyComponent>().Get(self.Id);
  139. self.Address = Game.Scene.GetComponent<StartConfigComponent>()
  140. .Get(IdGenerater.GetAppIdFromId(self.ActorId))
  141. .GetComponent<InnerConfig>().IPEndPoint;
  142. self.AllowGet();
  143. return;
  144. }
  145. // 发送成功
  146. self.LastSendTime = TimeHelper.Now();
  147. self.FailTimes = 0;
  148. self.WaitingTasks.Dequeue();
  149. }
  150. public static void Send(this ActorMessageSender self, IActorMessage message)
  151. {
  152. ActorTask task = new ActorTask { message = message, MessageSender = self };
  153. self.Add(task);
  154. }
  155. public static Task<IResponse> Call(this ActorMessageSender self, IActorRequest request)
  156. {
  157. ActorTask task = new ActorTask { message = request, MessageSender = self, Tcs = new TaskCompletionSource<IResponse>() };
  158. self.Add(task);
  159. return task.Tcs.Task;
  160. }
  161. public static string DebugQueue(this ActorMessageSender self, Queue<ActorTask> tasks)
  162. {
  163. string s = "";
  164. foreach (ActorTask task in tasks)
  165. {
  166. s += $" {task.message.GetType().Name}";
  167. }
  168. return s;
  169. }
  170. }
  171. }