ActorMessageSenderSystem.cs 5.1 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. self.Error = 0;
  19. }
  20. }
  21. [ObjectSystem]
  22. public class ActorMessageSenderAwake2System : AwakeSystem<ActorMessageSender, long>
  23. {
  24. public override void Awake(ActorMessageSender self, long actorId)
  25. {
  26. self.LastSendTime = TimeHelper.Now();
  27. self.Tcs = null;
  28. self.FailTimes = 0;
  29. self.MaxFailTimes = 0;
  30. self.ActorId = actorId;
  31. self.Error = 0;
  32. }
  33. }
  34. [ObjectSystem]
  35. public class ActorMessageSenderStartSystem : StartSystem<ActorMessageSender>
  36. {
  37. public override async void Start(ActorMessageSender self)
  38. {
  39. if (self.ActorId == 0)
  40. {
  41. self.ActorId = await Game.Scene.GetComponent<LocationProxyComponent>().Get(self.Id);
  42. }
  43. self.Address = Game.Scene.GetComponent<StartConfigComponent>()
  44. .Get(IdGenerater.GetAppIdFromId(self.ActorId))
  45. .GetComponent<InnerConfig>().IPEndPoint;
  46. self.UpdateAsync();
  47. }
  48. }
  49. [ObjectSystem]
  50. public class ActorMessageSenderDestroySystem : DestroySystem<ActorMessageSender>
  51. {
  52. public override void Destroy(ActorMessageSender self)
  53. {
  54. while (self.WaitingTasks.Count > 0)
  55. {
  56. ActorTask actorTask = self.WaitingTasks.Dequeue();
  57. actorTask.Tcs?.SetException(new RpcException(self.Error, ""));
  58. }
  59. self.LastSendTime = 0;
  60. self.Address = null;
  61. self.ActorId = 0;
  62. self.FailTimes = 0;
  63. var t = self.Tcs;
  64. self.Tcs = null;
  65. t?.SetResult(new ActorTask());
  66. }
  67. }
  68. public static class ActorMessageSenderEx
  69. {
  70. private static void Add(this ActorMessageSender self, ActorTask task)
  71. {
  72. if (self.IsDisposed)
  73. {
  74. throw new Exception("ActorProxy Disposed! dont hold actorproxy");
  75. }
  76. self.WaitingTasks.Enqueue(task);
  77. // failtimes > 0表示正在重试,这时候不能加到正在发送队列
  78. if (self.FailTimes == 0)
  79. {
  80. self.AllowGet();
  81. }
  82. }
  83. private static void AllowGet(this ActorMessageSender self)
  84. {
  85. if (self.Tcs == null || self.WaitingTasks.Count <= 0)
  86. {
  87. return;
  88. }
  89. ActorTask task = self.WaitingTasks.Peek();
  90. var t = self.Tcs;
  91. self.Tcs = null;
  92. t.SetResult(task);
  93. }
  94. private static Task<ActorTask> GetAsync(this ActorMessageSender self)
  95. {
  96. if (self.WaitingTasks.Count > 0)
  97. {
  98. ActorTask task = self.WaitingTasks.Peek();
  99. return Task.FromResult(task);
  100. }
  101. self.Tcs = new TaskCompletionSource<ActorTask>();
  102. return self.Tcs.Task;
  103. }
  104. public static async void UpdateAsync(this ActorMessageSender self)
  105. {
  106. try
  107. {
  108. while (true)
  109. {
  110. ActorTask actorTask = await self.GetAsync();
  111. if (self.IsDisposed)
  112. {
  113. return;
  114. }
  115. await self.RunTask(actorTask);
  116. }
  117. }
  118. catch (Exception e)
  119. {
  120. Log.Error(e);
  121. }
  122. }
  123. private static async Task RunTask(this ActorMessageSender self, ActorTask task)
  124. {
  125. Session session = Game.Scene.GetComponent<NetInnerComponent>().Get(self.Address);
  126. task.ActorMessage.ActorId = self.ActorId;
  127. IResponse response = await session.Call(task.ActorMessage);
  128. // 发送成功
  129. switch (response.Error)
  130. {
  131. case ErrorCode.ERR_Success:
  132. self.LastSendTime = TimeHelper.Now();
  133. self.FailTimes = 0;
  134. self.WaitingTasks.Dequeue();
  135. task.Tcs?.SetResult(response);
  136. return;
  137. case ErrorCode.ERR_NotFoundActor:
  138. // 如果没找到Actor,重试
  139. ++self.FailTimes;
  140. // 失败MaxFailTimes次则清空actor发送队列,返回失败
  141. if (self.FailTimes > self.MaxFailTimes)
  142. {
  143. // 失败直接删除actorproxy
  144. Log.Info($"actor send message fail, actorid: {self.Id}");
  145. self.Error = response.Error;
  146. self.GetParent<ActorMessageSenderComponent>().Remove(self.Id);
  147. return;
  148. }
  149. // 等待1s再发送
  150. await Game.Scene.GetComponent<TimerComponent>().WaitAsync(1000);
  151. self.ActorId = await Game.Scene.GetComponent<LocationProxyComponent>().Get(self.Id);
  152. self.Address = Game.Scene.GetComponent<StartConfigComponent>()
  153. .Get(IdGenerater.GetAppIdFromId(self.ActorId))
  154. .GetComponent<InnerConfig>().IPEndPoint;
  155. self.AllowGet();
  156. return;
  157. default:
  158. // 其它错误
  159. self.Error = response.Error;
  160. self.GetParent<ActorMessageSenderComponent>().Remove(self.Id);
  161. return;
  162. }
  163. }
  164. public static void Send(this ActorMessageSender self, IActorMessage message)
  165. {
  166. ActorTask task = new ActorTask(message);
  167. self.Add(task);
  168. }
  169. public static Task<IResponse> Call(this ActorMessageSender self, IActorRequest request)
  170. {
  171. TaskCompletionSource<IResponse> tcs = new TaskCompletionSource<IResponse>();
  172. ActorTask task = new ActorTask(request, tcs);
  173. self.Add(task);
  174. return task.Tcs.Task;
  175. }
  176. public static string DebugQueue(this ActorMessageSender self, Queue<ActorTask> tasks)
  177. {
  178. string s = "";
  179. foreach (ActorTask task in tasks)
  180. {
  181. s += $" {task.ActorMessage.GetType().Name}";
  182. }
  183. return s;
  184. }
  185. }
  186. }