OuterMessageDispatcher.cs 1.7 KB

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  1. using ETModel;
  2. namespace ETHotfix
  3. {
  4. public class OuterMessageDispatcher: IMessageDispatcher
  5. {
  6. public void Dispatch(Session session, ushort opcode, object message)
  7. {
  8. DispatchAsync(session, opcode, message).Coroutine();
  9. }
  10. public async ETVoid DispatchAsync(Session session, ushort opcode, object message)
  11. {
  12. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  13. // 根据消息接口判断是不是Actor消息,不同的接口做不同的处理
  14. switch (message)
  15. {
  16. case IActorLocationRequest actorLocationRequest: // 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
  17. {
  18. int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId
  19. long instanceId = session.InstanceId;
  20. IResponse response = await ActorLocationSenderComponent.Instance.Call(unitId, actorLocationRequest);
  21. response.RpcId = rpcId;
  22. // session可能已经断开了,所以这里需要判断
  23. if (session.InstanceId == instanceId)
  24. {
  25. session.Reply(response);
  26. }
  27. break;
  28. }
  29. case IActorLocationMessage actorLocationMessage:
  30. {
  31. ActorLocationSenderComponent.Instance.Send(unitId, actorLocationMessage);
  32. break;
  33. }
  34. case IActorRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加
  35. {
  36. break;
  37. }
  38. case IActorMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加
  39. {
  40. break;
  41. }
  42. default:
  43. {
  44. // 非Actor消息
  45. MessageDispatcherComponent.Instace.Handle(session, new MessageInfo(opcode, message));
  46. break;
  47. }
  48. }
  49. }
  50. }
  51. }