OuterMessageDispatcher.cs 1.9 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, ushort opcode, object message)
  9. {
  10. switch (message)
  11. {
  12. case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit
  13. {
  14. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  15. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  16. // 这里设置了帧消息的id,防止客户端伪造
  17. iFrameMessage.Id = unitId;
  18. OneFrameMessage oneFrameMessage = new OneFrameMessage
  19. {
  20. Op = opcode,
  21. AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage))
  22. };
  23. actorMessageSender.Send(oneFrameMessage);
  24. return;
  25. }
  26. 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
  27. {
  28. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  29. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  30. int rpcId = iActorRequest.RpcId; // 这里要保存客户端的rpcId
  31. IResponse response = await actorMessageSender.Call(iActorRequest);
  32. response.RpcId = rpcId;
  33. session.Reply(response);
  34. return;
  35. }
  36. case IActorMessage iActorMessage: // gate session收到actor消息直接转发给actor自己去处理
  37. {
  38. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  39. ActorMessageSender actorMessageSender = Game.Scene.GetComponent<ActorMessageSenderComponent>().Get(unitId);
  40. actorMessageSender.Send(iActorMessage);
  41. return;
  42. }
  43. }
  44. Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message));
  45. }
  46. }
  47. }