InnerMessageDispatcher.cs 1.1 KB

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  1. using System;
  2. using ETModel;
  3. namespace ETHotfix
  4. {
  5. public class InnerMessageDispatcher: IMessageDispatcher
  6. {
  7. public void Dispatch(Session session, Packet packet)
  8. {
  9. ushort opcode = packet.Opcode();
  10. Type messageType = Game.Scene.GetComponent<OpcodeTypeComponent>().GetType(opcode);
  11. IMessage message = (IMessage)session.Network.MessagePacker.DeserializeFrom(messageType, packet.Bytes, Packet.Index, packet.Length - Packet.Index);
  12. // 收到actor消息,放入actor队列
  13. if (message is IActorMessage iActorMessage)
  14. {
  15. Entity entity = (Entity)Game.EventSystem.Get(iActorMessage.ActorId);
  16. if (entity == null)
  17. {
  18. Log.Warning($"not found actor: {iActorMessage.ActorId}");
  19. ActorResponse response = new ActorResponse
  20. {
  21. Error = ErrorCode.ERR_NotFoundActor,
  22. RpcId = iActorMessage.RpcId
  23. };
  24. session.Reply(response);
  25. return;
  26. }
  27. entity.GetComponent<ActorComponent>().Add(new ActorMessageInfo() { Session = session, Message = iActorMessage });
  28. return;
  29. }
  30. Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message));
  31. }
  32. }
  33. }