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@@ -8,43 +8,42 @@ namespace ETHotfix
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public async void Dispatch(Session session, Packet packet)
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{
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ushort opcode = packet.Opcode();
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- Type messageType = Game.Scene.GetComponent<OpcodeTypeComponent>().GetType(opcode);
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+ Type messageType = session.Network.Entity.GetComponent<OpcodeTypeComponent>().GetType(opcode);
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object message = session.Network.MessagePacker.DeserializeFrom(messageType, packet.Bytes, Packet.Index, packet.Length - Packet.Index);
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- // 如果是帧指令消息,构造成OneFrameMessage发给对应的unit
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- if (message is IFrameMessage)
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+ switch (message)
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{
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- long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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- ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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-
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- // 这里设置了帧消息的id,防止客户端伪造
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- IFrameMessage iFrameMessage = (IFrameMessage)message;
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- iFrameMessage.Id = unitId;
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-
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- OneFrameMessage oneFrameMessage = new OneFrameMessage();
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- oneFrameMessage.Op = opcode;
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- oneFrameMessage.AMessage = session.Network.MessagePacker.SerializeToByteArray(iFrameMessage);
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- actorProxy.Send(oneFrameMessage);
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- return;
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- }
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-
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- // gate session收到actor消息直接转发给actor自己去处理
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- if (message is IActorMessage)
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- {
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- long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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- ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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- actorProxy.Send((IMessage)message);
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- return;
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- }
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-
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- // 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
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- if (message is IActorRequest aActorRequest)
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- {
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- long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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- ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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- IResponse response = await actorProxy.Call(aActorRequest);
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- session.Reply(response);
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- return;
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+ case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit
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+ {
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+ long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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+ ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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+
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+ // 这里设置了帧消息的id,防止客户端伪造
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+ iFrameMessage.Id = unitId;
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+
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+ OneFrameMessage oneFrameMessage = new OneFrameMessage
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+ {
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+ Op = opcode,
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+ AMessage = session.Network.MessagePacker.SerializeToByteArray(iFrameMessage)
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+ };
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+ actorProxy.Send(oneFrameMessage);
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+ return;
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+ }
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+ case IActorMessage _: // gate session收到actor消息直接转发给actor自己去处理
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+ {
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+ long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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+ ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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+ actorProxy.Send((IMessage)message);
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+ return;
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+ }
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+ case IActorRequest aActorRequest: // 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
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+ {
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+ long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
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+ ActorProxy actorProxy = Game.Scene.GetComponent<ActorProxyComponent>().Get(unitId);
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+ IResponse response = await actorProxy.Call(aActorRequest);
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+ session.Reply(response);
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+ return;
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+ }
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}
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if (message != null)
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@@ -55,10 +54,5 @@ namespace ETHotfix
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throw new Exception($"message type error: {message.GetType().FullName}");
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}
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-
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- public void Dispatch(Session session, ushort opcode, object message)
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- {
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- throw new NotImplementedException();
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- }
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}
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}
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