using System; namespace Model { public class OuterMessageDispatcher: IMessageDispatcher { public async void Dispatch(Session session, ushort opcode, int offset, byte[] messageBytes, AMessage message) { // gate session收到actor消息直接转发给actor自己去处理 if (message is AActorMessage) { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); actorProxy.Send(message); return; } // 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 if (message is AActorRequest aActorRequest) { long unitId = session.GetComponent().Player.UnitId; ActorProxy actorProxy = Game.Scene.GetComponent().Get(unitId); uint rpcId = aActorRequest.RpcId; AResponse response = await actorProxy.Call(aActorRequest); response.RpcId = rpcId; session.Reply(response); return; } if (message != null) { Game.Scene.GetComponent().Handle(session, message); return; } throw new Exception($"message type error: {message.GetType().FullName}"); } } }