using System; using System.Collections.Generic; namespace ETModel { public struct SessionFrameMessage { public Session Session; public FrameMessage FrameMessage; } [ObjectSystem] public class ClientFrameComponentStartSystem : StartSystem { public override void Start(ClientFrameComponent t) { t.Start(); } } public class ClientFrameComponent: Component { public int Frame; public Queue Queue = new Queue(); public int count = 1; public int waitTime; public const int maxWaitTime = 100; public void Start() { UpdateAsync(); } public void Add(Session session, FrameMessage frameMessage) { this.Queue.Enqueue(new SessionFrameMessage() {Session = session, FrameMessage = frameMessage}); } public async void UpdateAsync() { TimerComponent timerComponent = Game.Scene.GetComponent(); while (true) { await timerComponent.WaitAsync(waitTime); if (this.IsDisposed) { return; } this.UpdateFrame(); } } private void UpdateFrame() { if (this.Queue.Count == 0) { return; } SessionFrameMessage sessionFrameMessage = this.Queue.Dequeue(); this.Frame = sessionFrameMessage.FrameMessage.Frame; for (int i = 0; i < sessionFrameMessage.FrameMessage.Messages.Count; ++i) { OneFrameMessage oneFrameMessage = sessionFrameMessage.FrameMessage.Messages[i]; Session session = sessionFrameMessage.Session; OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent(); Type type = opcodeTypeComponent.GetType(oneFrameMessage.Op); IMessage message = (IMessage)session.Network.MessagePacker.DeserializeFrom(type, oneFrameMessage.AMessage); Game.Scene.GetComponent().Handle(sessionFrameMessage.Session, new MessageInfo(oneFrameMessage.Op, message)); } } } }