using ETModel; namespace ETHotfix { public class OuterMessageDispatcher: IMessageDispatcher { public void Dispatch(Session session, ushort opcode, object message) { DispatchAsync(session, opcode, message).Coroutine(); } public async ETVoid DispatchAsync(Session session, ushort opcode, object message) { // 根据消息接口判断是不是Actor消息,不同的接口做不同的处理 switch (message) { case IActorLocationRequest actorLocationRequest: // 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 { long unitId = session.GetComponent().Player.UnitId; ActorLocationSender actorLocationSender = Game.Scene.GetComponent().Get(unitId); int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId long instanceId = session.InstanceId; IResponse response = await actorLocationSender.Call(actorLocationRequest); response.RpcId = rpcId; // session可能已经断开了,所以这里需要判断 if (session.InstanceId == instanceId) { session.Reply(response); } break; } case IActorLocationMessage actorLocationMessage: { long unitId = session.GetComponent().Player.UnitId; ActorLocationSender actorLocationSender = Game.Scene.GetComponent().Get(unitId); actorLocationSender.Send(actorLocationMessage); break; } case IActorRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加 { break; } case IActorMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加 { break; } default: { // 非Actor消息 Game.Scene.GetComponent().Handle(session, new MessageInfo(opcode, message)); break; } } } } }