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- using System;
- using ETModel;
- using Google.Protobuf;
- namespace ETHotfix
- {
- public class OuterMessageDispatcher: IMessageDispatcher
- {
- public async void Dispatch(Session session, ushort opcode, object message)
- {
- try
- {
- switch (message)
- {
- case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit
- {
- long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
- ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
- // 这里设置了帧消息的id,防止客户端伪造
- iFrameMessage.Id = unitId;
- OneFrameMessage oneFrameMessage = new OneFrameMessage
- {
- Op = opcode, AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage))
- };
- actorLocationSender.Send(oneFrameMessage);
- return;
- }
- case IActorLocationMessage clientActorMessage:
- {
- long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
- ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
- actorLocationSender.Send(clientActorMessage);
- return;
- }
- case IActorLocationRequest clientActorRequest: // 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<SessionPlayerComponent>().Player.UnitId;
- ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
- int rpcId = clientActorRequest.RpcId; // 这里要保存客户端的rpcId
- IResponse response = await actorLocationSender.Call(clientActorRequest);
- response.RpcId = rpcId;
- session.Reply(response);
- return;
- }
- }
- Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message));
- }
- catch (Exception e)
- {
- Log.Error(e);
- }
- }
- }
- }
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