OuterMessageDispatcher.cs 2.0 KB

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  1. using System;
  2. using ETModel;
  3. using Google.Protobuf;
  4. namespace ETHotfix
  5. {
  6. public class OuterMessageDispatcher: IMessageDispatcher
  7. {
  8. public async void Dispatch(Session session, ushort opcode, object message)
  9. {
  10. try
  11. {
  12. switch (message)
  13. {
  14. case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit
  15. {
  16. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  17. ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
  18. // 这里设置了帧消息的id,防止客户端伪造
  19. iFrameMessage.Id = unitId;
  20. OneFrameMessage oneFrameMessage = new OneFrameMessage
  21. {
  22. Op = opcode, AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage))
  23. };
  24. actorLocationSender.Send(oneFrameMessage);
  25. return;
  26. }
  27. case IActorLocationMessage clientActorMessage:
  28. {
  29. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  30. ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
  31. actorLocationSender.Send(clientActorMessage);
  32. return;
  33. }
  34. 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
  35. {
  36. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  37. ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
  38. int rpcId = clientActorRequest.RpcId; // 这里要保存客户端的rpcId
  39. IResponse response = await actorLocationSender.Call(clientActorRequest);
  40. response.RpcId = rpcId;
  41. session.Reply(response);
  42. return;
  43. }
  44. }
  45. Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message));
  46. }
  47. catch (Exception e)
  48. {
  49. Log.Error(e);
  50. }
  51. }
  52. }
  53. }