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- using System.Collections.Generic;
- namespace ETModel
- {
- public struct SessionFrameMessage
- {
- public Session Session;
- public FrameMessage FrameMessage;
- }
-
- [ObjectSystem]
- public class ClientFrameComponentStartSystem : StartSystem<ClientFrameComponent>
- {
- public override void Start(ClientFrameComponent t)
- {
- t.Start();
- }
- }
- public class ClientFrameComponent: Component
- {
- public int Frame;
- public Queue<SessionFrameMessage> Queue = new Queue<SessionFrameMessage>();
- public int count = 1;
-
- public int waitTime;
- public const int maxWaitTime = 40;
- 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<TimerComponent>();
- while (true)
- {
- // 如果队列中消息多于4个,则加速跑帧
- this.waitTime = maxWaitTime;
- if (this.Queue.Count > 4)
- {
- this.waitTime = maxWaitTime - (this.Queue.Count - 4) * 2;
- }
- // 最快加速一倍
- if (this.waitTime < 20)
- {
- this.waitTime = 20;
- }
- 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)
- {
- IFrameMessage message = (IFrameMessage)sessionFrameMessage.FrameMessage.Messages[i];
- ushort opcode = Game.Scene.GetComponent<OpcodeTypeComponent>().GetOpcode(message.GetType());
- Game.Scene.GetComponent<MessageDispatherComponent>().Handle(sessionFrameMessage.Session, new MessageInfo(0, opcode, message));
- }
- }
- }
- }
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