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- 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<SessionPlayerComponent>().Player.UnitId;
- ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().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<SessionPlayerComponent>().Player.UnitId;
- ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().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<MessageDispatcherComponent>().Handle(session, new MessageInfo(opcode, message));
- break;
- }
- }
- }
- }
- }
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