InnerMessageDispatcher.cs 1.5 KB

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  1. using System;
  2. using ETModel;
  3. namespace ETHotfix
  4. {
  5. public class InnerMessageDispatcher: IMessageDispatcher
  6. {
  7. public void Dispatch(Session session, Packet packet)
  8. {
  9. ushort opcode = packet.Opcode();
  10. Type messageType = Game.Scene.GetComponent<OpcodeTypeComponent>().GetType(opcode);
  11. IMessage message = (IMessage)session.Network.MessagePacker.DeserializeFrom(messageType, packet.Bytes, Packet.Index, packet.Length - Packet.Index);
  12. // 收到actor消息,放入actor队列
  13. if (message is IActorMessage iActorMessage)
  14. {
  15. Entity entity = (Entity)Game.EventSystem.Get(iActorMessage.ActorId);
  16. if (entity == null)
  17. {
  18. Log.Warning($"not found actor: {iActorMessage.ActorId}");
  19. ActorResponse response = new ActorResponse
  20. {
  21. Error = ErrorCode.ERR_NotFoundActor,
  22. RpcId = iActorMessage.RpcId
  23. };
  24. session.Reply(response);
  25. return;
  26. }
  27. MailBoxComponent mailBoxComponent = entity.GetComponent<MailBoxComponent>();
  28. if (mailBoxComponent == null)
  29. {
  30. ActorResponse response = new ActorResponse
  31. {
  32. Error = ErrorCode.ERR_NotFoundActor,
  33. RpcId = iActorMessage.RpcId
  34. };
  35. session.Reply(response);
  36. Log.Error($"actor没有挂载ActorComponent组件: {entity.GetType().Name} {entity.Id}");
  37. return;
  38. }
  39. mailBoxComponent.Add(new ActorMessageInfo() { Session = session, Message = iActorMessage });
  40. return;
  41. }
  42. Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message));
  43. }
  44. }
  45. }