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- using System;
- namespace Model
- {
- public class InnerMessageDispatcher: IMessageDispatcher
- {
- public void Dispatch(Session session, ushort opcode, int offset, byte[] messageBytes, AMessage message)
- {
- // 收到actor rpc request
- if (message is ActorRpcRequest actorRpcRequest)
- {
- Entity entity = Game.Scene.GetComponent<ActorManagerComponent>().Get(actorRpcRequest.Id);
- if (entity == null)
- {
- Log.Warning($"not found actor: {actorRpcRequest.Id}");
- ActorRpcResponse response = new ActorRpcResponse
- {
- RpcId = actorRpcRequest.RpcId,
- Error = ErrorCode.ERR_NotFoundActor
- };
- session.Reply(response);
- return;
- }
- entity.GetComponent<ActorComponent>().Add(new ActorMessageInfo() { Session = session, Message = actorRpcRequest });
- return;
- }
- // 收到actor消息分发给actor自己去处理
- if (message is ActorRequest actorRequest)
- {
- Entity entity = Game.Scene.GetComponent<ActorManagerComponent>().Get(actorRequest.Id);
- if (entity == null)
- {
- Log.Warning($"not found actor: {actorRequest.Id}");
- ActorResponse response = new ActorResponse
- {
- RpcId = actorRequest.RpcId,
- Error = ErrorCode.ERR_NotFoundActor
- };
- session.Reply(response);
- return;
- }
- entity.GetComponent<ActorComponent>().Add(new ActorMessageInfo() { Session = session, Message = actorRequest });
- return;
- }
- if (message is AMessage || message is ARequest)
- {
- Game.Scene.GetComponent<MessageDispatherComponent>().Handle(session, message);
- return;
- }
- throw new Exception($"message type error: {message.GetType().FullName}");
- }
- }
- }
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