ActorComponentSystem.cs 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using ETModel;
  5. namespace ETHotfix
  6. {
  7. [ObjectSystem]
  8. public class ActorComponentAwakeSystem : AwakeSystem<ActorComponent>
  9. {
  10. public override void Awake(ActorComponent self)
  11. {
  12. self.entityActorHandler = new CommonEntityActorHandler();
  13. self.queue = new Queue<ActorMessageInfo>();
  14. Game.Scene.GetComponent<ActorManagerComponent>().Add(self.Entity);
  15. self.HandleAsync();
  16. }
  17. }
  18. [ObjectSystem]
  19. public class ActorComponentAwake1System : AwakeSystem<ActorComponent, IEntityActorHandler>
  20. {
  21. public override void Awake(ActorComponent self, IEntityActorHandler iEntityActorHandler)
  22. {
  23. self.entityActorHandler = iEntityActorHandler;
  24. self.queue = new Queue<ActorMessageInfo>();
  25. Game.Scene.GetComponent<ActorManagerComponent>().Add(self.Entity);
  26. self.HandleAsync();
  27. }
  28. }
  29. [ObjectSystem]
  30. public class ActorComponentLoadSystem : LoadSystem<ActorComponent>
  31. {
  32. public override void Load(ActorComponent self)
  33. {
  34. self.entityActorHandler = (IEntityActorHandler)HotfixHelper.Create(self.entityActorHandler);
  35. }
  36. }
  37. [ObjectSystem]
  38. public class ActorComponentDesdroySystem : DestroySystem<ActorComponent>
  39. {
  40. public override void Destroy(ActorComponent self)
  41. {
  42. Game.Scene.GetComponent<ActorManagerComponent>().Remove(self.Entity.Id);
  43. }
  44. }
  45. /// <summary>
  46. /// 挂上这个组件表示该Entity是一个Actor, 它会将Entity位置注册到Location Server, 接收的消息将会队列处理
  47. /// </summary>
  48. public static class ActorComponentEx
  49. {
  50. public static async Task AddLocation(this ActorComponent self)
  51. {
  52. await Game.Scene.GetComponent<LocationProxyComponent>().Add(self.Entity.Id);
  53. }
  54. public static async Task RemoveLocation(this ActorComponent self)
  55. {
  56. await Game.Scene.GetComponent<LocationProxyComponent>().Remove(self.Entity.Id);
  57. }
  58. public static void Add(this ActorComponent self, ActorMessageInfo info)
  59. {
  60. self.queue.Enqueue(info);
  61. if (self.tcs == null)
  62. {
  63. return;
  64. }
  65. var t = self.tcs;
  66. self.tcs = null;
  67. t.SetResult(self.queue.Dequeue());
  68. }
  69. private static Task<ActorMessageInfo> GetAsync(this ActorComponent self)
  70. {
  71. if (self.queue.Count > 0)
  72. {
  73. return Task.FromResult(self.queue.Dequeue());
  74. }
  75. self.tcs = new TaskCompletionSource<ActorMessageInfo>();
  76. return self.tcs.Task;
  77. }
  78. public static async void HandleAsync(this ActorComponent self)
  79. {
  80. while (true)
  81. {
  82. if (self.IsDisposed)
  83. {
  84. return;
  85. }
  86. try
  87. {
  88. ActorMessageInfo info = await self.GetAsync();
  89. // 返回null表示actor已经删除,协程要终止
  90. if (info.Message == null)
  91. {
  92. return;
  93. }
  94. await self.entityActorHandler.Handle(info.Session, (Entity)self.Parent, info.Message);
  95. }
  96. catch (Exception e)
  97. {
  98. Log.Error(e);
  99. }
  100. }
  101. }
  102. }
  103. }