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- using System;
- namespace ET.Server
- {
- [Invoke(SceneType.Gate)]
- public class NetComponentOnReadInvoker_Gate: AInvokeHandler<NetComponentOnRead>
- {
- public override void Handle(NetComponentOnRead args)
- {
- HandleAsync(args).NoContext();
- }
- private async ETTask HandleAsync(NetComponentOnRead args)
- {
- Session session = args.Session;
- object message = args.Message;
- Scene root = args.Session.Root();
- // 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,比如需要转发给Chat Scene,可以做一个IChatMessage接口
- switch (message)
- {
- case ISessionMessage:
- {
- MessageSessionDispatcher.Instance.Handle(session, message);
- break;
- }
- case ILocationMessage actorLocationMessage:
- {
- long unitId = session.GetComponent<SessionPlayerComponent>().Player.Id;
- root.GetComponent<MessageLocationSenderComponent>().Get(LocationType.Unit).Send(unitId, actorLocationMessage);
- break;
- }
- case ILocationRequest 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.Id;
- int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId
- long instanceId = session.InstanceId;
- IResponse iResponse = await root.GetComponent<MessageLocationSenderComponent>().Get(LocationType.Unit).Call(unitId, actorLocationRequest);
- iResponse.RpcId = rpcId;
- // session可能已经断开了,所以这里需要判断
- if (session.InstanceId == instanceId)
- {
- session.Send(iResponse);
- }
- break;
- }
- case IRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加
- {
- break;
- }
- case IMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加
- {
- break;
- }
-
- default:
- {
- throw new Exception($"not found handler: {message}");
- }
- }
- }
- }
- }
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