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-
- using System;
- using System.IO;
- namespace ET
- {
- public class OuterMessageDispatcher: IMessageDispatcher
- {
- public void Dispatch(Session session, MemoryStream memoryStream)
- {
- ushort opcode = BitConverter.ToUInt16(memoryStream.GetBuffer(), Packet.KcpOpcodeIndex);
- Type type = OpcodeTypeComponent.Instance.GetType(opcode);
- object message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream);
- if (message is IResponse response)
- {
- session.OnRead(opcode, response);
- return;
- }
- OpcodeHelper.LogMsg(session.DomainZone(), opcode, 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;
- int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId
- long instanceId = session.InstanceId;
- IResponse response = await ActorLocationSenderComponent.Instance.Call(unitId, 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;
- ActorLocationSenderComponent.Instance.Send(unitId, 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
- MessageDispatcherComponent.Instance.Handle(session, opcode, message);
- break;
- }
- }
- }
- }
- }
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