ActorComponentSystem.cs 3.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using Model;
  5. namespace Hotfix
  6. {
  7. [ObjectSystem]
  8. public class ActorComponentAwakeSystem : AwakeSystem<ActorComponent>
  9. {
  10. public override void Awake(ActorComponent self)
  11. {
  12. self.Awake();
  13. }
  14. }
  15. [ObjectSystem]
  16. public class ActorComponentAwake1System : AwakeSystem<ActorComponent, IEntityActorHandler>
  17. {
  18. public override void Awake(ActorComponent self, IEntityActorHandler iEntityActorHandler)
  19. {
  20. self.Awake(iEntityActorHandler);
  21. }
  22. }
  23. [ObjectSystem]
  24. public class ActorComponentLoadSystem : LoadSystem<ActorComponent>
  25. {
  26. public override void Load(ActorComponent self)
  27. {
  28. self.Load();
  29. }
  30. }
  31. /// <summary>
  32. /// 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
  33. /// </summary>
  34. public static class ActorComponentEx
  35. {
  36. public static void Awake(this ActorComponent self)
  37. {
  38. self.entityActorHandler = new CommonEntityActorHandler();
  39. self.queue = new Queue<ActorMessageInfo>();
  40. self.actorId = self.Entity.Id;
  41. Game.Scene.GetComponent<ActorManagerComponent>().Add((Entity)self.Parent);
  42. self.HandleAsync();
  43. }
  44. public static void Awake(this ActorComponent self, IEntityActorHandler iEntityActorHandler)
  45. {
  46. self.entityActorHandler = iEntityActorHandler;
  47. self.queue = new Queue<ActorMessageInfo>();
  48. self.actorId = self.Entity.Id;
  49. Game.Scene.GetComponent<ActorManagerComponent>().Add((Entity)self.Parent);
  50. self.HandleAsync();
  51. }
  52. // 热更新要重新创建接口,以便接口也能实现热更新
  53. public static void Load(this ActorComponent self)
  54. {
  55. self.entityActorHandler = (IEntityActorHandler) HotfixHelper.Create(self.entityActorHandler);
  56. }
  57. public static async Task AddLocation(this ActorComponent self)
  58. {
  59. await Game.Scene.GetComponent<LocationProxyComponent>().Add(self.actorId);
  60. }
  61. public static async Task RemoveLocation(this ActorComponent self)
  62. {
  63. await Game.Scene.GetComponent<LocationProxyComponent>().Remove(self.actorId);
  64. }
  65. public static void Add(this ActorComponent self, ActorMessageInfo info)
  66. {
  67. self.queue.Enqueue(info);
  68. if (self.tcs == null)
  69. {
  70. return;
  71. }
  72. var t = self.tcs;
  73. self.tcs = null;
  74. t.SetResult(self.queue.Dequeue());
  75. }
  76. private static Task<ActorMessageInfo> GetAsync(this ActorComponent self)
  77. {
  78. if (self.queue.Count > 0)
  79. {
  80. return Task.FromResult(self.queue.Dequeue());
  81. }
  82. self.tcs = new TaskCompletionSource<ActorMessageInfo>();
  83. return self.tcs.Task;
  84. }
  85. private static async void HandleAsync(this ActorComponent self)
  86. {
  87. while (true)
  88. {
  89. if (self.IsDisposed)
  90. {
  91. return;
  92. }
  93. try
  94. {
  95. ActorMessageInfo info = await self.GetAsync();
  96. // 返回null表示actor已经删除,协程要终止
  97. if (info == null)
  98. {
  99. return;
  100. }
  101. await self.entityActorHandler.Handle(info.Session, (Entity)self.Parent, info.RpcId, info.Message);
  102. }
  103. catch (Exception e)
  104. {
  105. Log.Error(e.ToString());
  106. }
  107. }
  108. }
  109. }
  110. }