OuterMessageDispatcher.cs 1.8 KB

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  1. using ETModel;
  2. namespace ETHotfix
  3. {
  4. public class OuterMessageDispatcher: IMessageDispatcher
  5. {
  6. public void Dispatch(Session session, ushort opcode, object message)
  7. {
  8. DispatchAsync(session, opcode, message).Coroutine();
  9. }
  10. public async ETVoid DispatchAsync(Session session, ushort opcode, object message)
  11. {
  12. // 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
  13. switch (message)
  14. {
  15. 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
  16. {
  17. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  18. ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
  19. int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId
  20. IResponse response = await actorLocationSender.Call(actorLocationRequest);
  21. response.RpcId = rpcId;
  22. session.Reply(response);
  23. break;
  24. }
  25. case IActorLocationMessage actorLocationMessage:
  26. {
  27. long unitId = session.GetComponent<SessionPlayerComponent>().Player.UnitId;
  28. ActorLocationSender actorLocationSender = Game.Scene.GetComponent<ActorLocationSenderComponent>().Get(unitId);
  29. actorLocationSender.Send(actorLocationMessage);
  30. break;
  31. }
  32. case IActorRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加
  33. {
  34. break;
  35. }
  36. case IActorMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加
  37. {
  38. break;
  39. }
  40. default:
  41. {
  42. // 非Actor消息
  43. Game.Scene.GetComponent<MessageDispatcherComponent>().Handle(session, new MessageInfo(opcode, message));
  44. break;
  45. }
  46. }
  47. }
  48. }
  49. }