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125 lines
5.3 KiB
125 lines
5.3 KiB
3 years ago
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using System;
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using System.IO;
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namespace ET
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{
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[SessionStreamDispatcher(SessionStreamDispatcherType.SessionStreamDispatcherServerInner)]
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public class SessionStreamDispatcherServerInner: ISessionStreamDispatcher
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{
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public void Dispatch(Session session, MemoryStream memoryStream)
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{
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ushort opcode = 0;
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try
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{
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long actorId = BitConverter.ToInt64(memoryStream.GetBuffer(), Packet.ActorIdIndex);
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opcode = BitConverter.ToUInt16(memoryStream.GetBuffer(), Packet.OpcodeIndex);
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Type type = null;
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object message = null;
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#if SERVER
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// 内网收到外网消息,有可能是gateUnit消息,还有可能是gate广播消息
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if (OpcodeTypeComponent.Instance.IsOutrActorMessage(opcode))
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{
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InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId);
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instanceIdStruct.Process = Game.Options.Process;
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long realActorId = instanceIdStruct.ToLong();
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Entity entity = Game.EventSystem.Get(realActorId);
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if (entity == null)
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{
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type = OpcodeTypeComponent.Instance.GetType(opcode);
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message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream);
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Log.Error($"not found actor: {session.DomainScene().Name} {opcode} {realActorId} {message}");
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return;
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}
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if (entity is Session gateSession)
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{
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// 发送给客户端
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memoryStream.Seek(Packet.OpcodeIndex, SeekOrigin.Begin);
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gateSession.Send(0, memoryStream);
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return;
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}
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if (entity is Player player)
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{
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if (player == null || player.IsDisposed)
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{
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return;
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}
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if (player.ClientSession == null || player.ClientSession.IsDisposed)
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{
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return;
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}
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memoryStream.Seek(Packet.OpcodeIndex, SeekOrigin.Begin);
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player.ClientSession.Send(0, memoryStream);
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return;
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}
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}
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#endif
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type = OpcodeTypeComponent.Instance.GetType(opcode);
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message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream);
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if (message is IResponse iResponse && !(message is IActorResponse))
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{
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session.OnRead(opcode, iResponse);
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return;
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}
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OpcodeHelper.LogMsg(session.DomainZone(), opcode, message);
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// 收到actor消息,放入actor队列
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switch (message)
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{
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case IActorRequest iActorRequest:
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{
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InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId);
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int fromProcess = instanceIdStruct.Process;
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instanceIdStruct.Process = Game.Options.Process;
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long realActorId = instanceIdStruct.ToLong();
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void Reply(IActorResponse response)
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{
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Session replySession = NetInnerComponent.Instance.Get(fromProcess);
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// 发回真实的actorId 做查问题使用
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replySession.Send(realActorId, response);
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}
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InnerMessageDispatcherHelper.HandleIActorRequest(opcode, realActorId, iActorRequest, Reply);
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return;
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}
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case IActorResponse iActorResponse:
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{
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InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId);
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instanceIdStruct.Process = Game.Options.Process;
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long realActorId = instanceIdStruct.ToLong();
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InnerMessageDispatcherHelper.HandleIActorResponse(opcode, realActorId, iActorResponse);
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return;
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}
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case IActorMessage iactorMessage:
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{
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InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId);
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instanceIdStruct.Process = Game.Options.Process;
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long realActorId = instanceIdStruct.ToLong();
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InnerMessageDispatcherHelper.HandleIActorMessage(opcode, realActorId, iactorMessage);
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return;
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}
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default:
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{
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MessageDispatcherComponent.Instance.Handle(session, opcode, message);
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break;
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}
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}
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}
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catch (Exception e)
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{
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Log.Error($"InnerMessageDispatcher error: {opcode}\n{e}");
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}
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}
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}
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}
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