using System; using System.Net; namespace ET { [ActorMessageHandler] public class Actor_TransferHandler : AMActorLocationRpcHandler { protected override async ETTask Run(Unit unit, Actor_TransferRequest request, Actor_TransferResponse response, Action reply) { //long unitId = unit.Id; // //// 先在location锁住unit的地址 //await Game.Scene.GetComponent().Lock(unitId, unit.InstanceId); // //// 删除unit,让其它进程发送过来的消息找不到actor,重发 //Game.EventSystem.Remove(unitId); // //long instanceId = unit.InstanceId; // //int mapIndex = request.MapIndex; // //StartConfigComponent startConfigComponent = StartConfigComponent.Instance; // //// 传送到map //StartConfig mapConfig = startConfigComponent.MapConfigs[mapIndex]; //IPEndPoint address = mapConfig.GetComponent().IPEndPoint; //Session session = Game.Scene.GetComponent().Get(address); // //// 只删除不disponse否则M2M_TrasferUnitRequest无法序列化Unit //Game.Scene.GetComponent().RemoveNoDispose(unitId); //M2M_TrasferUnitResponse m2m_TrasferUnitResponse = (M2M_TrasferUnitResponse)await session.Call(new M2M_TrasferUnitRequest() { Unit = unit }); //unit.Dispose(); // //// 解锁unit的地址,并且更新unit的instanceId //await Game.Scene.GetComponent().UnLock(unitId, instanceId, m2m_TrasferUnitResponse.InstanceId); reply(); await ETTask.CompletedTask; } } }