using System; using System.IO; namespace ET { [FriendClass(typeof(SessionPlayerComponent))] [SessionStreamDispatcher(SessionStreamDispatcherType.SessionStreamDispatcherServerOuter)] public class SessionStreamDispatcherServerOuter: ISessionStreamDispatcher { 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 ETTask 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().PlayerId; 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().PlayerId; 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; } } } } }