public void Dispatch(Session session, MemoryStream memoryStream) { ushort opcode = 0; try { long actorId = BitConverter.ToInt64(memoryStream.GetBuffer(), Packet.ActorIdIndex); opcode = BitConverter.ToUInt16(memoryStream.GetBuffer(), Packet.OpcodeIndex); Type type = null; object message = null; #if SERVER // 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 if (OpcodeTypeComponent.Instance.IsOutrActorMessage(opcode)) { InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId); instanceIdStruct.Process = Game.Options.Process; long realActorId = instanceIdStruct.ToLong(); Entity entity = Game.EventSystem.Get(realActorId); if (entity == null) { type = OpcodeTypeComponent.Instance.GetType(opcode); message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream); Log.Error($"not found actor: {session.DomainScene().Name} {opcode} {realActorId} {message}"); return; } if (entity is Session gateSession) { // 发送给客户端 memoryStream.Seek(Packet.OpcodeIndex, SeekOrigin.Begin); gateSession.Send(0, memoryStream); return; } } #endif type = OpcodeTypeComponent.Instance.GetType(opcode); message = MessageSerializeHelper.DeserializeFrom(opcode, type, memoryStream); if (message is IResponse iResponse && !(message is IActorResponse)) { session.OnRead(opcode, iResponse); return; } OpcodeHelper.LogMsg(session.DomainZone(), opcode, message); // 收到actor消息,放入actor队列 switch (message) { case IActorRequest iActorRequest: { InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId); int fromProcess = instanceIdStruct.Process; instanceIdStruct.Process = Game.Options.Process; long realActorId = instanceIdStruct.ToLong(); void Reply(IActorResponse response) { Session replySession = NetInnerComponent.Instance.Get(fromProcess); // 发回真实的actorId 做查问题使用 replySession.Send(realActorId, response); } InnerMessageDispatcherHelper.HandleIActorRequest(opcode, realActorId, iActorRequest, Reply); return; } case IActorResponse iActorResponse: { InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId); instanceIdStruct.Process = Game.Options.Process; long realActorId = instanceIdStruct.ToLong(); InnerMessageDispatcherHelper.HandleIActorResponse(opcode, realActorId, iActorResponse); return; } case IActorMessage iactorMessage: { InstanceIdStruct instanceIdStruct = new InstanceIdStruct(actorId); instanceIdStruct.Process = Game.Options.Process; long realActorId = instanceIdStruct.ToLong(); InnerMessageDispatcherHelper.HandleIActorMessage(opcode, realActorId, iactorMessage); return; } default: { MessageDispatcherComponent.Instance.Handle(session, opcode, message); break; } } } catch (Exception e) { Log.Error($"InnerMessageDispatcher error: {opcode}\n{e}"); } }
public static void Send(this Session self, long actorId, IMessage message) { (ushort opcode, MemoryStream stream) = MessageSerializeHelper.MessageToStream(message); OpcodeHelper.LogMsg(self.DomainZone(), opcode, message); self.Send(actorId, stream); }
public void Send(long actorId, IMessage message) { (ushort opcode, MemoryStream stream) = MessageSerializeHelper.MessageToStream(actorId, message); OpcodeHelper.LogMsg(this.DomainZone(), opcode, message); this.Send(actorId, stream); }