예제 #1
0
        public override void Run()
        {
            Game.Scene.AddComponent <ConfigComponent>();

            Options            options       = Game.Scene.GetComponent <Options>();
            StartProcessConfig processConfig = StartProcessConfigCategory.Instance.Get(options.Process);

            Game.Scene.AddComponent <TimerComponent>();
            Game.Scene.AddComponent <OpcodeTypeComponent>();
            Game.Scene.AddComponent <MessageDispatcherComponent>();
            Game.Scene.AddComponent <CoroutineLockComponent>();
            // 发送普通actor消息
            Game.Scene.AddComponent <ActorMessageSenderComponent>();
            // 发送location actor消息
            Game.Scene.AddComponent <ActorLocationSenderComponent>();
            // 访问location server的组件
            Game.Scene.AddComponent <LocationProxyComponent>();
            Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
            // 数值订阅组件
            Game.Scene.AddComponent <NumericWatcherComponent>();
            // 控制台组件
            Game.Scene.AddComponent <ConsoleComponent>();

            Game.Scene.AddComponent <NetInnerComponent, string>(processConfig.InnerAddress);

            RunInner().Coroutine();
        }
예제 #2
0
        public async ETVoid RunAsync()
        {
            Game.Scene.AddComponent <ConfigComponent>();

            Options            options       = Game.Scene.GetComponent <Options>();
            StartProcessConfig processConfig = StartProcessConfigCategory.Instance.Get(options.Process);

            Game.Scene.AddComponent <TimerComponent>();
            Game.Scene.AddComponent <OpcodeTypeComponent>();
            Game.Scene.AddComponent <MessageDispatcherComponent>();
            Game.Scene.AddComponent <CoroutineLockComponent>();
            // 发送普通actor消息
            Game.Scene.AddComponent <ActorMessageSenderComponent>();
            // 发送location actor消息
            Game.Scene.AddComponent <ActorLocationSenderComponent>();
            // 访问location server的组件
            Game.Scene.AddComponent <LocationProxyComponent>();
            Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
            // 数值订阅组件
            Game.Scene.AddComponent <NumericWatcherComponent>();
            // 控制台组件
            Game.Scene.AddComponent <ConsoleComponent>();

            Game.Scene.AddComponent <NetInnerComponent, string>(processConfig.InnerAddress);

            var processScenes = StartSceneConfigCategory.Instance.GetByProcess(IdGenerater.Process);

            foreach (StartSceneConfig startConfig in processScenes)
            {
                await SceneFactory.Create(Game.Scene, startConfig.SceneId, startConfig.Zone, startConfig.Name, startConfig.Type, startConfig);
            }
        }
예제 #3
0
        public async ETTask Handle()
        {
            // 发送普通actor消息
            Game.Scene.AddComponent <ActorMessageSenderComponent>();
            // 发送location actor消息
            Game.Scene.AddComponent <ActorLocationSenderComponent>();
            // 访问location server的组件
            Game.Scene.AddComponent <LocationProxyComponent>();
            Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

            Game.Scene.AddComponent <RobotCaseDispatcherComponent>();
            Game.Scene.AddComponent <RobotCaseComponent>();

            Game.Scene.AddComponent <NavmeshComponent>();

            StartProcessConfig processConfig = StartProcessConfigCategory.Instance.Get(Game.Options.Process);

            switch (Game.Options.AppType)
            {
            case AppType.Server:
            {
                Game.Scene.AddComponent <NetInnerComponent, IPEndPoint, int>(processConfig.InnerIPPort, CallbackType.SessionStreamDispatcherServerInner);

                var processScenes = StartSceneConfigCategory.Instance.GetByProcess(Game.Options.Process);
                foreach (StartSceneConfig startConfig in processScenes)
                {
                    await SceneFactory.Create(Game.Scene, startConfig.Id, startConfig.InstanceId, startConfig.Zone, startConfig.Name,
                                              startConfig.Type, startConfig);
                }

                break;
            }

            case AppType.Watcher:
            {
                StartMachineConfig startMachineConfig = WatcherHelper.GetThisMachineConfig();
                WatcherComponent   watcherComponent   = Game.Scene.AddComponent <WatcherComponent>();
                watcherComponent.Start(Game.Options.CreateScenes);
                Game.Scene.AddComponent <NetInnerComponent, IPEndPoint, int>(NetworkHelper.ToIPEndPoint($"{startMachineConfig.InnerIP}:{startMachineConfig.WatcherPort}"), CallbackType.SessionStreamDispatcherServerInner);
                break;
            }

            case AppType.GameTool:
                break;
            }

            if (Game.Options.Console == 1)
            {
                Game.Scene.AddComponent <ConsoleComponent>();
            }
        }
예제 #4
0
        public static Process StartProcess(int processId, int createScenes = 0)
        {
            StartProcessConfig startProcessConfig = StartProcessConfigCategory.Instance.Get(processId);
            const string       exe       = "dotnet";
            string             arguments = $"App.dll" +
                                           $" --Process={startProcessConfig.Id}" +
                                           $" --AppType=Server" +
                                           $" --StartConfig={Game.Options.StartConfig}" +
                                           $" --Develop={Game.Options.Develop}" +
                                           $" --CreateScenes={createScenes}" +
                                           $" --LogLevel={Game.Options.LogLevel}" +
                                           $" --Console={Game.Options.Console}";

            Log.Debug($"{exe} {arguments}");
            Process process = ProcessHelper.Run(exe, arguments);

            return(process);
        }