public void Run(ETModel.Session s, ushort opcode, MemoryStream memoryStream) { OpcodeTypeComponent opcodeTypeComponent = Game.Scene.GetComponent <OpcodeTypeComponent>(); object instance = opcodeTypeComponent.GetInstance(opcode); object message = this.session.Network.MessagePacker.DeserializeFrom(instance, memoryStream); if (OpcodeHelper.IsNeedDebugLogMessage(opcode)) { Log.Msg(message); } IResponse response = message as IResponse; if (response == null) { Game.Scene.GetComponent <MessageDispatcherComponent>().Handle(session, new MessageInfo(opcode, message)); return; } Action <IResponse> action; if (!this.requestCallback.TryGetValue(response.RpcId, out action)) { throw new Exception($"not found rpc, response message: {StringHelper.MessageToStr(response)}"); } this.requestCallback.Remove(response.RpcId); action(response); }
public void Run(ETModel.Session s, byte flag, ushort opcode, MemoryStream memoryStream) { OpcodeTypeComponent opcodeTypeComponent = Game.Scene.GetComponent <OpcodeTypeComponent>(); object instance = opcodeTypeComponent.GetInstance(opcode); object message = this.session.Network.MessagePacker.DeserializeFrom(instance, memoryStream); if (OpcodeHelper.IsNeedDebugLogMessage(opcode)) { Log.Msg(message); } if ((flag & 0x01) > 0) { IResponse response = message as IResponse; if (response == null) { throw new Exception($"flag is response, but hotfix message is not! {opcode}"); } Action <IResponse> action; if (!this.requestCallback.TryGetValue(response.RpcId, out action)) { return; } this.requestCallback.Remove(response.RpcId); action(response); return; } Game.Scene.GetComponent <MessageDispatherComponent>().Handle(session, new MessageInfo(opcode, message)); }
public void Run(ETModel.Session s, ushort opcode, MemoryStream memoryStream) { OpcodeTypeComponent opcodeTypeComponent = Game.Scene.GetComponent <OpcodeTypeComponent>(); object instance = opcodeTypeComponent.GetInstance(opcode); object message = this.session.Network.MessagePacker.DeserializeFrom(instance, memoryStream); //屏蔽心跳日志输出 10009,和广播玩家下注日志 10044 && opcode!= 10044 if (OpcodeHelper.IsNeedDebugLogMessage(opcode) && opcode != 10009 && opcode != 10044) { Log.Msg(message, 1); } IResponse response = message as IResponse; //临时解决斗地主,没法收到消息的问题 if (response != null && response.Error == 200225) { Game.EventSystem.Run(EventIdType.DDZOutCardError, response.Message); } if (response == null) { Game.Scene.GetComponent <MessageDispatcherComponent>().Handle(session, new MessageInfo(opcode, message)); return; } Action <IResponse> action; if (!this.requestCallback.TryGetValue(response.RpcId, out action)) { throw new Exception($"not found rpc, response message: {StringHelper.MessageToStr(response)}"); } this.requestCallback.Remove(response.RpcId); action(response); }
public async void Dispatch(Session session, Packet packet) { object message; try { OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent <OpcodeTypeComponent>(); object instance = opcodeTypeComponent.GetInstance(packet.Opcode); message = session.Network.MessagePacker.DeserializeFrom(instance, packet.Stream); } catch (Exception e) { // 出现任何异常都要断开Session,防止客户端伪造消息 Log.Error(e); session.Error = ErrorCode.ERR_PacketParserError; session.Network.Remove(session.Id); return; } //Log.Debug($"recv: {JsonHelper.ToJson(message)}"); switch (message) { case IFrameMessage iFrameMessage: // 如果是帧消息,构造成OneFrameMessage发给对应的unit { long unitId = session.GetComponent <SessionPlayerComponent>().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent <ActorMessageSenderComponent>().Get(unitId); // 这里设置了帧消息的id,防止客户端伪造 iFrameMessage.Id = unitId; OneFrameMessage oneFrameMessage = new OneFrameMessage { Op = packet.Opcode, AMessage = ByteString.CopyFrom(session.Network.MessagePacker.SerializeTo(iFrameMessage)) }; actorMessageSender.Send(oneFrameMessage); return; } case IActorRequest iActorRequest: // 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 <SessionPlayerComponent>().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent <ActorMessageSenderComponent>().Get(unitId); int rpcId = iActorRequest.RpcId; // 这里要保存客户端的rpcId IResponse response = await actorMessageSender.Call(iActorRequest); response.RpcId = rpcId; session.Reply(response); return; } case IActorMessage iActorMessage: // gate session收到actor消息直接转发给actor自己去处理 { long unitId = session.GetComponent <SessionPlayerComponent>().Player.UnitId; ActorMessageSender actorMessageSender = Game.Scene.GetComponent <ActorMessageSenderComponent>().Get(unitId); actorMessageSender.Send(iActorMessage); return; } } Game.Scene.GetComponent <MessageDispatherComponent>().Handle(session, new MessageInfo(packet.Opcode, message)); }