Пример #1
0
        public static void Broadcast(Unit unit, IActorMessage message)
        {
            Dictionary <long, AOIEntity> dict = unit.GetBeSeePlayers();

            (ushort _, MemoryStream memoryStream) = MessageSerializeHelper.MessageToStream(message);
            foreach (AOIEntity u in dict.Values)
            {
                ActorMessageSenderComponent.Instance.Send(u.Unit.GetComponent <UnitGateComponent>().GateSessionActorId, memoryStream);
            }
        }
Пример #2
0
        public void Handle(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);
            // 普通消息或者是Rpc请求消息
            MessageDispatcherComponent.Instance.Handle(session, opcode, message);
        }
        public static async ETTask <IActorResponse> Call(
            this ActorMessageSenderComponent self,
            long actorId,
            IActorRequest request,
            bool needException = true
            )
        {
            request.RpcId = self.GetRpcId();

            if (actorId == 0)
            {
                throw new Exception($"actor id is 0: {request}");
            }

            (ushort _, MemoryStream stream) = MessageSerializeHelper.MessageToStream(request);

            return(await self.Call(actorId, request.RpcId, stream, needException));
        }
        public static async ETTask <IActorResponse> Call(this ActorLocationSenderComponent self, long entityId, IActorRequest iActorRequest)
        {
            ActorLocationSender actorLocationSender = self.GetOrCreate(entityId);

            // 先序列化好
            int rpcId = ActorMessageSenderComponent.Instance.GetRpcId();

            iActorRequest.RpcId             = rpcId;
            (ushort _, MemoryStream stream) = MessageSerializeHelper.MessageToStream(iActorRequest);

            long actorLocationSenderInstanceId = actorLocationSender.InstanceId;

            using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.ActorLocationSender, entityId))
            {
                if (actorLocationSender.InstanceId != actorLocationSenderInstanceId)
                {
                    throw new RpcException(ErrorCore.ERR_ActorTimeout, $"{stream.ToActorMessage()}");
                }

                // 队列中没处理的消息返回跟上个消息一样的报错
                if (actorLocationSender.Error == ErrorCore.ERR_NotFoundActor)
                {
                    return(ActorHelper.CreateResponse(iActorRequest, actorLocationSender.Error));
                }

                try
                {
                    return(await self.CallInner(actorLocationSender, rpcId, stream));
                }
                catch (RpcException)
                {
                    self.Remove(actorLocationSender.Id);
                    throw;
                }
                catch (Exception e)
                {
                    self.Remove(actorLocationSender.Id);
                    throw new Exception($"{stream.ToActorMessage()}", e);
                }
            }
        }
Пример #5
0
        public void Handle(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;

                // 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;
                    }
                }

                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}");
            }
        }