public void Add(Session session, FrameMessage frameMessage) { this.Queue.Enqueue(new SessionFrameMessage() { Session = session, FrameMessage = frameMessage }); }
public void Dispatch(Session session, Packet packet) { ushort opcode = packet.Opcode(); if (OpcodeHelper.IsClientHotfixMessage(opcode)) { session.GetComponent <SessionCallbackComponent>().MessageCallback.Invoke(session, packet); return; } OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent <OpcodeTypeComponent>(); Type responseType = opcodeTypeComponent.GetType(opcode); object message = session.Network.MessagePacker.DeserializeFrom(responseType, packet.Bytes, Packet.Index, packet.Length - Packet.Index); // 如果是帧同步消息,交给ClientFrameComponent处理 FrameMessage frameMessage = message as FrameMessage; if (frameMessage != null) { Game.Scene.GetComponent <ClientFrameComponent>().Add(session, frameMessage); return; } // 普通消息或者是Rpc请求消息 MessageInfo messageInfo = new MessageInfo(opcode, message); Game.Scene.GetComponent <MessageDispatherComponent>().Handle(session, messageInfo); }
public void Dispatch(Session session, PacketInfo packetInfo) { if (OpcodeHelper.IsClientHotfixMessage(packetInfo.Opcode)) { HotfixCallback.Invoke(session, packetInfo); return; } Type messageType = Game.Scene.GetComponent <OpcodeTypeComponent>().GetType(packetInfo.Opcode); IMessage message = (IMessage)session.Network.MessagePacker.DeserializeFrom(messageType, packetInfo.Bytes, packetInfo.Index, packetInfo.Length); // 如果是帧同步消息,交给ClientFrameComponent处理 FrameMessage frameMessage = message as FrameMessage; if (frameMessage != null) { Game.Scene.GetComponent <ClientFrameComponent>().Add(session, frameMessage); return; } // 普通消息或者是Rpc请求消息 MessageInfo messageInfo = new MessageInfo(packetInfo.RpcId, packetInfo.Opcode, message); Game.Scene.GetComponent <MessageDispatherComponent>().Handle(session, messageInfo); }
public void Dispatch(Session session, Packet packet) { object message; try { if (OpcodeHelper.IsClientHotfixMessage(packet.Opcode)) { session.GetComponent <SessionCallbackComponent>().MessageCallback.Invoke(session, packet); return; } OpcodeTypeComponent opcodeTypeComponent = session.Network.Entity.GetComponent <OpcodeTypeComponent>(); Type responseType = opcodeTypeComponent.GetType(packet.Opcode); message = session.Network.MessagePacker.DeserializeFrom(responseType, packet.Stream); } catch (Exception e) { // 出现任何解析消息异常都要断开Session,防止客户端伪造消息 Log.Error(e); session.Error = ErrorCode.ERR_PacketParserError; session.Network.Remove(session.Id); return; } // 如果是帧同步消息,交给ClientFrameComponent处理 FrameMessage frameMessage = message as FrameMessage; if (frameMessage != null) { Game.Scene.GetComponent <ClientFrameComponent>().Add(session, frameMessage); return; } // 普通消息或者是Rpc请求消息 MessageInfo messageInfo = new MessageInfo(packet.Opcode, message); Game.Scene.GetComponent <MessageDispatherComponent>().Handle(session, messageInfo); }