namespace ET.Server { [Event(SceneType.Process)] public class NetServerComponentOnReadEvent: AEvent { protected override async ETTask Run(Scene scene, NetServerComponentOnRead args) { Session session = args.Session; object message = args.Message; if (message is IResponse response) { session.OnResponse(response); return; } // 根据消息接口判断是不是Actor消息,不同的接口做不同的处理,比如需要转发给Chat Scene,可以做一个IChatMessage接口 switch (message) { case IActorLocationRequest actorLocationRequest: // 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().PlayerId; int rpcId = actorLocationRequest.RpcId; // 这里要保存客户端的rpcId long instanceId = session.InstanceId; IResponse iResponse = await ActorLocationSenderComponent.Instance.Call(unitId, actorLocationRequest); iResponse.RpcId = rpcId; // session可能已经断开了,所以这里需要判断 if (session.InstanceId == instanceId) { session.Send(iResponse); } break; } case IActorLocationMessage actorLocationMessage: { long unitId = session.GetComponent().PlayerId; ActorLocationSenderComponent.Instance.Send(unitId, actorLocationMessage); break; } case IActorRequest actorRequest: // 分发IActorRequest消息,目前没有用到,需要的自己添加 { break; } case IActorMessage actorMessage: // 分发IActorMessage消息,目前没有用到,需要的自己添加 { break; } default: { // 非Actor消息 MessageDispatcherComponent.Instance.Handle(session, message); break; } } } } }