ET游戏框架整理笔记3: 常用内置组件功能

上一节说道 挂载组件的几个步骤

1. 组件工厂创建组件

2. 如果有泛型类以组件为参数 并且实现了IUpdateSystem接口的话会调用它的update方法

如下面这个类

[ObjectSystem]
public class TimerComponentUpdateSystem : UpdateSystem<TimerComponent>
{
     public override void Update(TimerComponent self)
     {
         self.Update();
     }
}

3. 组件添加到父组件字典中

-------------------------------------------------------上一节分界线-------------------------------------------------------


main函数中加载完dll就是 挂载这两个组件  OptionComponent   StartConfigComponent

Options options = Game.Scene.AddComponent<OptionComponent, string[]>(args).Options;
StartConfig startConfig = Game.Scene.AddComponent<StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

这两个组件干嘛用的  上一节有说道创建组件时候会判断 ,会把 dotnet后面的参数序列化到组件的options属性中

image

startconfig组件根据上面的文件路径加载配置 根据apptype初始化组件的各类配置文件 如下面这些

public StartConfig StartConfig { get; private set; }

public StartConfig DBConfig { get; private set; }

public StartConfig RealmConfig { get; private set; }

public StartConfig LocationConfig { get; private set; }

public List<StartConfig> MapConfigs { get; private set; }

public List<StartConfig> GateConfigs { get; private set; }


消息分发组件 MessageDispatcherComponent

[ObjectSystem]
public class MessageDispatcherComponentAwakeSystem : AwakeSystem<MessageDispatcherComponent>
{
     public override void Awake(MessageDispatcherComponent self)
     {
         self.Load();
     }
}

创建该组件时调用load方法

/// <summary>
     /// 消息分发组件
     /// </summary>
     public static class MessageDispatcherComponentHelper
     {
         public static void Load(this MessageDispatcherComponent self)
         {
             self.Handlers.Clear();

            AppType appType = StartConfigComponent.Instance.StartConfig.AppType;

            List<Type> types = Game.EventSystem.GetTypes(typeof(MessageHandlerAttribute));

            foreach (Type type in types)
             {
                 object[] attrs = type.GetCustomAttributes(typeof(MessageHandlerAttribute), false);
                 if (attrs.Length == 0)
                 {
                     continue;
                 }

                MessageHandlerAttribute messageHandlerAttribute = attrs[0] as MessageHandlerAttribute;
                 if (!messageHandlerAttribute.Type.Is(appType))
                 {
                     continue;
                 }

                IMHandler iMHandler = Activator.CreateInstance(type) as IMHandler;
                 if (iMHandler == null)
                 {
                     Log.Error($"message handle {type.Name} 需要继承 IMHandler");
                     continue;
                 }

                Type messageType = iMHandler.GetMessageType();
                 ushort opcode = Game.Scene.GetComponent<OpcodeTypeComponent>().GetOpcode(messageType);
                 if (opcode == 0)
                 {
                     Log.Error($"消息opcode为0: {messageType.Name}");
                     continue;
                 }
                 self.RegisterHandler(opcode, iMHandler);
             }
         }

        public static void RegisterHandler(this MessageDispatcherComponent self, ushort opcode, IMHandler handler)
         {
             if (!self.Handlers.ContainsKey(opcode))
             {
                 self.Handlers.Add(opcode, new List<IMHandler>());
             }
             self.Handlers[opcode].Add(handler);
         }

       
         }
     }

这个方法会从所有组件中找到 标记有MessageHandlerAttribute的类遍历 => 反射创建该类的实例A  => 获取该Message的类型B,如下图的R2C_Ping  => 把B的编码作为key 实例A作为value 缓存到  ActorMessageDispatcherComponent 组件的ActorMessageHandlers字典中

如下面这个就是一个消息处理类

[MessageHandler(AppType.AllServer)]
public class C2R_PingHandler : AMRpcHandler<C2R_Ping, R2C_Ping>
{
     protected override async ETTask Run(Session session, C2R_Ping request, R2C_Ping response, Action reply)
     {
         reply();
         await ETTask.CompletedTask;
     }
}

缓存的这些消息处理类在后面收发协议时候回用到



内网通信组件 NetInnerComponent

顾名思义 这个是内网通信用的 添加组件时候传入了内网的地址

Game.Scene.AddComponent<NetInnerComponent, string>(innerConfig.Address);

添加组件后会自动调用awake方法 看一下这个方法干了啥

public static void Awake(this NetInnerComponent self, string address)
{
     self.Awake(NetworkProtocol.TCP, address, Packet.PacketSizeLength4);
     self.MessagePacker = new MongoPacker();
     self.MessageDispatcher = new InnerMessageDispatcher();
     self.AppType = StartConfigComponent.Instance.StartConfig.AppType;
}

标黄的方法是父组件 NetworkComponent的方法  根据协议类型创建不同的通信类

public void Awake(NetworkProtocol protocol, string address, int packetSize = Packet.PacketSizeLength2)
         {
                 IPEndPoint ipEndPoint;
                 switch (protocol)
                 {
                     case NetworkProtocol.KCP:
                         ipEndPoint = NetworkHelper.ToIPEndPoint(address);
                         this.Service = new KService(ipEndPoint, this.OnAccept) { Parent = this };
                         break;
                     case NetworkProtocol.TCP:
                         ipEndPoint = NetworkHelper.ToIPEndPoint(address);
                         this.Service = new TService(packetSize, ipEndPoint, this.OnAccept) { Parent = this };
                         break;
                     case NetworkProtocol.WebSocket:
                         string[] prefixs = address.Split(';');
                         this.Service = new WService(prefixs, this.OnAccept) { Parent = this };
                         break;
                 }
         }

这里公司用的是websocket

然后就是开启websocket监听 配置文件中InnerConfig地址 127.0.0.1:20002

websocket通讯服务端大概这样的

*******************websocket服务端****************************************

第一步:创建HttpListener类,并启动监听:

var listener = new HttpListener();
listener.Prefixes.Add("http://10.10.13.140:8080/");
listener.Start();
第二步:等待连接

var context = listener.GetContext();
第三步:接收websocket

var wsContext = await context.AcceptWebSocketAsync(null);
var ws = wsContext.WebSocket;
Console.WriteLine("WebSocket connect");
第四步:开始异步接收数据

//接收数据
var wsdata = await ws.ReceiveAsync(abuf, cancel);
Console.WriteLine(wsdata.Count);
byte[] bRec = new byte[wsdata.Count];
Array.Copy(buf, bRec, wsdata.Count);
Console.WriteLine(Encoding.Default.GetString(bRec));
第五步:释放资源

//注意,使用完,记得释放,不然会有内存泄漏
ws.Dispose();

ET不一样的是在接收到websocket消息后 ,调用一个OnAccept方法 创建session组件 然后调用start方法

public void OnAccept(AChannel channel)
{
     Session session = ComponentFactory.CreateWithParent<Session, AChannel>(this, channel);
     this.sessions.Add(session.Id, session);
     session.Start();
}

start方法调用WChannel的StartRecv() StartSend()方法

public async ETVoid StartRecv()
         {
             if (this.IsDisposed)
             {
                 return;
             }

            try
             {
                 while (true)
                 {
#if SERVER
                     ValueWebSocketReceiveResult receiveResult;
#else
                     WebSocketReceiveResult receiveResult;
#endif
                     int receiveCount = 0;
                     do
                     {
#if SERVER
                         receiveResult = await this.webSocket.ReceiveAsync(
                             new Memory<byte>(this.recvStream.GetBuffer(), receiveCount, this.recvStream.Capacity - receiveCount),
                             cancellationTokenSource.Token);
#else
                         receiveResult = await this.webSocket.ReceiveAsync(
                             new ArraySegment<byte>(this.recvStream.GetBuffer(), receiveCount, this.recvStream.Capacity - receiveCount),
                             cancellationTokenSource.Token);
#endif
                         if (this.IsDisposed)
                         {
                             return;
                         }

                        receiveCount += receiveResult.Count;
                     }
                     while (!receiveResult.EndOfMessage);

                    if (receiveResult.MessageType == WebSocketMessageType.Close)
                     {
                         this.OnError(ErrorCode.ERR_WebsocketPeerReset);
                         return;
                     }

                    if (receiveResult.Count > ushort.MaxValue)
                     {
                         await this.webSocket.CloseAsync(WebSocketCloseStatus.MessageTooBig, $"message too big: {receiveResult.Count}",
                             cancellationTokenSource.Token);
                         this.OnError(ErrorCode.ERR_WebsocketMessageTooBig);
                         return;
                     }

                    this.recvStream.SetLength(receiveResult.Count);
                     this.OnRead(this.recvStream);
                 }
             }
             catch (Exception e)
             {
                 Log.Error(e);
                 this.OnError(ErrorCode.ERR_WebsocketRecvError);
             }
         }

从message字节流中接受消息 交由Session.OnRead方法处理  onread方法如下

包的前2个字节是opcode编码 后面的是消息体

private void Run(MemoryStream memoryStream)
         {
             memoryStream.Seek(Packet.MessageIndex, SeekOrigin.Begin);
             ushort opcode = BitConverter.ToUInt16(memoryStream.GetBuffer(), Packet.OpcodeIndex);
            
#if !SERVER
             if (OpcodeHelper.IsClientHotfixMessage(opcode))
             {
                 this.GetComponent<SessionCallbackComponent>().MessageCallback.Invoke(this, opcode, memoryStream);
                 return;
             }
#endif
            
             object message;
             try
             {
                 OpcodeTypeComponent opcodeTypeComponent = this.Network.Entity.GetComponent<OpcodeTypeComponent>();
                 object instance = opcodeTypeComponent.GetInstance(opcode);
                 message = this.Network.MessagePacker.DeserializeFrom(instance, memoryStream);
                
                 if (OpcodeHelper.IsNeedDebugLogMessage(opcode))
                 {
                     Log.Msg(message);
                 }
             }
             catch (Exception e)
             {
                 // 出现任何消息解析异常都要断开Session,防止客户端伪造消息
                 Log.Error($"opcode: {opcode} {this.Network.Count} {e}, ip: {this.RemoteAddress}");
                 this.Error = ErrorCode.ERR_PacketParserError;
                 this.Network.Remove(this.Id);
                 return;
             }

            if (!(message is IResponse response))
             {
                 this.Network.MessageDispatcher.Dispatch(this, 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);
         }


如上代码所示, 解析出opcode后 从OpcodeTypeComponent组件中找到opcode对应的类型,把消息体反序列化成opcode对应的请求或者相应类

如果非IResponse消息的话 会把消息转给InnerMessageDispatcher类进行处理

public void Dispatch(Session session, ushort opcode, object message)
         {
             // 收到actor消息,放入actor队列
             switch (message)
             {
                 case IActorRequest iActorRequest:
                 {
                     Entity entity = (Entity)Game.EventSystem.Get(iActorRequest.ActorId);
                     if (entity == null)
                     {
                         Log.Warning($"not found actor: {message}");
                         ActorResponse response = new ActorResponse
                         {
                             Error = ErrorCode.ERR_NotFoundActor,
                             RpcId = iActorRequest.RpcId
                         };
                         session.Reply(response);
                         return;
                     }
    
                     MailBoxComponent mailBoxComponent = entity.GetComponent<MailBoxComponent>();
                     if (mailBoxComponent == null)
                     {
                         ActorResponse response = new ActorResponse
                         {
                             Error = ErrorCode.ERR_ActorNoMailBoxComponent,
                             RpcId = iActorRequest.RpcId
                         };
                         session.Reply(response);
                         Log.Error($"actor not add MailBoxComponent: {entity.GetType().Name} {message}");
                         return;
                     }
                
                     mailBoxComponent.Add(new ActorMessageInfo() { Session = session, Message = iActorRequest });
                     return;
                 }
                 case IActorMessage iactorMessage:
                 {
                     Entity entity = (Entity)Game.EventSystem.Get(iactorMessage.ActorId);
                     if (entity == null)
                     {
                         Log.Error($"not found actor: {message}");
                         return;
                     }
    
                     MailBoxComponent mailBoxComponent = entity.GetComponent<MailBoxComponent>();
                     if (mailBoxComponent == null)
                     {
                         Log.Error($"actor not add MailBoxComponent: {entity.GetType().Name} {message}");
                         return;
                     }
                
                     mailBoxComponent.Add(new ActorMessageInfo() { Session = session, Message = iactorMessage });
                     return;
                 }
                 default:
                 {
                     Game.Scene.GetComponent<MessageDispatcherComponent>().Handle(session, new MessageInfo(opcode, message));
                     break;
                 }
             }
         }

如上代码 消息类型有2种  IActorRequest   IActorMessage

然后根据ActorId获取消息处理类

这个ActorId是啥时候加到eventsystem中的?

Game.EventSystem.Get(iActorRequest.ActorId);

然后交由MailBoxComponent.Add方法 把消息放到队列中

原文地址:https://www.cnblogs.com/xtxtx/p/11273840.html