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
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websocketvar 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