合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录

合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录
This commit is contained in:
ALEXTANG
2023-07-15 18:39:42 +08:00
parent d87653a9fb
commit d4f160d284
101 changed files with 390 additions and 451 deletions

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#if TENGINE_NET
using System;
using System.Collections.Generic;
using TEngine.Core.Network;
namespace TEngine.Logic
{
public class Unit : Entity
{
public long GateRouteId;
}
public static class AddressManage
{
public static readonly Dictionary<long, Unit> Units = new Dictionary<long, Unit>();
public static Unit Add(Scene scene, long addressId, long gateRouteId)
{
var unit = Entity.Create<Unit>(scene, addressId);
unit.GateRouteId = gateRouteId;
Units.Add(unit.Id, unit);
return unit;
}
public static Unit? Get(long addressId)
{
return Units.TryGetValue(addressId, out var unit) ? unit : null;
}
}
public class I_G2M_LoginAddressRequestHandler : RouteRPC<Scene,I_G2M_LoginAddressRequest,I_M2G_LoginAddressResponse>
{
protected override async FTask Run(Scene scene, I_G2M_LoginAddressRequest request, I_M2G_LoginAddressResponse response, Action reply)
{
// 现在这里是MAP服务器了、玩家进入这里如果是首次进入会有玩家的所有信息
// 一般这个信息是数据库里拿到或者其他服务器给传递过来了、这里主要演示怎么注册Address、所以这些步骤这里就不做了
// 这里我就模拟一个假的Unit数据使用
// 1、首先创建一个Unit
var unit = AddressManage.Add(scene, request.AddressId, request.GateRouteId);
// 2、挂在AddressableMessageComponent组件、让这个Unit支持Address、并且会自动注册到网格中
await unit.AddComponent<AddressableMessageComponent>().Register();
await FTask.CompletedTask;
}
}
}
#endif