合理化Address协议逻辑

合理化Address协议逻辑
This commit is contained in:
ALEXTANG
2023-07-21 17:50:47 +08:00
parent 144ba9f222
commit e5456da482
14 changed files with 78 additions and 69 deletions

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@@ -24,9 +24,4 @@ try
catch (Exception e)
{
Log.Error(e);
}
}

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@@ -3,10 +3,10 @@ package Sining.Message;
/// Gate跟Map服务器进行通讯、注册Address协议
message I_G2M_LoginAddressRequest // IRouteRequest,I_M2G_LoginAddressResponse
{
long AddressId = 1; // 用来关联Address的Id,一般是账号Id或UnitId这些不会变动的
long AddressableId = 1; // 用来关联Address的Id,一般是账号Id或UnitId这些不会变动的
long GateRouteId = 2; // Gate的RouteIdId用于Map发送给客户端时需要
}
message I_M2G_LoginAddressResponse // IRouteResponse
{
long AddressableId = 1;
}

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@@ -17,7 +17,7 @@ namespace TEngine
public uint OpCode() { return InnerOpcode.I_G2M_LoginAddressRequest; }
public long RouteTypeOpCode() { return CoreRouteType.Route; }
[ProtoMember(1)]
public long AddressId { get; set; }
public long AddressableId { get; set; }
[ProtoMember(2)]
public long GateRouteId { get; set; }
}
@@ -27,5 +27,7 @@ namespace TEngine
public uint OpCode() { return InnerOpcode.I_M2G_LoginAddressResponse; }
[ProtoMember(91, IsRequired = true)]
public uint ErrorCode { get; set; }
[ProtoMember(1)]
public long AddressableId { get; set; }
}
}

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@@ -24,14 +24,14 @@ public class H_C2G_LoginAddressRequestHandler : MessageRPC<H_C2G_LoginAddressReq
// 1、首选分配一个可用、负载比较低的服务器给这个Unit、我这里就在ServerConfig.xsl表里拿一个MAP了、但实际开发过程可能比这个要复杂
// 我这里就简单些一个做为演示、其实这些逻辑开发者完全可以自己封装一个接口来做。
// 在ServerConfig.xsl里找到MAP的进程、看到ID是3072通过这个Id在SceneConfig.xsl里找到对应的Scene的EntityId
var sceneEntityId = Helper.AddressableSceneHelper.GetSceneEntityIdByRouteId(3072);
var sceneEntityId = Helper.AddressableSceneHelper.GetSceneEntityId();
// 2、在InnerMessage里定义一个协议、用于Gate跟Map通讯的协议I_G2M_LoginAddress
var loginAddressResponse = (I_M2G_LoginAddressResponse)await MessageHelper.CallInnerRoute(session.Scene,
sceneEntityId,
new I_G2M_LoginAddressRequest()
{
AddressId = session.Id,
AddressableId = session.Id,
GateRouteId = session.RuntimeId,
});
if (loginAddressResponse.ErrorCode != 0)
@@ -40,7 +40,7 @@ public class H_C2G_LoginAddressRequestHandler : MessageRPC<H_C2G_LoginAddressReq
return;
}
// 3、可寻址消息组件、挂载了这个组件可以接收和发送Addressable消息
session.AddComponent<AddressableRouteComponent>();
session.AddComponent<AddressableRouteComponent>().SetAddressableId(loginAddressResponse.AddressableId);
}
}
#endif

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@@ -36,10 +36,10 @@ namespace TEngine.Logic
// 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);
var unit = AddressManage.Add(scene, request.AddressableId, 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;
response.AddressableId = unit.Id;
}
}
}

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@@ -33,10 +33,10 @@ public static class AddressableSceneHelper
return sceneEntityId;
}
public static long GetSceneEntityIdByRouteId(uint routeId)
public static long GetSceneEntityIdBySceneId(uint sceneId)
{
var sceneEntityId = 0L;
var sceneConfig = SceneConfigData.Instance.Get(routeId);
var sceneConfig = SceneConfigData.Instance.Get(sceneId);
sceneEntityId = sceneConfig.EntityId;
return sceneEntityId;
}

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@@ -0,0 +1,35 @@
namespace TEngine.Helper;
public class GameTickWatcher
{
private long m_startTick = 0;
public GameTickWatcher()
{
Refresh();
}
public void Refresh()
{
m_startTick = DateTime.Now.Ticks;
}
/// <summary>
/// 计算用时。
/// </summary>
/// <returns></returns>
public float ElapseTime()
{
long endTick = DateTime.Now.Ticks;
return (endTick - m_startTick) / 10000f / 1000.0f;
}
/// <summary>
/// 计算用时。
/// </summary>
/// <returns></returns>
public void LogElapseTime(string tag)
{
Console.WriteLine($"计算用时:{tag} 耗时 {this.ElapseTime()}");
}
}