修复插槽清理后的bug

This commit is contained in:
2026-01-18 20:20:33 +08:00
parent 58911b2ef4
commit 4dea9d9da7
8 changed files with 170 additions and 164 deletions

View File

@@ -1,21 +1,21 @@
using Fantasy.Entitas;
namespace NB;
public class EntityTimeOutComponent : Entity
{
/// <summary>
/// 主要是用于检测每次请求的间隔,这里存放是下一次能正常通信时间
/// </summary>
public long NextTime;
/// <summary>
/// 用来设置检查的间隔时间
/// </summary>
public int Interval;
/// <summary>
/// 用于记录时间计划任务的ID后面可以通过这个ID随时取消这个任务
/// </summary>
public long TimerId;
}
// using Fantasy.Entitas;
//
// namespace NB;
//
// public class EntityTimeOutComponent : Entity
// {
// /// <summary>
// /// 主要是用于检测每次请求的间隔,这里存放是下一次能正常通信时间
// /// </summary>
// public long NextTime;
//
// /// <summary>
// /// 用来设置检查的间隔时间
// /// </summary>
// public int Interval;
//
// /// <summary>
// /// 用于记录时间计划任务的ID后面可以通过这个ID随时取消这个任务
// /// </summary>
// public long TimerId;
// }

View File

@@ -13,14 +13,14 @@ public class C2A_LoginRequestHandler : MessageRPC<C2A_LoginRequest, A2C_LoginRes
protected override async FTask Run(Session session, C2A_LoginRequest request, A2C_LoginResponse response,
Action reply)
{
if (!session.CheckInterval(20000))
{
// 返回这个3代表操作过于频繁。
response.ErrorCode = ErrorCode.ErrFrequent;
return;
}
// if (!session.CheckInterval(20000))
// {
// // 返回这个3代表操作过于频繁。
// response.ErrorCode = ErrorCode.ErrFrequent;
// return;
// }
session.SetTimeout(3000);
// session.SetTimeout(3000);
var scene = session.Scene;
Log.Info($"登录服场景 {scene.Id} {scene.RuntimeId} {scene.SceneConfigId}");
var result = await AuthenticationHelper.Login(scene, request.Username, request.Password);

View File

@@ -1,48 +1,48 @@
using System;
using NB.Authentication;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network;
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
namespace NB;
public static class EntityHelper
{
public static bool CheckInterval(this Entity entity, int interval)
{
var sessionTimeOutComponent = entity.GetComponent<EntityTimeOutComponent>();
if (sessionTimeOutComponent == null)
{
sessionTimeOutComponent = entity.AddComponent<EntityTimeOutComponent>();
sessionTimeOutComponent.SetInterval(interval);
return true;
}
return sessionTimeOutComponent.CheckInterval();
}
public static void SetTimeout(this Entity entity, int timeout = 3000, Func<FTask>? task = null)
{
var sessionTimeOutComponent = entity.GetComponent<EntityTimeOutComponent>();
if (sessionTimeOutComponent == null)
{
sessionTimeOutComponent = entity.AddComponent<EntityTimeOutComponent>();
}
sessionTimeOutComponent.TimeOut(timeout, task);
}
public static bool IsTimeOutComponent(this Entity entity)
{
return entity.GetComponent<EntityTimeOutComponent>() != null;
}
public static void CancelTimeout(this Entity entity)
{
entity.RemoveComponent<EntityTimeOutComponent>();
}
}
// using System;
// using NB.Authentication;
// using Fantasy;
// using Fantasy.Async;
// using Fantasy.Entitas;
// using Fantasy.Network;
// // ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
//
// namespace NB;
//
// public static class EntityHelper
// {
// public static bool CheckInterval(this Entity entity, int interval)
// {
// var sessionTimeOutComponent = entity.GetComponent<EntityTimeOutComponent>();
//
// if (sessionTimeOutComponent == null)
// {
// sessionTimeOutComponent = entity.AddComponent<EntityTimeOutComponent>();
// sessionTimeOutComponent.SetInterval(interval);
// return true;
// }
//
// return sessionTimeOutComponent.CheckInterval();
// }
//
// public static void SetTimeout(this Entity entity, int timeout = 3000, Func<FTask>? task = null)
// {
// var sessionTimeOutComponent = entity.GetComponent<EntityTimeOutComponent>();
//
// if (sessionTimeOutComponent == null)
// {
// sessionTimeOutComponent = entity.AddComponent<EntityTimeOutComponent>();
// }
//
// sessionTimeOutComponent.TimeOut(timeout, task);
// }
//
// public static bool IsTimeOutComponent(this Entity entity)
// {
// return entity.GetComponent<EntityTimeOutComponent>() != null;
// }
//
// public static void CancelTimeout(this Entity entity)
// {
// entity.RemoveComponent<EntityTimeOutComponent>();
// }
// }

View File

@@ -1,79 +1,79 @@
using System;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas.Interface;
using Fantasy.Helper;
namespace NB.Authentication;
public sealed class EntityTimeOutComponentDestroySystem : DestroySystem<EntityTimeOutComponent>
{
protected override void Destroy(EntityTimeOutComponent self)
{
if (self.TimerId != 0)
{
self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
}
self.NextTime = 0;
self.Interval = 0;
}
}
public static class EntityTimeOutComponentSystem
{
public static void SetInterval(this EntityTimeOutComponent self, int interval)
{
if (interval <= 0)
{
throw new ArgumentException("interval must be greater than 0", nameof(interval));
}
self.Interval = interval;
self.NextTime = TimeHelper.Now + interval;
}
public static bool CheckInterval(this EntityTimeOutComponent self)
{
if (self.NextTime > TimeHelper.Now)
{
Log.Warning("当前连接请求的间隔过小");
return false;
}
self.NextTime = TimeHelper.Now + self.Interval;
return true;
}
public static void TimeOut(this EntityTimeOutComponent self, int timeout, Func<FTask>? task = null)
{
var scene = self.Scene;
var parentRunTimeId = self.Parent.RuntimeId;
if (self.TimerId != 0)
{
self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
}
self.TimerId =
scene.TimerComponent.Net.OnceTimer(timeout, () => { self.Handler(parentRunTimeId, task).Coroutine(); });
}
private static async FTask Handler(this EntityTimeOutComponent self, long parentRunTimeId, Func<FTask>? task = null)
{
var selfParent = self.Parent;
if (selfParent == null || parentRunTimeId != selfParent.RuntimeId)
{
return;
}
if (task != null)
{
await task();
}
self.TimerId = 0;
selfParent.Dispose();
}
}
// using System;
// using Fantasy;
// using Fantasy.Async;
// using Fantasy.Entitas.Interface;
// using Fantasy.Helper;
//
// namespace NB.Authentication;
//
// public sealed class EntityTimeOutComponentDestroySystem : DestroySystem<EntityTimeOutComponent>
// {
// protected override void Destroy(EntityTimeOutComponent self)
// {
// if (self.TimerId != 0)
// {
// self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
// }
//
// self.NextTime = 0;
// self.Interval = 0;
// }
// }
//
// public static class EntityTimeOutComponentSystem
// {
// public static void SetInterval(this EntityTimeOutComponent self, int interval)
// {
// if (interval <= 0)
// {
// throw new ArgumentException("interval must be greater than 0", nameof(interval));
// }
//
// self.Interval = interval;
// self.NextTime = TimeHelper.Now + interval;
// }
//
// public static bool CheckInterval(this EntityTimeOutComponent self)
// {
// if (self.NextTime > TimeHelper.Now)
// {
// Log.Warning("当前连接请求的间隔过小");
// return false;
// }
//
// self.NextTime = TimeHelper.Now + self.Interval;
// return true;
// }
//
// public static void TimeOut(this EntityTimeOutComponent self, int timeout, Func<FTask>? task = null)
// {
// var scene = self.Scene;
// var parentRunTimeId = self.Parent.RuntimeId;
//
// if (self.TimerId != 0)
// {
// self.Scene.TimerComponent.Net.Remove(ref self.TimerId);
// }
//
// self.TimerId =
// scene.TimerComponent.Net.OnceTimer(timeout, () => { self.Handler(parentRunTimeId, task).Coroutine(); });
// }
//
// private static async FTask Handler(this EntityTimeOutComponent self, long parentRunTimeId, Func<FTask>? task = null)
// {
// var selfParent = self.Parent;
//
// if (selfParent == null || parentRunTimeId != selfParent.RuntimeId)
// {
// return;
// }
//
// if (task != null)
// {
// await task();
// }
//
// self.TimerId = 0;
// selfParent.Dispose();
// }
// }

View File

@@ -13,7 +13,7 @@ public class C2Game_GetItemsRequestHandler : AddressRPC<Player, C2Game_GetItemsR
var itemContainer = entity.GetComponent<PlayerItemContainerComponent>();
response.Items = itemContainer.GetItemInfos();
response.Rigs = itemContainer.GetRigInfos();
response.Slots = itemContainer.Slots;
response.Slots = itemContainer.GetSlots();
await FTask.CompletedTask;
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas.Interface;
@@ -161,5 +162,10 @@ public static class PlayerItemContainerComponentSystem
return ret;
}
public static List<long> GetSlots(this PlayerItemContainerComponent self)
{
return self.Slots.ToList();
}
#endregion
}

View File

@@ -79,7 +79,7 @@ public static class PlayerManageComponentSystem
{
Log.Debug("检测到当前账号已经在缓存中了");
// 如果有延迟下线的计划任务,那就先取消一下。
account.CancelTimeout();
// account.CancelTimeout();
// 如果在Gate的缓存中已经存在了该账号那只能以下几种可能:
// 1、同一客户端发送了重复登录的请求数据。
// 2、客户端经历的断线然后又重新连接到这个服务器上了断线重连

View File

@@ -92,12 +92,12 @@ public static class PlayerHelper
return;
}
// 如果不存在定时任务的组件,那就添加并设置定时任务
if (account.IsTimeOutComponent())
{
// 如果已经存在了,那就表示当然已经有一个延时断开的任务了,那就不需要重复添加了
return;
}
// // 如果不存在定时任务的组件,那就添加并设置定时任务
// if (account.IsTimeOutComponent())
// {
// // 如果已经存在了,那就表示当然已经有一个延时断开的任务了,那就不需要重复添加了
// return;
// }
// 立即下线处理
if (timeOut <= 0)
@@ -108,7 +108,7 @@ public static class PlayerHelper
}
// 设置延迟下线
account.SetTimeout(timeOut, account.Disconnect);
// account.SetTimeout(timeOut, account.Disconnect);
}
#endregion