对对对

This commit is contained in:
bob
2025-07-26 17:58:25 +08:00
parent 4d8748e866
commit 6311c7cb12
57 changed files with 458 additions and 317 deletions

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@@ -1,7 +1,7 @@
using System.Reflection;
using System.Runtime.Loader;
namespace Fantasy
namespace NB
{
public static class AssemblyHelper
{

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@@ -1,6 +1,8 @@
namespace Fantasy;
using Fantasy.Entitas;
public sealed class AuthenticationComponent : Entitas.Entity
namespace NB;
public sealed class AuthenticationComponent : Entity
{
/// <summary>
/// 代表当前服务器在鉴权服务器中的位置

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@@ -1,7 +1,7 @@
using Fantasy.Entitas;
using Microsoft.IdentityModel.Tokens;
namespace Fantasy;
namespace NB;
public sealed class AuthenticationJwtComponent : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB;
public sealed class Account : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB;
public class AccountCacheInfo : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB;
public class AccountCacheInfoTimeOut : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB;
public class AccountTimeOut : Entity
{

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@@ -27,8 +27,6 @@
</ItemGroup>
<ItemGroup>
<Folder Include="Battle\" />
<Folder Include="Game\" />
<Folder Include="Gate\" />
</ItemGroup>

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB;
public class EntityTimeOutComponent : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Activity : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class BasicInfo : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Currency : Entity
{

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@@ -1,4 +1,4 @@
namespace Fantasy;
namespace NB.Game;
public class DayFlags
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class GamingInfo : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Guide : Entity
{

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@@ -1,21 +1,21 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Item : Entity
{
/// <summary>
/// 配置id
/// </summary>
public int ConfigId;
/// <summary>
/// 拥有的数量
/// </summary>
public int Count;
/// <summary>
/// 耐久度
/// 配置id
/// </summary>
public int Durability;
public int ConfigId;
/// <summary>
/// 是否绑定
/// </summary>
public bool IsBind;
}

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class MapMatter : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Mission : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class Skill : Entity
{

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@@ -1,6 +1,7 @@
using Fantasy.Entitas;
using NB.Game;
namespace Fantasy;
namespace NB;
public class UserInfo : Entity
{
@@ -28,12 +29,7 @@ public class UserInfo : Entity
/// 拥有的物品
/// </summary>
public List<Item> Items;
/// <summary>
/// 鱼护
/// </summary>
public List<Fish> Fishes;
/// <summary>
/// 参与的活动
/// </summary>

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy;
namespace NB.Game;
public class UserStatisticsInfo : Entity
{

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@@ -1,7 +1,7 @@
using Fantasy.Entitas;
using MongoDB.Bson.Serialization.Attributes;
namespace Fantasy.Gate;
namespace NB.Gate;
public sealed class GameAccount : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy.Gate;
namespace NB.Gate;
public sealed class GameAccountFlagComponent : Entity
{

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@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace Fantasy.Gate;
namespace NB.Gate;
public sealed class GameAccountManageComponent : Entity
{

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@@ -1,7 +1,7 @@
using Fantasy.Entitas;
using Microsoft.IdentityModel.Tokens;
namespace Fantasy.Gate;
namespace NB.Gate;
public sealed class GateJWTComponent : Entity
{

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@@ -1,4 +1,4 @@
namespace Fantasy;
namespace NB;
public enum LockType
{

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@@ -1,7 +0,0 @@
using Fantasy.Entitas;
namespace Fantasy;
public class Fish : Entity
{
}

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@@ -0,0 +1,32 @@
namespace Fantasy;
public class ErrorCode
{
public const uint Successful = 0;
/// <summary>
/// 参数有误
/// </summary>
public const uint ErrArgs = 10001;
/// <summary>
/// 服务器有误
/// </summary>
public const uint ErrServer = 10002;
/// <summary>
/// 操作太频繁
/// </summary>
public const uint ErrFrequent = 10003;
/// <summary>
/// 账号已被注册
/// </summary>
public const uint ErrAccountHave = 11001;
/// <summary>
/// 账号或密码有误
/// </summary>
public const uint ErrAccountOrPass = 11002;
}

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@@ -5,6 +5,7 @@ using ProtoBuf;
#if FANTASY_NET
using Fantasy.Network.Roaming;
#endif
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
// ReSharper disable InconsistentNaming
// ReSharper disable PropertyCanBeMadeInitOnly.Global
@@ -21,6 +22,7 @@ namespace Fantasy.InnerMessage
return Fantasy.Network.OpCode.BenchmarkMessage;
}
}
[ProtoContract]
public partial class BenchmarkRequest : AMessage, IRequest
{
@@ -28,12 +30,11 @@ namespace Fantasy.InnerMessage
{
return Fantasy.Network.OpCode.BenchmarkRequest;
}
[ProtoIgnore]
public BenchmarkResponse ResponseType { get; set; }
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoIgnore] public BenchmarkResponse ResponseType { get; set; }
[ProtoMember(1)] public long RpcId { get; set; }
}
[ProtoContract]
public partial class BenchmarkResponse : AMessage, IResponse
{
@@ -41,22 +42,22 @@ namespace Fantasy.InnerMessage
{
return Fantasy.Network.OpCode.BenchmarkResponse;
}
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
[ProtoMember(1)] public long RpcId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
}
public sealed partial class Response : AMessage, IResponse
{
public uint OpCode()
{
return Fantasy.Network.OpCode.DefaultResponse;
}
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
[ProtoMember(1)] public long RpcId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public sealed partial class RouteResponse : AMessage, IRouteResponse
{
@@ -64,11 +65,11 @@ namespace Fantasy.InnerMessage
{
return Fantasy.Network.OpCode.DefaultRouteResponse;
}
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
[ProtoMember(1)] public long RpcId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class PingRequest : AMessage, IRequest
{
@@ -76,12 +77,11 @@ namespace Fantasy.InnerMessage
{
return Fantasy.Network.OpCode.PingRequest;
}
[ProtoIgnore]
public PingResponse ResponseType { get; set; }
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoIgnore] public PingResponse ResponseType { get; set; }
[ProtoMember(1)] public long RpcId { get; set; }
}
[ProtoContract]
public partial class PingResponse : AMessage, IResponse
{
@@ -89,231 +89,334 @@ namespace Fantasy.InnerMessage
{
return Fantasy.Network.OpCode.PingResponse;
}
[ProtoMember(1)]
public long RpcId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
[ProtoMember(3)]
public long Now;
[ProtoMember(1)] public long RpcId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
[ProtoMember(3)] public long Now;
}
[ProtoContract]
public partial class I_AddressableAdd_Request : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_AddressableAdd_Response ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.AddressableAddRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long AddressableId { get; set; }
[ProtoMember(2)]
public long RouteId { get; set; }
[ProtoMember(3)]
public bool IsLock { get; set; }
[ProtoIgnore] public I_AddressableAdd_Response ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableAddRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long AddressableId { get; set; }
[ProtoMember(2)] public long RouteId { get; set; }
[ProtoMember(3)] public bool IsLock { get; set; }
}
[ProtoContract]
public partial class I_AddressableAdd_Response : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.AddressableAddResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableAddResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class I_AddressableGet_Request : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_AddressableGet_Response ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.AddressableGetRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long AddressableId { get; set; }
[ProtoIgnore] public I_AddressableGet_Response ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableGetRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long AddressableId { get; set; }
}
[ProtoContract]
public partial class I_AddressableGet_Response : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.AddressableGetResponse; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
[ProtoMember(1)]
public long RouteId { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableGetResponse;
}
[ProtoMember(2)] public uint ErrorCode { get; set; }
[ProtoMember(1)] public long RouteId { get; set; }
}
[ProtoContract]
public partial class I_AddressableRemove_Request : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_AddressableRemove_Response ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.AddressableRemoveRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long AddressableId { get; set; }
[ProtoIgnore] public I_AddressableRemove_Response ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableRemoveRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long AddressableId { get; set; }
}
[ProtoContract]
public partial class I_AddressableRemove_Response : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.AddressableRemoveResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableRemoveResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class I_AddressableLock_Request : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_AddressableLock_Response ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.AddressableLockRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long AddressableId { get; set; }
[ProtoIgnore] public I_AddressableLock_Response ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableLockRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long AddressableId { get; set; }
}
[ProtoContract]
public partial class I_AddressableLock_Response : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.AddressableLockResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableLockResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class I_AddressableUnLock_Request : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_AddressableUnLock_Response ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.AddressableUnLockRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long AddressableId { get; set; }
[ProtoMember(2)]
public long RouteId { get; set; }
[ProtoMember(3)]
public string Source { get; set; }
[ProtoIgnore] public I_AddressableUnLock_Response ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableUnLockRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long AddressableId { get; set; }
[ProtoMember(2)] public long RouteId { get; set; }
[ProtoMember(3)] public string Source { get; set; }
}
[ProtoContract]
public partial class I_AddressableUnLock_Response : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.AddressableUnLockResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.AddressableUnLockResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
#if FANTASY_NET
[ProtoContract]
public sealed class I_LinkRoamingRequest : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_LinkRoamingResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.LinkRoamingRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long RoamingId { get; set; }
[ProtoMember(2)]
public int RoamingType { get; set; }
[ProtoMember(3)]
public long ForwardSessionRouteId { get; set; }
[ProtoMember(4)]
public long SceneRouteId { get; set; }
[ProtoIgnore] public I_LinkRoamingResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.LinkRoamingRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long RoamingId { get; set; }
[ProtoMember(2)] public int RoamingType { get; set; }
[ProtoMember(3)] public long ForwardSessionRouteId { get; set; }
[ProtoMember(4)] public long SceneRouteId { get; set; }
}
[ProtoContract]
public sealed class I_LinkRoamingResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.LinkRoamingResponse; }
[ProtoMember(1)]
public long TerminusId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.LinkRoamingResponse;
}
[ProtoMember(1)] public long TerminusId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public sealed class I_UnLinkRoamingRequest : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_UnLinkRoamingResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.UnLinkRoamingRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long RoamingId { get; set; }
[ProtoMember(2)]
public bool DisposeRoaming { get; set; }
[ProtoIgnore] public I_UnLinkRoamingResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.UnLinkRoamingRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long RoamingId { get; set; }
[ProtoMember(2)] public bool DisposeRoaming { get; set; }
}
[ProtoContract]
public sealed class I_UnLinkRoamingResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.UnLinkRoamingResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.UnLinkRoamingResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class I_LockTerminusIdRequest : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_LockTerminusIdResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.LockTerminusIdRequest; }
[ProtoMember(1)]
public long SessionRuntimeId { get; set; }
[ProtoMember(2)]
public int RoamingType { get; set; }
[ProtoIgnore] public I_LockTerminusIdResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.LockTerminusIdRequest;
}
[ProtoMember(1)] public long SessionRuntimeId { get; set; }
[ProtoMember(2)] public int RoamingType { get; set; }
}
[ProtoContract]
public partial class I_LockTerminusIdResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.LockTerminusIdResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.LockTerminusIdResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
[ProtoContract]
public sealed class I_UnLockTerminusIdRequest : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_UnLockTerminusIdResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.UnLockTerminusIdRequest; }
public long RouteTypeOpCode() { return 1; }
[ProtoMember(1)]
public long SessionRuntimeId { get; set; }
[ProtoMember(2)]
public int RoamingType { get; set; }
[ProtoMember(3)]
public long TerminusId { get; set; }
[ProtoMember(4)]
public long TargetSceneRouteId { get; set; }
[ProtoIgnore] public I_UnLockTerminusIdResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.UnLockTerminusIdRequest;
}
public long RouteTypeOpCode()
{
return 1;
}
[ProtoMember(1)] public long SessionRuntimeId { get; set; }
[ProtoMember(2)] public int RoamingType { get; set; }
[ProtoMember(3)] public long TerminusId { get; set; }
[ProtoMember(4)] public long TargetSceneRouteId { get; set; }
}
[ProtoContract]
public sealed class I_UnLockTerminusIdResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.UnLockTerminusIdResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.UnLockTerminusIdResponse;
}
[ProtoMember(1)] public uint ErrorCode { get; set; }
}
/// <summary>
/// 漫游传送终端的请求
/// </summary>
public partial class I_TransferTerminusRequest : AMessage, IRouteRequest
{
[BsonIgnore]
public I_TransferTerminusResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.TransferTerminusRequest; }
[BsonIgnore] public I_TransferTerminusResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.TransferTerminusRequest;
}
public Terminus Terminus { get; set; }
}
public partial class I_TransferTerminusResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.TransferTerminusResponse; }
public uint OpCode()
{
return Fantasy.Network.OpCode.TransferTerminusResponse;
}
public uint ErrorCode { get; set; }
}
/// <summary>
/// 用于服务器之间获取漫游的TerminusId。
/// </summary>
[ProtoContract]
public partial class I_GetTerminusIdRequest : AMessage, IRouteRequest
{
[ProtoIgnore]
public I_GetTerminusIdResponse ResponseType { get; set; }
public uint OpCode() { return Fantasy.Network.OpCode.GetTerminusIdRequest; }
[ProtoMember(1)]
public int RoamingType { get; set; }
[ProtoMember(2)]
public long SessionRuntimeId { get; set; }
[ProtoIgnore] public I_GetTerminusIdResponse ResponseType { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.GetTerminusIdRequest;
}
[ProtoMember(1)] public int RoamingType { get; set; }
[ProtoMember(2)] public long SessionRuntimeId { get; set; }
}
[ProtoContract]
public partial class I_GetTerminusIdResponse : AMessage, IRouteResponse
{
public uint OpCode() { return Fantasy.Network.OpCode.GetTerminusIdResponse; }
[ProtoMember(1)]
public long TerminusId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
public uint OpCode()
{
return Fantasy.Network.OpCode.GetTerminusIdResponse;
}
[ProtoMember(1)] public long TerminusId { get; set; }
[ProtoMember(2)] public uint ErrorCode { get; set; }
}
#endif
}

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@@ -53,7 +53,6 @@ namespace Fantasy.Scheduler
case OpCodeType.OuterPingRequest:
{
// 注意心跳目前只有外网才才会有、内网之间不需要心跳。
session.LastReceiveTime = TimeHelper.Now;
_pingResponse.Now = session.LastReceiveTime;

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@@ -1,4 +1,5 @@
// ReSharper disable RedundantUsingDirective
using System;
using System.Collections.Generic;
using System.IO;
@@ -17,6 +18,7 @@ using Fantasy.Serialize;
using Fantasy.Network.Route;
using Fantasy.Platform.Net;
using Fantasy.Network.Roaming;
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#endif
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
@@ -36,15 +38,18 @@ namespace Fantasy.Network
{
private uint _rpcId;
internal long LastReceiveTime;
/// <summary>
/// 关联的网络连接通道
/// </summary>
internal INetworkChannel Channel { get; private set; }
/// <summary>
/// 当前Session的终结点信息
/// </summary>
public IPEndPoint RemoteEndPoint { get; private set; }
private ANetworkMessageScheduler NetworkMessageScheduler { get; set;}
private ANetworkMessageScheduler NetworkMessageScheduler { get; set; }
internal readonly Dictionary<long, FTask<IResponse>> RequestCallback = new();
/// <summary>
/// Session的Dispose委托
@@ -54,7 +59,8 @@ namespace Fantasy.Network
internal RouteComponent RouteComponent;
internal SessionRoamingComponent SessionRoamingComponent;
internal AddressableRouteComponent AddressableRouteComponent;
internal static Session Create(ANetworkMessageScheduler networkMessageScheduler, ANetworkServerChannel channel, NetworkTarget networkTarget)
internal static Session Create(ANetworkMessageScheduler networkMessageScheduler, ANetworkServerChannel channel,
NetworkTarget networkTarget)
{
var session = Entity.Create<Session>(channel.Scene, false, true);
session.Channel = channel;
@@ -69,6 +75,7 @@ namespace Fantasy.Network
var timeOut = ProcessDefine.SessionIdleCheckerTimeout;
session.AddComponent<SessionIdleCheckerComponent>().Start(interval, timeOut);
}
return session;
}
#endif
@@ -152,7 +159,7 @@ namespace Fantasy.Network
{
return;
}
_rpcId = 0;
LastReceiveTime = 0;
Channel = null;
@@ -170,11 +177,11 @@ namespace Fantasy.Network
{
requestCallback.SetException(new Exception($"session is dispose: {Id}"));
}
RequestCallback.Clear();
OnDispose?.Invoke();
}
/// <summary>
/// 发送一个消息
/// </summary>
@@ -187,10 +194,10 @@ namespace Fantasy.Network
{
return;
}
Channel.Send(rpcId, routeId, null, message);
}
/// <summary>
/// 发送一个消息
/// </summary>
@@ -206,7 +213,7 @@ namespace Fantasy.Network
Channel.Send(rpcId, routeId, null, routeMessage);
}
/// <summary>
/// 发送一个RPC消息
/// </summary>
@@ -219,14 +226,14 @@ namespace Fantasy.Network
{
return null;
}
var requestCallback = FTask<IResponse>.Create();
var rpcId = ++_rpcId;
var rpcId = ++_rpcId;
RequestCallback.Add(rpcId, requestCallback);
Send(request, rpcId, routeId);
return requestCallback;
}
/// <summary>
/// 发送一个RPC消息
/// </summary>
@@ -239,9 +246,9 @@ namespace Fantasy.Network
{
return null;
}
var requestCallback = FTask<IResponse>.Create();
var rpcId = ++_rpcId;
var rpcId = ++_rpcId;
RequestCallback.Add(rpcId, requestCallback);
Send(request, rpcId, routeId);
return requestCallback;
@@ -269,4 +276,4 @@ namespace Fantasy.Network
}
}
}
}
}

View File

@@ -1,11 +1,11 @@
using System.Authentication;
using NB.Authentication;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network;
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
namespace System;
namespace NB;
public static class EntityHelper
{

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@@ -3,7 +3,7 @@ using Fantasy.Async;
using Fantasy.Entitas.Interface;
using Fantasy.Helper;
namespace System.Authentication;
namespace NB.Authentication;
public sealed class EntityTimeOutComponentDestroySystem : DestroySystem<EntityTimeOutComponent>
{

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@@ -1,3 +1,4 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Event;
@@ -5,7 +6,7 @@ using Fantasy.Helper;
using Fantasy.Serialize;
using ProtoBuf;
namespace Fantasy;
namespace NB;
public sealed class SubSceneTestComponent : Entity
{

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@@ -1,11 +1,10 @@
using System.Authentication;
using Fantasy;
using Fantasy;
using Fantasy.Async;
using Fantasy.Authentication;
using Fantasy.Event;
using Fantasy.Gate;
using NB.Authentication;
using NB.Gate;
namespace System;
namespace NB;
public class OnSceneCreate_Init : AsyncEventSystem<OnCreateScene>
{

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@@ -1,21 +1,46 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Authentication.Jwt;
using Fantasy.Network;
using Fantasy.Network.Interface;
using Fantasy.Platform.Net;
using NB.Authentication.Jwt;
namespace Fantasy.Authentication.Handler;
namespace NB.Authentication.Handler;
public class C2A_LoginRequestHandler : MessageRPC<C2A_LoginRequest, A2C_LoginResponse>
{
protected override async FTask Run(Session session, C2A_LoginRequest request, A2C_LoginResponse response,
Action reply)
{
if (!session.CheckInterval(2000))
{
// 返回这个3代表操作过于频繁。
response.ErrorCode = ErrorCode.ErrFrequent;
return;
}
session.SetTimeout(3000);
var scene = session.Scene;
var result = await AuthenticationHelper.Login(scene, request.Username, request.Password);
if (result.ErrorCode == 0)
if (result.ErrorCode != ErrorCode.Successful && result.AccountId == -1)
{
//开始注册账号
var regErrorCode =
await AuthenticationHelper.Register(session.Scene, request.Username, request.Password, "用户注册");
if (regErrorCode != ErrorCode.Successful)
{
result.ErrorCode = regErrorCode;
}
else
{
Log.Debug($"Register 当前的服务器是:{scene.SceneConfigId}");
//注册完毕,执行登录
result = await AuthenticationHelper.Login(scene, request.Username, request.Password);
}
}
if (result.ErrorCode == ErrorCode.Successful)
{
// 通过配置表或其他方式拿到Gate服务器组的信息
var gates = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Gate);

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@@ -1,25 +0,0 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
namespace Fantasy.Authentication.Handler;
public sealed class C2A_RegisterRequestHandler : MessageRPC<C2A_RegisterRequest, A2C_RegisterResponse>
{
protected override async FTask Run(Session session, C2A_RegisterRequest request, A2C_RegisterResponse response,
Action reply)
{
if (!session.CheckInterval(2000))
{
// 返回这个3代表操作过于频繁。
response.ErrorCode = 3;
return;
}
session.SetTimeout(3000);
response.ErrorCode =
await AuthenticationHelper.Register(session.Scene, request.Username, request.Password, "用户注册");
Log.Debug($"Register 当前的服务器是:{session.Scene.SceneConfigId}");
}
}

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@@ -1,7 +1,7 @@
using Fantasy;
using Fantasy.Entitas.Interface;
namespace Fantasy.Authentication;
namespace NB.Authentication;
public class AccountDestroySystem : DestroySystem<Account>
{

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@@ -9,7 +9,7 @@ using Fantasy.Platform.Net;
#pragma warning disable CS8602 // Dereference of a possibly null reference.
#pragma warning disable CS8600 // Converting null literal or possible null value to non-nullable type.
namespace Fantasy.Authentication;
namespace NB.Authentication;
public sealed class AuthenticationComponentDestroySystem : DestroySystem<AuthenticationComponent>
{
@@ -19,7 +19,7 @@ public sealed class AuthenticationComponentDestroySystem : DestroySystem<Authent
{
account.Dispose();
}
self.Accounts.Clear();
}
}
@@ -39,31 +39,31 @@ internal static class AuthenticationComponentSystem
self.AuthenticationCount = authentications.Count;
Log.Info($"鉴权服务器启动成功Position:{self.Position} AuthenticationCount:{self.AuthenticationCount}");
}
internal static async FTask<(uint ErrorCode, long AccountId)> Login(this AuthenticationComponent self, string userName, string password)
internal static async FTask<(uint ErrorCode, long AccountId)> Login(this AuthenticationComponent self,
string userName, string password)
{
// 1、检查传递的参数是否完整
if (string.IsNullOrEmpty(userName) || string.IsNullOrEmpty(password))
{
// 这个1代表的是参数不完整。
return (1, 0);
return (ErrorCode.ErrArgs, 0);
}
// 检查账号是否应该在当前鉴权服务器中处理
// 检查账号是否应该在当前鉴权服务器中处理
var position = HashCodeHelper.MurmurHash3(userName) % self.AuthenticationCount;
if (self.Position != position)
{
// 这个3代表的是当前账号不应该在这个鉴权服务器处理。
return (3, 0);
// return (3, 0);
return (ErrorCode.ErrServer, 0);
}
var scene = self.Scene;
var worldDateBase = scene.World.DataBase;//DateBase
var worldDateBase = scene.World.DataBase; //DateBase
var usernameHashCode = userName.GetHashCode();
using (var @lock = await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationLoginLock, usernameHashCode))
using (var @lock =
await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationLoginLock, usernameHashCode))
{
// 如果用户频繁发生登录的请求,导致服务器会频繁请求数据库或缓存。
// 针对这个问题咱们可以利用缓存来解决这个问题。
@@ -71,13 +71,13 @@ internal static class AuthenticationComponentSystem
// 2、key:userName + password, Value = ?
// 3、为了防止缓存暴涨、肯定需要一个定期清理的过程Value肯定是要一个实体了。
// 4、因为这个实体下面咱们可以挂载一个组件这个组件的作用就是定时清理这个缓存。5
// 问题
// 1、如果用户的密码改了怎么办?
// 因为缓存中有定时清除的,所以遇到改密码的情况下,最多等待这个缓存清除了,然后就可以登录了。
// 2、如果我不这样做还有什么其他办法
// 通过防火墙的策略来限制用户请求比如100ms请求一次。
// 作业:
// 在这个AccountCacheInfo下创建一个组件这个组件的功能就是定时清理这个缓存。
@@ -87,23 +87,29 @@ internal static class AuthenticationComponentSystem
if (self.LoginAccounts.TryGetValue(loginAccountsKey, out var accountCacheInfo))
{
account = accountCacheInfo.GetComponent<Account>();
if (account == null)
{
return (2, 0);
return (ErrorCode.ErrAccountOrPass, 0);
}
return (0, account.Id);
return (ErrorCode.Successful, account.Id);
}
uint result = 0;
accountCacheInfo = Entity.Create<AccountCacheInfo>(scene, true, true);
account = await worldDateBase.First<Account>(d => d.Username == userName && d.Password == password);
account = await worldDateBase.First<Account>(d => d.Username == userName);
if (account == null)
{
// 这个2代表的是该用户没有注册或者用户或密码错误
result = 2;
// 没有注册
return (ErrorCode.ErrAccountOrPass, -1); //返回-1用于判断是否需要自动注册
}
if (account.Password != password)
{
//密码错误
result = ErrorCode.ErrAccountOrPass;
}
else
{
@@ -123,7 +129,7 @@ internal static class AuthenticationComponentSystem
return (result, 0);
}
return (0, account.Id);
return (ErrorCode.Successful, account.Id);
}
}
@@ -134,46 +140,48 @@ internal static class AuthenticationComponentSystem
/// <param name="username"></param>
/// <param name="password"></param>
/// <param name="source"></param>
internal static async FTask<uint> Register(this AuthenticationComponent self, string username, string password, string source)
internal static async FTask<uint> Register(this AuthenticationComponent self, string username, string password,
string source)
{
// 1、检查传递的参数是否完整
if (string.IsNullOrEmpty(username) || string.IsNullOrEmpty(password))
{
// 这个1代表的是参数不完整。
return 1;
return ErrorCode.ErrArgs;
}
// 检查账号是否应该在当前鉴权服务器中处理
var position = HashCodeHelper.MurmurHash3(username) % self.AuthenticationCount;
if (self.Position != position)
{
// 这个3代表的是当前账号不应该在这个鉴权服务器处理。
return 3;
// 这个代表的是当前账号不应该在这个鉴权服务器处理。
return ErrorCode.ErrServer;
}
var usernameHashCode = username.GetHashCode();
var scene = self.Scene;
// 利用协程锁来解决异步的原子问题
using (var @lock = await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationRegisterLock, usernameHashCode))
using (var @lock =
await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationRegisterLock, usernameHashCode))
{
// 利用缓存来减少频繁请求数据库或缓存的压力。
if (self.Accounts.TryGetValue(username, out var account))
{
// 这个2代表的是该用户已经存在。
return 2;
return ErrorCode.ErrAccountHave;
}
// 2、数据库查询该账号是否存在
var worldDateBase = scene.World.DataBase;
var isExist = await worldDateBase.Exist<Account>(d => d.Username == username);
if (isExist)
{
// 这个2代表的是该用户已经存在。
return 2;
return ErrorCode.ErrAccountHave;
}
//3、执行到这里的话表示数据库或缓存没有该账号的注册信息需要咱们创建一个。
@@ -190,7 +198,7 @@ internal static class AuthenticationComponentSystem
account.AddComponent<AccountTimeOut>().TimeOut(4000);
// 这个0代表的是操作成功
Log.Info($"Register source:{source} username:{username} accountId:{accountId}");
return 0;
return ErrorCode.Successful;
}
}
@@ -213,7 +221,7 @@ internal static class AuthenticationComponentSystem
{
return;
}
Log.Debug($"Remove cache username:{username} Count:{self.Accounts.Count}");
if (isDispose)
@@ -225,9 +233,9 @@ internal static class AuthenticationComponentSystem
internal static async FTask<uint> Remove(this AuthenticationComponent self, long accountId, string source)
{
var scene = self.Scene;
// 其实呢,这里没必要加协程锁,这里加是为了给大家加深下这个协程锁的印象。
using (var @lock = await scene.CoroutineLockComponent.Wait((int)LockType.AuthenticationRemoveLock, accountId))
{
var worldDateBase = scene.World.DataBase;

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@@ -1,7 +1,7 @@
using Fantasy;
using Fantasy.Async;
namespace Fantasy.Authentication;
namespace NB.Authentication;
public static class AuthenticationHelper
{

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@@ -4,7 +4,7 @@ using Fantasy;
using Fantasy.Entitas.Interface;
using Microsoft.IdentityModel.Tokens;
namespace Fantasy.Authentication.Jwt;
namespace NB.Authentication.Jwt;
public sealed class AuthenticationJwtComponentAwakeSystem : AwakeSystem<AuthenticationJwtComponent>
{

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@@ -1,6 +1,6 @@
using Fantasy;
namespace Fantasy.Authentication.Jwt;
namespace NB.Authentication.Jwt;
public static class AuthenticationJwtHelper
{

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@@ -2,7 +2,7 @@ using Fantasy;
using Fantasy.Entitas.Interface;
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
namespace Fantasy.Authentication;
namespace NB.Authentication;
public sealed class AccountCacheInfoTimeOutDestroySystem : DestroySystem<AccountCacheInfoTimeOut>
{

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@@ -1,7 +1,7 @@
using Fantasy;
using Fantasy.Entitas.Interface;
namespace Fantasy.Authentication;
namespace NB.Authentication;
public sealed class AccountTimeOutDestroySystem : DestroySystem<AccountTimeOut>
{

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@@ -0,0 +1,6 @@
namespace NB.Game;
public class ItemFactory
{
}

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@@ -0,0 +1,6 @@
namespace NB.Game.System;
public class ItemManagerComponentSystem
{
}

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@@ -1,10 +1,9 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Gate;
using Fantasy.Network;
using Fantasy.Network.Interface;
namespace System.Gate;
namespace NB.Gate;
public sealed class C2G_GetAccountInfoRequestHandler : MessageRPC<C2G_GetAccountInfoRequest, G2C_GetAccountInfoResponse>
{

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@@ -1,13 +1,12 @@
using System.Gate.System;
using NB.Gate.System;
using Fantasy;
using Fantasy.Async;
using Fantasy.Gate;
using Fantasy.Network;
using Fantasy.Network.Interface;
#pragma warning disable CS8604 // Possible null reference argument.
namespace System.Gate.Handler;
namespace NB.Gate.Handler;
public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_LoginResponse>
{

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@@ -1,10 +1,9 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Gate;
using Fantasy.Helper;
namespace System.Gate;
namespace NB.Gate;
public static class GameAccountFactory
{

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@@ -1,7 +1,6 @@
using Fantasy.Entitas.Interface;
using Fantasy.Gate;
namespace System.Gate;
namespace NB.Gate;
public sealed class GameAccountFlagComponentDestroySystem : DestroySystem<GameAccountFlagComponent>
{

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@@ -1,10 +1,9 @@
using System.Gate.System;
using NB.Gate.System;
using Fantasy;
using Fantasy.Async;
using Fantasy.Gate;
using Fantasy.Network;
namespace System.Gate;
namespace NB.Gate;
public static class GameAccountHelper
{

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@@ -1,7 +1,6 @@
using Fantasy.Entitas.Interface;
using Fantasy.Gate;
namespace System.Gate;
namespace NB.Gate;
public sealed class GameAccountDestroySystem : DestroySystem<GameAccount>
{

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@@ -1,7 +1,6 @@
using Fantasy.Entitas.Interface;
using Fantasy.Gate;
namespace System.Gate.System;
namespace NB.Gate.System;
public sealed class GameAccountManageComponentDestroySystem : DestroySystem<GameAccountManageComponent>
{

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@@ -1,11 +1,10 @@
using System.IdentityModel.Tokens.Jwt;
using System.Security.Cryptography;
using Fantasy.Entitas.Interface;
using Fantasy.Gate;
using Microsoft.IdentityModel.Tokens;
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
namespace System.Gate;
namespace NB.Gate;
public sealed class GateJWTComponentAwakeSystem : AwakeSystem<GateJWTComponent>
{

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@@ -1,8 +1,7 @@
using System.IdentityModel.Tokens.Jwt;
using Fantasy;
using Fantasy.Gate;
namespace System.Gate;
namespace NB.Gate;
public static class GateJWTHelper
{

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@@ -26,4 +26,4 @@ SceneConfigData.Initialize(sceneConfigText);
// 这里用的是NLog日志系统注册到框架中。
Log.Register(new Fantasy.NLog("Server"));
await Entry.Start(AssemblyHelper.Assemblies);
await Entry.Start(NB.AssemblyHelper.Assemblies);