chat
This commit is contained in:
@@ -26,9 +26,13 @@ public class C2A_LoginRequestHandler : MessageRPC<C2A_LoginRequest, A2C_LoginRes
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if (result.ErrorCode != ErrorCode.Successful && result.AccountId == -1)
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{
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if (request.Region == 0)
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{
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request.Region = RegionDef.CN;
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}
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//开始注册账号
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var regErrorCode =
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await AuthenticationHelper.Register(session.Scene, request.Username, request.Password, "用户注册");
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await AuthenticationHelper.Register(session.Scene, request.Username, request.Region, "用户注册");
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if (regErrorCode != ErrorCode.Successful)
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{
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result.ErrorCode = regErrorCode;
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@@ -55,7 +59,7 @@ public class C2A_LoginRequestHandler : MessageRPC<C2A_LoginRequest, A2C_LoginRes
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var machineConfig = MachineConfigData.Instance.Get(processConfig.MachineId);
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// 颁发一个ToKen令牌给客户端
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response.ToKen = AuthenticationJwtHelper.GetToken(scene, result.AccountId,
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$"{machineConfig.OuterIP}:{outerPort}", gateSceneConfig.Id);
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$"{machineConfig.OuterIP}:{outerPort}", gateSceneConfig.Id, result.region);
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}
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response.ErrorCode = result.ErrorCode;
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@@ -11,5 +11,6 @@ public class AccountDestroySystem : DestroySystem<Account>
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self.Password = null;
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self.CreateTime = 0;
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self.LoginTime = 0;
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self.Region = 0;
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}
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}
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@@ -40,13 +40,13 @@ internal static class AuthenticationComponentSystem
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Log.Info($"鉴权服务器启动成功!Position:{self.Position} AuthenticationCount:{self.AuthenticationCount}");
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}
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internal static async FTask<(uint ErrorCode, long AccountId)> Login(this AuthenticationComponent self,
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internal static async FTask<(uint ErrorCode, long AccountId, int region)> Login(this AuthenticationComponent self,
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string userName, string password)
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{
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// 1、检查传递的参数是否完整
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if (string.IsNullOrEmpty(userName) || string.IsNullOrEmpty(password))
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{
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return (ErrorCode.ErrArgs, 0);
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return (ErrorCode.ErrArgs, 0, 0);
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}
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// 检查账号是否应该在当前鉴权服务器中处理
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@@ -55,7 +55,7 @@ internal static class AuthenticationComponentSystem
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{
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// 这个3代表的是当前账号不应该在这个鉴权服务器处理。
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// return (3, 0);
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return (ErrorCode.ErrServer, 0);
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return (ErrorCode.ErrServer, 0, 0);
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}
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var scene = self.Scene;
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@@ -90,10 +90,10 @@ internal static class AuthenticationComponentSystem
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if (account == null)
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{
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return (ErrorCode.ErrAccountOrPass, 0);
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return (ErrorCode.ErrAccountOrPass, 0, 0);
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}
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return (ErrorCode.Successful, account.Id);
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return (ErrorCode.Successful, account.Id, account.Region);
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}
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uint result = 0;
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@@ -103,7 +103,7 @@ internal static class AuthenticationComponentSystem
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if (account == null)
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{
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// 没有注册
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return (ErrorCode.ErrAccountOrPass, -1); //返回-1,用于判断是否需要自动注册
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return (ErrorCode.ErrAccountOrPass, -1, 0); //返回-1,用于判断是否需要自动注册
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}
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if (account.Password != password)
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@@ -126,10 +126,10 @@ internal static class AuthenticationComponentSystem
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if (result != 0)
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{
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return (result, 0);
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return (result, 0, 0);
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}
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return (ErrorCode.Successful, account.Id);
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return (ErrorCode.Successful, account.Id, account.Region);
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}
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}
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@@ -138,14 +138,14 @@ internal static class AuthenticationComponentSystem
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/// </summary>
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/// <param name="self"></param>
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/// <param name="username"></param>
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/// <param name="password"></param>
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/// <param name="region"></param>
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/// <param name="source"></param>
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internal static async FTask<uint> Register(this AuthenticationComponent self, string username, string password,
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internal static async FTask<uint> Register(this AuthenticationComponent self, string username, int region,
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string source)
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{
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// 1、检查传递的参数是否完整
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if (string.IsNullOrEmpty(username) || string.IsNullOrEmpty(password))
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if (string.IsNullOrEmpty(username))
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{
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// 这个1代表的是参数不完整。
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return ErrorCode.ErrArgs;
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@@ -187,7 +187,8 @@ internal static class AuthenticationComponentSystem
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//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。
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account = Entity.Create<Account>(scene, true, true);
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account.Username = username;
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account.Password = password;
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account.Password = username;
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account.Region = region;
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account.CreateTime = TimeHelper.Now;
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// 写入这个实体到数据中
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await worldDateBase.Save(account);
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@@ -12,7 +12,8 @@ public static class AuthenticationHelper
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/// <param name="userName">用户名</param>
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/// <param name="password">用户密码</param>
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/// <returns></returns>
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public static async FTask<(uint ErrorCode, long AccountId)> Login(Scene scene, string userName, string password)
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public static async FTask<(uint ErrorCode, long AccountId, int region)> Login(Scene scene, string userName,
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string password)
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{
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return await scene.GetComponent<AuthenticationComponent>().Login(userName, password);
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}
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@@ -22,12 +23,12 @@ public static class AuthenticationHelper
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="username">用户名</param>
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/// <param name="password">用户密码</param>
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/// <param name="region">注册地区</param>
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/// <param name="source">注册的来源/原因</param>
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/// <returns></returns>
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public static async FTask<uint> Register(Scene scene, string username, string password, string source)
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public static async FTask<uint> Register(Scene scene, string username, int region, string source)
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{
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return await scene.GetComponent<AuthenticationComponent>().Register(username, password, source);
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return await scene.GetComponent<AuthenticationComponent>().Register(username, region, source);
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}
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/// <summary>
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@@ -29,24 +29,25 @@ public static class AuthenticationJwtComponentSystem
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ValidateIssuer = true, // 验证发行者
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ValidateAudience = true, // 验证受众
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ValidateIssuerSigningKey = true, // 验证签名密钥
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ValidIssuer = "Fantasy", // 有效的发行者
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ValidAudience = "Fantasy", // 有效的受众
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ValidIssuer = "NoBug", // 有效的发行者
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ValidAudience = "NoBug", // 有效的受众
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IssuerSigningKey = new RsaSecurityKey(rsa) // RSA公钥作为签名密钥
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};
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}
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public static string GetToken(this AuthenticationJwtComponent self, long aId, string address, uint sceneId)
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public static string GetToken(this AuthenticationJwtComponent self, long aId, string address, uint sceneId, int region)
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{
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var jwtPayload = new JwtPayload()
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{
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{ "aId", aId },
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{ "Address", address },
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{ "SceneId", sceneId }
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{ "SceneId", sceneId },
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{ "Region", region },
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};
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var jwtSecurityToken = new JwtSecurityToken(
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issuer: "Fantasy",
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audience: "Fantasy",
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issuer: "NoBug",
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audience: "NoBug",
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claims: jwtPayload.Claims,
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expires: DateTime.UtcNow.AddMilliseconds(3000),
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signingCredentials: self.SigningCredentials);
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@@ -11,9 +11,10 @@ public static class AuthenticationJwtHelper
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/// <param name="aId">AccountId</param>
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/// <param name="address">目标服务器的地址</param>
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/// <param name="sceneId">分配的Scene的Id</param>
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/// <param name="region">账号所属地区</param>
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/// <returns></returns>
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public static string GetToken(Scene scene, long aId, string address, uint sceneId)
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public static string GetToken(Scene scene, long aId, string address, uint sceneId, int region)
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{
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return scene.GetComponent<AuthenticationJwtComponent>().GetToken(aId, address, sceneId);
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return scene.GetComponent<AuthenticationJwtComponent>().GetToken(aId, address, sceneId, region);
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}
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}
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15
Hotfix/Chat/Handler/C2Chat_SendMessageRequestHandler.cs
Normal file
15
Hotfix/Chat/Handler/C2Chat_SendMessageRequestHandler.cs
Normal file
@@ -0,0 +1,15 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Chat;
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public sealed class
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C2Chat_SendMessageRequestHandler : RouteRPC<ChatUnit, C2Chat_SendMessageRequest, Caht2C_SendMessageResponse>
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{
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protected override async FTask Run(ChatUnit chatUnit, C2Chat_SendMessageRequest request,
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Caht2C_SendMessageResponse response, Action reply)
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{
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ChatSceneHelper.Broadcast(chatUnit.Scene, request.Message);
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}
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}
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29
Hotfix/Chat/Helper/ChatSceneHelper.cs
Normal file
29
Hotfix/Chat/Helper/ChatSceneHelper.cs
Normal file
@@ -0,0 +1,29 @@
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using Fantasy;
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using Fantasy.Platform.Net;
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namespace NB.Chat;
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public static class ChatSceneHelper
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{
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/// <summary>
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/// 广播消息
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="message"></param>
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public static void Broadcast(Scene scene, string message)
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{
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//发送给所有Gate服务器,让Gate转发给其他客户端
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var gateConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Gate);
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var sendMessage = new Chat2C_Message()
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{
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Message = message
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};
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var networkMessagingComponent = scene.NetworkMessagingComponent;
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foreach (var config in gateConfigs)
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{
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//发送给Gate服务器转发消息
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networkMessagingComponent.SendInnerRoute(config.RouteId, sendMessage);
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}
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}
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}
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16
Hotfix/Game/Helper/GameSceneHelper.cs
Normal file
16
Hotfix/Game/Helper/GameSceneHelper.cs
Normal file
@@ -0,0 +1,16 @@
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using System.Net;
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using Fantasy;
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using Fantasy.Network;
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using Fantasy.Platform.Net;
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namespace NB.Game;
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public static class GameSceneHelper
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{
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public static SceneConfig GetSceneConfig(Session session)
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{
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var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Game);
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return gameSceneConfigs.First();
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}
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}
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@@ -1,32 +0,0 @@
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// using Fantasy;
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// using Fantasy.Async;
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// using Fantasy.Network;
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// using Fantasy.Network.Interface;
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//
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// namespace NB.Gate;
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//
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// public sealed class C2G_GetAccountInfoRequestHandler : MessageRPC<C2G_GetAccountInfoRequest, G2C_GetAccountInfoResponse>
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// {
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// protected override async FTask Run(Session session, C2G_GetAccountInfoRequest request, G2C_GetAccountInfoResponse response, Action reply)
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// {
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// var gameAccountFlagComponent = session.GetComponent<PlayerFlagComponent>();
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//
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// if (gameAccountFlagComponent == null)
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// {
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// // 表示不应该访问这个接口,要先访问登录的接口。
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// // response.ErrorCode = 1;
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// session.Dispose();
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// return;
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// }
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//
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// Player account = gameAccountFlagComponent.Player;
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//
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// if (account == null)
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// {
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// // 表示这个Account已经被销毁过了。不是咱们想要的了
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// }
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//
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// response.GameAccountInfo = account.GetGameAccountInfo();
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// await FTask.CompletedTask;
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// }
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// }
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@@ -3,6 +3,7 @@ using Fantasy.Async;
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using Fantasy.Network;
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using Fantasy.Network.Interface;
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using Fantasy.Platform.Net;
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using NB.Game;
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namespace NB.Gate.Handler;
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@@ -13,14 +14,11 @@ public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_L
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{
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if (string.IsNullOrEmpty(request.ToKen))
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{
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// 1、客户端漏传了 response.ErrorCode = 1;
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// 2、恶意攻击导致的 session.Dispose();
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session.Dispose();
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return;
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}
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var scene = session.Scene;
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// Log.Info($"网关服场景 {scene.Id} {scene.RouteId} {scene.SceneConfigId} {scene.RouteId} {session.RouteId}");
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if (!GateJWTHelper.ValidateToken(scene, request.ToKen, out var accountId))
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{
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// 如果失败,表示肯定是恶意攻击、所以毫不犹疑,直接断开当前会话。
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@@ -28,51 +26,51 @@ public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_L
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return;
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}
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// 首先需要找到一个需要建立Route的Scene的SceneConfig。
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// 例子演示的连接的ChatScene,所以这里我通过SceneConfigData拿到这个SceneConfig。
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// 如果是其他Scene,用法跟这个没有任何区别。
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var gameSceneConfig = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Game)[0];
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// 通过chatSceneConfig拿到这个Scene的RouteId
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var gameRouteId = gameSceneConfig.RouteId;
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//连接到游戏中心服
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var gameResponse = (Game2G_EnterResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2Game_EnterRequest()
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{
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AccountId = accountId,
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GateRouteId = session.RuntimeId
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});
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if (gameResponse.ErrorCode != 0)
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// 在缓存中检查该账号是否存在
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var gateUnitManageComponent = scene.GetComponent<GateUnitManageComponent>();
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if (!gateUnitManageComponent.TryGet(accountId, out var gateUnit))
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{
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// 如果ErrorCode不是0表示请求的协议发生错误,应该提示给客户端。
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// 这里就不做这个了。
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response.ErrorCode = gameResponse.ErrorCode;
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return;
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gateUnit = gateUnitManageComponent.Add(session, accountId);
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}
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// 要实现Route协议的转发,需要给Session添加一个RouteComponent,这个非常重要。
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var routeComponent = session.AddComponent<RouteComponent>();
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// 需要再Examples/Config/NetworkProtocol/RouteType.Config里添加一个ChatRoute
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// 然后点击导表工具,会自动生成一个RouteType.cs文件。
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// 使用你定义的ChatRoute当routeType的参数传递进去。
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// routeResponse会返回一个ChatRouteId,这个就是Chat的RouteId。
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routeComponent.AddAddress(RouteType.GameRoute, gameResponse.RoleRouteId);
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// 这些操作完成后,就完成了Route消息的建立。
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// 后面可以直接发送Route消息通过Gate自动中转给Chat了。
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if (gateUnit == null)
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{
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Log.Error("创建GateUnit失败");
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session.Dispose();
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return;
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}
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|
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|
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// 给当前Session添加一个组件,当Session销毁的时候会销毁这个组件。
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var accountFlagComponent = session.AddComponent<SessionPlayerComponent>();
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accountFlagComponent.AccountID = accountId;
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// account.SessionRunTimeId = session.RuntimeId;
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// response.GameAccountInfo = account.GetGameAccountInfo();
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response.ErrorCode = await GateLoginHelper.Online(gateUnit);
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Log.Debug($"当前的Gate服务器:{session.Scene.SceneConfigId} accountId:{accountId}");
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|
||||
|
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Log.Debug($"网关内网连接到游戏服成功 routerId={gameResponse.RoleRouteId}");
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// var gameSceneConfig = GameSceneHelper.GetSceneConfig(session);
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//
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// // 通过chatSceneConfig拿到这个Scene的RouteId
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// var gameRouteId = gameSceneConfig.RouteId;
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// //连接到游戏中心服
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// var gameResponse = (Game2G_EnterResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
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// gameRouteId, new G2Game_EnterRequest()
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// {
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// AccountId = accountId,
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// GateRouteId = session.RuntimeId
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// });
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//
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// if (gameResponse.ErrorCode != 0)
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// {
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// // 如果ErrorCode不是0表示请求的协议发生错误,应该提示给客户端。
|
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// response.ErrorCode = gameResponse.ErrorCode;
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// return;
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// }
|
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//
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// // 要实现Route协议的转发,需要给Session添加一个RouteComponent,这个非常重要。
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// var routeComponent = session.AddComponent<RouteComponent>();
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// routeComponent.AddAddress(RouteType.GameRoute, gameResponse.RoleRouteId);
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//
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// // 给当前Session添加一个组件,当Session销毁的时候会销毁这个组件。
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// var accountFlagComponent = session.AddComponent<SessionPlayerComponent>();
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// accountFlagComponent.AccountID = accountId;
|
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|
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}
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}
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75
Hotfix/Gate/Helper/GateLoginHelper.cs
Normal file
75
Hotfix/Gate/Helper/GateLoginHelper.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using Fantasy;
|
||||
using Fantasy.Async;
|
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using Fantasy.Network;
|
||||
using NB.Game;
|
||||
|
||||
namespace NB.Gate;
|
||||
|
||||
public static class GateLoginHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 网关通知其他服务器上线
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="gateUnit"></param>
|
||||
public static async FTask<uint> Online(GateUnit gateUnit)
|
||||
{
|
||||
if (gateUnit == null)
|
||||
{
|
||||
return ErrorCode.ErrArgs;
|
||||
}
|
||||
|
||||
Session session = gateUnit.Session;
|
||||
if (session == null)
|
||||
{
|
||||
return ErrorCode.ErrArgs;
|
||||
}
|
||||
|
||||
var gateUnitSessionComponent = session.GetComponent<GateUnitSessionComponent>();
|
||||
if (gateUnitSessionComponent == null)
|
||||
{
|
||||
gateUnitSessionComponent = session.AddComponent<GateUnitSessionComponent>();
|
||||
}
|
||||
|
||||
var routeComponent = session.GetComponent<RouteComponent>();
|
||||
if (routeComponent == null)
|
||||
{
|
||||
routeComponent = session.AddComponent<RouteComponent>();
|
||||
}
|
||||
|
||||
gateUnitSessionComponent.AccountID = gateUnit.AccountID;
|
||||
|
||||
//安排服务器,并通知进入
|
||||
var gameSceneConfig = GameSceneHelper.GetSceneConfig(session);
|
||||
var gameRouteId = gameSceneConfig.RouteId;
|
||||
//连接到游戏中心服
|
||||
var gameResponse = (Game2G_EnterResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
|
||||
gameRouteId, new G2Game_EnterRequest()
|
||||
{
|
||||
AccountId = gateUnit.AccountID,
|
||||
GateRouteId = session.RuntimeId
|
||||
});
|
||||
|
||||
if (gameResponse.ErrorCode != 0)
|
||||
{
|
||||
return ErrorCode.OnlineSceneFailed;
|
||||
}
|
||||
|
||||
routeComponent.AddAddress(RouteType.GameRoute, gameResponse.RoleRouteId);
|
||||
gateUnit.GameSceneRouteId = gameRouteId;
|
||||
|
||||
|
||||
return ErrorCode.Successful;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 网关通知其他服务器下线
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="gateUnit"></param>
|
||||
public static async FTask<uint> Offline(GateUnit gateUnit)
|
||||
{
|
||||
//通知服务器下线
|
||||
return ErrorCode.Successful;
|
||||
}
|
||||
}
|
||||
55
Hotfix/Gate/System/GateUnitManageComponentSystem.cs
Normal file
55
Hotfix/Gate/System/GateUnitManageComponentSystem.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using Fantasy;
|
||||
using Fantasy.Async;
|
||||
using Fantasy.Entitas;
|
||||
using Fantasy.Network;
|
||||
using Fantasy.Platform.Net;
|
||||
using NB.Game;
|
||||
|
||||
namespace NB.Gate;
|
||||
|
||||
public static class GateUnitManageComponentSystem
|
||||
{
|
||||
public static GateUnit Add(this GateUnitManageComponent self, Session session, long accountId)
|
||||
{
|
||||
if (self.Units.TryGetValue(accountId, out var unit))
|
||||
{
|
||||
unit.Session = session;
|
||||
return unit;
|
||||
}
|
||||
|
||||
unit = Entity.Create<GateUnit>(self.Scene, accountId, true, true);
|
||||
unit.AccountID = accountId;
|
||||
unit.Session = session;
|
||||
self.Units.Add(accountId, unit);
|
||||
return unit;
|
||||
}
|
||||
|
||||
public static GateUnit? Get(this GateUnitManageComponent self, long accountId)
|
||||
{
|
||||
return self.Units.GetValueOrDefault(accountId);
|
||||
}
|
||||
|
||||
public static bool TryGet(this GateUnitManageComponent self, long accountId, out GateUnit? unit)
|
||||
{
|
||||
return self.Units.TryGetValue(accountId, out unit);
|
||||
}
|
||||
|
||||
public static async FTask Remove(this GateUnitManageComponent self, long accountId, bool isDispose = true)
|
||||
{
|
||||
if (!self.Units.TryGetValue(accountId, out var unit)) return;
|
||||
//通知其他服务器下线
|
||||
var result = await GateLoginHelper.Offline(unit);
|
||||
if (result != 0)
|
||||
{
|
||||
Log.Error($"通知其他服务器下线失败,错误码:{result}");
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info($"accountId:{accountId} 下线成功");
|
||||
self.Units.Remove(accountId);
|
||||
if (isDispose)
|
||||
{
|
||||
unit.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
17
Hotfix/Gate/System/GateUnitSessionComponentSystem.cs
Normal file
17
Hotfix/Gate/System/GateUnitSessionComponentSystem.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using Fantasy.Entitas.Interface;
|
||||
|
||||
namespace NB.Gate;
|
||||
|
||||
public class GateUnitSessionComponentSystem : DestroySystem<GateUnitSessionComponent>
|
||||
{
|
||||
protected override void Destroy(GateUnitSessionComponent self)
|
||||
{
|
||||
var gateUnitManageComponent = self.Scene.GetComponent<GateUnitManageComponent>();
|
||||
if (gateUnitManageComponent != null)
|
||||
{
|
||||
_ = gateUnitManageComponent.Remove(self.AccountID);
|
||||
}
|
||||
|
||||
self.AccountID = 0;
|
||||
}
|
||||
}
|
||||
16
Hotfix/Gate/System/GateUnitSystem.cs
Normal file
16
Hotfix/Gate/System/GateUnitSystem.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using Fantasy.Entitas.Interface;
|
||||
|
||||
namespace NB.Gate;
|
||||
|
||||
public class GateUnitDestroySystem : DestroySystem<GateUnit>
|
||||
{
|
||||
protected override void Destroy(GateUnit self)
|
||||
{
|
||||
self.AccountID = 0;
|
||||
self.Kick = false;
|
||||
}
|
||||
}
|
||||
|
||||
public class GateUnitSystem
|
||||
{
|
||||
}
|
||||
@@ -1,19 +1,19 @@
|
||||
using Fantasy.Entitas.Interface;
|
||||
|
||||
namespace NB.Gate;
|
||||
|
||||
public sealed class SessionPlayerComponentDestroySystem : DestroySystem<SessionPlayerComponent>
|
||||
{
|
||||
protected override void Destroy(SessionPlayerComponent self)
|
||||
{
|
||||
if (self.AccountID != 0)
|
||||
{
|
||||
// 执行下线过程、并且要求在5分钟后完成缓存清理。也就是5分钟后会保存数据到数据库。
|
||||
// 由于5分钟太长了、咱们测试的时候,不方便测试,也可以把这个时间改短一些,比如10秒。
|
||||
// PlayerHelper.Disconnect(self.Scene, self.AccountID, 1000 * 60 * 5).Coroutine();
|
||||
// self.AccountID = 0;
|
||||
}
|
||||
|
||||
// self.Player = null;
|
||||
}
|
||||
}
|
||||
// using Fantasy.Entitas.Interface;
|
||||
//
|
||||
// namespace NB.Gate;
|
||||
//
|
||||
// public sealed class SessionPlayerComponentDestroySystem : DestroySystem<GateUnitSessionComponent>
|
||||
// {
|
||||
// protected override void Destroy(GateUnitSessionComponent self)
|
||||
// {
|
||||
// if (self.AccountID != 0)
|
||||
// {
|
||||
// // 执行下线过程、并且要求在5分钟后完成缓存清理。也就是5分钟后会保存数据到数据库。
|
||||
// // 由于5分钟太长了、咱们测试的时候,不方便测试,也可以把这个时间改短一些,比如10秒。
|
||||
// // PlayerHelper.Disconnect(self.Scene, self.AccountID, 1000 * 60 * 5).Coroutine();
|
||||
// // self.AccountID = 0;
|
||||
// }
|
||||
//
|
||||
// // self.Player = null;
|
||||
// }
|
||||
// }
|
||||
@@ -25,6 +25,8 @@ public class OnSceneCreate_Init : AsyncEventSystem<OnCreateScene>
|
||||
}
|
||||
case SceneType.Gate:
|
||||
{
|
||||
// 用于管理网关所有连接的组件
|
||||
scene.AddComponent<GateUnitManageComponent>();
|
||||
// 用于验证JWT是否合法的组件
|
||||
scene.AddComponent<GateJWTComponent>();
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user