This commit is contained in:
2025-07-27 12:34:04 +08:00
parent 6311c7cb12
commit 743c1d2baa
194 changed files with 81685 additions and 696 deletions

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@@ -1,22 +0,0 @@
using System;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network;
using Fantasy.Network.Interface;
using Fantasy.Network.Route;
namespace Fantasy;
public sealed class G2M_RequestAddressableIdHandler : RouteRPC<Scene, G2M_RequestAddressableId, M2G_ResponseAddressableId>
{
protected override async FTask Run(Scene scene, G2M_RequestAddressableId request, M2G_ResponseAddressableId response, Action reply)
{
// 1、因为是测试代码所以默认每次请求这个协议我都创建一个新的Unit来做Addressable。
var unit = Entity.Create<Unit>(scene, false, true);
// 2、给Unit添加AddressableMessageComponent组件并执行Register()向AddressableScene注册自己当前的位置。
await unit.AddComponent<AddressableMessageComponent>().Register();
// 3、返回给Gate服务器AddressableId
response.AddressableId = unit.Id;
await FTask.CompletedTask;
}
}

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@@ -1,17 +0,0 @@
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network.Interface;
namespace Fantasy;
public class G2M_CreateSubSceneRequestHandler : RouteRPC<Scene, G2M_CreateSubSceneRequest, M2G_CreateSubSceneResponse>
{
protected override async FTask Run(Scene scene, G2M_CreateSubSceneRequest request, M2G_CreateSubSceneResponse response, Action reply)
{
// 下面的SceneType传的是666其实并没有这个类型这个是我随便写的。
var subScene = Scene.CreateSubScene(scene, 6666);
// 返回subScene的运行时id
response.SubSceneRouteId = subScene.RouteId;
await FTask.CompletedTask;
}
}

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@@ -1,21 +0,0 @@
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network.Interface;
using Fantasy.Network.Route;
namespace Fantasy;
public sealed class G2SubScene_AddressableIdRequestHandler : RouteRPC<SubScene, G2SubScene_AddressableIdRequest, SubScene2G_AddressableIdResponse>
{
protected override async FTask Run(SubScene subScene, G2SubScene_AddressableIdRequest request, SubScene2G_AddressableIdResponse response, Action reply)
{
Log.Debug($"G2SubScene_AddressableIdRequestHandler {subScene.SceneType}");
// 1、因为是测试代码所以默认每次请求这个协议我都创建一个新的Unit来做Addressable。
var unit = Entity.Create<Unit>(subScene, false, true);
// 2、给Unit添加AddressableMessageComponent组件并执行Register()向AddressableScene注册自己当前的位置。
await unit.AddComponent<AddressableMessageComponent>().Register();
// 3、返回给Gate服务器AddressableId
response.AddressableId = unit.Id;
await FTask.CompletedTask;
}
}

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@@ -1,13 +0,0 @@
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace Fantasy;
public class G2SubScene_SentMessageHandler : Route<Scene, G2SubScene_SentMessage>
{
protected override async FTask Run(Scene scene, G2SubScene_SentMessage message)
{
Log.Debug($"接受到来自Gate的消息 SceneType:{scene.SceneType} Message:{message.Tag}");
await FTask.CompletedTask;
}
}