广播聊天

This commit is contained in:
bob
2025-08-07 17:51:25 +08:00
parent 70bfe43a80
commit e1a4db89ae
19 changed files with 347 additions and 21 deletions

View File

@@ -10,4 +10,22 @@ message G2Game_EnterRequest // IRouteRequest,Game2G_EnterResponse
message Game2G_EnterResponse // IRouteResponse
{
int64 RoleRouteId = 1; //角色实体的路由id
}
///通知游戏服角色进入该聊天服
message G2Chat_EnterRequest // IRouteRequest,Game2G_EnterResponse
{
int64 AccountId = 1; //账号id
int64 GateRouteId = 2;//网关路由地址
}
message Chat2G_EnterResponse // IRouteResponse
{
int64 RoleRouteId = 1; //角色实体的路由id
}
message Chat2G_ChatMessage // IRouteMessage
{
string Message = 1; //聊天内容
}

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

View File

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

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@@ -0,0 +1,8 @@
using Fantasy.Entitas;
namespace NB.Chat;
public class ChatUnitManageComponent : Entity
{
public readonly Dictionary<long, ChatUnit> ChatUnits = new();
}

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@@ -64,4 +64,69 @@ namespace Fantasy
[ProtoMember(2)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 通知游戏服角色进入该聊天服
/// </summary>
[ProtoContract]
public partial class G2Chat_EnterRequest : AMessage, IRouteRequest, IProto
{
public static G2Chat_EnterRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2Chat_EnterRequest>();
}
public override void Dispose()
{
AccountId = default;
GateRouteId = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2Chat_EnterRequest>(this);
#endif
}
[ProtoIgnore]
public Game2G_EnterResponse ResponseType { get; set; }
public uint OpCode() { return InnerOpcode.G2Chat_EnterRequest; }
[ProtoMember(1)]
public long AccountId { get; set; }
[ProtoMember(2)]
public long GateRouteId { get; set; }
}
[ProtoContract]
public partial class Chat2G_EnterResponse : AMessage, IRouteResponse, IProto
{
public static Chat2G_EnterResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Chat2G_EnterResponse>();
}
public override void Dispose()
{
ErrorCode = default;
RoleRouteId = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Chat2G_EnterResponse>(this);
#endif
}
public uint OpCode() { return InnerOpcode.Chat2G_EnterResponse; }
[ProtoMember(1)]
public long RoleRouteId { get; set; }
[ProtoMember(2)]
public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class Chat2G_ChatMessage : AMessage, IRouteMessage, IProto
{
public static Chat2G_ChatMessage Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Chat2G_ChatMessage>();
}
public override void Dispose()
{
Message = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Chat2G_ChatMessage>(this);
#endif
}
public uint OpCode() { return InnerOpcode.Chat2G_ChatMessage; }
[ProtoMember(1)]
public string Message { get; set; }
}
}

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@@ -4,5 +4,8 @@ namespace Fantasy
{
public const uint G2Game_EnterRequest = 1073751825;
public const uint Game2G_EnterResponse = 1207969553;
public const uint G2Chat_EnterRequest = 1073751826;
public const uint Chat2G_EnterResponse = 1207969554;
public const uint Chat2G_ChatMessage = 939534097;
}
}

View File

@@ -11,5 +11,6 @@ public sealed class
Caht2C_SendMessageResponse response, Action reply)
{
ChatSceneHelper.Broadcast(chatUnit.Scene, request.Message);
await FTask.CompletedTask;
}
}

View File

@@ -0,0 +1,22 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
using NB.Game;
namespace NB.Chat;
public class G2Chat_EnterRequestHandler: RouteRPC<Scene, G2Chat_EnterRequest, Chat2G_EnterResponse>
{
protected override async FTask Run(Scene scene, G2Chat_EnterRequest request, Chat2G_EnterResponse response,
Action reply)
{
Log.Debug($"收到 G2Chat_EnterRequestHandler {request.AccountId}");
// 在缓存中检查该账号是否存在
var chatUnitManageComponent = scene.GetComponent<ChatUnitManageComponent>();
var account = await chatUnitManageComponent.Online(scene, request.AccountId, request.GateRouteId);
response.RoleRouteId = account.RuntimeId;
await FTask.CompletedTask;
}
}

View File

@@ -1,4 +1,5 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Platform.Net;
namespace NB.Chat;
@@ -12,10 +13,11 @@ public static class ChatSceneHelper
/// <param name="message"></param>
public static void Broadcast(Scene scene, string message)
{
Log.Info("广播消息===");
//发送给所有Gate服务器让Gate转发给其他客户端
var gateConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Gate);
var sendMessage = new Chat2C_Message()
var sendMessage = new Chat2G_ChatMessage()
{
Message = message
};
@@ -26,4 +28,34 @@ public static class ChatSceneHelper
networkMessagingComponent.SendInnerRoute(config.RouteId, sendMessage);
}
}
public static async FTask<long> Online(Scene scene, long accountID, long gateRuntimeId)
{
var gameSceneConfig = GetSceneConfig();
var gameRouteId = gameSceneConfig.RouteId;
//连接到游戏中心服
var gameResponse = (Chat2G_EnterResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
gameRouteId, new G2Chat_EnterRequest()
{
AccountId = accountID,
GateRouteId = gateRuntimeId
});
if (gameResponse.ErrorCode != 0)
{
return 0;
}
return gameResponse.RoleRouteId;
}
private static SceneConfig GetSceneConfig()
{
var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Chat);
return gameSceneConfigs.First();
}
}

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@@ -0,0 +1,20 @@
using Fantasy;
using Fantasy.Entitas;
namespace NB.Chat;
public static class ChatUnitFactory
{
/// <summary>
/// 创建一个新的Player
/// </summary>
/// <param name="scene"></param>
/// <param name="aId">ToKen令牌传递过来的aId</param>
/// <param name="isSaveDataBase">是否在创建的过程中保存到数据库</param>
/// <returns></returns>
public static ChatUnit Create(Scene scene, long aId)
{
var player = Entity.Create<ChatUnit>(scene, aId, true, true);
return player;
}
}

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@@ -0,0 +1,75 @@
using Fantasy;
using Fantasy.Async;
using NB.Game;
namespace NB.Chat;
public static class ChatUnitManageComponentSystem
{
#region 线线
/// <summary>
/// 玩家上线
/// </summary>
/// <param name="self"></param>
/// <param name="scene"></param>
/// <param name="accountId"></param>
/// <param name="gateRouteId"></param>
public static async FTask<ChatUnit> Online(this ChatUnitManageComponent self, Scene scene, long accountId,
long gateRouteId)
{
if (!self.TryGet(accountId, out var account))
{
account = ChatUnitFactory.Create(scene, accountId);
self.Add(account);
}
account.GateRouteId = gateRouteId;
await FTask.CompletedTask;
return account;
}
public static async FTask Offline(this ChatUnitManageComponent self, Scene scene, long accountId)
{
self.Remove(accountId);
await FTask.CompletedTask;
}
#endregion
#region &
public static void Add(this ChatUnitManageComponent self, ChatUnit account)
{
self.ChatUnits.Add(account.Id, account);
}
public static ChatUnit? Get(this ChatUnitManageComponent self, long accountId)
{
return self.ChatUnits.GetValueOrDefault(accountId);
}
public static bool TryGet(this ChatUnitManageComponent self, long accountId, out ChatUnit? account)
{
return self.ChatUnits.TryGetValue(accountId, out account);
}
public static void Remove(this ChatUnitManageComponent self, long accountId, bool isDispose = true)
{
if (!self.ChatUnits.Remove(accountId, out var account))
{
return;
}
if (!isDispose)
{
return;
}
account.Dispose();
}
#endregion
}

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@@ -1,5 +1,6 @@
using System.Net;
using Fantasy;
using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Platform.Net;
@@ -7,10 +8,30 @@ namespace NB.Game;
public static class GameSceneHelper
{
public static SceneConfig GetSceneConfig(Session session)
private static SceneConfig GetSceneConfig()
{
var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Game);
return gameSceneConfigs.First();
}
public static async FTask<long> Online(Scene scene, long accountID, long gateRuntimeId)
{
var gameSceneConfig = GetSceneConfig();
var gameRouteId = gameSceneConfig.RouteId;
//连接到游戏中心服
var gameResponse = (Game2G_EnterResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
gameRouteId, new G2Game_EnterRequest()
{
AccountId = accountID,
GateRouteId = gateRuntimeId
});
if (gameResponse.ErrorCode != 0)
{
return 0;
}
return gameResponse.RoleRouteId;
}
}

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@@ -0,0 +1,24 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Gate;
public class Chat2G_ChatMessageHandler : Route<Scene, Chat2G_ChatMessage>
{
protected override async FTask Run(Scene scene, Chat2G_ChatMessage message)
{
var chatMessage = new Chat2C_Message()
{
Message = message.Message,
};
var gateUnitManage = scene.GetComponent<GateUnitManageComponent>();
foreach (var session in gateUnitManage.ForEachUnitSession())
{
session.Send(chatMessage);
}
await FTask.CompletedTask;
}
}

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@@ -1,16 +1,18 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network;
using NB.Chat;
using NB.Game;
namespace NB.Gate;
public static class GateLoginHelper
{
#region 线
/// <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)
{
@@ -39,29 +41,34 @@ public static class GateLoginHelper
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)
//安排游戏服务器,并通知进入
var gameRouteId = await GameSceneHelper.Online(session.Scene, gateUnit.AccountID, session.RuntimeId);
if (gameRouteId <= 0)
{
return ErrorCode.OnlineSceneFailed;
}
routeComponent.AddAddress(RouteType.GameRoute, gameResponse.RoleRouteId);
Log.Info($"连接游戏服成功gameRouteId:{gameRouteId}");
routeComponent.AddAddress(RouteType.GameRoute, gameRouteId);
gateUnit.GameSceneRouteId = gameRouteId;
// //安排进入的聊天服
var chatRouteId = await ChatSceneHelper.Online(session.Scene, gateUnit.AccountID, session.RuntimeId);
if (chatRouteId <= 0)
{
return ErrorCode.OnlineSceneFailed;
}
routeComponent.AddAddress(RouteType.ChatRoute, chatRouteId);
gateUnit.ChatSceneRouteId = chatRouteId;
Log.Info($"连接聊天服成功gameRouteId:{gameRouteId}");
return ErrorCode.Successful;
}
#endregion
#region 线
/// <summary>
/// 网关通知其他服务器下线
/// </summary>
@@ -69,7 +76,11 @@ public static class GateLoginHelper
/// <param name="gateUnit"></param>
public static async FTask<uint> Offline(GateUnit gateUnit)
{
await FTask.CompletedTask;
//通知服务器下线
return ErrorCode.Successful;
}
#endregion
}

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@@ -52,4 +52,19 @@ public static class GateUnitManageComponentSystem
unit.Dispose();
}
}
/// <summary>
/// 回话迭代器
/// </summary>
/// <param name="self"></param>
/// <returns></returns>
public static IEnumerable<Session> ForEachUnitSession(this GateUnitManageComponent self)
{
foreach (var (_, gateUnit) in self.Units)
{
Session gateSession = gateUnit.Session;
if (gateSession == null) continue;
yield return gateSession;
}
}
}

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@@ -28,8 +28,8 @@ public static class GateJWTComponentSystem
ValidateIssuer = true, // 验证发行者
ValidateAudience = true, // 验证受众
ValidateIssuerSigningKey = true, // 验证签名密钥
ValidIssuer = "Fantasy", // 有效的发行者
ValidAudience = "Fantasy", // 有效的受众
ValidIssuer = "NoBug", // 有效的发行者
ValidAudience = "NoBug", // 有效的受众
IssuerSigningKey = new RsaSecurityKey(rsa) // RSA公钥作为签名密钥
};
}

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@@ -2,6 +2,7 @@
using Fantasy.Async;
using Fantasy.Event;
using NB.Authentication;
using NB.Chat;
using NB.Game;
using NB.Gate;
@@ -37,6 +38,12 @@ public class OnSceneCreate_Init : AsyncEventSystem<OnCreateScene>
scene.AddComponent<PlayerManageComponent>();
break;
}
case SceneType.Chat:
{
//用于管理玩家的组件
scene.AddComponent<ChatUnitManageComponent>();
break;
}
}
await FTask.CompletedTask;

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@@ -1,6 +1,7 @@
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@@ -70,4 +73,5 @@
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