619 lines
24 KiB
C#
619 lines
24 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using Fantasy.Async;
|
||
using Fantasy.Entitas;
|
||
using Fantasy.Event;
|
||
using Fantasy.IdFactory;
|
||
using Fantasy.Network;
|
||
using Fantasy.Network.Interface;
|
||
using Fantasy.Pool;
|
||
using Fantasy.Scheduler;
|
||
using Fantasy.Timer;
|
||
#if FANTASY_NET
|
||
using Fantasy.DataBase;
|
||
using Fantasy.Platform.Net;
|
||
using Fantasy.SingleCollection;
|
||
using System.Runtime.CompilerServices;
|
||
using Fantasy.Network.Route;
|
||
using Fantasy.Network.Roaming;
|
||
#endif
|
||
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
|
||
#pragma warning disable CS8601 // Possible null reference assignment.
|
||
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
|
||
#pragma warning disable CS8603 // Possible null reference return.
|
||
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
|
||
#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
|
||
{
|
||
/// <summary>
|
||
/// 当Scene创建完成后发送的事件参数
|
||
/// </summary>
|
||
public struct OnCreateScene
|
||
{
|
||
/// <summary>
|
||
/// 获取与事件关联的场景实体。
|
||
/// </summary>
|
||
public readonly Scene Scene;
|
||
/// <summary>
|
||
/// 初始化一个新的 OnCreateScene 实例。
|
||
/// </summary>
|
||
/// <param name="scene"></param>
|
||
public OnCreateScene(Scene scene)
|
||
{
|
||
Scene = scene;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 表示一个场景实体,用于创建与管理特定的游戏场景信息。
|
||
/// </summary>
|
||
public partial class Scene : Entity
|
||
{
|
||
#region Members
|
||
/// <summary>
|
||
/// Scene的运行类型
|
||
/// </summary>
|
||
public SceneRuntimeType SceneRuntimeType { get; protected set; }
|
||
#if FANTASY_NET
|
||
/// <summary>
|
||
/// Scene类型,对应SceneConfig的SceneType
|
||
/// </summary>
|
||
public int SceneType { get; protected set; }
|
||
/// <summary>
|
||
/// 所属的世界
|
||
/// </summary>
|
||
public World World { get; protected set; }
|
||
/// <summary>
|
||
/// 所在的Process
|
||
/// </summary>
|
||
public Process Process { get; protected set; }
|
||
/// <summary>
|
||
/// SceneConfig的Id
|
||
/// </summary>
|
||
public uint SceneConfigId { get; protected set; }
|
||
internal ANetwork InnerNetwork { get; private set; }
|
||
internal ANetwork OuterNetwork { get; private set; }
|
||
internal SceneConfig SceneConfig => SceneConfigData.Instance.Get(SceneConfigId);
|
||
private readonly Dictionary<uint, ProcessSessionInfo> _processSessionInfos = new Dictionary<uint, ProcessSessionInfo>();
|
||
#endif
|
||
/// <summary>
|
||
/// 当前Scene的上下文
|
||
/// </summary>
|
||
public ThreadSynchronizationContext ThreadSynchronizationContext { get; internal set; }
|
||
/// <summary>
|
||
/// 当前Scene的下创建的Entity
|
||
/// </summary>
|
||
private readonly Dictionary<long, Entity> _entities = new Dictionary<long, Entity>();
|
||
internal readonly Dictionary<Type, Func<IPool>> TypeInstance = new Dictionary<Type, Func<IPool>>();
|
||
#endregion
|
||
|
||
#region IdFactory
|
||
|
||
/// <summary>
|
||
/// Entity实体Id的生成器
|
||
/// </summary>
|
||
public IEntityIdFactory EntityIdFactory { get; protected set; }
|
||
/// <summary>
|
||
/// Entity实体RuntimeId的生成器
|
||
/// </summary>
|
||
public IRuntimeIdFactory RuntimeIdFactory { get; protected set; }
|
||
|
||
#endregion
|
||
|
||
#region Pool
|
||
|
||
internal EntityPool EntityPool;
|
||
internal EntityListPool<Entity> EntityListPool;
|
||
internal EntitySortedDictionaryPool<long, Entity> EntitySortedDictionaryPool;
|
||
|
||
#endregion
|
||
|
||
#region Component
|
||
|
||
/// <summary>
|
||
/// Scene下的任务调度器系统组件
|
||
/// </summary>
|
||
public TimerComponent TimerComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的事件系统组件
|
||
/// </summary>
|
||
public EventComponent EventComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的ESC系统组件
|
||
/// </summary>
|
||
public EntityComponent EntityComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的网络消息对象池组件
|
||
/// </summary>
|
||
public MessagePoolComponent MessagePoolComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的协程锁组件
|
||
/// </summary>
|
||
public CoroutineLockComponent CoroutineLockComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的网络消息派发组件
|
||
/// </summary>
|
||
internal MessageDispatcherComponent MessageDispatcherComponent { get; set; }
|
||
#if FANTASY_NET
|
||
/// <summary>
|
||
/// Scene下的Entity分表组件
|
||
/// </summary>
|
||
public SingleCollectionComponent SingleCollectionComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的内网消息发送组件
|
||
/// </summary>
|
||
public NetworkMessagingComponent NetworkMessagingComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的漫游终端管理组件
|
||
/// </summary>
|
||
public TerminusComponent TerminusComponent { get; internal set; }
|
||
/// <summary>
|
||
/// Scene下的Session漫游组件
|
||
/// </summary>
|
||
public RoamingComponent RoamingComponent { get; internal set; }
|
||
#endif
|
||
#endregion
|
||
|
||
#region Initialize
|
||
|
||
private async FTask Initialize()
|
||
{
|
||
EntityPool = new EntityPool();
|
||
EntityListPool = new EntityListPool<Entity>();
|
||
EntitySortedDictionaryPool = new EntitySortedDictionaryPool<long, Entity>();
|
||
SceneUpdate = EntityComponent = await Create<EntityComponent>(this, false, false).Initialize();
|
||
MessagePoolComponent = Create<MessagePoolComponent>(this,false,true);
|
||
EventComponent = await Create<EventComponent>(this,false,true).Initialize();
|
||
TimerComponent = Create<TimerComponent>(this, false, true).Initialize();
|
||
CoroutineLockComponent = Create<CoroutineLockComponent>(this, false, true).Initialize();
|
||
MessageDispatcherComponent = await Create<MessageDispatcherComponent>(this, false, true).Initialize();
|
||
#if FANTASY_NET
|
||
NetworkMessagingComponent = Create<NetworkMessagingComponent>(this, false, true);
|
||
SingleCollectionComponent = await Create<SingleCollectionComponent>(this, false, true).Initialize();
|
||
TerminusComponent = Create<TerminusComponent>(this, false, true);
|
||
RoamingComponent = Create<RoamingComponent>(this, false, true).Initialize();
|
||
#endif
|
||
}
|
||
|
||
/// <summary>
|
||
/// Scene销毁方法,执行了该方法会把当前Scene下的所有实体都销毁掉。
|
||
/// </summary>
|
||
public override void Dispose()
|
||
{
|
||
if (IsDisposed)
|
||
{
|
||
return;
|
||
}
|
||
|
||
base.Dispose();
|
||
_entities.Remove(RuntimeId);
|
||
|
||
switch (SceneRuntimeType)
|
||
{
|
||
case SceneRuntimeType.Root:
|
||
{
|
||
#if FANTASY_NET
|
||
foreach (var (_, processSessionInfo) in _processSessionInfos.ToList())
|
||
{
|
||
processSessionInfo.Dispose();
|
||
}
|
||
|
||
_processSessionInfos.Clear();
|
||
#endif
|
||
_entities.Remove(EntityComponent.RuntimeId);
|
||
|
||
foreach (var (runtimeId, entity) in _entities.ToList())
|
||
{
|
||
if (runtimeId != entity.RuntimeId)
|
||
{
|
||
continue;
|
||
}
|
||
entity.Dispose();
|
||
}
|
||
|
||
_entities.Clear();
|
||
#if FANTASY_UNITY
|
||
_unityWorldId--;
|
||
_unitySceneId--;
|
||
#endif
|
||
TypeInstance.Clear();
|
||
#if FANTASY_NET
|
||
Process.RemoveScene(this, false);
|
||
Process.RemoveSceneToProcess(this, false);
|
||
#endif
|
||
EntityComponent.Dispose();
|
||
EntityPool.Dispose();
|
||
EntityListPool.Dispose();
|
||
EntitySortedDictionaryPool.Dispose();
|
||
break;
|
||
}
|
||
case SceneRuntimeType.SubScene:
|
||
{
|
||
break;
|
||
}
|
||
default:
|
||
{
|
||
Log.Error($"SceneRuntimeType: {SceneRuntimeType} The unsupported SceneRuntimeType of the Scene executed Dispose.");
|
||
break;
|
||
}
|
||
}
|
||
|
||
SceneUpdate = null;
|
||
EntityIdFactory = null;
|
||
RuntimeIdFactory = null;
|
||
|
||
EntityPool = null;
|
||
EntityListPool = null;
|
||
EntitySortedDictionaryPool = null;
|
||
EntityComponent = null;
|
||
TimerComponent = null;
|
||
EventComponent = null;
|
||
MessagePoolComponent = null;
|
||
CoroutineLockComponent = null;
|
||
MessageDispatcherComponent = null;
|
||
#if FANTASY_NET
|
||
World = null;
|
||
Process = null;
|
||
SceneType = 0;
|
||
SceneConfigId = 0;
|
||
SingleCollectionComponent = null;
|
||
NetworkMessagingComponent = null;
|
||
TerminusComponent = null;
|
||
RoamingComponent = null;
|
||
#elif FANTASY_UNITY
|
||
Session = null;
|
||
UnityNetwork = null;
|
||
#endif
|
||
ThreadSynchronizationContext = null;
|
||
SceneRuntimeType = SceneRuntimeType.None;
|
||
}
|
||
|
||
#endregion
|
||
|
||
internal ISceneUpdate SceneUpdate { get; set; }
|
||
|
||
internal void Update()
|
||
{
|
||
try
|
||
{
|
||
SceneUpdate.Update();
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
Log.Error(e);
|
||
}
|
||
}
|
||
|
||
#region Create
|
||
|
||
#if FANTASY_UNITY || FANTASY_CONSOLE
|
||
private static uint _unitySceneId = 0;
|
||
private static byte _unityWorldId = 0;
|
||
public Session Session { get; private set; }
|
||
private AClientNetwork UnityNetwork { get; set; }
|
||
/// <summary>
|
||
/// 创建一个Unity的Scene,注意:该方法只能在主线程下使用。
|
||
/// </summary>
|
||
/// <param name="sceneRuntimeMode">选择Scene的运行方式</param>
|
||
/// <returns></returns>
|
||
/// <exception cref="Exception"></exception>
|
||
public static async FTask<Scene> Create(string sceneRuntimeMode = SceneRuntimeMode.MainThread)
|
||
{
|
||
var world = ++_unityWorldId;
|
||
|
||
if (world > byte.MaxValue - 1)
|
||
{
|
||
throw new Exception($"World ID ({world}) exceeds the maximum allowed value of 255.");
|
||
}
|
||
|
||
var sceneId = (uint)(++_unitySceneId + world * 1000);
|
||
|
||
if (sceneId > 255255)
|
||
{
|
||
throw new Exception($"Scene ID ({sceneId}) exceeds the maximum allowed value of 255255.");
|
||
}
|
||
|
||
var scene = new Scene();
|
||
scene.Scene = scene;
|
||
scene.Parent = scene;
|
||
scene.Type = typeof(Scene);
|
||
scene.SceneRuntimeType = SceneRuntimeType.Root;
|
||
scene.EntityIdFactory = IdFactoryHelper.EntityIdFactory(sceneId, world);
|
||
scene.RuntimeIdFactory = IdFactoryHelper.RuntimeIdFactory(0, sceneId, world);
|
||
scene.Id = IdFactoryHelper.EntityId(0, sceneId, world, 0);
|
||
scene.RuntimeId = IdFactoryHelper.RuntimeId(0, sceneId, world, 0);
|
||
scene.AddEntity(scene);
|
||
await SetScheduler(scene, sceneRuntimeMode);
|
||
scene.ThreadSynchronizationContext.Post(() =>
|
||
{
|
||
scene.EventComponent.PublishAsync(new OnCreateScene(scene)).Coroutine();
|
||
});
|
||
return scene;
|
||
}
|
||
public Session Connect(string remoteAddress, NetworkProtocolType networkProtocolType, Action onConnectComplete, Action onConnectFail, Action onConnectDisconnect, bool isHttps, int connectTimeout = 5000)
|
||
{
|
||
UnityNetwork?.Dispose();
|
||
UnityNetwork = NetworkProtocolFactory.CreateClient(this, networkProtocolType, NetworkTarget.Outer);
|
||
Session = UnityNetwork.Connect(remoteAddress, onConnectComplete, onConnectFail, onConnectDisconnect, isHttps, connectTimeout);
|
||
return Session;
|
||
}
|
||
#endif
|
||
#if FANTASY_NET
|
||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||
private static Scene Create(Process process, byte worldId, uint sceneConfigId)
|
||
{
|
||
var scene = new Scene();
|
||
scene.Scene = scene;
|
||
scene.Parent = scene;
|
||
scene.Type = typeof(Scene);
|
||
scene.Process = process;
|
||
scene.SceneRuntimeType = SceneRuntimeType.Root;
|
||
scene.EntityIdFactory = IdFactoryHelper.EntityIdFactory(sceneConfigId, worldId);
|
||
scene.RuntimeIdFactory = IdFactoryHelper.RuntimeIdFactory(0,sceneConfigId, worldId);
|
||
scene.Id = IdFactoryHelper.EntityId(0, sceneConfigId, worldId, 0);
|
||
scene.RuntimeId = IdFactoryHelper.RuntimeId(0, sceneConfigId, worldId, 0);
|
||
scene.AddEntity(scene);
|
||
return scene;
|
||
}
|
||
/// <summary>
|
||
/// 创建一个新的Scene
|
||
/// </summary>
|
||
/// <param name="process">所属的Process</param>
|
||
/// <param name="machineConfig">对应的MachineConfig配置文件</param>
|
||
/// <param name="sceneConfig">对应的SceneConfig配置文件</param>
|
||
/// <returns>创建成功后会返回创建的Scene的实例</returns>
|
||
public static async FTask<Scene> Create(Process process, MachineConfig machineConfig, SceneConfig sceneConfig)
|
||
{
|
||
var scene = Create(process, (byte)sceneConfig.WorldConfigId, sceneConfig.Id);
|
||
scene.SceneType = sceneConfig.SceneType;
|
||
scene.SceneConfigId = sceneConfig.Id;
|
||
await SetScheduler(scene, sceneConfig.SceneRuntimeMode);
|
||
|
||
if (sceneConfig.WorldConfigId != 0)
|
||
{
|
||
scene.World = World.Create(scene, (byte)sceneConfig.WorldConfigId);
|
||
}
|
||
|
||
if (sceneConfig.InnerPort != 0)
|
||
{
|
||
// 创建内网网络服务器
|
||
scene.InnerNetwork = NetworkProtocolFactory.CreateServer(scene, ProcessDefine.InnerNetwork, NetworkTarget.Inner, machineConfig.InnerBindIP, sceneConfig.InnerPort);
|
||
}
|
||
|
||
if (sceneConfig.OuterPort != 0)
|
||
{
|
||
// 创建外网网络服务
|
||
var networkProtocolType = Enum.Parse<NetworkProtocolType>(sceneConfig.NetworkProtocol);
|
||
scene.OuterNetwork = NetworkProtocolFactory.CreateServer(scene, networkProtocolType, NetworkTarget.Outer, machineConfig.OuterBindIP, sceneConfig.OuterPort);
|
||
}
|
||
|
||
Process.AddScene(scene);
|
||
process.AddSceneToProcess(scene);
|
||
|
||
scene.ThreadSynchronizationContext.Post(() =>
|
||
{
|
||
if (sceneConfig.SceneTypeString == "Addressable")
|
||
{
|
||
// 如果是AddressableScene,自动添加上AddressableManageComponent。
|
||
scene.AddComponent<AddressableManageComponent>();
|
||
}
|
||
|
||
scene.EventComponent.PublishAsync(new OnCreateScene(scene)).Coroutine();
|
||
});
|
||
|
||
return scene;
|
||
}
|
||
/// <summary>
|
||
/// 在Scene下面创建一个子Scene,一般用于副本,或者一些特殊的场景。
|
||
/// </summary>
|
||
/// <param name="parentScene">主Scene的实例</param>
|
||
/// <param name="sceneType">SceneType,可以在SceneType里找到,例如:SceneType.Addressable</param>
|
||
/// <param name="onSubSceneComplete">子Scene创建成功后执行的委托,可以传递null</param>
|
||
/// <returns></returns>
|
||
public static SubScene CreateSubScene(Scene parentScene, int sceneType, Action<SubScene, Scene> onSubSceneComplete = null)
|
||
{
|
||
var scene = new SubScene();
|
||
scene.Scene = scene;
|
||
scene.Parent = scene;
|
||
scene.RootScene = parentScene;
|
||
scene.Type = typeof(SubScene);
|
||
scene.SceneType = sceneType;
|
||
scene.World = parentScene.World;
|
||
scene.Process = parentScene.Process;
|
||
scene.SceneRuntimeType = SceneRuntimeType.SubScene;
|
||
scene.EntityIdFactory = parentScene.EntityIdFactory;
|
||
scene.RuntimeIdFactory = parentScene.RuntimeIdFactory;
|
||
scene.Id = scene.EntityIdFactory.Create;
|
||
scene.RuntimeId = scene.RuntimeIdFactory.Create;
|
||
scene.AddEntity(scene);
|
||
scene.Initialize(parentScene);
|
||
scene.ThreadSynchronizationContext.Post(() => OnEvent().Coroutine());
|
||
return scene;
|
||
async FTask OnEvent()
|
||
{
|
||
await scene.EventComponent.PublishAsync(new OnCreateScene(scene));
|
||
onSubSceneComplete?.Invoke(scene, parentScene);
|
||
}
|
||
}
|
||
#endif
|
||
private static async FTask SetScheduler(Scene scene, string sceneRuntimeMode)
|
||
{
|
||
switch (sceneRuntimeMode)
|
||
{
|
||
case "MainThread":
|
||
{
|
||
scene.ThreadSynchronizationContext = ThreadScheduler.MainScheduler.ThreadSynchronizationContext;
|
||
scene.SceneUpdate = new EmptySceneUpdate();
|
||
ThreadScheduler.AddMainScheduler(scene);
|
||
await scene.Initialize();
|
||
break;
|
||
}
|
||
case "MultiThread":
|
||
{
|
||
#if !FANTASY_WEBGL
|
||
scene.ThreadSynchronizationContext = new ThreadSynchronizationContext();
|
||
#endif
|
||
scene.SceneUpdate = new EmptySceneUpdate();
|
||
ThreadScheduler.AddToMultiThreadScheduler(scene);
|
||
await scene.Initialize();
|
||
break;
|
||
}
|
||
case "ThreadPool":
|
||
{
|
||
#if !FANTASY_WEBGL
|
||
scene.ThreadSynchronizationContext = new ThreadSynchronizationContext();
|
||
#endif
|
||
scene.SceneUpdate = new EmptySceneUpdate();
|
||
ThreadScheduler.AddToThreadPoolScheduler(scene);
|
||
await scene.Initialize();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
#region Entities
|
||
|
||
/// <summary>
|
||
/// 添加一个实体到当前Scene下
|
||
/// </summary>
|
||
/// <param name="entity">实体实例</param>
|
||
public virtual void AddEntity(Entity entity)
|
||
{
|
||
_entities.Add(entity.RuntimeId, entity);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据RunTimeId查询一个实体
|
||
/// </summary>
|
||
/// <param name="runTimeId">实体的RunTimeId</param>
|
||
/// <returns>返回的实体</returns>
|
||
public virtual Entity GetEntity(long runTimeId)
|
||
{
|
||
return _entities.TryGetValue(runTimeId, out var entity) ? entity : null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据RunTimeId查询一个实体
|
||
/// </summary>
|
||
/// <param name="runTimeId">实体的RunTimeId</param>
|
||
/// <param name="entity">实体实例</param>
|
||
/// <returns>返回一个bool值来提示是否查找到这个实体</returns>
|
||
public virtual bool TryGetEntity(long runTimeId, out Entity entity)
|
||
{
|
||
return _entities.TryGetValue(runTimeId, out entity);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据RunTimeId查询一个实体
|
||
/// </summary>
|
||
/// <param name="runTimeId">实体的RunTimeId</param>
|
||
/// <typeparam name="T">要查询实体的泛型类型</typeparam>
|
||
/// <returns>返回的实体</returns>
|
||
public virtual T GetEntity<T>(long runTimeId) where T : Entity
|
||
{
|
||
return _entities.TryGetValue(runTimeId, out var entity) ? (T)entity : null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据RunTimeId查询一个实体
|
||
/// </summary>
|
||
/// <param name="runTimeId">实体的RunTimeId</param>
|
||
/// <param name="entity">实体实例</param>
|
||
/// <typeparam name="T">要查询实体的泛型类型</typeparam>
|
||
/// <returns>返回一个bool值来提示是否查找到这个实体</returns>
|
||
public virtual bool TryGetEntity<T>(long runTimeId, out T entity) where T : Entity
|
||
{
|
||
if (_entities.TryGetValue(runTimeId, out var getEntity))
|
||
{
|
||
entity = (T)getEntity;
|
||
return true;
|
||
}
|
||
|
||
entity = null;
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 删除一个实体,仅是删除不会指定实体的销毁方法
|
||
/// </summary>
|
||
/// <param name="runTimeId">实体的RunTimeId</param>
|
||
/// <returns>返回一个bool值来提示是否删除了这个实体</returns>
|
||
public virtual bool RemoveEntity(long runTimeId)
|
||
{
|
||
return _entities.Remove(runTimeId);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 删除一个实体,仅是删除不会指定实体的销毁方法
|
||
/// </summary>
|
||
/// <param name="entity">实体实例</param>
|
||
/// <returns>返回一个bool值来提示是否删除了这个实体</returns>
|
||
public virtual bool RemoveEntity(Entity entity)
|
||
{
|
||
return _entities.Remove(entity.RuntimeId);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region InnerSession
|
||
|
||
#if FANTASY_NET
|
||
/// <summary>
|
||
/// 根据runTimeId获得Session
|
||
/// </summary>
|
||
/// <param name="runTimeId"></param>
|
||
/// <returns></returns>
|
||
/// <exception cref="Exception"></exception>
|
||
public virtual Session GetSession(long runTimeId)
|
||
{
|
||
var sceneId = IdFactoryHelper.RuntimeIdTool.GetSceneId(ref runTimeId);
|
||
|
||
if (_processSessionInfos.TryGetValue(sceneId, out var processSessionInfo))
|
||
{
|
||
if (!processSessionInfo.Session.IsDisposed)
|
||
{
|
||
return processSessionInfo.Session;
|
||
}
|
||
|
||
_processSessionInfos.Remove(sceneId);
|
||
}
|
||
|
||
if (Process.IsInAppliaction(ref sceneId))
|
||
{
|
||
// 如果在同一个Process下,不需要通过Socket发送了,直接通过Process下转发。
|
||
var processSession = Session.CreateInnerSession(Scene);
|
||
_processSessionInfos.Add(sceneId, new ProcessSessionInfo(processSession, null));
|
||
return processSession;
|
||
}
|
||
|
||
if (!SceneConfigData.Instance.TryGet(sceneId, out var sceneConfig))
|
||
{
|
||
throw new Exception($"The scene with sceneId {sceneId} was not found in the configuration file");
|
||
}
|
||
|
||
if (!ProcessConfigData.Instance.TryGet(sceneConfig.ProcessConfigId, out var processConfig))
|
||
{
|
||
throw new Exception($"The process with processId {sceneConfig.ProcessConfigId} was not found in the configuration file");
|
||
}
|
||
|
||
if (!MachineConfigData.Instance.TryGet(processConfig.MachineId, out var machineConfig))
|
||
{
|
||
throw new Exception($"The machine with machineId {processConfig.MachineId} was not found in the configuration file");
|
||
}
|
||
|
||
var remoteAddress = $"{machineConfig.InnerBindIP}:{sceneConfig.InnerPort}";
|
||
var client = NetworkProtocolFactory.CreateClient(Scene, ProcessDefine.InnerNetwork, NetworkTarget.Inner);
|
||
var session = client.Connect(remoteAddress, null, () =>
|
||
{
|
||
Log.Error($"Unable to connect to the target server sourceServerId:{Scene.Process.Id} targetServerId:{sceneConfig.ProcessConfigId}");
|
||
}, null, false);
|
||
_processSessionInfos.Add(sceneId, new ProcessSessionInfo(session, client));
|
||
return session;
|
||
}
|
||
#endif
|
||
#endregion
|
||
}
|
||
} |