func init() {
	handle := dispatch.NewHandleConditions()
	//系统消息
	handle.Add(dispatch.HandleCondition{
		Condition: systemProto.IsValidID,
		H: dispatch.Handle{
			systemProto.ID_System_ConnectDBServerS2C: connectDBServerCallBack,
		},
	})
	//DB消息
	handle.Add(dispatch.HandleFuncCondition{
		Condition: dbProto.IsValidID,
		H: func(session *link.Session, msg []byte) {
			identification := binary.GetUint64LE(msg[2:10])
			var userSession *link.Session = global.GetSession(identification)
			if userSession == nil {
				return
			}
			dbMsgChan := userSession.State.(chan []byte)
			dbMsgChan <- msg
		},
	})

	//创建消息分派
	clientMsgDispatch = dispatch.NewDispatch(handle)
}
Example #2
0
//反序列化消息
func UnmarshalProtoMsg(msg []byte) ProtoMsg {
	if len(msg) < 10 {
		return NullProtoMsg
	}

	msgID := binary.GetUint16LE(msg[:2])
	if !IsValidID(msgID) {
		return NullProtoMsg
	}

	identification := binary.GetUint64LE(msg[2:10])

	msgBody := protos.GetMsgObject(msgID)
	if msgBody == nil {
		return NullProtoMsg
	}

	err := proto.Unmarshal(msg[10:], msgBody)
	if err != nil {
		return NullProtoMsg
	}

	return ProtoMsg{
		ID:             msgID,
		Body:           msgBody,
		Identification: identification,
	}
}
func init() {
	handle := dispatch.NewHandleConditions()
	//系统消息处理
	handle.Add(dispatch.HandleCondition{
		Condition: systemProto.IsValidID,
		H: dispatch.Handle{
			systemProto.ID_System_ConnectWorldServerS2C: connectWorldServerCallBack,
		},
	})
	//游戏消息处理
	handle.Add(dispatch.HandleFuncCondition{
		Condition: gameProto.IsValidID,
		H: func(session *link.Session, msg []byte) {
			//发送到用户客户端
			msgIdentification := binary.GetUint64LE(msg[2:10])
			userSession := global.GetSession(msgIdentification)
			if userSession == nil {
				return
			}
			protos.Send(userSession, msg)
		},
	})

	//创建消息分派
	clientMsgDispatch = dispatch.NewDispatch(handle)
}
//处理游戏逻辑
func dealGameMsg(msg []byte) {
	msgIdentification := binary.GetUint64LE(msg[2:10])

	userSession := global.GetSession(msgIdentification)
	if userSession == nil {
		return
	}

	conn := userSession.Conn().(*proxys.DummyConn)
	conn.PutMsg(msg)
}
//发送游戏消息到不同服务器
func sendGameMsg(serverName string, msg []byte) {
	if serverList, exists := servers[serverName]; exists {
		if serverName == "GameServer" {
			//游戏消息发送到用户对应的GameServer
			clientSessionID := binary.GetUint64LE(msg[2:10])
			if nodeIndex, existsNodeID := gameUserSessions[clientSessionID]; existsNodeID {
				s := serverList[nodeIndex]
				s.session.Send(msg)
			}
		} else {
			for _, s := range serverList {
				s.session.Send(msg)
			}
		}
	}
}
//发送消息到用户客户端
func sendToGateServer(msg []byte) {
	if len(msg) < 10 {
		return
	}

	msgID := binary.GetUint16LE(msg[:2])
	msgIdentification := binary.GetUint64LE(msg[2:10])
	msgBody := msg[10:]

	userSession := global.GetSession(msgIdentification)
	if userSession == nil {
		return
	}

	result := make([]byte, len(msg)-8)
	binary.PutUint16LE(result[:2], msgID)
	copy(result[2:], msgBody)
	userSession.Send(result)
}