50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using GameServer.Handlers;
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using GameServer.Network.Messages;
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using Google.Protobuf;
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using Microsoft.Extensions.Logging;
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using Protocol;
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namespace GameServer.Network.Rpc;
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internal class RpcManager
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{
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private readonly IRpcEndPoint _endPoint;
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private readonly ILogger _logger;
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private readonly MessageManager _messageManager;
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private ushort _curId;
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public RpcManager(MessageManager messageManager, IRpcEndPoint endPoint, ILogger<RpcManager> logger)
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{
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_endPoint = endPoint;
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_logger = logger;
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_messageManager = messageManager;
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}
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public async Task HandleRpcRequest(RequestMessage request)
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{
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_logger.LogInformation("Processing Rpc, message: {msg_id}, id: {rpc_id}", request.MessageId, request.RpcID);
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_curId = request.RpcID;
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_ = await _messageManager.ProcessMessage(request.MessageId, request.Payload);
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if (_curId != 0)
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{
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_logger.LogWarning("Rpc was not handled properly (message: {msg_id}, id: {rpc_id})", request.MessageId, request.RpcID);
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_curId = 0;
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}
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}
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public async Task ReturnAsync<TProtoBuf>(MessageId messageId, TProtoBuf data) where TProtoBuf : IMessage<TProtoBuf>
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{
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if (_curId == 0) throw new InvalidOperationException("RpcManager::ReturnAsync called - no rpc being processed!");
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await _endPoint.SendRpcResult(new ResponseMessage
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{
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MessageId = messageId,
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RpcID = _curId,
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Payload = data.ToByteArray()
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});
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_logger.LogInformation("Rpc with id {rpc_id} was handled, return message: {msg_id}", _curId, messageId);
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_curId = 0;
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}
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}
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