目录
一、准备工作
1.1 前言
1.2 完善聊天服务器
1.3 自定义聊天服消息
二、玩家登录聊天服
2.1 Gate网关与聊天服通讯
2.2 保存玩家实体映射实例ID
三、处理聊天逻辑
3.1 发送聊天消息的定义
3.2 定义聊天记录组件
3.3 编写发送聊天消息处理类
ET是一个游戏框架,用的编程语言是C#,游戏引擎是Unity,框架作者:熊猫 ET社区
聊天系统在各种网络游戏中也是必备的功能,我们可以通过系统进行世界聊天、私聊、发红包、组队等功能,实现游戏的社交属性。
(网上找的聊天框图片)
下面我将以我的开发经验记录用ET框架实现聊天系统的过程。
一、准备工作
1.1 前言
前几篇文章里实现的功能(商城、邮件)都是在Map服务器中实现的,我们实现聊天功能要单独起一个聊天服务器ChatInfo,来建立玩家实体映射来实现聊天消息的通讯。
下面这篇文章介绍的是ET框架单独起服务器的流程:
ET框架新起一个服务及实现服务之间的消息通讯_et startsceneconfig-CSDN博客https://blog.csdn.net/qq_48512649/article/details/136732262
按照流程新起一个聊天服务器ChatInfo
1.2 完善聊天服务器
创建组件ChatInfoUnitsComponent用来管理所有玩家映射实体,并把此组件挂载到聊天服中
namespace ET.Server
{[ComponentOf(typeof(Scene))]public class ChatInfoUnitsComponent : Entity,IAwake,IDestroy{public Dictionary<long, ChatInfoUnit> ChatInfoUnitsDict = new Dictionary<long, ChatInfoUnit>();}
}
ChatInfoUnit用来保存玩家在聊天服中的基本信息,(每个玩家对应一个ChatInfoUnit)
namespace ET.Server
{[ChildOf(typeof(ChatInfoUnitsComponent))]public class ChatInfoUnit : Entity,IAwake,IDestroy{public long GateSessionActorId;public string Name; //姓名public long UnitId; public int Gender; //性别public int Level; //等级public int HeadImg; //头像//私聊信息public Dictionary<long, List<PrivateTalk>> PrivateTalkInfo = new Dictionary<long, List<PrivateTalk>>();public int AreaId = 1; //地区public int ServerId = 2; //服务器IDpublic int Online = 0; //是否在线}
}
1.3 自定义聊天服消息
ET框架网络通讯消息_et mongohelper.deserialize-CSDN博客https://blog.csdn.net/qq_48512649/article/details/134028530
聊天服中发送和接收消息我们进行自定义,用来针对玩家级别的消息转发
namespace ET
{// 不需要返回消息public interface IActorChatInfoMessage: IActorMessage{}public interface IActorChatInfoRequest: IActorRequest{}public interface IActorChatInfoResponse: IActorResponse{}
}
在NetServerComponentOnReadEvent中判断,
如果消息类型是IActorChatInfoRequest或IActorChatInfoMessage则进行处理
其中player.ChatInfoInstanceId会在2.2中讲解是如何保存的
case IActorChatInfoRequest actorChatInfoRequest:{Player player = session.GetComponent<SessionPlayerComponent>().Player;if (player == null || player.IsDisposed || player.ChatInfoInstanceId == 0){break;}int rpcId = actorChatInfoRequest.RpcId; // 这里要保存客户端的rpcIdlong instanceId = session.InstanceId;IResponse iresponse = await ActorMessageSenderComponent.Instance.Call(player.ChatInfoInstanceId, actorChatInfoRequest);iresponse.RpcId = rpcId;// session可能已经断开了,所以这里需要判断if (session.InstanceId == instanceId){session.Send(iresponse);}break;}case IActorChatInfoMessage actorChatInfoMessage:{Player player = session.GetComponent<SessionPlayerComponent>().Player;if (player == null || player.IsDisposed || player.ChatInfoInstanceId == 0){break;}ActorMessageSenderComponent.Instance.Send(player.ChatInfoInstanceId, actorChatInfoMessage);break;}
二、玩家登录聊天服
在玩家登录游戏的流程中会发送这样一条消息
G2C_EnterGame g2CEnterGame = (G2C_EnterGame)await gateSession.Call(new C2G_EnterGame() { });
在这个消息的处理类中要做的事:
- 从数据库或缓存中加载出玩家Unit实体及其相关组件
- 玩家Unit上线后的初始化操作
- 玩家登录聊天服
我们重点看C2G_EnterGameHandler中玩家登录聊天服的实现
玩家登录聊天服的过程其实就是在聊天服生成玩家实体映射信息、获取并保存玩家实体映射信息的实例Id,有了实例Id后就可以与聊天服进行玩家级别的消息通讯了
2.1 Gate网关与聊天服通讯
private async ETTask<long> EnterWorldChatServer(Unit unit,int guildId)
{UserCacheProto1 ucp = UnitHelper.GetUserCacheForChat(unit,guildId);//读取配置表获取聊天服配置信息StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(unit.DomainZone(), "ChatInfo");//网关服发送消息登录聊天服Chat2G_EnterChat chat2GEnterChat = (Chat2G_EnterChat)await ActorMessageSenderComponent.Instance.Call(startSceneConfig.InstanceId, new G2Chat_EnterChat(){UserInfo = ucp,GateSessionActorId = unit.GetComponent<UnitGateComponent>().GateSessionActorId});return chat2GEnterChat.ChatInfoUnitInstanceId;
}
网关服和聊天服通讯属于内部消息,所以Chat2G_EnterChat消息定义在InnerMessage.proto中
//ResponseType Chat2G_EnterChat
message G2Chat_EnterChat // IActorRequest
{int32 RpcId = 90;int64 GateSessionActorId = 1;UserCacheProto1 UserInfo = 1;
}message Chat2G_EnterChat // IActorResponse
{int32 RpcId = 90;int32 Error = 91;string Message = 92;int64 ChatInfoUnitInstanceId = 1;
}//UserCacheProto1 用于玩家信息聊天传输的载体
//UserCacheProto1 定义在OuterMessage.proto中
message UserCacheProto1
{string Name = 1;int32 Gender = 2;int32 Level = 3;int32 HeadImg = 4;int64 UnitId = 5;
}
消息处理类
namespace ET.Server
{[ActorMessageHandler(SceneType.ChatInfo)][FriendOf(typeof(ChatInfoUnit))]public class G2Chat_EnterChatHandler : AMActorRpcHandler<Scene, G2Chat_EnterChat, Chat2G_EnterChat>{protected override async ETTask Run(Scene scene, G2Chat_EnterChat request, Chat2G_EnterChat response){//获取管理所有玩家映射实体的组件ChatInfoUnitsComponent chatInfoUnitsComponent = scene.GetComponent<ChatInfoUnitsComponent>();//获得具体的玩家映射信息ChatInfoUnit chatInfoUnit = chatInfoUnitsComponent.Get(request.UserInfo.UnitId);int flag = 0;if ( chatInfoUnit == null ){ chatInfoUnit = chatInfoUnitsComponent.AddChildWithId<ChatInfoUnit>(request.UserInfo.UnitId);//挂载邮箱组件才会有消息处理能力(玩家级别的消息处理)chatInfoUnit.AddComponent<MailBoxComponent>();flag = 1;}chatInfoUnit.Logon(request.UserInfo, request.GateSessionActorId);if (flag == 1){chatInfoUnitsComponent.Add(chatInfoUnit);}response.ChatInfoUnitInstanceId = chatInfoUnit.InstanceId;await ETTask.CompletedTask;}}
}
管理所有玩家映射实体ChatInfoUnitsComponent组件的具体行为:ChatInfoUnitsComponentSystem
using System.Collections.Generic;namespace ET.Server
{public class ChatInfoUnitsComponentDestroy : DestroySystem<ChatInfoUnitsComponent>{protected override void Destroy(ChatInfoUnitsComponent self){foreach (var chatInfoUnit in self.ChatInfoUnitsDict.Values){chatInfoUnit?.Dispose();}}}[FriendOf(typeof(ChatInfoUnit))][FriendOf(typeof(ChatInfoUnitsComponent))][FriendOf(typeof(UserCacheInfo))]public static class ChatInfoUnitsComponentSystem{//从数据库中加载玩家的相关聊天信息public static async ETTask LoadInfo(this ChatInfoUnitsComponent self){var userCacheList = await DBManagerComponent.Instance.GetZoneDB(self.DomainZone()).Query<UserCacheInfo>(d => true,collection:"UserCachesComponent");foreach ( UserCacheInfo userCache in userCacheList ){ChatInfoUnit chatInfoUnit = self.AddChildWithId<ChatInfoUnit>(userCache.UnitId);chatInfoUnit.AddComponent<MailBoxComponent>();chatInfoUnit.Name = userCache.Name;chatInfoUnit.GateSessionActorId = 0;chatInfoUnit.UnitId = userCache.UnitId;chatInfoUnit.Gender = userCache.Gender;chatInfoUnit.Level = userCache.Level;chatInfoUnit.HeadImg = userCache.HeadImg;chatInfoUnit.TitleImg = userCache.TitleImg;chatInfoUnit.Online = 0;self.ChatInfoUnitsDict.Add(userCache.UnitId,chatInfoUnit);}}//将玩家实体映射信息添加到组件中public static void Add(this ChatInfoUnitsComponent self, ChatInfoUnit chatInfoUnit){if (self.ChatInfoUnitsDict.ContainsKey(chatInfoUnit.Id)){return;}self.ChatInfoUnitsDict.Add(chatInfoUnit.Id, chatInfoUnit);}//尝试从组件中获取玩家实体映射信息public static ChatInfoUnit Get(this ChatInfoUnitsComponent self, long id){self.ChatInfoUnitsDict.TryGetValue(id, out ChatInfoUnit chatInfoUnit);return chatInfoUnit;}//移除玩家实体映射信息public static void Remove(this ChatInfoUnitsComponent self, long id){if (self.ChatInfoUnitsDict.TryGetValue(id, out ChatInfoUnit chatInfoUnit)){self.ChatInfoUnitsDict.Remove(id);chatInfoUnit?.Dispose();}}public static void Leave(this ChatInfoUnitsComponent self, long id){if (self.ChatInfoUnitsDict.TryGetValue(id, out ChatInfoUnit chatInfoUnit)){self.Get(id).Leave();//chatInfoUnit?.Dispose();}}public static List<ChatInfoForList> GetChatInfo(this ChatInfoUnitsComponent self,int type, int index){List<ChatInfoForList> cil = new List<ChatInfoForList>();return cil;}}
}
2.2 保存玩家实体映射实例ID
经过Gate网关发送了G2Chat_EnterChat消息,我们可以看到把聊天服中玩家实体映射实例ID返回回来了。
玩家新增字段ChatInfoInstanceId用于保存聊天服玩家实体映射实例ID信息
在C2G_EnterGameHandler这一消息处理类中进行保存:
player.ChatInfoInstanceId = await this.EnterWorldChatServer(unit,gi.GuildId); //登录聊天服
保存好ChatInfoInstanceId后我们就可以使用自定义聊天服消息进行通讯了。
三、处理聊天逻辑
前边工作都做好后我们开始实现聊天相关的逻辑。
3.1 发送聊天消息的定义
我们都知道,当我们聊天的时候在输入框输入内容,点击发送,我们输入的内容就会出现在聊天框中,当别人发送消息时我们也会看到聊天框新弹出消息内容。
聊天过程:客户端 ——》聊天服,外部消息所以定义到OutMessage.proto中
//ResponseType Chat2C_SendChatInfo
message C2Chat_SendChatInfo // IActorChatInfoRequest
{int32 RpcId = 1;int32 ChatType = 2; //聊天类型string Text = 3; //聊天内容int64 UnitId = 4; //玩家ID
}message Chat2C_SendChatInfo // IActorChatInfoResponse
{int32 RpcId = 90;int32 Error = 91;string Message = 92;
}message ChatInfoForList
{UserCacheProto1 UserInfo = 1; //玩家实体映射信息ChatMessage2 ChatMessage = 2; //封装的聊天信息
}message ChatMessage2
{int32 ChatType = 1; //聊天类型string Text = 2; //聊天内容int64 Timestamp = 3; //发送时间
}
3.2 定义聊天记录组件
namespace ET.Server
{[ComponentOf(typeof(Scene))]public class ChatInfoListsComponent : Entity,IAwake,IDestroy,IDeserialize,ITransfer,IUnitCache{[BsonIgnore]public Dictionary<long, ChatInfoList> ChatInfoListsDict = new Dictionary<long, ChatInfoList>();}
}
namespace ET.Server
{[ChildOf(typeof(ChatInfoListsComponent))]public class ChatInfoList: Entity,IAwake,IDestroy{public int Type = 0;[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]public Dictionary<long, ChatInfoForList> ChatInfos= new Dictionary<long, ChatInfoForList>();}
}
3.3 编写发送聊天消息处理类
namespace ET.Server
{[FriendOf(typeof(ChatInfoUnitsComponent))][FriendOf(typeof(ChatInfoListsComponent))][FriendOf(typeof(ChatInfoUnit))][FriendOf(typeof(ChatInfoList))][ActorMessageHandler(SceneType.ChatInfo)]public class C2Chat_SendChatInfoHandler : AMActorRpcHandler<ChatInfoUnit, C2Chat_SendChatInfo, Chat2C_SendChatInfo>{protected override async ETTask Run(ChatInfoUnit chatInfoUnit, C2Chat_SendChatInfo request, Chat2C_SendChatInfo response){//如果聊天内容为空直接returnif (string.IsNullOrEmpty(request.Text)){response.Error = ErrorCode.ERR_ChatMessageEmpty;return;}if (request.ChatType == 4){response.Error = 99999999;return;}//私聊ChatInfoUnitsComponent chatInfoUnitsComponent = chatInfoUnit.DomainScene().GetComponent<ChatInfoUnitsComponent>();if (request.ChatType == 5){PrivateTalk pt = new PrivateTalk();pt.UnitId = chatInfoUnit.UnitId;pt.Text = request.Text;pt.TimeStamp = TimeHelper.ClientNow();chatInfoUnit.PrivateTalks(pt,request.UnitId);otherChatInfoUnit.PrivateTalks(pt,chatInfoUnit.UnitId);}//世界聊天else{ChatInfoListsComponent chatInfoListsComponent = chatInfoUnit.DomainScene().GetComponent<ChatInfoListsComponent>();UserCacheProto1 ucp = chatInfoUnit.ToMessage();ChatMessage2 cm = new ChatMessage2(){ChatType = request.ChatType,ChatDesType = request.ChatDesType,Text = request.Text,Timestamp = TimeHelper.ClientNow()};chatInfoListsComponent.Send(request.ChatType,ucp, cm,chatInfoUnitsComponent.ChatInfoUnitsDict,chatInfoUnit);}await ETTask.CompletedTask;}}
}
ChatInfoUnitSystem处理私聊信息
public static void PrivateTalks(this ChatInfoUnit self, PrivateTalk pt, long UnitId)
{self.PrivateTalkInfo[UnitId].Add(pt);if (self.GateSessionActorId > 0 && self.Online == 1){ActorMessageSenderComponent.Instance.Send(self.GateSessionActorId, new Chat2C_NoticeChatInfo(){UserInfo = self.GetParent<ChatInfoUnitsComponent>().ChatInfoUnitsDict[pt.UnitId].ToMessage(), ChatMessage = new ChatMessage2(){ChatType= 5,ChatDesType=pt.ChatDesType,Text = pt.Text,Timestamp = pt.TimeStamp},});}}
ChatInfoListsComponentSystem处理世界聊天信息
public static void Send(this ChatInfoListsComponent self, int type , UserCacheProto1 ucp,ChatMessage2 cm , Dictionary<long, ChatInfoUnit> ChatInfoUnitsDict, ChatInfoUnit chatInfoUnit)
{ChatInfoList cil = self.ChatInfoListsDict[id];foreach (var otherUnit in ChatInfoUnitsDict){ActorMessageSenderComponent.Instance.Send(otherUnit.Value.GateSessionActorId, new Chat2C_NoticeChatInfo(){UserInfo =ucp, ChatMessage =cm,});}
}
Chat2C_NoticeChatInfo是服务器发送给客户端的一次性消息,由客户端来处理并展示聊天信息。