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zhangqijia
feat: 增加上阵下阵协议,增加...
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package service
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reactor: 重构底层框架1.0
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import (
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"math/rand"
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_ "net/http/pprof"
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"pro2d/cmd/gameserver/action"
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"pro2d/common"
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"pro2d/common/components"
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"pro2d/common/db/mongoproxy"
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"pro2d/common/db/redisproxy"
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"pro2d/common/logger"
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"pro2d/models"
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"time"
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)
type GameServer struct {
components.IServer
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}
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func NewGameServer() (*GameServer, error) {
sconf := common.GlobalSconf
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s := &GameServer{}
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options := []components.ServerOption{
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components.WithPlugin(components.NewPlugin(sconf.PluginPath)),
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components.WithConnCbk(s.OnConnection),
components.WithMsgCbk(s.OnMessage),
components.WithCloseCbk(s.OnClose),
components.WithTimerCbk(s.OnTimer),
}
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//加密
if sconf.Encipher {
options = append(options, components.WithSplitter(components.NewPBSplitter(components.NewAesEncipher())))
logger.Debug("open encipher aes...")
} else {
options = append(options, components.WithSplitter(components.NewPBSplitter(nil)))
}
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//设置逻辑处理的handler
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iserver := components.NewServer(sconf.Port, options...)
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iserver.SetActions(action.GetActionMap())
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s.IServer = iserver
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//mgo init
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err := mongoproxy.ConnectMongo(sconf.MongoConf, sconf.ID)
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if err != nil {
return nil, err
}
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//redis init
if err = redisproxy.ConnectRedis(sconf.RedisConf.DB, sconf.RedisConf.Auth, sconf.RedisConf.Address); err != nil {
return nil, err
}
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//Etcd 初始化
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//err = etcd.NewEtcdClient(common.GlobalConf.Etcd)
//if err != nil {
// return nil, err
//}
//etcd.PutWithLeasePrefix(sconf.Name, fmt.Sprintf("%d", sconf.ID), fmt.Sprintf("%s:%d", sconf.IP, sconf.Port), 5)
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//设置服务器ID & game
models.NewDBSeed(sconf.ID).InitServerDatabase(models.GameModels())
models.DBSeedS().InitAutoIncreUidTable(models.GameModels())
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return s, nil
}
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func (s *GameServer) Timeout() {
//每秒中保存一下自增ID
models.DBSeedS().SaveAutoincrementTimer(models.GameModels())
components.TimeOut(1*time.Second, s.Timeout)
}
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func (s *GameServer) Start() error {
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//设置随机种子
rand.Seed(time.Now().Unix())
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//启动定时器
s.Timeout()
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return s.IServer.Start()
}
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func (s *GameServer) Stop() {
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s.IServer.Stop()
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mongoproxy.CloseMongo()
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redisproxy.CloseRedis()
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}
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func (s *GameServer) OnConnection(conn components.IConnection) {
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agent := NewAgent(s)
agent.OnConnection(conn)
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s.GetConnManage().AddConn(conn.GetID(), agent)
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}
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func (s *GameServer) OnMessage(msg components.IMessage) {
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agent := s.GetConnManage().GetConn(msg.GetSID())
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if agent == nil {
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return
}
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err := agent.(*Agent).OnMessage(msg)
if err != nil {
logger.Error("%d, onmessage err: %s", agent.GetID(), err.Error())
s.OnClose(agent)
}
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}
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func (s *GameServer) OnTimer(conn components.IConnection) {
agent := s.GetConnManage().GetConn(conn.GetID())
if agent == nil {
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return
}
agent.(*Agent).OnTimer()
}
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func (s *GameServer) OnClose(conn components.IConnection) {
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connID := conn.GetID()
agent := s.GetConnManage().GetConn(connID)
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if agent == nil {
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return
}
agent.(*Agent).OnClose()
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s.GetConnManage().DelConn(connID)
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}
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