game.go
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package service
import (
"math/rand"
_ "net/http/pprof"
"pro2d/cmd/gameserver/action"
"pro2d/common"
"pro2d/common/components"
"pro2d/common/db/mongoproxy"
"pro2d/common/db/redisproxy"
"pro2d/common/logger"
"pro2d/models"
"time"
)
type GameServer struct {
components.IServer
}
func NewGameServer() (*GameServer, error) {
sconf := common.GlobalSconf
s := &GameServer{}
options := []components.ServerOption{
components.WithPlugin(components.NewPlugin(sconf.PluginPath)),
components.WithConnCbk(s.OnConnection),
components.WithMsgCbk(s.OnMessage),
components.WithCloseCbk(s.OnClose),
components.WithTimerCbk(s.OnTimer),
}
//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)))
}
//设置逻辑处理的handler
iserver := components.NewServer(sconf.Port, options...)
iserver.SetActions(action.GetActionMap())
s.IServer = iserver
//mgo init
err := mongoproxy.ConnectMongo(sconf.MongoConf, sconf.ID)
if err != nil {
return nil, err
}
//redis init
if err = redisproxy.ConnectRedis(sconf.RedisConf.DB, sconf.RedisConf.Auth, sconf.RedisConf.Address); err != nil {
return nil, err
}
//Etcd 初始化
//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)
//设置服务器ID & game
models.NewDBSeed(sconf.ID).InitServerDatabase(models.GameModels())
models.DBSeedS().InitAutoIncreUidTable(models.GameModels())
return s, nil
}
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)
}
func (s *GameServer) Start() error {
//设置随机种子
rand.Seed(time.Now().Unix())
//启动定时器
s.Timeout()
return s.IServer.Start()
}
func (s *GameServer) Stop() {
s.IServer.Stop()
mongoproxy.CloseMongo()
redisproxy.CloseRedis()
}
func (s *GameServer) OnConnection(conn components.IConnection) {
agent := NewAgent(s)
agent.OnConnection(conn)
s.GetConnManage().AddConn(conn.GetID(), agent)
}
func (s *GameServer) OnMessage(msg components.IMessage) {
agent := s.GetConnManage().GetConn(msg.GetSID())
if agent == nil {
return
}
err := agent.(*Agent).OnMessage(msg)
if err != nil {
logger.Error("%d, onmessage err: %s", agent.GetID(), err.Error())
s.OnClose(agent)
}
}
func (s *GameServer) OnTimer(conn components.IConnection) {
agent := s.GetConnManage().GetConn(conn.GetID())
if agent == nil {
return
}
agent.(*Agent).OnTimer()
}
func (s *GameServer) OnClose(conn components.IConnection) {
connID := conn.GetID()
agent := s.GetConnManage().GetConn(connID)
if agent == nil {
return
}
agent.(*Agent).OnClose()
s.GetConnManage().DelConn(connID)
}