mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
合理化Address协议逻辑
合理化Address协议逻辑
This commit is contained in:
@@ -35,9 +35,9 @@ namespace TEngine.DataStructure
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if (layer <= rLevel)
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{
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var currentRight = cur.Right;
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cur.Right = new SkipTableNode<TValue>(sortKey, viceKey, key, value,
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layer == 1 ? cur.Index + 1 : 0, cur, cur.Right, null);
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cur.Right = new SkipTableNode<TValue>(sortKey, viceKey, key, value, layer == 1 ? cur.Index + 1 : 0, cur, cur.Right, null);
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if (currentRight != null)
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{
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currentRight.Left = cur.Right;
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@@ -528,6 +528,7 @@ namespace TEngine
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try
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{
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Scene = scene;
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#if TENGINE_NET
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RuntimeId = IdFactory.NextEntityId(scene.RouteId);
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#else
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@@ -546,7 +547,6 @@ namespace TEngine
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foreach (var entity in _treeDb)
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{
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entity.Parent = this;
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entity.Scene = scene;
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entity.Deserialize(scene, resetId);
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_tree.Add(entity.GetType(), entity);
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}
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@@ -558,7 +558,6 @@ namespace TEngine
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foreach (var entity in _multiDb)
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{
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entity.Parent = this;
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entity.Scene = scene;
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entity.Deserialize(scene, resetId);
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_multi.Add(entity.Id, (ISupportedMultiEntity)entity);
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}
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@@ -217,7 +217,7 @@ namespace TEngine
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StringBuilder infoBuilder = GetFormatString(type, logString);
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if (type == LogLevel.ERROR || type == LogLevel.WARNING || type == LogLevel.EXCEPTION)
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if (type == LogLevel.ERROR || type == LogLevel.EXCEPTION)
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{
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StackFrame[] sf = new StackTrace().GetFrames();
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for (int i = 0; i < sf.Length; i++)
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@@ -26,6 +26,7 @@ namespace TEngine.Logic
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{
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_session = (Session)Parent;
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_selfRunTimeId = RuntimeId;
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RepeatedSend().Coroutine();
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_timerId = TimerScheduler.Instance.Unity.RepeatedTimer(interval, () => RepeatedSend().Coroutine());
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}
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@@ -57,6 +58,7 @@ namespace TEngine.Logic
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var responseTime = TimeHelper.Now;
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Ping = (int)(responseTime - requestTime) / 2;
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TimeHelper.TimeDiff = pingResponse.Now + Ping - responseTime;
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Log.Info("----------- HeartBeat -----------");
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}
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}
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}
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@@ -1,50 +1,26 @@
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#pragma warning disable CS8603
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#pragma warning disable CS8600
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#if TENGINE_NET
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namespace TEngine.Core.Network;
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public sealed class AddressableRouteComponentAwakeSystem : AwakeSystem<AddressableRouteComponent>
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{
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protected override void Awake(AddressableRouteComponent self)
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{
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self.Awake();
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}
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}
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/// <summary>
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/// 可寻址消息组件、挂载了这个组件可以接收和发送Addressable消息
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/// </summary>
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public sealed class AddressableRouteComponent : Entity
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{
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private long _parentId;
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private long _addressableRouteId;
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private long _routeId;
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private long _addressableId;
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public static readonly CoroutineLockQueueType AddressableRouteMessageLock = new CoroutineLockQueueType("AddressableRouteMessageLock");
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public override void Dispose()
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{
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_parentId = 0;
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_addressableRouteId = 0;
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_routeId = 0;
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_addressableId = 0;
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base.Dispose();
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}
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public void Awake()
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{
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if (Parent == null)
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{
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throw new Exception("AddressableRouteComponent must be mounted under a component");
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}
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if (Parent.RuntimeId == 0)
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{
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throw new Exception("AddressableRouteComponent.Parent.RuntimeId is null");
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}
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_parentId = Parent.Id;
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}
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public void SetAddressableRouteId(long addressableRouteId)
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public void SetAddressableId(long addressableId)
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{
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_addressableRouteId = addressableRouteId;
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_addressableId = addressableId;
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}
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public void Send(IAddressableRouteMessage message)
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@@ -68,21 +44,21 @@ public sealed class AddressableRouteComponent : Entity
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var runtimeId = RuntimeId;
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IResponse iRouteResponse = null;
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using (await AddressableRouteMessageLock.Lock(_parentId, "AddressableRouteComponent Call MemoryStream"))
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using (await AddressableRouteMessageLock.Lock(_addressableId, "AddressableRouteComponent Call MemoryStream"))
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{
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while (!IsDisposed)
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{
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if (_addressableRouteId == 0)
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if (_routeId == 0)
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{
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_addressableRouteId = await AddressableHelper.GetAddressableRouteId(Scene, _parentId);
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_routeId = await AddressableHelper.GetAddressableRouteId(Scene, _addressableId);
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}
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if (_addressableRouteId == 0)
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if (_routeId == 0)
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{
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return MessageDispatcherSystem.Instance.CreateResponse(requestType, CoreErrorCode.ErrNotFoundRoute);
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}
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iRouteResponse = await MessageHelper.CallInnerRoute(Scene, _addressableRouteId, routeTypeOpCode, requestType, request);
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iRouteResponse = await MessageHelper.CallInnerRoute(Scene, _routeId, routeTypeOpCode, requestType, request);
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if (runtimeId != RuntimeId)
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{
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@@ -99,7 +75,7 @@ public sealed class AddressableRouteComponent : Entity
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{
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if (++failCount > 20)
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{
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Log.Error($"AddressableComponent.Call failCount > 20 route send message fail, routeId: {_addressableRouteId} AddressableRouteComponent:{Id}");
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Log.Error($"AddressableComponent.Call failCount > 20 route send message fail, routeId: {_routeId} AddressableRouteComponent:{Id}");
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return iRouteResponse;
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}
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@@ -110,7 +86,7 @@ public sealed class AddressableRouteComponent : Entity
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iRouteResponse.ErrorCode = CoreErrorCode.ErrRouteTimeout;
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}
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_addressableRouteId = 0;
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_routeId = 0;
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continue;
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}
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default:
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@@ -134,21 +110,21 @@ public sealed class AddressableRouteComponent : Entity
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var failCount = 0;
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var runtimeId = RuntimeId;
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using (await AddressableRouteMessageLock.Lock(_parentId,"AddressableRouteComponent Call"))
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using (await AddressableRouteMessageLock.Lock(_addressableId,"AddressableRouteComponent Call"))
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{
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while (true)
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{
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if (_addressableRouteId == 0)
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if (_routeId == 0)
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{
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_addressableRouteId = await AddressableHelper.GetAddressableRouteId(Scene, _parentId);
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_routeId = await AddressableHelper.GetAddressableRouteId(Scene, _addressableId);
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}
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if (_addressableRouteId == 0)
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if (_routeId == 0)
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{
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return MessageDispatcherSystem.Instance.CreateResponse(request, CoreErrorCode.ErrNotFoundRoute);
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}
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var iRouteResponse = await MessageHelper.CallInnerRoute(Scene, _addressableRouteId, request);
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var iRouteResponse = await MessageHelper.CallInnerRoute(Scene, _routeId, request);
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if (runtimeId != RuntimeId)
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{
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@@ -161,7 +137,7 @@ public sealed class AddressableRouteComponent : Entity
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{
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if (++failCount > 20)
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{
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Log.Error($"AddressableRouteComponent.Call failCount > 20 route send message fail, routeId: {_addressableRouteId} AddressableRouteComponent:{Id}");
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Log.Error($"AddressableRouteComponent.Call failCount > 20 route send message fail, routeId: {_routeId} AddressableRouteComponent:{Id}");
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return iRouteResponse;
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}
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@@ -172,7 +148,7 @@ public sealed class AddressableRouteComponent : Entity
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iRouteResponse.ErrorCode = CoreErrorCode.ErrRouteTimeout;
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}
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_addressableRouteId = 0;
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_routeId = 0;
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continue;
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}
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case CoreErrorCode.ErrRouteTimeout:
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@@ -144,7 +144,7 @@ namespace TEngine.Core.Network
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scene = entity.Scene;
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}
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Log.Error($"SceneWorld:{session.Scene.World.Id} SceneRouteId:{scene.RouteId} SceneType:{scene.SceneInfo.SceneType} EntityId {tEntity.Id} : Error {e}");
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Log.Error($"SceneWorld:{session.Scene.World?.Id} SceneRouteId:{scene.RouteId} SceneType:{scene.SceneInfo.SceneType} EntityId {tEntity.Id} : Error {e}");
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}
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finally
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{
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@@ -75,7 +75,7 @@ namespace TEngine.Demo
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private void OnConnectComplete()
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{
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IsConnect = true;
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Scene.Session.AddComponent<SessionHeartbeatComponent>().Start(15);
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Scene.Session.AddComponent<SessionHeartbeatComponent>().Start(15000);
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LogDebug("已连接到服务器");
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}
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@@ -24,9 +24,4 @@ try
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catch (Exception e)
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{
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Log.Error(e);
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}
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}
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@@ -3,10 +3,10 @@ package Sining.Message;
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/// Gate跟Map服务器进行通讯、注册Address协议
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message I_G2M_LoginAddressRequest // IRouteRequest,I_M2G_LoginAddressResponse
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{
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long AddressId = 1; // 用来关联Address的Id,一般是账号Id或UnitId这些不会变动的
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long AddressableId = 1; // 用来关联Address的Id,一般是账号Id或UnitId这些不会变动的
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long GateRouteId = 2; // Gate的RouteIdId用于Map发送给客户端时需要
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}
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message I_M2G_LoginAddressResponse // IRouteResponse
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{
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long AddressableId = 1;
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}
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@@ -17,7 +17,7 @@ namespace TEngine
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public uint OpCode() { return InnerOpcode.I_G2M_LoginAddressRequest; }
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public long RouteTypeOpCode() { return CoreRouteType.Route; }
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[ProtoMember(1)]
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public long AddressId { get; set; }
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public long AddressableId { get; set; }
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[ProtoMember(2)]
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public long GateRouteId { get; set; }
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}
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@@ -27,5 +27,7 @@ namespace TEngine
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public uint OpCode() { return InnerOpcode.I_M2G_LoginAddressResponse; }
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[ProtoMember(91, IsRequired = true)]
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public uint ErrorCode { get; set; }
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[ProtoMember(1)]
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public long AddressableId { get; set; }
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}
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}
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@@ -24,14 +24,14 @@ public class H_C2G_LoginAddressRequestHandler : MessageRPC<H_C2G_LoginAddressReq
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// 1、首选分配一个可用、负载比较低的服务器给这个Unit、我这里就在ServerConfig.xsl表里拿一个MAP了、但实际开发过程可能比这个要复杂
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// 我这里就简单些一个做为演示、其实这些逻辑开发者完全可以自己封装一个接口来做。
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// 在ServerConfig.xsl里找到MAP的进程、看到ID是3072通过这个Id在SceneConfig.xsl里找到对应的Scene的EntityId
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var sceneEntityId = Helper.AddressableSceneHelper.GetSceneEntityIdByRouteId(3072);
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var sceneEntityId = Helper.AddressableSceneHelper.GetSceneEntityId();
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// 2、在InnerMessage里定义一个协议、用于Gate跟Map通讯的协议I_G2M_LoginAddress
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var loginAddressResponse = (I_M2G_LoginAddressResponse)await MessageHelper.CallInnerRoute(session.Scene,
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sceneEntityId,
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new I_G2M_LoginAddressRequest()
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{
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AddressId = session.Id,
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AddressableId = session.Id,
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GateRouteId = session.RuntimeId,
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});
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if (loginAddressResponse.ErrorCode != 0)
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@@ -40,7 +40,7 @@ public class H_C2G_LoginAddressRequestHandler : MessageRPC<H_C2G_LoginAddressReq
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return;
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}
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// 3、可寻址消息组件、挂载了这个组件可以接收和发送Addressable消息
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session.AddComponent<AddressableRouteComponent>();
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session.AddComponent<AddressableRouteComponent>().SetAddressableId(loginAddressResponse.AddressableId);
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}
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}
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#endif
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@@ -36,10 +36,10 @@ namespace TEngine.Logic
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// 一般这个信息是数据库里拿到或者其他服务器给传递过来了、这里主要演示怎么注册Address、所以这些步骤这里就不做了
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// 这里我就模拟一个假的Unit数据使用
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// 1、首先创建一个Unit
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var unit = AddressManage.Add(scene, request.AddressId, request.GateRouteId);
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var unit = AddressManage.Add(scene, request.AddressableId, request.GateRouteId);
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// 2、挂在AddressableMessageComponent组件、让这个Unit支持Address、并且会自动注册到网格中
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await unit.AddComponent<AddressableMessageComponent>().Register();
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await FTask.CompletedTask;
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response.AddressableId = unit.Id;
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}
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}
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}
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@@ -33,10 +33,10 @@ public static class AddressableSceneHelper
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return sceneEntityId;
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}
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public static long GetSceneEntityIdByRouteId(uint routeId)
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public static long GetSceneEntityIdBySceneId(uint sceneId)
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{
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var sceneEntityId = 0L;
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var sceneConfig = SceneConfigData.Instance.Get(routeId);
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var sceneConfig = SceneConfigData.Instance.Get(sceneId);
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sceneEntityId = sceneConfig.EntityId;
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return sceneEntityId;
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}
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35
DotNet/Logic/src/Helper/GameTickWatcher.cs
Normal file
35
DotNet/Logic/src/Helper/GameTickWatcher.cs
Normal file
@@ -0,0 +1,35 @@
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namespace TEngine.Helper;
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public class GameTickWatcher
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{
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private long m_startTick = 0;
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public GameTickWatcher()
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{
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Refresh();
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}
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public void Refresh()
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{
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m_startTick = DateTime.Now.Ticks;
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}
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/// <summary>
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/// 计算用时。
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/// </summary>
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/// <returns></returns>
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public float ElapseTime()
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{
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long endTick = DateTime.Now.Ticks;
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return (endTick - m_startTick) / 10000f / 1000.0f;
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}
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/// <summary>
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/// 计算用时。
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/// </summary>
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/// <returns></returns>
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public void LogElapseTime(string tag)
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{
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Console.WriteLine($"计算用时:{tag} 耗时 {this.ElapseTime()}");
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}
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}
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