游戏服务器架构分析


记录下我们游戏服务器的架构

游戏服务器逻辑架构图

我自己设计的游戏逻辑架构图

游戏服务器程序框架图

程序入口代码

// 读取此服务器相关配置
 Log.Notice("Config", "Checking config file: %", config_file);
 if(Config.MainConfig.SetSource(config_file, true))
 {
  Log.Success("Config", "Passed without errors.");
  sLog.Close();
 }else
 {
  return false;
 }
 
 g_server_id = Config.MainConfig.GetIntDefault("ServerInfo", "ServerID", 1);
 g_max_connect = Config.MainConfig.GetIntDefault("ServerInfo", "MaxConnect", 500);
 g_server_name = Config.MainConfig.GetStringDefault("ServerInfo", "ServerName", "PDKMainServer");
 
 // 是否主服务器
 // 连接人数上限
 if (g_server_id == 1)
 {
  is_main_gs = true;
 }

 

 // 开始时间管理
 //gTimeManager.Run();
 
 // 设置日志级别
 sLog.Init(0, GAMEFRAME_LOG);

 sLog.outBasic(BANNER, BUILD_TAG, BUILD_HASH_STR, CONFIG, PLATFORM_TEXT, ARCH);
 sLog.outErrorSilent(BANNER, BUILD_TAG, BUILD_HASH_STR, CONFIG, PLATFORM_TEXT, ARCH); // Echo off.
 
 // 初始化随机种子
 InitRAndomNumberGenerators();
 
 new CPlayerManager;
 new CRoomManager;
 new CModuleManager;
 new CAccountManager;
 //new CMatchManager;
 
 new CMatchManager;

 ThreadPool.Startup();

  初始化DB
 //if(!_StartDB())
 //{
 // Database::CleanupLibs();
 // sLog.Close();
 // return false;
 //}

  检查DB版本  暂不处理
 //if(!CheckDBVersion())
 //{
 // sLog.Close();
 // return false;
 //}

  清理数据库  暂不处理
 //if(do_database_clean)
 //{
 // sLog.outDebug("Entering database maintenance mode.");
 // new DatabaseCleaner;
 // DatabaseCleaner::getSingleton().Run();
 // Delete DatabaseCleaner::getSingletonPtr();
 // sLog.outDebug("Maintenance finished.");
 //}

 事件处理机制  暂不加入
 //new EventMgr;

 new CSessionsManager;

 int LogLevel = Config.MainConfig.GetIntDefault("LogLevel", "FileLogLevel", 2);
 sLog.SetFileLoggingLevel(LogLevel);

 //CGameFrameSession::InitPacketHAndlerTable();

 GameRunnable* gr = new GameRunnable();
 ThreadPool.ExecuteTask(gr);
 
 new SocketMgr;
 new SocketGarbageCollector;

 RegisterProtocols();

 string host = Config.MainConfig.GetStringDefault("Listen", "Host", DEFAULT_HOST);
 int wsport = Config.MainConfig.GetIntDefault("Listen", "ServerPort", DEFAULT_SERVER_PORT);


 new ServerConnect();
 sServerConnect.Startup();


 ListenSocket<ClientSocket> * cl = new ListenSocket<ClientSocket>(host.c_str(), wsport);

 sSocketMgr.SpawnWorkerThreads();

 bool authsockCreated = cl->IsOpen();
 if(authsockCreated )
 {
#ifdef WIN32
  ThreadPool.ExecuteTask(cl);
#endif

  sLog.outString("Hooking signals...");
  signal(SIGINT, _OnSignal);
  signal(SIGTERM, _OnSignal);
  signal(SIGABRT, _OnSignal);
#ifdef _WIN32
  signal(SIGBREAK, _OnSignal);
#else
  signal(SIGHUP, _OnSignal);
#endif

  /* write pid file */
  FILE* fPid = fopen("logonserver.pid", "w");
  if(fPid)
  {
   uint32 pid;
#ifdef WIN32
   pid = GetCurrentProcessId();
#else
   pid = getpid();
#endif
   fprintf(fPid, "%", (unsigned int)pid);
   fclose(fPid);
  }

  uint32 loop_counter = 0;
  //ThreadPool.Gobble();
  sLog.outString("Success! Ready fOrconnections");
  while(mrunning.GetVal())
  {
   loop_counter++;
   if (!(loop_counter %2)) // 2s
   {
    //sAccountMgr.CheckUpdate();
   }

   if(!(loop_counter %5))
   {
    //sInfoCore.TimeoutSockets();
    sSocketGarbageCollector.Update();
    //sSessionsManager.CheckPing();

    //CheckForDeadSockets();     // Flood Protection
    UNIXTIME = time(NULL);
    g_localTime = *localtime(&UNIXTIME);
   }
   
   if (!(loop_counter %600)) // 10mins
   {
    //sAccountMgr.CheckDelete();
   }

   if(!(loop_counter %300)) // 5mins
   {
    ThreadPool.IntegrityCheck();
   }


   if(!(loop_counter %5))
   {
    UNIXTIME = time(NULL);
    g_localTime = *localtime(&UNIXTIME);
   }

   Arcemu::Sleep(1000);
  }

  sLog.outString("Shutting down...");
  signal(SIGINT, 0);
  signal(SIGTERM, 0);
  signal(SIGABRT, 0);
#ifdef _WIN32
  signal(SIGBREAK, 0);
#else
  signal(SIGHUP, 0);
#endif
 }
 else
 {
  LOG_ERROR("ErrOrcreating sockets. Shutting down...");
 }

 gr->SetThreadState(THREADSTATE_TERMINATE);

 cl->Close();

 sSocketMgr.CloseAll();
#ifdef WIN32
 sSocketMgr.ShutdownThreads();
#endif

 // kill db
 sLog.outString("Waiting fOrdatabase to close..");

 ThreadPool.Shutdown();

 Delete ServerConnect::getSingletonPtr();

 // Delete pid file
 remove("logonserver.pid");

 Delete SocketMgr::getSingletonPtr();
 Delete SocketGarbageCollector::getSingletonPtr();
 Delete CSessionsManager::getSingletonPtr();
 Delete CMatchManager::getSingletonPtr();
 
 Delete cl;

 UnregisterProtocols();

 LOG_BASIC("Shutdown complete.");
 sLog.Close();

 Delete CModuleManager::getSingletonPtr();
 Delete CRoomManager::getSingletonPtr();
 Delete CPlayerManager::getSingletonPtr();
 

 //string host = Config.MainConfig.GetStringDefault("Listen", "Host", DEFAULT_HOST);
 //int wsport = Config.MainConfig.GetIntDefault("Listen", "WorldServerPort", DEFAULT_WORLDSERVER_PORT);


 return true;


总结

网络模块分两部分,一个是跟账号服务器通信的ServerConnect,一个是跟客户端通信的ListenSocket<ClientSocket>,网络模块获取的数据都放到Session里面CSessionsManager类负责管理,CGameLogic游戏逻辑是在GameRunnable线程中运行的


转自:http://www.dcscms.com/article/content.php?seq=21

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