实现一个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架是一个复杂且庞大的任务。以下是一个详细的框架设计和实现的示例,包括核心组件、配置管理、连接管理、消息处理、日志记录和性能优化等方面。由于篇幅限制,以下代码示例将重点展示核心部分,并提供扩展和优化的思路。
1. 核心组件
1.1 配置管理
配置管理用于加载和管理框架的配置参数。
Config/ConfigManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private static ConfigManager instance;
private Dictionary<string, string> config;
private ConfigManager() { }
public static ConfigManager Instance
{
get
{
if (instance == null)
{
instance = new ConfigManager();
}
return instance;
}
}
public void LoadConfig(string filePath)
{
if (!File.Exists(filePath))
{
throw new FileNotFoundException("Config file not found", filePath);
}
string json = File.ReadAllText(filePath);
config = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
}
public string GetConfig(string key)
{
if (config.ContainsKey(key))
{
return config[key];
}
throw new KeyNotFoundException($"Config key '{key}' not found");
}
}
1.2 日志记录
日志记录用于记录框架运行时的各种信息。
Logging/Logger.cs
:
using System;
using System.IO;
public class Logger
{
private static Logger instance;
private StreamWriter logWriter;
private Logger() { }
public static Logger Instance
{
get
{
if (instance == null)
{
instance = new Logger();
}
return instance;
}
}
public void Initialize(string logFilePath)
{
logWriter = new StreamWriter(logFilePath, true);
logWriter.AutoFlush = true;
}
public void Log(string message)
{
string logMessage = $"{DateTime.Now:yyyy-MM-dd HH:mm:ss} - {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
}
public void LogError(string message)
{
Log($"ERROR: {message}");
}
public void LogInfo(string message)
{
Log($"INFO: {message}");
}
}
2. 连接管理
连接管理用于管理客户端连接,包括连接的建立、维护和关闭。
Network/ConnectionManager.cs
:
using System;
using System.Collections.Concurrent;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
public class ConnectionManager
{
private TcpListener listener;
private ConcurrentDictionary<int, TcpClient> clients;
private int clientIdCounter;
public ConnectionManager()
{
clients = new ConcurrentDictionary<int, TcpClient>();
clientIdCounter = 0;
}
public void Start(string ipAddress, int port)
{
listener = new TcpListener(IPAddress.Parse(ipAddress), port);
listener.Start();
Logger.Instance.LogInfo($"Server started on {ipAddress}:{port}");
AcceptClientsAsync();
}
private async void AcceptClientsAsync()
{
while (true)
{
TcpClient client = await listener.AcceptTcpClientAsync();
int clientId = clientIdCounter++;
clients[clientId] = client;
Logger.Instance.LogInfo($"Client {clientId} connected");
HandleClientAsync(clientId, client);
}
}
private async void HandleClientAsync(int clientId, TcpClient client)
{
NetworkStream stream = client.GetStream();
byte[] buffer = new byte[1024];
while (true)
{
int bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);
if (bytesRead == 0)
{
break;
}
// 处理消息
MessageHandler.Instance.HandleMessage(clientId, buffer, bytesRead);
}
clients.TryRemove(clientId, out _);
Logger.Instance.LogInfo($"Client {clientId} disconnected");
}
public void Stop()
{
listener.Stop();
foreach (var client in clients.Values)
{
client.Close();
}
clients.Clear();
Logger.Instance.LogInfo("Server stopped");
}
}
3. 消息处理
消息处理用于处理客户端发送的消息。
Network/MessageHandler.cs
:
using System;
using System.Collections.Generic;
public class MessageHandler
{
private static MessageHandler instance;
private Dictionary<int, Action<int, byte[], int>> messageHandlers;
private MessageHandler()
{
messageHandlers = new Dictionary<int, Action<int, byte[], int>>();
}
public static MessageHandler Instance
{
get
{
if (instance == null)
{
instance = new MessageHandler();
}
return instance;
}
}
public void RegisterHandler(int messageType, Action<int, byte[], int> handler)
{
messageHandlers[messageType] = handler;
}
public void HandleMessage(int clientId, byte[] message, int length)
{
int messageType = BitConverter.ToInt32(message, 0);
if (messageHandlers.ContainsKey(messageType))
{
messageHandlers[messageType](clientId, message, length);
}
else
{
Logger.Instance.LogError($"Unknown message type {messageType} from client {clientId}");
}
}
}
4. 性能优化
性能优化是一个持续的过程,可以从以下几个方面进行:
- 异步编程:使用异步编程模型(如
async
/await
)来提高并发性能。 - 连接池:使用连接池来复用连接,减少连接建立和关闭的开销。
- 消息队列:使用消息队列来处理高并发的消息请求。
- 负载均衡:使用负载均衡策略来分配服务器负载,避免单点瓶颈。
5. 示例应用
以下是一个示例应用,展示如何使用上述框架组件来构建一个简单的服务器应用。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log");
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 4, length - 4);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
ConnectionManager connectionManager = new ConnectionManager();
connectionManager.Start(ipAddress, port);
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
}
}
总结
通过以上设计和实现,我们构建了一个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。该框架包括配置管理、日志记录、连接管理、消息处理和性能优化等核心组件。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的消息处理器、优化连接管理策略、增加更多的配置项等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 协议设计:定义消息协议,确保客户端和服务器之间的通信一致性。
- 心跳机制:实现心跳机制,检测和维护客户端连接的活跃状态。
- 安全性:添加基本的安全措施,如数据加密和身份验证。
- 性能监控:实现性能监控,实时监控服务器的性能指标。
- 负载均衡:实现负载均衡策略,分配服务器负载,避免单点瓶颈。
1. 协议设计
我们将定义一个简单的消息协议,确保客户端和服务器之间的通信一致性。假设我们的协议格式如下:
- 消息类型(4字节整数)
- 消息长度(4字节整数)
- 消息内容(可变长度)
Protocol/Message.cs
:
using System;
using System.Text;
public class Message
{
public int MessageType { get; set; }
public byte[] Content { get; set; }
public byte[] ToByteArray()
{
byte[] messageTypeBytes = BitConverter.GetBytes(MessageType);
byte[] lengthBytes = BitConverter.GetBytes(Content.Length);
byte[] messageBytes = new byte[8 + Content.Length];
Buffer.BlockCopy(messageTypeBytes, 0, messageBytes, 0, 4);
Buffer.BlockCopy(lengthBytes, 0, messageBytes, 4, 4);
Buffer.BlockCopy(Content, 0, messageBytes, 8, Content.Length);
return messageBytes;
}
public static Message FromByteArray(byte[] data, int length)
{
int messageType = BitConverter.ToInt32(data, 0);
int contentLength = BitConverter.ToInt32(data, 4);
byte[] content = new byte[contentLength];
Buffer.BlockCopy(data, 8, content, 0, contentLength);
return new Message { MessageType = messageType, Content = content };
}
}
2. 心跳机制
心跳机制用于检测和维护客户端连接的活跃状态。
Network/HeartbeatManager.cs
:
using System;
using System.Collections.Concurrent;
using System.Threading;
using System.Threading.Tasks;
public class HeartbeatManager
{
private ConcurrentDictionary<int, DateTime> clientHeartbeats;
private TimeSpan heartbeatInterval;
private TimeSpan timeoutInterval;
public HeartbeatManager(TimeSpan heartbeatInterval, TimeSpan timeoutInterval)
{
clientHeartbeats = new ConcurrentDictionary<int, DateTime>();
this.heartbeatInterval = heartbeatInterval;
this.timeoutInterval = timeoutInterval;
StartHeartbeatCheck();
}
public void RegisterClient(int clientId)
{
clientHeartbeats[clientId] = DateTime.Now;
}
public void UnregisterClient(int clientId)
{
clientHeartbeats.TryRemove(clientId, out _);
}
public void ReceiveHeartbeat(int clientId)
{
clientHeartbeats[clientId] = DateTime.Now;
}
private void StartHeartbeatCheck()
{
Task.Run(async () =>
{
while (true)
{
foreach (var client in clientHeartbeats)
{
if (DateTime.Now - client.Value > timeoutInterval)
{
Logger.Instance.LogInfo($"Client {client.Key} timed out");
UnregisterClient(client.Key);
}
}
await Task.Delay(heartbeatInterval);
}
});
}
}
3. 安全性
我们将添加基本的安全措施,如数据加密和身份验证。
Security/Encryption.cs
:
using System;
using System.Security.Cryptography;
using System.Text;
public class Encryption
{
private static readonly string key = "your-encryption-key";
public static byte[] Encrypt(string plainText)
{
using (Aes aes = Aes.Create())
{
aes.Key = Encoding.UTF8.GetBytes(key);
aes.IV = new byte[16];
ICryptoTransform encryptor = aes.CreateEncryptor(aes.Key, aes.IV);
using (var ms = new System.IO.MemoryStream())
{
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
{
using (var sw = new StreamWriter(cs))
{
sw.Write(plainText);
}
}
return ms.ToArray();
}
}
}
public static string Decrypt(byte[] cipherText)
{
using (Aes aes = Aes.Create())
{
aes.Key = Encoding.UTF8.GetBytes(key);
aes.IV = new byte[16];
ICryptoTransform decryptor = aes.CreateDecryptor(aes.Key, aes.IV);
using (var ms = new System.IO.MemoryStream(cipherText))
{
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
{
using (var sr = new StreamReader(cs))
{
return sr.ReadToEnd();
}
}
}
}
}
}
Security/Authentication.cs
:
using System;
using System.Collections.Generic;
public class Authentication
{
private Dictionary<int, string> clientTokens;
public Authentication()
{
clientTokens = new Dictionary<int, string>();
}
public bool Authenticate(int clientId, string token)
{
if (clientTokens.ContainsKey(clientId) && clientTokens[clientId] == token)
{
return true;
}
return false;
}
public void RegisterClient(int clientId, string token)
{
clientTokens[clientId] = token;
}
public void UnregisterClient(int clientId)
{
clientTokens.Remove(clientId);
}
}
4. 性能监控
性能监控用于实时监控服务器的性能指标。
Monitoring/PerformanceMonitor.cs
:
using System;
using System.Diagnostics;
using System.Threading.Tasks;
public class PerformanceMonitor
{
private PerformanceCounter cpuCounter;
private PerformanceCounter ramCounter;
public PerformanceMonitor()
{
cpuCounter = new PerformanceCounter("Processor", "% Processor Time", "_Total");
ramCounter = new PerformanceCounter("Memory", "Available MBytes");
StartMonitoring();
}
private void StartMonitoring()
{
Task.Run(async () =>
{
while (true)
{
float cpuUsage = cpuCounter.NextValue();
float availableMemory = ramCounter.NextValue();
Logger.Instance.LogInfo($"CPU Usage: {cpuUsage}% | Available Memory: {availableMemory}MB");
await Task.Delay(1000);
}
});
}
}
5. 负载均衡
负载均衡用于分配服务器负载,避免单点瓶颈。
LoadBalancing/LoadBalancer.cs
:
using System;
using System.Collections.Generic;
using System.Linq;
public class LoadBalancer
{
private List<Server> servers;
private int currentIndex;
public LoadBalancer()
{
servers = new List<Server>();
currentIndex = 0;
}
public void RegisterServer(Server server)
{
servers.Add(server);
}
public void UnregisterServer(Server server)
{
servers.Remove(server);
}
public Server GetNextServer()
{
if (servers.Count == 0)
{
throw new InvalidOperationException("No servers available");
}
Server server = servers[currentIndex];
currentIndex = (currentIndex + 1) % servers.Count;
return server;
}
}
public class Server
{
public string IpAddress { get; set; }
public int Port { get; set; }
public Server(string ipAddress, int port)
{
IpAddress = ipAddress;
Port = port;
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log");
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
ConnectionManager connectionManager = new ConnectionManager();
connectionManager.Start(ipAddress, port);
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了协议设计、心跳机制、安全性、性能监控和负载均衡等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的安全措施、优化负载均衡策略、增加更多的性能监控指标等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 日志记录改进:添加日志级别和日志轮转功能。
- 配置管理改进:支持动态配置更新。
- 消息队列:实现消息队列,处理异步消息。
- 连接池:实现连接池,优化连接管理。
- 事件系统:实现事件系统,支持事件驱动的编程模型。
1. 日志记录改进
我们将添加日志级别和日志轮转功能,以便更好地管理日志文件。
Logging/Logger.cs
:
using System;
using System.IO;
public enum LogLevel
{
Info,
Warning,
Error,
Debug
}
public class Logger
{
private static Logger instance;
private string logFilePath;
private LogLevel logLevel;
private long maxFileSize;
private int fileIndex;
private Logger() { }
public static Logger Instance
{
get
{
if (instance == null)
{
instance = new Logger();
}
return instance;
}
}
public void Initialize(string logFilePath, LogLevel logLevel = LogLevel.Info, long maxFileSize = 10 * 1024 * 1024)
{
this.logFilePath = logFilePath;
this.logLevel = logLevel;
this.maxFileSize = maxFileSize;
this.fileIndex = 0;
}
public void Log(LogLevel level, string message)
{
if (level < logLevel)
{
return;
}
string logMessage = $"{DateTime.Now:yyyy-MM-dd HH:mm:ss} [{level}] {message}";
Console.WriteLine(logMessage);
if (new FileInfo(logFilePath).Length > maxFileSize)
{
RotateLogFile();
}
File.AppendAllText(logFilePath, logMessage + Environment.NewLine);
}
public void LogInfo(string message) => Log(LogLevel.Info, message);
public void LogWarning(string message) => Log(LogLevel.Warning, message);
public void LogError(string message) => Log(LogLevel.Error, message);
public void LogDebug(string message) => Log(LogLevel.Debug, message);
private void RotateLogFile()
{
fileIndex++;
string newLogFilePath = $"{logFilePath}.{fileIndex}";
File.Move(logFilePath, newLogFilePath);
}
}
2. 配置管理改进
我们将支持动态配置更新,以便在运行时调整配置。
Config/ConfigManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private static ConfigManager instance;
private Dictionary<string, string> config;
private FileSystemWatcher watcher;
private ConfigManager() { }
public static ConfigManager Instance
{
get
{
if (instance == null)
{
instance = new ConfigManager();
}
return instance;
}
}
public void LoadConfig(string configFilePath)
{
string json = File.ReadAllText(configFilePath);
config = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
watcher = new FileSystemWatcher(Path.GetDirectoryName(configFilePath), Path.GetFileName(configFilePath));
watcher.Changed += (sender, e) => LoadConfig(configFilePath);
watcher.EnableRaisingEvents = true;
}
public string GetConfig(string key)
{
return config.ContainsKey(key) ? config[key] : null;
}
public void SetConfig(string key, string value)
{
config[key] = value;
SaveConfig();
}
private void SaveConfig()
{
string json = JsonConvert.SerializeObject(config, Formatting.Indented);
File.WriteAllText("config.json", json);
}
}
3. 消息队列
我们将实现消息队列,处理异步消息。
Messaging/MessageQueue.cs
:
using System;
using System.Collections.Concurrent;
using System.Threading.Tasks;
public class MessageQueue
{
private ConcurrentQueue<Message> queue;
private Action<Message> messageHandler;
public MessageQueue(Action<Message> messageHandler)
{
queue = new ConcurrentQueue<Message>();
this.messageHandler = messageHandler;
StartProcessing();
}
public void EnqueueMessage(Message message)
{
queue.Enqueue(message);
}
private void StartProcessing()
{
Task.Run(async () =>
{
while (true)
{
if (queue.TryDequeue(out Message message))
{
messageHandler(message);
}
await Task.Delay(10);
}
});
}
}
4. 连接池
我们将实现连接池,优化连接管理。
Network/ConnectionPool.cs
:
using System;
using System.Collections.Concurrent;
using System.Net.Sockets;
public class ConnectionPool
{
private ConcurrentBag<Socket> pool;
private int maxConnections;
public ConnectionPool(int maxConnections)
{
pool = new ConcurrentBag<Socket>();
this.maxConnections = maxConnections;
}
public Socket GetConnection()
{
if (pool.TryTake(out Socket socket))
{
return socket;
}
else
{
return new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
}
}
public void ReturnConnection(Socket socket)
{
if (pool.Count < maxConnections)
{
pool.Add(socket);
}
else
{
socket.Close();
}
}
}
5. 事件系统
我们将实现事件系统,支持事件驱动的编程模型。
Events/EventSystem.cs
:
using System;
using System.Collections.Generic;
public class EventSystem
{
private static EventSystem instance;
private Dictionary<string, List<Action<object>>> eventHandlers;
private EventSystem()
{
eventHandlers = new Dictionary<string, List<Action<object>>>();
}
public static EventSystem Instance
{
get
{
if (instance == null)
{
instance = new EventSystem();
}
return instance;
}
}
public void RegisterEventHandler(string eventName, Action<object> handler)
{
if (!eventHandlers.ContainsKey(eventName))
{
eventHandlers[eventName] = new List<Action<object>>();
}
eventHandlers[eventName].Add(handler);
}
public void UnregisterEventHandler(string eventName, Action<object> handler)
{
if (eventHandlers.ContainsKey(eventName))
{
eventHandlers[eventName].Remove(handler);
}
}
public void TriggerEvent(string eventName, object eventData)
{
if (eventHandlers.ContainsKey(eventName))
{
foreach (var handler in eventHandlers[eventName])
{
handler(eventData);
}
}
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
ConnectionManager connectionManager = new ConnectionManager();
connectionManager.Start(ipAddress, port);
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了日志记录改进、配置管理改进、消息队列、连接池和事件系统等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的日志级别、优化消息队列处理、增加更多的事件类型等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 安全性改进:添加SSL/TLS支持。
- 负载均衡:实现简单的负载均衡机制。
- 数据压缩:添加数据压缩和解压缩功能。
- 插件系统:实现插件系统,支持动态加载插件。
- 监控和报警:添加监控和报警功能。
1. 安全性改进
我们将添加SSL/TLS支持,以提高通信的安全性。
Network/SecureConnectionManager.cs
:
using System;
using System.Net;
using System.Net.Security;
using System.Net.Sockets;
using System.Security.Cryptography.X509Certificates;
using System.Threading.Tasks;
public class SecureConnectionManager : ConnectionManager
{
private X509Certificate2 serverCertificate;
public SecureConnectionManager(string certificatePath, string certificatePassword)
{
serverCertificate = new X509Certificate2(certificatePath, certificatePassword);
}
protected override async Task HandleClientAsync(Socket clientSocket)
{
using (NetworkStream networkStream = new NetworkStream(clientSocket))
using (SslStream sslStream = new SslStream(networkStream, false))
{
try
{
await sslStream.AuthenticateAsServerAsync(serverCertificate, false, System.Security.Authentication.SslProtocols.Tls12, true);
await base.HandleClientAsync(clientSocket);
}
catch (Exception ex)
{
Logger.Instance.LogError($"SSL authentication failed: {ex.Message}");
}
}
}
}
2. 负载均衡
我们将实现一个简单的负载均衡机制。
Network/LoadBalancer.cs
:
using System;
using System.Collections.Generic;
using System.Linq;
public class LoadBalancer
{
private List<ServerInfo> servers;
private int currentIndex;
public LoadBalancer()
{
servers = new List<ServerInfo>();
currentIndex = 0;
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new ServerInfo { IpAddress = ipAddress, Port = port });
}
public ServerInfo GetNextServer()
{
if (servers.Count == 0)
{
throw new InvalidOperationException("No servers available");
}
ServerInfo server = servers[currentIndex];
currentIndex = (currentIndex + 1) % servers.Count;
return server;
}
}
public class ServerInfo
{
public string IpAddress { get; set; }
public int Port { get; set; }
}
3. 数据压缩
我们将添加数据压缩和解压缩功能。
Utils/CompressionHelper.cs
:
using System.IO;
using System.IO.Compression;
public static class CompressionHelper
{
public static byte[] Compress(byte[] data)
{
using (MemoryStream output = new MemoryStream())
{
using (GZipStream gzip = new GZipStream(output, CompressionMode.Compress))
{
gzip.Write(data, 0, data.Length);
}
return output.ToArray();
}
}
public static byte[] Decompress(byte[] data)
{
using (MemoryStream input = new MemoryStream(data))
using (GZipStream gzip = new GZipStream(input, CompressionMode.Decompress))
using (MemoryStream output = new MemoryStream())
{
gzip.CopyTo(output);
return output.ToArray();
}
}
}
4. 插件系统
我们将实现插件系统,支持动态加载插件。
Plugins/PluginManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
public class PluginManager
{
private List<IPlugin> plugins;
public PluginManager()
{
plugins = new List<IPlugin>();
}
public void LoadPlugins(string pluginsDirectory)
{
foreach (string file in Directory.GetFiles(pluginsDirectory, "*.dll"))
{
Assembly assembly = Assembly.LoadFrom(file);
foreach (Type type in assembly.GetTypes())
{
if (typeof(IPlugin).IsAssignableFrom(type) && !type.IsInterface)
{
IPlugin plugin = (IPlugin)Activator.CreateInstance(type);
plugins.Add(plugin);
plugin.Initialize();
}
}
}
}
public void ExecutePlugins()
{
foreach (IPlugin plugin in plugins)
{
plugin.Execute();
}
}
}
public interface IPlugin
{
void Initialize();
void Execute();
}
5. 监控和报警
我们将添加监控和报警功能。
Monitoring/Monitor.cs
:
using System;
using System.Timers;
public class Monitor
{
private Timer timer;
private Action checkAction;
private Action alertAction;
public Monitor(Action checkAction, Action alertAction, double interval)
{
this.checkAction = checkAction;
this.alertAction = alertAction;
timer = new Timer(interval);
timer.Elapsed += (sender, e) => Check();
timer.Start();
}
private void Check()
{
try
{
checkAction();
}
catch (Exception)
{
alertAction();
}
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了安全性改进、负载均衡、数据压缩、插件系统和监控与报警等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的安全协议、优化负载均衡算法、增加更多的插件类型等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 日志轮转:实现日志文件的自动轮转。
- 配置热更新:支持配置文件的热更新。
- 多线程优化:优化多线程处理,提高并发性能。
- 分布式支持:添加分布式支持,允许多个服务器协同工作。
- WebSocket支持:添加对WebSocket的支持。
1. 日志轮转
我们将实现日志文件的自动轮转,以防止日志文件过大。
Logging/Logger.cs
:
using System;
using System.IO;
public class Logger
{
private static Logger instance;
private StreamWriter logWriter;
private string logFilePath;
private long maxFileSize;
private int fileIndex;
private Logger() { }
public static Logger Instance
{
get
{
if (instance == null)
{
instance = new Logger();
}
return instance;
}
}
public void Initialize(string logFilePath, LogLevel logLevel, long maxFileSize = 10 * 1024 * 1024)
{
this.logFilePath = logFilePath;
this.maxFileSize = maxFileSize;
this.fileIndex = 0;
OpenLogFile();
}
private void OpenLogFile()
{
string filePath = GetLogFilePath();
logWriter = new StreamWriter(filePath, true);
}
private string GetLogFilePath()
{
return $"{logFilePath}.{fileIndex}.log";
}
private void RotateLogFile()
{
logWriter.Close();
fileIndex++;
OpenLogFile();
}
public void Log(LogLevel level, string message)
{
if (logWriter.BaseStream.Length >= maxFileSize)
{
RotateLogFile();
}
string logMessage = $"{DateTime.Now:yyyy-MM-dd HH:mm:ss} [{level}] {message}";
logWriter.WriteLine(logMessage);
logWriter.Flush();
}
public void LogInfo(string message) => Log(LogLevel.Info, message);
public void LogError(string message) => Log(LogLevel.Error, message);
public void LogDebug(string message) => Log(LogLevel.Debug, message);
}
public enum LogLevel
{
Info,
Debug,
Error
}
2. 配置热更新
我们将支持配置文件的热更新,以便在运行时动态调整配置。
Config/ConfigManager.cs
:
using System;
using System.IO;
using System.Threading;
public class ConfigManager
{
private static ConfigManager instance;
private FileSystemWatcher watcher;
private string configFilePath;
private Timer reloadTimer;
private ConfigManager() { }
public static ConfigManager Instance
{
get
{
if (instance == null)
{
instance = new ConfigManager();
}
return instance;
}
}
public void LoadConfig(string configFilePath)
{
this.configFilePath = configFilePath;
// Load the initial configuration
ReloadConfig();
// Set up file system watcher for hot reload
watcher = new FileSystemWatcher(Path.GetDirectoryName(configFilePath), Path.GetFileName(configFilePath));
watcher.Changed += OnConfigFileChanged;
watcher.EnableRaisingEvents = true;
// Set up a timer to debounce reloads
reloadTimer = new Timer(_ => ReloadConfig(), null, Timeout.Infinite, Timeout.Infinite);
}
private void OnConfigFileChanged(object sender, FileSystemEventArgs e)
{
// Debounce the reload to avoid multiple reloads in quick succession
reloadTimer.Change(500, Timeout.Infinite);
}
private void ReloadConfig()
{
// Implement your configuration reload logic here
Console.WriteLine("Configuration reloaded.");
}
public string GetConfig(string key)
{
// Implement your configuration retrieval logic here
return "dummy_value";
}
}
3. 多线程优化
我们将优化多线程处理,提高并发性能。
Network/ConnectionManager.cs
:
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
public class ConnectionManager
{
private TcpListener listener;
private CancellationTokenSource cts;
private SemaphoreSlim connectionSemaphore;
public ConnectionManager(int maxConcurrentConnections)
{
connectionSemaphore = new SemaphoreSlim(maxConcurrentConnections);
}
public void Start(string ipAddress, int port)
{
listener = new TcpListener(IPAddress.Parse(ipAddress), port);
listener.Start();
cts = new CancellationTokenSource();
Task.Run(() => AcceptConnectionsAsync(cts.Token));
}
public void Stop()
{
cts.Cancel();
listener.Stop();
}
private async Task AcceptConnectionsAsync(CancellationToken token)
{
while (!token.IsCancellationRequested)
{
try
{
await connectionSemaphore.WaitAsync(token);
Socket clientSocket = await listener.AcceptSocketAsync();
Task.Run(() => HandleClientAsync(clientSocket, token));
}
catch (Exception ex)
{
Logger.Instance.LogError($"Error accepting connection: {ex.Message}");
}
}
}
protected virtual async Task HandleClientAsync(Socket clientSocket, CancellationToken token)
{
try
{
// Handle client connection
}
finally
{
connectionSemaphore.Release();
clientSocket.Close();
}
}
}
4. 分布式支持
我们将添加分布式支持,允许多个服务器协同工作。
Distributed/DistributedManager.cs
:
using System;
using System.Collections.Generic;
public class DistributedManager
{
private List<ServerInfo> servers;
public DistributedManager()
{
servers = new List<ServerInfo>();
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new ServerInfo { IpAddress = ipAddress, Port = port });
}
public void BroadcastMessage(byte[] message)
{
foreach (var server in servers)
{
// Implement your message broadcasting logic here
}
}
}
public class ServerInfo
{
public string IpAddress { get; set; }
public int Port { get; set; }
}
5. WebSocket支持
我们将添加对WebSocket的支持。
Network/WebSocketConnectionManager.cs
:
using System;
using System.Net;
using System.Net.WebSockets;
using System.Threading;
using System.Threading.Tasks;
public class WebSocketConnectionManager
{
private HttpListener listener;
private CancellationTokenSource cts;
public void Start(string url)
{
listener = new HttpListener();
listener.Prefixes.Add(url);
listener.Start();
cts = new CancellationTokenSource();
Task.Run(() => AcceptConnectionsAsync(cts.Token));
}
public void Stop()
{
cts.Cancel();
listener.Stop();
}
private async Task AcceptConnectionsAsync(CancellationToken token)
{
while (!token.IsCancellationRequested)
{
try
{
HttpListenerContext context = await listener.GetContextAsync();
if (context.Request.IsWebSocketRequest)
{
HttpListenerWebSocketContext webSocketContext = await context.AcceptWebSocketAsync(null);
Task.Run(() => HandleWebSocketAsync(webSocketContext.WebSocket, token));
}
else
{
context.Response.StatusCode = 400;
context.Response.Close();
}
}
catch (Exception ex)
{
Logger.Instance.LogError($"Error accepting WebSocket connection: {ex.Message}");
}
}
}
private async Task HandleWebSocketAsync(WebSocket webSocket, CancellationToken token)
{
byte[] buffer = new byte[1024];
while (webSocket.State == WebSocketState.Open && !token.IsCancellationRequested)
{
WebSocketReceiveResult result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), token);
if (result.MessageType == WebSocketMessageType.Close)
{
await webSocket.CloseAsync(WebSocketCloseStatus.NormalClosure, "Closing", token);
}
else
{
// Handle WebSocket message
}
}
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了日志轮转、配置热更新、多线程优化、分布式支持和WebSocket支持等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的分布式功能、优化WebSocket处理等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 负载均衡:实现负载均衡功能,分配客户端请求到不同的服务器。
- 安全性增强:添加更多的安全性措施,如IP白名单、黑名单等。
- 数据持久化:实现数据持久化功能,支持将数据存储到数据库中。
- 监控和报警:添加监控和报警功能,实时监控服务器状态并在异常时触发报警。
- 插件系统:实现插件系统,支持动态加载和执行插件。
1. 负载均衡
我们将实现负载均衡功能,分配客户端请求到不同的服务器。
LoadBalancing/LoadBalancer.cs
:
using System;
using System.Collections.Generic;
using System.Linq;
public class LoadBalancer
{
private List<ServerInfo> servers;
private int currentIndex;
public LoadBalancer()
{
servers = new List<ServerInfo>();
currentIndex = 0;
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new ServerInfo { IpAddress = ipAddress, Port = port });
}
public ServerInfo GetNextServer()
{
if (servers.Count == 0)
{
throw new InvalidOperationException("No servers available");
}
ServerInfo server = servers[currentIndex];
currentIndex = (currentIndex + 1) % servers.Count;
return server;
}
}
public class ServerInfo
{
public string IpAddress { get; set; }
public int Port { get; set; }
}
2. 安全性增强
我们将添加更多的安全性措施,如IP白名单、黑名单等。
Security/SecurityManager.cs
:
using System;
using System.Collections.Generic;
using System.Net;
public class SecurityManager
{
private HashSet<IPAddress> whiteList;
private HashSet<IPAddress> blackList;
public SecurityManager()
{
whiteList = new HashSet<IPAddress>();
blackList = new HashSet<IPAddress>();
}
public void AddToWhiteList(string ipAddress)
{
whiteList.Add(IPAddress.Parse(ipAddress));
}
public void AddToBlackList(string ipAddress)
{
blackList.Add(IPAddress.Parse(ipAddress));
}
public bool IsAllowed(IPAddress ipAddress)
{
if (blackList.Contains(ipAddress))
{
return false;
}
if (whiteList.Count > 0 && !whiteList.Contains(ipAddress))
{
return false;
}
return true;
}
}
3. 数据持久化
我们将实现数据持久化功能,支持将数据存储到数据库中。
Persistence/DatabaseManager.cs
:
using System;
using System.Data.SqlClient;
public class DatabaseManager
{
private string connectionString;
public DatabaseManager(string connectionString)
{
this.connectionString = connectionString;
}
public void SaveData(string query)
{
using (SqlConnection connection = new SqlConnection(connectionString))
{
SqlCommand command = new SqlCommand(query, connection);
connection.Open();
command.ExecuteNonQuery();
}
}
public SqlDataReader GetData(string query)
{
SqlConnection connection = new SqlConnection(connectionString);
SqlCommand command = new SqlCommand(query, connection);
connection.Open();
return command.ExecuteReader(System.Data.CommandBehavior.CloseConnection);
}
}
4. 监控和报警
我们将添加监控和报警功能,实时监控服务器状态并在异常时触发报警。
Monitoring/Monitor.cs
:
using System;
using System.Threading;
public class Monitor
{
private Timer monitorTimer;
private Action checkAction;
private Action alertAction;
private int interval;
public Monitor(Action checkAction, Action alertAction, int interval)
{
this.checkAction = checkAction;
this.alertAction = alertAction;
this.interval = interval;
monitorTimer = new Timer(MonitorCallback, null, interval, interval);
}
private void MonitorCallback(object state)
{
try
{
checkAction();
}
catch (Exception)
{
alertAction();
}
}
}
5. 插件系统
我们将实现插件系统,支持动态加载和执行插件。
Plugins/PluginManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
public class PluginManager
{
private List<IPlugin> plugins;
public PluginManager()
{
plugins = new List<IPlugin>();
}
public void LoadPlugins(string pluginDirectory)
{
if (!Directory.Exists(pluginDirectory))
{
throw new DirectoryNotFoundException($"Plugin directory '{pluginDirectory}' not found");
}
foreach (string file in Directory.GetFiles(pluginDirectory, "*.dll"))
{
Assembly assembly = Assembly.LoadFrom(file);
foreach (Type type in assembly.GetTypes())
{
if (typeof(IPlugin).IsAssignableFrom(type) && !type.IsInterface && !type.IsAbstract)
{
IPlugin plugin = (IPlugin)Activator.CreateInstance(type);
plugins.Add(plugin);
}
}
}
}
public void ExecutePlugins()
{
foreach (IPlugin plugin in plugins)
{
plugin.Execute();
}
}
}
public interface IPlugin
{
void Execute();
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
ConfigManager.Instance.LoadConfig("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = ConfigManager.Instance.GetConfig("ServerIpAddress");
int port = int.Parse(ConfigManager.Instance.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了负载均衡、安全性增强、数据持久化、监控和报警以及插件系统等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的安全性措施、优化负载均衡算法等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 缓存系统:实现缓存系统,减少数据库访问,提高性能。
- 日志分析:实现日志分析功能,帮助开发者和运维人员快速定位问题。
- 动态配置:支持动态配置更新,无需重启服务器。
- 多协议支持:支持更多的网络协议,如UDP。
- 自动化测试:添加自动化测试框架,确保代码质量。
1. 缓存系统
我们将实现缓存系统,减少数据库访问,提高性能。
Caching/CacheManager.cs
:
using System;
using System.Collections.Generic;
public class CacheManager<TKey, TValue>
{
private Dictionary<TKey, CacheItem<TValue>> cache;
private TimeSpan expirationTime;
public CacheManager(TimeSpan expirationTime)
{
this.cache = new Dictionary<TKey, CacheItem<TValue>>();
this.expirationTime = expirationTime;
}
public void Add(TKey key, TValue value)
{
cache[key] = new CacheItem<TValue> { Value = value, Expiration = DateTime.UtcNow.Add(expirationTime) };
}
public bool TryGetValue(TKey key, out TValue value)
{
if (cache.TryGetValue(key, out CacheItem<TValue> cacheItem))
{
if (cacheItem.Expiration > DateTime.UtcNow)
{
value = cacheItem.Value;
return true;
}
else
{
cache.Remove(key);
}
}
value = default(TValue);
return false;
}
private class CacheItem<T>
{
public T Value { get; set; }
public DateTime Expiration { get; set; }
}
}
2. 日志分析
我们将实现日志分析功能,帮助开发者和运维人员快速定位问题。
Logging/LogAnalyzer.cs
:
using System;
using System.Collections.Generic;
using System.IO;
public class LogAnalyzer
{
private string logFilePath;
public LogAnalyzer(string logFilePath)
{
this.logFilePath = logFilePath;
}
public IEnumerable<string> GetErrors()
{
List<string> errors = new List<string>();
using (StreamReader reader = new StreamReader(logFilePath))
{
string line;
while ((line = reader.ReadLine()) != null)
{
if (line.Contains("ERROR"))
{
errors.Add(line);
}
}
}
return errors;
}
public IEnumerable<string> GetWarnings()
{
List<string> warnings = new List<string>();
using (StreamReader reader = new StreamReader(logFilePath))
{
string line;
while ((line = reader.ReadLine()) != null)
{
if (line.Contains("WARNING"))
{
warnings.Add(line);
}
}
}
return warnings;
}
}
3. 动态配置
我们将支持动态配置更新,无需重启服务器。
Configuration/DynamicConfigManager.cs
:
using System;
using System.IO;
using Newtonsoft.Json.Linq;
public class DynamicConfigManager
{
private string configFilePath;
private JObject config;
public DynamicConfigManager(string configFilePath)
{
this.configFilePath = configFilePath;
LoadConfig();
}
public void LoadConfig()
{
string json = File.ReadAllText(configFilePath);
config = JObject.Parse(json);
}
public string GetConfig(string key)
{
return config[key]?.ToString();
}
public void UpdateConfig(string key, string value)
{
config[key] = value;
File.WriteAllText(configFilePath, config.ToString());
}
}
4. 多协议支持
我们将支持更多的网络协议,如UDP。
Networking/UdpConnectionManager.cs
:
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public class UdpConnectionManager
{
private UdpClient udpClient;
private IPEndPoint remoteEndPoint;
public UdpConnectionManager(string ipAddress, int port)
{
udpClient = new UdpClient();
remoteEndPoint = new IPEndPoint(IPAddress.Parse(ipAddress), port);
}
public void Start()
{
udpClient.Connect(remoteEndPoint);
Console.WriteLine("UDP connection started.");
}
public void SendMessage(string message)
{
byte[] data = Encoding.UTF8.GetBytes(message);
udpClient.Send(data, data.Length);
}
public void Stop()
{
udpClient.Close();
Console.WriteLine("UDP connection stopped.");
}
}
5. 自动化测试
我们将添加自动化测试框架,确保代码质量。
Tests/ConnectionManagerTests.cs
:
using System;
using NUnit.Framework;
[TestFixture]
public class ConnectionManagerTests
{
[Test]
public void TestStartAndStop()
{
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start("127.0.0.1", 8080);
Assert.IsTrue(connectionManager.IsRunning);
connectionManager.Stop();
Assert.IsFalse(connectionManager.IsRunning);
}
[Test]
public void TestSendMessage()
{
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start("127.0.0.1", 8080);
connectionManager.SendMessage(1, Encoding.UTF8.GetBytes("Hello, World!"));
// Add assertions to verify the message was sent correctly
connectionManager.Stop();
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
DynamicConfigManager configManager = new DynamicConfigManager("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = configManager.GetConfig("ServerIpAddress");
int port = int.Parse(configManager.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 初始化缓存系统
CacheManager<string, string> cacheManager = new CacheManager<string, string>(TimeSpan.FromMinutes(10));
cacheManager.Add("key1", "value1");
// 初始化日志分析
LogAnalyzer logAnalyzer = new LogAnalyzer("server.log");
foreach (var error in logAnalyzer.GetErrors())
{
Console.WriteLine($"Error: {error}");
}
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了缓存系统、日志分析、动态配置、多协议支持以及自动化测试等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的缓存策略、优化日志分析算法等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 负载均衡:实现负载均衡功能,分配客户端请求到不同的服务器。
- 插件系统:实现插件系统,支持动态加载和执行插件。
- 监控和报警:实现监控和报警功能,及时发现和处理异常情况。
- 分布式管理:实现分布式管理,支持多服务器协同工作。
- WebSocket支持:实现WebSocket支持,满足更多的通信需求。
1. 负载均衡
我们将实现负载均衡功能,分配客户端请求到不同的服务器。
LoadBalancing/LoadBalancer.cs
:
using System;
using System.Collections.Generic;
public class LoadBalancer
{
private List<Server> servers;
private int currentIndex;
public LoadBalancer()
{
servers = new List<Server>();
currentIndex = 0;
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new Server { IpAddress = ipAddress, Port = port });
}
public Server GetNextServer()
{
if (servers.Count == 0)
{
throw new InvalidOperationException("No servers available.");
}
Server server = servers[currentIndex];
currentIndex = (currentIndex + 1) % servers.Count;
return server;
}
public class Server
{
public string IpAddress { get; set; }
public int Port { get; set; }
}
}
2. 插件系统
我们将实现插件系统,支持动态加载和执行插件。
Plugins/PluginManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
public class PluginManager
{
private List<IPlugin> plugins;
public PluginManager()
{
plugins = new List<IPlugin>();
}
public void LoadPlugins(string pluginDirectory)
{
foreach (string file in Directory.GetFiles(pluginDirectory, "*.dll"))
{
Assembly assembly = Assembly.LoadFrom(file);
foreach (Type type in assembly.GetTypes())
{
if (typeof(IPlugin).IsAssignableFrom(type) && !type.IsInterface)
{
IPlugin plugin = (IPlugin)Activator.CreateInstance(type);
plugins.Add(plugin);
}
}
}
}
public void ExecutePlugins()
{
foreach (IPlugin plugin in plugins)
{
plugin.Execute();
}
}
}
public interface IPlugin
{
void Execute();
}
3. 监控和报警
我们将实现监控和报警功能,及时发现和处理异常情况。
Monitoring/Monitor.cs
:
using System;
using System.Timers;
public class Monitor
{
private Timer timer;
private Action checkAction;
private Action alertAction;
public Monitor(Action checkAction, Action alertAction, double interval)
{
this.checkAction = checkAction;
this.alertAction = alertAction;
timer = new Timer(interval);
timer.Elapsed += OnTimedEvent;
timer.AutoReset = true;
timer.Enabled = true;
}
private void OnTimedEvent(Object source, ElapsedEventArgs e)
{
try
{
checkAction();
}
catch (Exception)
{
alertAction();
}
}
}
4. 分布式管理
我们将实现分布式管理,支持多服务器协同工作。
Distributed/DistributedManager.cs
:
using System;
using System.Collections.Generic;
public class DistributedManager
{
private List<Server> servers;
public DistributedManager()
{
servers = new List<Server>();
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new Server { IpAddress = ipAddress, Port = port });
}
public void BroadcastMessage(string message)
{
foreach (Server server in servers)
{
// 发送消息到每个服务器
// 这里可以使用TCP/UDP/WebSocket等协议
}
}
public class Server
{
public string IpAddress { get; set; }
public int Port { get; set; }
}
}
5. WebSocket支持
我们将实现WebSocket支持,满足更多的通信需求。
Networking/WebSocketConnectionManager.cs
:
using System;
using WebSocketSharp;
using WebSocketSharp.Server;
public class WebSocketConnectionManager
{
private WebSocketServer webSocketServer;
public void Start(string url)
{
webSocketServer = new WebSocketServer(url);
webSocketServer.AddWebSocketService<ChatBehavior>("/chat");
webSocketServer.Start();
Console.WriteLine("WebSocket server started.");
}
public void Stop()
{
webSocketServer.Stop();
Console.WriteLine("WebSocket server stopped.");
}
private class ChatBehavior : WebSocketBehavior
{
protected override void OnMessage(MessageEventArgs e)
{
Send("Echo: " + e.Data);
}
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
DynamicConfigManager configManager = new DynamicConfigManager("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = configManager.GetConfig("ServerIpAddress");
int port = int.Parse(configManager.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 初始化缓存系统
CacheManager<string, string> cacheManager = new CacheManager<string, string>(TimeSpan.FromMinutes(10));
cacheManager.Add("key1", "value1");
// 初始化日志分析
LogAnalyzer logAnalyzer = new LogAnalyzer("server.log");
foreach (var error in logAnalyzer.GetErrors())
{
Console.WriteLine($"Error: {error}");
}
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了负载均衡、插件系统、监控和报警、分布式管理以及WebSocket支持等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的负载均衡策略、优化插件系统等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 数据持久化:实现数据持久化功能,支持将数据存储到数据库中。
- 安全性增强:实现更多的安全性措施,如IP白名单、黑名单等。
- 动态配置更新:支持动态更新配置而无需重启服务器。
- 多线程优化:优化多线程处理,提高并发性能。
- 高级日志分析:实现更高级的日志分析功能,支持日志的实时分析和可视化。
1. 数据持久化
我们将实现数据持久化功能,支持将数据存储到数据库中。这里以SQLite为例。
Persistence/DatabaseManager.cs
:
using System;
using System.Data.SQLite;
public class DatabaseManager
{
private string connectionString;
public DatabaseManager(string databaseFile)
{
connectionString = $"Data Source={databaseFile};Version=3;";
InitializeDatabase();
}
private void InitializeDatabase()
{
using (var connection = new SQLiteConnection(connectionString))
{
connection.Open();
string createTableQuery = "CREATE TABLE IF NOT EXISTS Messages (Id INTEGER PRIMARY KEY, Content TEXT)";
using (var command = new SQLiteCommand(createTableQuery, connection))
{
command.ExecuteNonQuery();
}
}
}
public void SaveMessage(string content)
{
using (var connection = new SQLiteConnection(connectionString))
{
connection.Open();
string insertQuery = "INSERT INTO Messages (Content) VALUES (@Content)";
using (var command = new SQLiteCommand(insertQuery, connection))
{
command.Parameters.AddWithValue("@Content", content);
command.ExecuteNonQuery();
}
}
}
public void LoadMessages(Action<string> processMessage)
{
using (var connection = new SQLiteConnection(connectionString))
{
connection.Open();
string selectQuery = "SELECT Content FROM Messages";
using (var command = new SQLiteCommand(selectQuery, connection))
using (var reader = command.ExecuteReader())
{
while (reader.Read())
{
processMessage(reader.GetString(0));
}
}
}
}
}
2. 安全性增强
我们将实现更多的安全性措施,如IP白名单、黑名单等。
Security/IpFilter.cs
:
using System;
using System.Collections.Generic;
using System.Net;
public class IpFilter
{
private HashSet<string> whiteList;
private HashSet<string> blackList;
public IpFilter()
{
whiteList = new HashSet<string>();
blackList = new HashSet<string>();
}
public void AddToWhiteList(string ipAddress)
{
whiteList.Add(ipAddress);
}
public void AddToBlackList(string ipAddress)
{
blackList.Add(ipAddress);
}
public bool IsAllowed(string ipAddress)
{
if (blackList.Contains(ipAddress))
{
return false;
}
if (whiteList.Count > 0 && !whiteList.Contains(ipAddress))
{
return false;
}
return true;
}
}
3. 动态配置更新
我们将支持动态更新配置而无需重启服务器。
Configuration/DynamicConfigManager.cs
:
using System;
using System.IO;
using Newtonsoft.Json.Linq;
public class DynamicConfigManager
{
private string configFilePath;
private JObject config;
private FileSystemWatcher watcher;
public DynamicConfigManager(string configFilePath)
{
this.configFilePath = configFilePath;
LoadConfig();
InitializeWatcher();
}
private void LoadConfig()
{
string json = File.ReadAllText(configFilePath);
config = JObject.Parse(json);
}
private void InitializeWatcher()
{
watcher = new FileSystemWatcher(Path.GetDirectoryName(configFilePath), Path.GetFileName(configFilePath));
watcher.Changed += OnConfigFileChanged;
watcher.EnableRaisingEvents = true;
}
private void OnConfigFileChanged(object sender, FileSystemEventArgs e)
{
LoadConfig();
Console.WriteLine("Configuration updated.");
}
public string GetConfig(string key)
{
return config[key]?.ToString();
}
}
4. 多线程优化
我们将优化多线程处理,提高并发性能。
Networking/ThreadPoolManager.cs
:
using System;
using System.Collections.Concurrent;
using System.Threading;
public class ThreadPoolManager
{
private ConcurrentQueue<Action> taskQueue;
private Thread[] workers;
private bool isRunning;
public ThreadPoolManager(int workerCount)
{
taskQueue = new ConcurrentQueue<Action>();
workers = new Thread[workerCount];
isRunning = true;
for (int i = 0; i < workerCount; i++)
{
workers[i] = new Thread(Worker);
workers[i].Start();
}
}
public void EnqueueTask(Action task)
{
taskQueue.Enqueue(task);
}
private void Worker()
{
while (isRunning)
{
if (taskQueue.TryDequeue(out Action task))
{
task();
}
else
{
Thread.Sleep(10);
}
}
}
public void Stop()
{
isRunning = false;
foreach (var worker in workers)
{
worker.Join();
}
}
}
5. 高级日志分析
我们将实现更高级的日志分析功能,支持日志的实时分析和可视化。
Logging/AdvancedLogAnalyzer.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
public class AdvancedLogAnalyzer
{
private string logFilePath;
public AdvancedLogAnalyzer(string logFilePath)
{
this.logFilePath = logFilePath;
}
public IEnumerable<string> GetErrors()
{
return File.ReadLines(logFilePath).Where(line => line.Contains("ERROR"));
}
public IEnumerable<string> GetWarnings()
{
return File.ReadLines(logFilePath).Where(line => line.Contains("WARNING"));
}
public void VisualizeLogs()
{
var errors = GetErrors().Count();
var warnings = GetWarnings().Count();
var infos = File.ReadLines(logFilePath).Count(line => line.Contains("INFO"));
Console.WriteLine("Log Summary:");
Console.WriteLine($"Errors: {errors}");
Console.WriteLine($"Warnings: {warnings}");
Console.WriteLine($"Infos: {infos}");
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
DynamicConfigManager configManager = new DynamicConfigManager("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = configManager.GetConfig("ServerIpAddress");
int port = int.Parse(configManager.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 初始化缓存系统
CacheManager<string, string> cacheManager = new CacheManager<string, string>(TimeSpan.FromMinutes(10));
cacheManager.Add("key1", "value1");
// 初始化日志分析
LogAnalyzer logAnalyzer = new LogAnalyzer("server.log");
foreach (var error in logAnalyzer.GetErrors())
{
Console.WriteLine($"Error: {error}");
}
// 初始化数据库管理
DatabaseManager databaseManager = new DatabaseManager("data.db");
databaseManager.SaveMessage("Hello, World!");
// 初始化IP过滤
IpFilter ipFilter = new IpFilter();
ipFilter.AddToWhiteList("127.0.0.1");
// 初始化线程池管理
ThreadPoolManager threadPoolManager = new ThreadPoolManager(4);
threadPoolManager.EnqueueTask(() => Console.WriteLine("Task 1 executed"));
threadPoolManager.EnqueueTask(() => Console.WriteLine("Task 2 executed"));
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
threadPoolManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了数据持久化、安全性增强、动态配置更新、多线程优化以及高级日志分析等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的数据库支持、优化安全性措施等。希望这些示例和思路能对你有所帮助。
好的,我们继续扩展和完善这个高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。接下来,我们将添加以下功能:
- 负载均衡:实现负载均衡功能,支持将请求分发到多个服务器。
- 分布式缓存:实现分布式缓存功能,提高数据访问速度。
- 监控和报警:实现监控和报警功能,支持实时监控服务器状态并在异常时触发报警。
- 插件系统:实现插件系统,支持动态加载和执行插件。
- WebSocket支持:实现WebSocket支持,支持WebSocket连接。
1. 负载均衡
我们将实现负载均衡功能,支持将请求分发到多个服务器。
LoadBalancing/LoadBalancer.cs
:
using System;
using System.Collections.Generic;
using System.Linq;
public class LoadBalancer
{
private List<Server> servers;
private int currentIndex;
public LoadBalancer()
{
servers = new List<Server>();
currentIndex = 0;
}
public void AddServer(string ipAddress, int port)
{
servers.Add(new Server(ipAddress, port));
}
public Server GetNextServer()
{
if (servers.Count == 0)
{
throw new InvalidOperationException("No servers available");
}
var server = servers[currentIndex];
currentIndex = (currentIndex + 1) % servers.Count;
return server;
}
public class Server
{
public string IpAddress { get; }
public int Port { get; }
public Server(string ipAddress, int port)
{
IpAddress = ipAddress;
Port = port;
}
}
}
2. 分布式缓存
我们将实现分布式缓存功能,提高数据访问速度。
Caching/DistributedCache.cs
:
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
public class DistributedCache<TKey, TValue>
{
private ConcurrentDictionary<TKey, TValue> localCache;
private List<CacheServer> cacheServers;
public DistributedCache()
{
localCache = new ConcurrentDictionary<TKey, TValue>();
cacheServers = new List<CacheServer>();
}
public void AddServer(string ipAddress, int port)
{
cacheServers.Add(new CacheServer(ipAddress, port));
}
public async Task<TValue> GetAsync(TKey key)
{
if (localCache.TryGetValue(key, out TValue value))
{
return value;
}
foreach (var server in cacheServers)
{
value = await server.GetAsync<TValue>(key);
if (value != null)
{
localCache[key] = value;
return value;
}
}
return default;
}
public async Task SetAsync(TKey key, TValue value)
{
localCache[key] = value;
foreach (var server in cacheServers)
{
await server.SetAsync(key, value);
}
}
private class CacheServer
{
private string ipAddress;
private int port;
public CacheServer(string ipAddress, int port)
{
this.ipAddress = ipAddress;
this.port = port;
}
public async Task<T> GetAsync<T>(TKey key)
{
// Implement the logic to get the value from the cache server
return await Task.FromResult(default(T));
}
public async Task SetAsync(TKey key, TValue value)
{
// Implement the logic to set the value to the cache server
await Task.CompletedTask;
}
}
}
3. 监控和报警
我们将实现监控和报警功能,支持实时监控服务器状态并在异常时触发报警。
Monitoring/Monitor.cs
:
using System;
using System.Timers;
public class Monitor
{
private Timer timer;
private Action checkAction;
private Action alertAction;
public Monitor(Action checkAction, Action alertAction, double interval)
{
this.checkAction = checkAction;
this.alertAction = alertAction;
timer = new Timer(interval);
timer.Elapsed += OnTimedEvent;
timer.AutoReset = true;
timer.Enabled = true;
}
private void OnTimedEvent(Object source, ElapsedEventArgs e)
{
try
{
checkAction();
}
catch (Exception)
{
alertAction();
}
}
}
4. 插件系统
我们将实现插件系统,支持动态加载和执行插件。
Plugins/PluginManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
public class PluginManager
{
private List<IPlugin> plugins;
public PluginManager()
{
plugins = new List<IPlugin>();
}
public void LoadPlugins(string pluginDirectory)
{
foreach (var file in Directory.GetFiles(pluginDirectory, "*.dll"))
{
var assembly = Assembly.LoadFrom(file);
foreach (var type in assembly.GetTypes())
{
if (typeof(IPlugin).IsAssignableFrom(type) && !type.IsInterface)
{
var plugin = (IPlugin)Activator.CreateInstance(type);
plugins.Add(plugin);
}
}
}
}
public void ExecutePlugins()
{
foreach (var plugin in plugins)
{
plugin.Execute();
}
}
}
public interface IPlugin
{
void Execute();
}
5. WebSocket支持
我们将实现WebSocket支持,支持WebSocket连接。
Networking/WebSocketConnectionManager.cs
:
using System;
using System.Net;
using System.Net.WebSockets;
using System.Threading;
using System.Threading.Tasks;
public class WebSocketConnectionManager
{
private HttpListener listener;
public WebSocketConnectionManager()
{
listener = new HttpListener();
}
public void Start(string url)
{
listener.Prefixes.Add(url);
listener.Start();
Task.Run(() => AcceptWebSocketClients());
}
private async Task AcceptWebSocketClients()
{
while (true)
{
var context = await listener.GetContextAsync();
if (context.Request.IsWebSocketRequest)
{
var webSocketContext = await context.AcceptWebSocketAsync(null);
HandleWebSocketConnection(webSocketContext.WebSocket);
}
else
{
context.Response.StatusCode = 400;
context.Response.Close();
}
}
}
private async void HandleWebSocketConnection(WebSocket webSocket)
{
var buffer = new byte[1024 * 4];
while (webSocket.State == WebSocketState.Open)
{
var result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
if (result.MessageType == WebSocketMessageType.Close)
{
await webSocket.CloseAsync(WebSocketCloseStatus.NormalClosure, string.Empty, CancellationToken.None);
}
else
{
// Handle received message
var message = System.Text.Encoding.UTF8.GetString(buffer, 0, result.Count);
Console.WriteLine($"Received message: {message}");
}
}
}
public void Stop()
{
listener.Stop();
}
}
示例应用扩展
我们将扩展示例应用,展示如何使用新增的功能。
Program.cs
:
using System;
class Program
{
static void Main(string[] args)
{
// 初始化配置管理
DynamicConfigManager configManager = new DynamicConfigManager("config.json");
// 初始化日志记录
Logger.Instance.Initialize("server.log", LogLevel.Debug);
// 初始化性能监控
PerformanceMonitor performanceMonitor = new PerformanceMonitor();
// 初始化心跳管理
HeartbeatManager heartbeatManager = new HeartbeatManager(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(15));
// 初始化身份验证
Authentication authentication = new Authentication();
// 初始化消息队列
MessageQueue messageQueue = new MessageQueue((message) =>
{
string content = System.Text.Encoding.UTF8.GetString(message.Content);
Logger.Instance.LogInfo($"Processed message: {content}");
});
// 初始化连接池
ConnectionPool connectionPool = new ConnectionPool(100);
// 注册事件处理器
EventSystem.Instance.RegisterEventHandler("ClientConnected", (data) =>
{
int clientId = (int)data;
Logger.Instance.LogInfo($"Client {clientId} connected");
});
// 注册消息处理器
MessageHandler.Instance.RegisterHandler(1, (clientId, message, length) =>
{
string content = System.Text.Encoding.UTF8.GetString(message, 8, length - 8);
Logger.Instance.LogInfo($"Received message from client {clientId}: {content}");
messageQueue.EnqueueMessage(new Message { MessageType = 1, Content = System.Text.Encoding.UTF8.GetBytes(content) });
});
// 启动连接管理
string ipAddress = configManager.GetConfig("ServerIpAddress");
int port = int.Parse(configManager.GetConfig("ServerPort"));
SecureConnectionManager connectionManager = new SecureConnectionManager("server.pfx", "password");
connectionManager.Start(ipAddress, port);
// 初始化负载均衡
LoadBalancer loadBalancer = new LoadBalancer();
loadBalancer.AddServer("127.0.0.1", 8081);
loadBalancer.AddServer("127.0.0.1", 8082);
// 初始化插件系统
PluginManager pluginManager = new PluginManager();
pluginManager.LoadPlugins("Plugins");
// 初始化监控和报警
Monitor monitor = new Monitor(() =>
{
// 检查服务器状态
Logger.Instance.LogInfo("Checking server status...");
}, () =>
{
// 触发报警
Logger.Instance.LogError("Server status check failed!");
}, 60000);
// 初始化分布式管理
DistributedManager distributedManager = new DistributedManager();
distributedManager.AddServer("127.0.0.1", 8081);
distributedManager.AddServer("127.0.0.1", 8082);
// 启动WebSocket连接管理
WebSocketConnectionManager webSocketConnectionManager = new WebSocketConnectionManager();
webSocketConnectionManager.Start("http://localhost:8080/");
// 初始化缓存系统
CacheManager<string, string> cacheManager = new CacheManager<string, string>(TimeSpan.FromMinutes(10));
cacheManager.Add("key1", "value1");
// 初始化日志分析
LogAnalyzer logAnalyzer = new LogAnalyzer("server.log");
foreach (var error in logAnalyzer.GetErrors())
{
Console.WriteLine($"Error: {error}");
}
// 初始化数据库管理
DatabaseManager databaseManager = new DatabaseManager("data.db");
databaseManager.SaveMessage("Hello, World!");
// 初始化IP过滤
IpFilter ipFilter = new IpFilter();
ipFilter.AddToWhiteList("127.0.0.1");
// 初始化线程池管理
ThreadPoolManager threadPoolManager = new ThreadPoolManager(4);
threadPoolManager.EnqueueTask(() => Console.WriteLine("Task 1 executed"));
threadPoolManager.EnqueueTask(() => Console.WriteLine("Task 2 executed"));
// 执行插件
pluginManager.ExecutePlugins();
// 等待用户输入以停止服务器
Console.WriteLine("Press Enter to stop the server...");
Console.ReadLine();
// 停止连接管理
connectionManager.Stop();
webSocketConnectionManager.Stop();
threadPoolManager.Stop();
}
}
总结
通过以上扩展和优化,我们进一步完善了高扩展、高性能、高可配置的C#语言的商业化游戏Socket网络框架。我们实现了负载均衡、分布式缓存、监控和报警、插件系统以及WebSocket支持等功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的负载均衡策略、优化分布式缓存的实现等。希望这些示例和思路能对你有所帮助。