商业化游戏Socket网络框架漫谈

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:

  1. 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。
  2. 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。
  3. 安全性:添加基本的安全措施,如数据加密和身份验证。
  4. 性能监控:实现性能监控,实时监控服务器的性能指标。
  5. 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:

  1. 日志记录改进:添加日志级别和日志轮转功能。
  2. 配置管理改进:支持动态配置更新。
  3. 消息队列:实现消息队列,处理异步消息。
  4. 连接池:实现连接池,优化连接管理。
  5. 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:

  1. 安全性改进:添加SSL/TLS支持。
  2. 负载均衡:实现简单的负载均衡机制。
  3. 数据压缩:添加数据压缩和解压缩功能。
  4. 插件系统:实现插件系统,支持动态加载插件。
  5. 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:

  1. 日志轮转:实现日志文件的自动轮转。
  2. 配置热更新:支持配置文件的热更新。
  3. 多线程优化:优化多线程处理,提高并发性能。
  4. 分布式支持:添加分布式支持,允许多个服务器协同工作。
  5. 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:

  1. 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。
  2. 安全性增强:添加更多的安全性措施,如IP白名单、黑名单等。
  3. 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。
  4. 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。
  5. 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:

  1. 缓存系统:实现缓存系统,减少数据库访问,提高性能。
  2. 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。
  3. 动态配置:支持动态配置更新,无需重启服务器。
  4. 多协议支持:支持更多的网络协议,如UDP。
  5. 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:

  1. 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。
  2. 插件系统:实现插件系统,支持动态加载和执行插件。
  3. 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。
  4. 分布式管理:实现分布式管理,支持多服务器协同工作。
  5. 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:

  1. 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。
  2. 安全性增强:实现更多的安全性措施,如IP白名单、黑名单等。
  3. 动态配置更新:支持动态更新配置而无需重启服务器。
  4. 多线程优化:优化多线程处理,提高并发性能。
  5. 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:

  1. 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。
  2. 分布式缓存:实现分布式缓存功能,提高数据访问速度。
  3. 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。
  4. 插件系统:实现插件系统,支持动态加载和执行插件。
  5. 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。

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