1. 引言
在现代商业化射击游戏中,任务系统是一个至关重要的模块。它不仅能增加游戏的深度和趣味性,还能通过任务奖励机制提高玩家的参与度和留存率。本文将详细介绍一个高扩展、高性能、高可配置的C#语言任务系统模块的架构设计和实现。
2. 需求分析
2.1 功能需求
- 任务创建与管理:支持创建、更新、删除任务。
- 任务分配:支持将任务分配给玩家。
- 任务进度跟踪:实时跟踪玩家的任务进度。
- 任务完成与奖励:处理任务完成后的奖励发放。
- 任务类型:支持多种任务类型(如击杀任务、收集任务、探索任务等)。
- 任务条件:支持复杂的任务条件(如时间限制、特定地点等)。
2.2 非功能需求
- 高扩展性:系统应能轻松扩展以支持更多任务类型和条件。
- 高性能:系统应能在高并发环境下保持高性能。
- 高可配置性:任务的各个方面应能通过配置文件或数据库进行配置。
3. 架构设计
3.1 总体架构
系统采用分层架构,主要分为以下几个层次:
- 表示层(Presentation Layer):处理用户请求和响应。
- 业务逻辑层(Business Logic Layer):处理任务的业务逻辑。
- 数据访问层(Data Access Layer):与数据库交互,存储和检索任务数据。
- 缓存层(Cache Layer):提高数据访问速度,减轻数据库压力。
- 消息队列层(Message Queue Layer):处理异步任务和事件通知。
3.2 模块划分
- 任务管理模块:负责任务的创建、更新、删除。
- 任务分配模块:负责将任务分配给玩家。
- 任务进度模块:负责跟踪玩家的任务进度。
- 任务完成模块:负责处理任务完成后的奖励发放。
- 任务配置模块:负责加载和解析任务配置。
4. 数据库设计
4.1 数据库表
-
Tasks:存储任务的基本信息。
- TaskId (PK)
- Name
- Description
- Type
- Conditions (JSON)
- Rewards (JSON)
- CreatedAt
- UpdatedAt
-
PlayerTasks:存储玩家的任务信息。
- PlayerTaskId (PK)
- PlayerId
- TaskId (FK)
- Status
- Progress (JSON)
- AssignedAt
- CompletedAt
-
TaskTypes:存储任务类型信息。
- TypeId (PK)
- Name
- Description
-
TaskConditions:存储任务条件信息。
- ConditionId (PK)
- TaskId (FK)
- ConditionType
- ConditionValue
-
TaskRewards:存储任务奖励信息。
- RewardId (PK)
- TaskId (FK)
- RewardType
- RewardValue
5. 详细实现
5.1 任务管理模块
任务存储库接口:
// ITaskRepository.cs
public interface ITaskRepository
{
Task AddTaskAsync(Task task);
Task UpdateTaskAsync(Task task);
Task DeleteTaskAsync(Guid taskId);
Task<Task> GetTaskByIdAsync(Guid taskId);
Task<IEnumerable<Task>> GetAllTasksAsync();
}
任务存储库实现:
// TaskRepository.cs
public class TaskRepository : ITaskRepository
{
private readonly DbContext _context;
public TaskRepository(DbContext context)
{
_context = context;
}
public async Task AddTaskAsync(Task task)
{
await _context.Tasks.AddAsync(task);
await _context.SaveChangesAsync();
}
public async Task UpdateTaskAsync(Task task)
{
_context.Tasks.Update(task);
await _context.SaveChangesAsync();
}
public async Task DeleteTaskAsync(Guid taskId)
{
var task = await _context.Tasks.FindAsync(taskId);
if (task != null)
{
_context.Tasks.Remove(task);
await _context.SaveChangesAsync();
}
}
public async Task<Task> GetTaskByIdAsync(Guid taskId)
{
return await _context.Tasks.FindAsync(taskId);
}
public async Task<IEnumerable<Task>> GetAllTasksAsync()
{
return await _context.Tasks.ToListAsync();
}
}
5.2 任务分配模块
任务分配服务接口:
// ITaskAssignmentService.cs
public interface ITaskAssignmentService
{
Task AssignTaskToPlayerAsync(Guid playerId, Guid taskId);
}
任务分配服务实现:
// TaskAssignmentService.cs
public class TaskAssignmentService : ITaskAssignmentService
{
private readonly ITaskRepository _taskRepository;
private readonly IPlayerTaskRepository _playerTaskRepository;
public TaskAssignmentService(ITaskRepository taskRepository, IPlayerTaskRepository playerTaskRepository)
{
_taskRepository = taskRepository;
_playerTaskRepository = playerTaskRepository;
}
public async Task AssignTaskToPlayerAsync(Guid playerId, Guid taskId)
{
var task = await _taskRepository.GetTaskByIdAsync(taskId);
if (task == null)
{
throw new Exception("Task not found");
}
var playerTask = new PlayerTask
{
PlayerId = playerId,
TaskId = taskId,
Status = TaskStatus.Assigned,
Progress = "{}",
AssignedAt = DateTime.UtcNow
};
await _playerTaskRepository.AddPlayerTaskAsync(playerTask);
}
}
5.3 任务进度模块
任务进度服务接口:
// ITaskProgressService.cs
public interface ITaskProgressService
{
Task UpdateTaskProgressAsync(Guid playerId, Guid taskId, string progress);
Task<PlayerTask> GetPlayerTaskAsync(Guid playerId, Guid taskId);
}
任务进度服务实现:
// TaskProgressService.cs
public class TaskProgressService : ITaskProgressService
{
private readonly IPlayerTaskRepository _playerTaskRepository;
public TaskProgressService(IPlayerTaskRepository playerTaskRepository)
{
_playerTaskRepository = playerTaskRepository;
}
public async Task UpdateTaskProgressAsync(Guid playerId, Guid taskId, string progress)
{
var playerTask = await _playerTaskRepository.GetPlayerTaskAsync(playerId, taskId);
if (playerTask == null)
{
throw new Exception("Player task not found");
}
playerTask.Progress = progress;
await _playerTaskRepository.UpdatePlayerTaskAsync(playerTask);
}
public async Task<PlayerTask> GetPlayerTaskAsync(Guid playerId, Guid taskId)
{
return await _playerTaskRepository.GetPlayerTaskAsync(playerId, taskId);
}
}
5.4 任务完成模块
任务完成服务接口:
// ITaskCompletionService.cs
public interface ITaskCompletionService
{
Task CompleteTaskAsync(Guid playerId, Guid taskId);
}
任务完成服务实现:
// TaskCompletionService.cs
public class TaskCompletionService : ITaskCompletionService
{
private readonly IPlayerTaskRepository _playerTaskRepository;
private readonly IRewardService _rewardService;
public TaskCompletionService(IPlayerTaskRepository playerTaskRepository, IRewardService rewardService)
{
_playerTaskRepository = playerTaskRepository;
_rewardService = rewardService;
}
public async Task CompleteTaskAsync(Guid playerId, Guid taskId)
{
var playerTask = await _playerTaskRepository.GetPlayerTaskAsync(playerId, taskId);
if (playerTask == null)
{
throw new Exception("Player task not found");
}
playerTask.Status = TaskStatus.Completed;
playerTask.CompletedAt = DateTime.UtcNow;
await _playerTaskRepository.UpdatePlayerTaskAsync(playerTask);
await _rewardService.GrantRewardsAsync(playerId, taskId);
}
}
5.5 任务配置模块
任务配置服务接口:
// ITaskConfigurationService.cs
public interface ITaskConfigurationService
{
Task<IEnumerable<Task>> LoadTasksAsync();
}
任务配置服务实现:
// TaskConfigurationService.cs
public class TaskConfigurationService : ITaskConfigurationService
{
private readonly IConfiguration _configuration;
public TaskConfigurationService(IConfiguration configuration)
{
_configuration = configuration;
}
public async Task<IEnumerable<Task>> LoadTasksAsync()
{
var tasks = _configuration.GetSection("Tasks").Get<IEnumerable<Task>>();
return await Task.FromResult(tasks);
}
}
6. 集成与测试
6.1 集成
在实际项目中,我们需要将各个服务和存储库集成在一起,并在启动时进行配置。
Startup.cs:
public class Startup
{
public void ConfigureServices(IServiceCollection services)
{
// 配置数据库上下文
services.AddDbContext<DbContext>(options => options.UseSqlServer(Configuration.GetConnectionString("DefaultConnection")));
// 配置存储库
services.AddScoped<ITaskRepository, TaskRepository>();
services.AddScoped<IPlayerTaskRepository, PlayerTaskRepository>();
// 配置服务
services.AddScoped<ITaskAssignmentService, TaskAssignmentService>();
services.AddScoped<ITaskProgressService, TaskProgressService>();
services.AddScoped<ITaskCompletionService, TaskCompletionService>();
services.AddScoped<ITaskConfigurationService, TaskConfigurationService>();
services.AddScoped<IRewardService, RewardService>();
// 配置控制器
services.AddControllers();
}
public void Configure(IApplicationBuilder app, IWebHostEnvironment env)
{
if (env.IsDevelopment())
{
app.UseDeveloperExceptionPage();
}
app.UseRouting();
app.UseAuthentication();
app.UseAuthorization();
app.UseEndpoints(endpoints =>
{
endpoints.MapControllers();
});
}
}
6.2 测试
为了确保系统的稳定性和可靠性,我们需要进行单元测试和集成测试。
单元测试示例:
// TaskAssignmentServiceTests.cs
public class TaskAssignmentServiceTests
{
private readonly Mock<ITaskRepository> _taskRepositoryMock;
private readonly Mock<IPlayerTaskRepository> _playerTaskRepositoryMock;
private readonly TaskAssignmentService _taskAssignmentService;
public TaskAssignmentServiceTests()
{
_taskRepositoryMock = new Mock<ITaskRepository>();
_playerTaskRepositoryMock = new Mock<IPlayerTaskRepository>();
_taskAssignmentService = new TaskAssignmentService(_taskRepositoryMock.Object, _playerTaskRepositoryMock.Object);
}
[Fact]
public async Task AssignTaskToPlayerAsync_ShouldAssignTask()
{
// Arrange
var playerId = Guid.NewGuid();
var taskId = Guid.NewGuid();
var task = new Task { TaskId = taskId, Name = "Test Task" };
_taskRepositoryMock.Setup(r => r.GetTaskByIdAsync(taskId)).ReturnsAsync(task);
// Act
await _taskAssignmentService.AssignTaskToPlayerAsync(playerId, taskId);
// Assert
_playerTaskRepositoryMock.Verify(r => r.AddPlayerTaskAsync(It.IsAny<PlayerTask>()), Times.Once);
}
}
集成测试示例:
// TaskControllerTests.cs
public class TaskControllerTests : IClassFixture<WebApplicationFactory<Startup>>
{
private readonly HttpClient _client;
public TaskControllerTests(WebApplicationFactory<Startup> factory)
{
_client = factory.CreateClient();
}
[Fact]
public async Task CreateTask_ShouldReturnOk()
{
// Arrange
var task = new Task { Name = "Test Task", Description = "Test Description", Type = "Kill", Conditions = "{}", Rewards = "{}" };
var content = new StringContent(JsonConvert.SerializeObject(task), Encoding.UTF8, "application/json");
// Act
var response = await _client.PostAsync("/api/tasks", content);
// Assert
response.EnsureSuccessStatusCode();
}
}
7. 部署与运维
7.1 部署
在部署阶段,我们需要确保系统能够在生产环境中稳定运行。可以使用容器化技术(如Docker)和编排工具(如Kubernetes)来简化部署过程。
Dockerfile:
# 使用官方的 .NET Core SDK 镜像作为基础镜像
FROM mcr.microsoft.com/dotnet/sdk:5.0 AS build
WORKDIR /app
# 复制项目文件并还原依赖项
COPY *.csproj ./
RUN dotnet restore
# 复制其余文件并构建项目
COPY . ./
RUN dotnet publish -c Release -o out
# 使用官方的 .NET Core 运行时镜像作为基础镜像
FROM mcr.microsoft.com/dotnet/aspnet:5.0
WORKDIR /app
COPY --from=build /app/out .
# 暴露端口
EXPOSE 80
# 运行应用程序
ENTRYPOINT ["dotnet", "YourApp.dll"]
Kubernetes Deployment:
apiVersion: apps/v1
kind: Deployment
metadata:
name: task-service
spec:
replicas: 3
selector:
matchLabels:
app: task-service
template:
metadata:
labels:
app: task-service
spec:
containers:
- name: task-service
image: your-docker-repo/task-service:latest
ports:
- containerPort: 80
env:
- name: ConnectionStrings__DefaultConnection
valueFrom:
secretKeyRef:
name: db-credentials
key: connectionString
- name: JwtSettings__SecretKey
valueFrom:
secretKeyRef:
name: jwt-credentials
key: secretKey
7.2 运维
在运维阶段,我们需要监控系统的运行状态,并及时处理异常情况。可以使用监控工具(如Prometheus、Grafana)和日志管理工具(如ELK Stack)来实现。
Prometheus配置:
global:
scrape_interval: 15s
scrape_configs:
- job_name: 'task-service'
static_configs:
- targets: ['task-service:80']
Grafana配置:
在Grafana中添加Prometheus数据源,并创建仪表盘监控系统的关键指标,如请求数、响应时间、错误率等。
8. 总结
通过以上详细的实现与集成步骤,我们可以构建一个高扩展、高性能、高可配置的C#语言商业化射击游戏任务系统模块。这个系统可以处理任务的创建、分配、进度跟踪和完成等功能,并且通过缓存、异步处理和安全措施来提高系统的性能和安全性。通过单元测试和集成测试,我们可以确保系统的稳定性和可靠性。最后,通过容器化和编排工具,我们可以简化部署过程,并通过监控工具和日志管理工具实现系统的运维。