帧同步游戏服务器3

本文深入解析了使用C++构建帧同步游戏服务器的技术细节,涵盖了帧同步的概念,如何处理网络延迟和不稳定性,以及在游戏场景中的应用。通过实例展示了如何设计并实现帧同步算法,确保游戏状态的一致性和公平性。
摘要由CSDN通过智能技术生成
#include <algorithm>
#include <iostream>
#include <cstring>
#include <cstdint>
#include <cstdlib>
#include <cstdio>
#include <string>
#include <vector>
#include <queue>
#include <unordered_map>

#include <unistd.h>
#include <sys/select.h>
#include <sys/socket.h>
#include <sys/epoll.h>
#include <sys/time.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <errno.h>
#include <netinet/tcp.h>
#include "GameMessage.pb.h"

#define IMPORT_USER
#include "User.h"
#include "SQLTool.h"

#include <pthread.h>
#include <atomic>
using namespace std;
const int MAXPTHREADCOUNT = 4;
struct MessageNode
{
   
    int iClient;
    uint8_t iLen;
    uint8_t iType;
    uint8_t *PointerBuffer;
    MessageNode()
    {
   
        iClient = 0;
        iLen = 0;
        iType = 0;
        PointerBuffer = nullptr;
    }
};

//消息队列
queue<MessageNode *> MessageQueue;
pthread_mutex_t mutex_MessageQueue;

//辅助消息队列,减少主线程与其他线程争夺消息队列的耗时
queue<MessageNode *> supMessageQueue; //辅助队列
pthread_mutex_t mutex_supMessageQueue;

const int MaxClient = 1001;
const int MaxEvents = 20000;
const int MaxMessageQueue = 100000;
int ClientCount = 0;
bool isBegin = false;

//客户端号与fd对应
std::unordered_map<int, int> FdToClientID;
int ClientIDToFd[MaxClient];
bool isClientLogin[MaxClient];

//主线程读取epoll有输入的缓冲区
uint8_t Buffer[MaxClient][200];
uint8_t Size[MaxClient];
uint8_t MessageType[MaxClient];
uint8_t MessageLen[MaxClient];

//原子类型的int,线程安全
std::atomic<int> NowLoginCount = 0;
//待发送的消息的队列
int iFrameCount = 0;
int iQueueLen = 0;
uint8_t *BufferFrameQueue[MaxMessageQueue];
uint8_t BufferEffectiveSize[MaxMessageQueue];
pthread_mutex_t mutex_BufferFrameQueue;

enum class MType
{
   
    RegisteredRequest = 1,
    RegisteredRespond,
    LoginRequest,
    LoginRespond,
    GameBegin,
    ActionRequest,
    PlayerAction,
    MoveRequest,
    PlayerMove,
    SetUserInfo,
    SetUserInfoRespond,
    GetUserInfo,
    GetUserInfoRespond,
};

inline void Init()
{
   
    InitUserInfo();

    memset(Size, 0, sizeof(Size));

    memset(MessageType, 0, sizeof(MessageType));

    memset(MessageLen, 0, sizeof(MessageLen));

    memset(isClientLogin, false, sizeof(isClientLogin));

    memset(ClientIDToFd, -1, sizeof(ClientIDToFd));

    iFrameCount = 0;
    iQueueLen = 0;

    pthread_mutex_init(&mutex_MessageQueue, NULL);
    pthread_mutex_init(&mutex_BufferFrameQueue, NULL);
    pthread_mutex_init(&mutex_supMessageQueue, NULL);

    printf("Init Done\n");
}

inline void SendAll(uint8_t *netMessage, uint32_t SumLen)
{
   
    for (int ID = 1; ID <= ClientCount; ID += 1)
    {
   
        if (ClientIDToFd[ID] < 0)
        {
   
            continue;
        }
        if (isClientLogin[ID]) // DANGER
        {
   
            send(ClientIDToFd[ID], netMessage, SumLen, 0);
        }
    }
}

inline void FrameQueue_SendAllMessages()
{
   
    if (iQueueLen == 0)
    {
   
        //处理没有消息的时候
    }
    pthread_mutex_lock(&mutex_BufferFrameQueue);
    for (int i = 0; i < iQueueLen; i++)
    {
   
        for (int ID = 1; ID <= ClientCount; ID += 1)
        {
   
            if (ClientIDToFd[ID] < 0)
            {
   
                continue;
            }
            if (isClientLogin[ID]) // DANGER
            {
   
                send(ClientIDToFd[ID], BufferFrameQueue[i], BufferEffectiveSize[i], 0);
            }
        }
        if (BufferFrameQueue[i])
        {
   
            delete BufferFrameQueue[i];
            BufferFrameQueue[i] = nullptr;
        
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值