系统架构层面流量控制功能完善

This commit is contained in:
flswld
2023-02-05 07:18:43 +08:00
parent cfb001c18a
commit 94c8db402a
51 changed files with 1049 additions and 2408 deletions
+50 -38
View File
@@ -1,13 +1,15 @@
package game
import (
"sort"
"time"
"hk4e/common/mq"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/object"
"github.com/vmihailenco/msgpack/v5"
)
// 本地事件队列管理器
@@ -16,10 +18,10 @@ const (
LoadLoginUserFromDbFinish = iota // 玩家登录从数据库加载完成回调
CheckUserExistOnRegFromDbFinish // 玩家注册从数据库查询是否已存在完成回调
RunUserCopyAndSave // 执行一次在线玩家内存数据复制到数据库写入协程
ExitRunUserCopyAndSave
UserOfflineSaveToDbFinish
ReloadGameDataConfig
ReloadGameDataConfigFinish
ExitRunUserCopyAndSave // 停服时执行全部玩家保存操作
UserOfflineSaveToDbFinish // 玩家离线保存完成
ReloadGameDataConfig // 执行热更表
ReloadGameDataConfigFinish // 热更表完成
)
type LocalEvent struct {
@@ -37,6 +39,20 @@ func NewLocalEventManager() (r *LocalEventManager) {
return r
}
type PlayerLastSaveTimeSortList []*model.Player
func (p PlayerLastSaveTimeSortList) Len() int {
return len(p)
}
func (p PlayerLastSaveTimeSortList) Less(i, j int) bool {
return p[i].LastSaveTime < p[j].LastSaveTime
}
func (p PlayerLastSaveTimeSortList) Swap(i, j int) {
p[i], p[j] = p[j], p[i]
}
func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
switch localEvent.EventId {
case LoadLoginUserFromDbFinish:
@@ -51,49 +67,45 @@ func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
case ExitRunUserCopyAndSave:
fallthrough
case RunUserCopyAndSave:
saveUserIdList := localEvent.Msg.([]uint32)
startTime := time.Now().UnixNano()
// 拷贝一份数据避免并发访问
insertPlayerList := make([]*model.Player, 0)
updatePlayerList := make([]*model.Player, 0)
for _, uid := range saveUserIdList {
player := USER_MANAGER.GetOnlineUser(uid)
if player == nil {
logger.Error("try to save but user not exist or online, uid: %v", uid)
playerList := make(PlayerLastSaveTimeSortList, 0)
for _, player := range USER_MANAGER.playerMap {
if player.PlayerID < 100000000 {
continue
}
if uid < 100000000 {
playerList = append(playerList, player)
}
sort.Stable(playerList)
// 拷贝一份数据避免并发访问
insertPlayerList := make([][]byte, 0)
updatePlayerList := make([][]byte, 0)
saveCount := 0
for _, player := range playerList {
totalCostTime := time.Now().UnixNano() - startTime
if totalCostTime > time.Millisecond.Nanoseconds()*50 {
// 总耗时超过50ms就中止本轮保存
logger.Debug("user copy loop overtime exit, total cost time: %v ns", totalCostTime)
break
}
playerData, err := msgpack.Marshal(player)
if err != nil {
logger.Error("marshal player data error: %v", err)
continue
}
switch player.DbState {
case model.DbNone:
break
case model.DbInsert:
playerCopy := new(model.Player)
err := object.FastDeepCopy(playerCopy, player)
if err != nil {
logger.Error("deep copy player error: %v", err)
continue
}
insertPlayerList = append(insertPlayerList, playerCopy)
USER_MANAGER.playerMap[uid].DbState = model.DbNormal
insertPlayerList = append(insertPlayerList, playerData)
USER_MANAGER.playerMap[player.PlayerID].DbState = model.DbNormal
player.LastSaveTime = uint32(time.Now().UnixMilli())
saveCount++
case model.DbDelete:
playerCopy := new(model.Player)
err := object.FastDeepCopy(playerCopy, player)
if err != nil {
logger.Error("deep copy player error: %v", err)
continue
}
updatePlayerList = append(updatePlayerList, playerCopy)
delete(USER_MANAGER.playerMap, uid)
delete(USER_MANAGER.playerMap, player.PlayerID)
case model.DbNormal:
playerCopy := new(model.Player)
err := object.FastDeepCopy(playerCopy, player)
if err != nil {
logger.Error("deep copy player error: %v", err)
continue
}
updatePlayerList = append(updatePlayerList, playerCopy)
updatePlayerList = append(updatePlayerList, playerData)
player.LastSaveTime = uint32(time.Now().UnixMilli())
saveCount++
}
}
saveUserData := &SaveUserData{
@@ -107,7 +119,7 @@ func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
USER_MANAGER.saveUserChan <- saveUserData
endTime := time.Now().UnixNano()
costTime := endTime - startTime
logger.Info("run save user copy cost time: %v ns", costTime)
logger.Debug("run save user copy cost time: %v ns, save user count: %v", costTime, saveCount)
if localEvent.EventId == ExitRunUserCopyAndSave {
// 在此阻塞掉主协程 不再进行任何消息和任务的处理
select {}