mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
完善登录流程的错误处理
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@@ -185,6 +185,7 @@ func (g *GameManager) gameMainLoop() {
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tickCost := int64(0)
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localEventCost := int64(0)
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commandCost := int64(0)
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routeCount := int64(0)
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runtime.LockOSThread()
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for {
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// 消耗CPU时间性能统计
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@@ -194,7 +195,7 @@ func (g *GameManager) gameMainLoop() {
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tickCost /= 1e6
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localEventCost /= 1e6
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commandCost /= 1e6
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logger.Info("[GAME MAIN LOOP] cpu time cost detail, routeCost: %vms, tickCost: %vms, localEventCost: %vms, commandCost: %vms",
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logger.Info("[GAME MAIN LOOP] cpu time cost detail, routeCost: %v ms, tickCost: %v ms, localEventCost: %v ms, commandCost: %v ms",
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routeCost, tickCost, localEventCost, commandCost)
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totalCost := routeCost + tickCost + localEventCost + commandCost
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logger.Info("[GAME MAIN LOOP] cpu time cost percent, routeCost: %v%%, tickCost: %v%%, localEventCost: %v%%, commandCost: %v%%",
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@@ -202,15 +203,17 @@ func (g *GameManager) gameMainLoop() {
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float32(tickCost)/float32(totalCost)*100.0,
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float32(localEventCost)/float32(totalCost)*100.0,
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float32(commandCost)/float32(totalCost)*100.0)
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logger.Info("[GAME MAIN LOOP] total cpu time cost detail, totalCost: %vms",
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logger.Info("[GAME MAIN LOOP] total cpu time cost detail, totalCost: %v ms",
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totalCost)
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logger.Info("[GAME MAIN LOOP] total cpu time cost percent, totalCost: %v%%",
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float32(totalCost)/float32(intervalTime/1e6)*100.0)
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logger.Info("[GAME MAIN LOOP] avg route cost: %v ms", float32(routeCost)/float32(routeCount))
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lastTime = now
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routeCost = 0
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tickCost = 0
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localEventCost = 0
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commandCost = 0
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routeCount = 0
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}
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select {
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case netMsg := <-MESSAGE_QUEUE.GetNetMsg():
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@@ -219,6 +222,7 @@ func (g *GameManager) gameMainLoop() {
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ROUTE_MANAGER.RouteHandle(netMsg)
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end := time.Now().UnixNano()
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routeCost += end - start
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routeCount++
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case <-TICK_MANAGER.GetGlobalTick().C:
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// 游戏服务器定时帧
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start := time.Now().UnixNano()
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@@ -232,12 +236,12 @@ func (g *GameManager) gameMainLoop() {
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end := time.Now().UnixNano()
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localEventCost += end - start
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case command := <-COMMAND_MANAGER.GetCommandTextInput():
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// 处理传入的命令(普通玩家 GM命令)
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// 处理GM命令
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start := time.Now().UnixNano()
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COMMAND_MANAGER.HandleCommand(command)
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end := time.Now().UnixNano()
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commandCost += end - start
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logger.Info("run gm cmd cost: %v ns", commandCost)
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logger.Info("run gm cmd cost: %v ns", end-start)
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}
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}
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}
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@@ -4,6 +4,7 @@ import (
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"time"
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"hk4e/common/mq"
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"hk4e/gate/kcp"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/cmd"
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@@ -87,6 +88,13 @@ func (g *GameManager) ClientTimeNotify(userId uint32, clientTime uint32) {
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}
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logger.Debug("client time notify, uid: %v, time: %v", userId, clientTime)
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player.ClientTime = clientTime
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now := time.Now().Unix()
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// 客户端与服务器时间相差太过严重
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if now-int64(player.ClientTime) > 60 || int64(player.ClientTime)-now > 60 {
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g.KickPlayer(player.PlayerID, kcp.EnetServerKick)
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logger.Error("abs of client time and server time above 60, uid: %v", userId)
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}
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player.LastKeepaliveTime = uint32(now)
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}
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func (g *GameManager) ServerAnnounceNotify(announceId uint32, announceMsg string) {
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@@ -85,6 +85,17 @@ func (t *TickManager) onUserTickSecond(userId uint32, now int64) {
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}
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func (t *TickManager) onUserTickMinute(userId uint32, now int64) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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if uint32(now/1000)-player.LastKeepaliveTime > 60 {
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logger.Error("remove keepalive timeout user, uid: %v", userId)
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GAME_MANAGER.OnUserOffline(userId, &ChangeGsInfo{
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IsChangeGs: false,
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})
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}
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}
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// 玩家定时任务常量
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@@ -182,15 +193,6 @@ func (t *TickManager) onTickMinute(now int64) {
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count := random.GetRandomInt32(0, 4)
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i := int32(0)
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for itemId := range allItemDataConfig {
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itemDataConfig, ok := allItemDataConfig[itemId]
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if !ok {
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logger.Error("config is nil, itemId: %v", itemId)
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return
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}
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// TODO 3.0.0REL版本中 发送某些无效家具 可能会导致客户端背包家具界面卡死
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if uint16(itemDataConfig.Type) == constant.ITEM_TYPE_FURNITURE {
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continue
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}
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num := random.GetRandomInt32(1, 9)
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: uint32(itemId), ChangeCount: uint32(num)}}, true, 0)
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i++
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@@ -16,7 +16,7 @@ import (
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const (
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ENTITY_NUM_UNLIMIT = false // 是否不限制场景内实体数量
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ENTITY_MAX_SEND_NUM = 200 // 场景内最大实体数量
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MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
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MAX_MULTIPLAYER_WORLD_NUM = 2 // 本服务器最大多人世界数量
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)
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type WorldManager struct {
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