1.离线玩家数据加分布式锁操作

2.修复聊天记录错乱
3.修复重启服务器后无法登录
This commit is contained in:
flswld
2023-02-12 23:47:44 +08:00
parent 0b3c075402
commit ddecfdea12
11 changed files with 108 additions and 35 deletions

View File

@@ -341,6 +341,7 @@ func (m *MessageQueue) gateTcpMqConn(gateServerConnAddrMap map[string]bool) {
_, exist := gateServerConnAddrMap[gateServerAddr]
// GATE连接已存在
if exist {
logger.Info("gate tcp mq conn already exist addr: %v", gateServerAddr)
continue
}
addr, err := net.ResolveTCPAddr("tcp4", gateServerAddr)

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@@ -23,12 +23,12 @@ import (
const (
ConnSynPacketFreqLimit = 100 // 连接建立握手包每秒发包频率限制
RecvPacketFreqLimit = 100 // 客户端上行每秒发包频率限制
RecvPacketFreqLimit = 200 // 客户端上行每秒发包频率限制
SendPacketFreqLimit = 1000 // 服务器下行每秒发包频率限制
PacketMaxLen = 343 * 1024 // 最大应用层包长度
ConnRecvTimeout = 30 // 收包超时时间 秒
ConnSendTimeout = 10 // 发包超时时间 秒
MaxClientConnNumLimit = 2 // 最大客户端连接数限制
MaxClientConnNumLimit = 1000 // 最大客户端连接数限制
)
var CLIENT_CONN_NUM int32 = 0 // 当前客户端连接数

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@@ -295,7 +295,9 @@ func (k *KcpConnectManager) sendMsgHandle() {
GameMsg: gameMsg,
})
case mq.ServerUserOnlineStateChangeNotify:
// 收到GS玩家离线完成通知 唤醒存在的顶号登录流程
// 收到GS玩家离线完成通知
logger.Debug("global player online state change, uid: %v, online: %v, gs appid: %v",
serverMsg.UserId, serverMsg.IsOnline, netMsg.OriginServerAppId)
if serverMsg.IsOnline {
k.globalGsOnlineMapLock.Lock()
k.globalGsOnlineMap[serverMsg.UserId] = netMsg.OriginServerAppId
@@ -308,6 +310,8 @@ func (k *KcpConnectManager) sendMsgHandle() {
if !exist {
continue
}
// 唤醒存在的顶号登录流程
logger.Info("awake interrupt login, uid: %v", serverMsg.UserId)
kickFinishNotifyChan <- true
}
}
@@ -400,6 +404,7 @@ func (k *KcpConnectManager) getPlayerToken(req *proto.GetPlayerTokenReq, session
userId: uid,
kickFinishNotifyChan: kickFinishNotifyChan,
}
logger.Info("run local interrupt login wait, uid: %v", uid)
<-kickFinishNotifyChan
}
k.globalGsOnlineMapLock.RLock()
@@ -421,6 +426,7 @@ func (k *KcpConnectManager) getPlayerToken(req *proto.GetPlayerTokenReq, session
userId: uid,
kickFinishNotifyChan: kickFinishNotifyChan,
}
logger.Info("run global interrupt login wait, uid: %v", uid)
<-kickFinishNotifyChan
}
// 关联玩家uid和连接信息

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@@ -114,7 +114,7 @@ func (g *GameDataConfig) load() {
g.loadSceneData() // 场景
g.loadScenePoint() // 场景传送点
g.loadSceneTagData() // 场景地图图标
g.loadScene() // 场景详情
g.loadSceneDetail() // 场景详情LUA配置数据
g.loadWorldAreaData() // 世界区域
g.loadGatherData() // 采集物
g.loadFetterData() // 角色资料解锁

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@@ -131,7 +131,7 @@ func (g *GameDataConfig) loadGroup(group *Group, block *Block, sceneId int32, bl
block.groupMapLoadLock.Unlock()
}
func (g *GameDataConfig) loadScene() {
func (g *GameDataConfig) loadSceneDetail() {
g.SceneDetailMap = make(map[int32]*SceneDetail)
sceneLuaPrefix := g.luaPrefix + "scene/"
for _, sceneData := range g.SceneDataMap {

View File

@@ -249,22 +249,7 @@ func (d *Dao) QueryChatMsgListByUid(uid uint32) ([]*model.ChatMsg, error) {
result := make([]*model.ChatMsg, 0)
find, err := db.Find(
context.TODO(),
bson.D{{"ToUid", uid}},
)
if err != nil {
return nil, err
}
for find.Next(context.TODO()) {
item := new(model.ChatMsg)
err = find.Decode(item)
if err != nil {
return nil, err
}
result = append(result, item)
}
find, err = db.Find(
context.TODO(),
bson.D{{"Uid", uid}},
bson.D{{"$or", []bson.D{{{"ToUid", uid}}, {{"Uid", uid}}}}},
)
if err != nil {
return nil, err
@@ -282,7 +267,7 @@ func (d *Dao) QueryChatMsgListByUid(uid uint32) ([]*model.ChatMsg, error) {
func (d *Dao) ReadAndUpdateChatMsgByUid(uid uint32, targetUid uint32) error {
db := d.db.Collection("chat_msg")
_, err := db.UpdateOne(
_, err := db.UpdateMany(
context.TODO(),
bson.D{{"ToUid", uid}, {"Uid", targetUid}},
bson.D{{"$set", bson.D{{"IsRead", true}}}},
@@ -290,7 +275,7 @@ func (d *Dao) ReadAndUpdateChatMsgByUid(uid uint32, targetUid uint32) error {
if err != nil {
return err
}
_, err = db.UpdateOne(
_, err = db.UpdateMany(
context.TODO(),
bson.D{{"Uid", uid}, {"ToUid", targetUid}},
bson.D{{"$set", bson.D{{"IsRead", true}}}},

View File

@@ -14,12 +14,20 @@ import (
"github.com/vmihailenco/msgpack/v5"
)
// RedisPlayerKeyPrefix key前缀
const RedisPlayerKeyPrefix = "HK4E"
// GetRedisPlayerKey 获取玩家数据key
func (d *Dao) GetRedisPlayerKey(userId uint32) string {
return RedisPlayerKeyPrefix + ":USER:" + strconv.Itoa(int(userId))
}
// GetRedisPlayerLockKey 获取玩家分布式锁key
func (d *Dao) GetRedisPlayerLockKey(userId uint32) string {
return RedisPlayerKeyPrefix + ":USER_LOCK:" + strconv.Itoa(int(userId))
}
// GetRedisPlayer 获取玩家数据
func (d *Dao) GetRedisPlayer(userId uint32) *model.Player {
startTime := time.Now().UnixNano()
playerDataLz4, err := d.redis.Get(context.TODO(), d.GetRedisPlayerKey(userId)).Result()
@@ -54,6 +62,7 @@ func (d *Dao) GetRedisPlayer(userId uint32) *model.Player {
return player
}
// SetRedisPlayer 写入玩家数据
func (d *Dao) SetRedisPlayer(player *model.Player) {
playerData, err := msgpack.Marshal(player)
if err != nil {
@@ -91,9 +100,63 @@ func (d *Dao) SetRedisPlayer(player *model.Player) {
logger.Debug("set player to redis cost time: %v ns", costTime)
}
// SetRedisPlayerList 批量写入玩家数据
func (d *Dao) SetRedisPlayerList(playerList []*model.Player) {
// TODO 换成redis批量命令执行
for _, player := range playerList {
d.SetRedisPlayer(player)
}
}
// 基于redis的玩家离线数据分布式锁实现
const (
MaxLockAliveTime = 10000 // 单个锁的最大存活时间 毫秒
LockRetryWaitTime = 50 // 同步加锁重试间隔时间 毫秒
MaxLockRetryTimes = 2 // 同步加锁最大重试次数
)
// DistLock 加锁并返回是否成功
func (d *Dao) DistLock(userId uint32) bool {
result, err := d.redis.SetNX(context.TODO(),
d.GetRedisPlayerLockKey(userId),
time.Now().UnixMilli(),
time.Millisecond*time.Duration(MaxLockAliveTime)).Result()
if err != nil {
logger.Error("redis lock setnx error: %v", err)
return false
}
return result
}
// DistLockSync 加锁同步阻塞直到成功或超时
func (d *Dao) DistLockSync(userId uint32) bool {
for i := 0; i < MaxLockRetryTimes; i++ {
result, err := d.redis.SetNX(context.TODO(),
d.GetRedisPlayerLockKey(userId),
time.Now().UnixMilli(),
time.Millisecond*time.Duration(MaxLockAliveTime)).Result()
if err != nil {
logger.Error("redis lock setnx error: %v", err)
return false
}
if result == true {
break
}
time.Sleep(time.Millisecond * time.Duration(LockRetryWaitTime))
}
return true
}
// DistUnlock 解锁
func (d *Dao) DistUnlock(userId uint32) {
result, err := d.redis.Del(context.TODO(), d.GetRedisPlayerLockKey(userId)).Result()
if err != nil {
logger.Error("redis lock del error: %v", err)
return
}
if result == 0 {
logger.Error("redis lock del result is fail")
return
}
}

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@@ -263,10 +263,18 @@ func (g *GameManager) Close() {
Msg: saveUserIdList,
}
<-EXIT_SAVE_FIN_CHAN
// 单纯的告诉网关下线玩家
// 告诉网关下线玩家并全服广播玩家离线
userList := USER_MANAGER.GetAllOnlineUserList()
for _, player := range userList {
g.KickPlayer(player.PlayerID, kcp.EnetServerShutdown)
MESSAGE_QUEUE.SendToAll(&mq.NetMsg{
MsgType: mq.MsgTypeServer,
EventId: mq.ServerUserOnlineStateChangeNotify,
ServerMsg: &mq.ServerMsg{
UserId: player.PlayerID,
IsOnline: false,
},
})
}
time.Sleep(time.Second)
}

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@@ -269,7 +269,7 @@ func (g *GameManager) AskAddFriendReq(player *model.Player, payloadMsg pb.Messag
})
} else {
// 全服离线玩家
targetPlayer, _, _ := USER_MANAGER.LoadGlobalPlayer(targetUid)
targetPlayer := USER_MANAGER.LoadTempOfflineUser(targetUid, true)
if targetPlayer == nil {
logger.Error("apply add friend target player is nil, uid: %v", targetUid)
return
@@ -362,7 +362,7 @@ func (g *GameManager) DealAddFriendReq(player *model.Player, payloadMsg pb.Messa
})
} else {
// 全服离线玩家
targetPlayer, _, _ := USER_MANAGER.LoadGlobalPlayer(targetUid)
targetPlayer := USER_MANAGER.LoadTempOfflineUser(targetUid, true)
if targetPlayer == nil {
logger.Error("apply add friend target player is nil, uid: %v", targetUid)
return

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@@ -268,7 +268,7 @@ func (u *UserManager) SetRemoteUserOnlineState(userId uint32, isOnline bool, app
}
}
// GetRemoteOnlineUserList 获取指定数量的远程在线玩家
// GetRemoteOnlineUserList 获取指定数量的远程在线玩家 玩家数据只读禁止修改
func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Player {
if total > 50 {
return nil
@@ -276,7 +276,7 @@ func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Playe
onlinePlayerMap := make(map[uint32]*model.Player)
count := 0
for userId := range u.remotePlayerMap {
player := u.LoadTempOfflineUser(userId)
player := u.LoadTempOfflineUser(userId, false)
if player == nil {
continue
}
@@ -289,7 +289,7 @@ func (u *UserManager) GetRemoteOnlineUserList(total int) map[uint32]*model.Playe
return onlinePlayerMap
}
// LoadGlobalPlayer 加载并返回一个全服玩家及其在线状态
// LoadGlobalPlayer 加载并返回一个全服玩家及其在线状态 玩家数据只读禁止修改
// 参见LoadTempOfflineUser说明
func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, online bool, remote bool) {
online = u.GetUserOnlineState(userId)
@@ -304,14 +304,14 @@ func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, onl
if online {
if remote {
// 远程在线玩家 为了简化实现流程 直接加载数据库临时档
player = u.LoadTempOfflineUser(userId)
player = u.LoadTempOfflineUser(userId, false)
} else {
// 本地在线玩家
player = u.GetOnlineUser(userId)
}
} else {
// 全服离线玩家
player = u.LoadTempOfflineUser(userId)
player = u.LoadTempOfflineUser(userId, false)
}
return player, online, remote
}
@@ -320,12 +320,20 @@ func (u *UserManager) LoadGlobalPlayer(userId uint32) (player *model.Player, onl
// LoadTempOfflineUser 加载临时离线玩家
// 正常情况速度较快可以同步阻塞调用
func (u *UserManager) LoadTempOfflineUser(userId uint32) *model.Player {
func (u *UserManager) LoadTempOfflineUser(userId uint32, lock bool) *model.Player {
player := u.GetOnlineUser(userId)
if player != nil && player.Online {
logger.Error("not allow get a online player as offline player, uid: %v", userId)
return nil
}
if lock {
// 加离线玩家数据分布式锁
ok := u.dao.DistLockSync(userId)
if !ok {
logger.Error("lock redis offline player data error, uid: %v", userId)
return nil
}
}
player = u.LoadUserFromRedisSync(userId)
if player == nil {
// 玩家可能不存在于redis 尝试从db查询出来然后写入redis
@@ -349,10 +357,12 @@ func (u *UserManager) LoadTempOfflineUser(userId uint32) *model.Player {
}
// SaveTempOfflineUser 保存临时离线玩家
// 如果调用LoadTempOfflineUser后修改了离线玩家数据 则必须立即调用此函数回写
// 如果调用LoadTempOfflineUser获取了离线玩家数据 则必须在逻辑完成后立即调用此函数回写并解锁
func (u *UserManager) SaveTempOfflineUser(player *model.Player) {
// 主协程同步写入redis
u.SaveUserToRedisSync(player)
// 解离线玩家数据分布式锁
u.dao.DistUnlock(player.PlayerID)
// 另一个协程异步的写回db
playerData, err := msgpack.Marshal(player)
if err != nil {

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@@ -15,8 +15,8 @@ import (
const (
ENTITY_NUM_UNLIMIT = false // 是否不限制场景内实体数量
ENTITY_MAX_SEND_NUM = 200 // 场景内最大实体数量
MAX_MULTIPLAYER_WORLD_NUM = 2 // 本服务器最大多人世界数量
ENTITY_MAX_SEND_NUM = 300 // 场景内最大实体数量
MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
)
type WorldManager struct {