Files
hk4e/gs/game/game_manager.go
2023-02-18 22:09:59 +08:00

420 lines
12 KiB
Go

package game
import (
"encoding/json"
"reflect"
"runtime"
"time"
"hk4e/common/config"
"hk4e/common/mq"
"hk4e/gate/client_proto"
"hk4e/gate/kcp"
"hk4e/gdconf"
"hk4e/gs/dao"
"hk4e/gs/model"
"hk4e/pkg/alg"
"hk4e/pkg/logger"
"hk4e/pkg/random"
"hk4e/pkg/reflection"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
const (
PlayerBaseUid = 100000000
MaxPlayerBaseUid = 200000000
AiBaseUid = 10000
AiName = "GM"
AiSign = "快捷指令"
BigWorldAiUid = 100
BigWorldAiName = "小可爱"
BigWorldAiSign = "UnKownOwO"
)
var GAME_MANAGER *GameManager = nil
var LOCAL_EVENT_MANAGER *LocalEventManager = nil
var ROUTE_MANAGER *RouteManager = nil
var USER_MANAGER *UserManager = nil
var WORLD_MANAGER *WorldManager = nil
var TICK_MANAGER *TickManager = nil
var COMMAND_MANAGER *CommandManager = nil
var GCG_MANAGER *GCGManager = nil
var MESSAGE_QUEUE *mq.MessageQueue
var ONLINE_PLAYER_NUM int32 = 0 // 当前在线玩家数
var SELF *model.Player
type GameManager struct {
dao *dao.Dao
snowflake *alg.SnowflakeWorker
clientCmdProtoMap *client_proto.ClientCmdProtoMap
gsId uint32
gsAppid string
mainGsAppid string
ai *model.Player // 本服的Ai玩家对象
}
func NewGameManager(dao *dao.Dao, messageQueue *mq.MessageQueue, gsId uint32, gsAppid string, mainGsAppid string) (r *GameManager) {
r = new(GameManager)
r.dao = dao
MESSAGE_QUEUE = messageQueue
r.snowflake = alg.NewSnowflakeWorker(int64(gsId))
if config.GetConfig().Hk4e.ClientProtoProxyEnable {
r.clientCmdProtoMap = client_proto.NewClientCmdProtoMap()
// 反射调用的方法在启动时测试是否正常防止中途panic
r.GetClientProtoObjByName("PingReq")
}
r.gsId = gsId
r.gsAppid = gsAppid
r.mainGsAppid = mainGsAppid
GAME_MANAGER = r
LOCAL_EVENT_MANAGER = NewLocalEventManager()
ROUTE_MANAGER = NewRouteManager()
USER_MANAGER = NewUserManager(dao)
WORLD_MANAGER = NewWorldManager(r.snowflake)
TICK_MANAGER = NewTickManager()
COMMAND_MANAGER = NewCommandManager()
GCG_MANAGER = NewGCGManager()
// 创建本服的Ai世界
uid := AiBaseUid + gsId
name := AiName
sign := AiSign
if r.IsMainGs() {
// 约定MainGameServer的Ai的AiWorld叫BigWorld
// 此世界会出现在全服的在线玩家列表中 所有的玩家都可以进入到此世界里来
uid = BigWorldAiUid
name = BigWorldAiName
sign = BigWorldAiSign
}
r.ai = r.CreateRobot(uid, name, sign)
WORLD_MANAGER.InitAiWorld(r.ai)
COMMAND_MANAGER.SetSystem(r.ai)
USER_MANAGER.SetRemoteUserOnlineState(BigWorldAiUid, true, mainGsAppid)
if r.IsMainGs() {
// TODO 测试
r.ai.Pos.X -= random.GetRandomFloat64(25.0, 35.0)
r.ai.Pos.Y += 1.0
r.ai.Pos.Z += random.GetRandomFloat64(25.0, 35.0)
for i := 1; i < 3; i++ {
uid := 1000000 + uint32(i)
avatarId := uint32(0)
for _, avatarData := range gdconf.GetAvatarDataMap() {
avatarId = uint32(avatarData.AvatarId)
break
}
robot := r.CreateRobot(uid, random.GetRandomStr(8), random.GetRandomStr(10))
r.AddUserAvatar(uid, avatarId)
r.SetUpAvatarTeamReq(robot, &proto.SetUpAvatarTeamReq{
TeamId: 1,
AvatarTeamGuidList: []uint64{robot.AvatarMap[avatarId].Guid},
CurAvatarGuid: robot.AvatarMap[avatarId].Guid,
})
robot.Pos.X -= random.GetRandomFloat64(25.0, 35.0)
robot.Pos.Y += 1.0
robot.Pos.Z += random.GetRandomFloat64(25.0, 35.0)
r.UserWorldAddPlayer(WORLD_MANAGER.GetAiWorld(), robot)
}
}
r.run()
return r
}
func (g *GameManager) GetGsId() uint32 {
return g.gsId
}
func (g *GameManager) GetGsAppid() string {
return g.gsAppid
}
func (g *GameManager) GetMainGsAppid() string {
return g.mainGsAppid
}
func (g *GameManager) IsMainGs() bool {
// 目前的实现逻辑是当前GsId最小的Gs做MainGs
return g.gsAppid == g.mainGsAppid
}
// GetAi 获取本服的Ai玩家对象
func (g *GameManager) GetAi() *model.Player {
return g.ai
}
func (g *GameManager) CreateRobot(uid uint32, name string, sign string) *model.Player {
GAME_MANAGER.OnRegOk(false, &proto.SetPlayerBornDataReq{AvatarId: 10000007, NickName: name}, uid, 0, "")
GAME_MANAGER.ServerAppidBindNotify(uid, "", 0)
robot := USER_MANAGER.GetOnlineUser(uid)
robot.DbState = model.DbNormal
robot.SceneLoadState = model.SceneEnterDone
robot.Signature = sign
return robot
}
func (g *GameManager) run() {
go g.gameMainLoopD()
}
func (g *GameManager) gameMainLoopD() {
for times := 1; times <= 100000; times++ {
logger.Warn("start game main loop, times: %v", times)
g.gameMainLoop()
logger.Warn("game main loop stop")
}
}
func (g *GameManager) gameMainLoop() {
// panic捕获
defer func() {
if err := recover(); err != nil {
logger.Error("!!! GAME MAIN LOOP PANIC !!!")
logger.Error("error: %v", err)
logger.Error("stack: %v", logger.Stack())
motherfuckerPlayerInfo, _ := json.Marshal(SELF)
logger.Error("the motherfucker player info: %v", string(motherfuckerPlayerInfo))
if SELF != nil {
GAME_MANAGER.KickPlayer(SELF.PlayerID, kcp.EnetServerKick)
}
}
}()
intervalTime := time.Second.Nanoseconds() * 60
lastTime := time.Now().UnixNano()
routeCost := int64(0)
tickCost := int64(0)
localEventCost := int64(0)
commandCost := int64(0)
routeCount := int64(0)
runtime.LockOSThread()
for {
// 消耗CPU时间性能统计
now := time.Now().UnixNano()
if now-lastTime > intervalTime {
routeCost /= 1e6
tickCost /= 1e6
localEventCost /= 1e6
commandCost /= 1e6
logger.Info("[GAME MAIN LOOP] cpu time cost detail, routeCost: %v ms, tickCost: %v ms, localEventCost: %v ms, commandCost: %v ms",
routeCost, tickCost, localEventCost, commandCost)
totalCost := routeCost + tickCost + localEventCost + commandCost
logger.Info("[GAME MAIN LOOP] cpu time cost percent, routeCost: %v%%, tickCost: %v%%, localEventCost: %v%%, commandCost: %v%%",
float32(routeCost)/float32(totalCost)*100.0,
float32(tickCost)/float32(totalCost)*100.0,
float32(localEventCost)/float32(totalCost)*100.0,
float32(commandCost)/float32(totalCost)*100.0)
logger.Info("[GAME MAIN LOOP] total cpu time cost detail, totalCost: %v ms",
totalCost)
logger.Info("[GAME MAIN LOOP] total cpu time cost percent, totalCost: %v%%",
float32(totalCost)/float32(intervalTime/1e6)*100.0)
logger.Info("[GAME MAIN LOOP] avg route cost: %v ms", float32(routeCost)/float32(routeCount))
lastTime = now
routeCost = 0
tickCost = 0
localEventCost = 0
commandCost = 0
routeCount = 0
}
select {
case netMsg := <-MESSAGE_QUEUE.GetNetMsg():
// 接收客户端消息
start := time.Now().UnixNano()
ROUTE_MANAGER.RouteHandle(netMsg)
end := time.Now().UnixNano()
routeCost += end - start
routeCount++
case <-TICK_MANAGER.GetGlobalTick().C:
// 游戏服务器定时帧
start := time.Now().UnixNano()
TICK_MANAGER.OnGameServerTick()
end := time.Now().UnixNano()
tickCost += end - start
case localEvent := <-LOCAL_EVENT_MANAGER.GetLocalEventChan():
// 处理本地事件
start := time.Now().UnixNano()
LOCAL_EVENT_MANAGER.LocalEventHandle(localEvent)
end := time.Now().UnixNano()
localEventCost += end - start
case command := <-COMMAND_MANAGER.GetCommandTextInput():
// 处理GM命令
start := time.Now().UnixNano()
COMMAND_MANAGER.HandleCommand(command)
end := time.Now().UnixNano()
commandCost += end - start
logger.Info("run gm cmd cost: %v ns", end-start)
}
}
}
var EXIT_SAVE_FIN_CHAN chan bool
func (g *GameManager) Close() {
// 保存玩家数据
onlinePlayerMap := USER_MANAGER.GetAllOnlineUserList()
saveUserIdList := make([]uint32, 0, len(onlinePlayerMap))
for userId := range onlinePlayerMap {
saveUserIdList = append(saveUserIdList, userId)
}
EXIT_SAVE_FIN_CHAN = make(chan bool)
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
EventId: ExitRunUserCopyAndSave,
Msg: saveUserIdList,
}
<-EXIT_SAVE_FIN_CHAN
// 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,
},
})
}
}
// SendMsgToGate 发送消息给客户端 指定网关
func (g *GameManager) SendMsgToGate(cmdId uint16, userId uint32, clientSeq uint32, gateAppId string, payloadMsg pb.Message) {
if userId < PlayerBaseUid {
return
}
if payloadMsg == nil {
logger.Error("payload msg is nil, stack: %v", logger.Stack())
return
}
gameMsg := &mq.GameMsg{
UserId: userId,
CmdId: cmdId,
ClientSeq: clientSeq,
PayloadMessage: payloadMsg,
}
MESSAGE_QUEUE.SendToGate(gateAppId, &mq.NetMsg{
MsgType: mq.MsgTypeGame,
EventId: mq.NormalMsg,
GameMsg: gameMsg,
})
}
// SendMsg 发送消息给客户端
func (g *GameManager) SendMsg(cmdId uint16, userId uint32, clientSeq uint32, payloadMsg pb.Message) {
if userId < PlayerBaseUid {
return
}
if payloadMsg == nil {
logger.Error("payload msg is nil, stack: %v", logger.Stack())
return
}
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player not exist, uid: %v, stack: %v", userId, logger.Stack())
return
}
gameMsg := new(mq.GameMsg)
gameMsg.UserId = userId
gameMsg.CmdId = cmdId
gameMsg.ClientSeq = clientSeq
// 在这里直接序列化成二进制数据 防止发送的消息内包含各种游戏数据指针 而造成并发读写的问题
payloadMessageData, err := pb.Marshal(payloadMsg)
if err != nil {
logger.Error("parse payload msg to bin error: %v, stack: %v", err, logger.Stack())
return
}
gameMsg.PayloadMessageData = payloadMessageData
MESSAGE_QUEUE.SendToGate(player.GateAppId, &mq.NetMsg{
MsgType: mq.MsgTypeGame,
EventId: mq.NormalMsg,
GameMsg: gameMsg,
})
}
// SendError 通用返回错误码
func (g *GameManager) SendError(cmdId uint16, player *model.Player, rsp pb.Message, retCode ...proto.Retcode) {
if rsp == nil {
return
}
ret := int32(proto.Retcode_RET_FAIL)
if len(retCode) == 0 {
ret = int32(proto.Retcode_RET_SVR_ERROR)
} else if len(retCode) == 1 {
ret = int32(retCode[0])
} else {
return
}
ok := reflection.SetStructFieldValue(rsp, "Retcode", ret)
if !ok {
return
}
logger.Debug("send common error: %v", rsp)
g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
}
// SendSucc 通用返回成功
func (g *GameManager) SendSucc(cmdId uint16, player *model.Player, rsp pb.Message) {
if rsp == nil {
return
}
ok := reflection.SetStructFieldValue(rsp, "Retcode", int32(proto.Retcode_RET_SUCC))
if !ok {
return
}
g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
}
// SendToWorldA 给世界内所有玩家发消息
func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
for _, v := range world.GetAllPlayer() {
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
// SendToWorldAEC 给世界内除某玩家(一般是自己)以外的所有玩家发消息
func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
for _, v := range world.GetAllPlayer() {
if uid == v.PlayerID {
continue
}
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
// SendToWorldH 给世界房主发消息
func (g *GameManager) SendToWorldH(world *World, cmdId uint16, seq uint32, msg pb.Message) {
GAME_MANAGER.SendMsg(cmdId, world.GetOwner().PlayerID, seq, msg)
}
func (g *GameManager) ReLoginPlayer(userId uint32) {
g.SendMsg(cmd.ClientReconnectNotify, userId, 0, new(proto.ClientReconnectNotify))
}
func (g *GameManager) KickPlayer(userId uint32, reason uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
return
}
MESSAGE_QUEUE.SendToGate(player.GateAppId, &mq.NetMsg{
MsgType: mq.MsgTypeConnCtrl,
EventId: mq.KickPlayerNotify,
ConnCtrlMsg: &mq.ConnCtrlMsg{
KickUserId: userId,
KickReason: reason,
},
})
}
func (g *GameManager) GetClientProtoObjByName(protoObjName string) pb.Message {
fn := g.clientCmdProtoMap.RefValue.MethodByName("GetClientProtoObjByName")
ret := fn.Call([]reflect.Value{reflect.ValueOf(protoObjName)})
obj := ret[0].Interface()
if obj == nil {
logger.Error("try to get a not exist proto obj, protoObjName: %v", protoObjName)
return nil
}
clientProtoObj := obj.(pb.Message)
return clientProtoObj
}