Esempio n. 1
0
 public IILUIFactoryMethod(Type type)
 {
     this.instance   = Activator.CreateInstance(type);
     this.methodInfo = DllHelper.GetType(type.FullName).GetMethod("Create", 3);
 }
Esempio n. 2
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Core, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType, -8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                // 发送普通actor消息
                Game.Scene.AddComponent <ActorMessageSenderComponent>();
                // 发送location actor消息
                Game.Scene.AddComponent <ActorLocationSenderComponent>();

                // db组件
                Game.Scene.AddComponent <DBComponent>();
                Game.Scene.AddComponent <DBCacheComponent>();
                Game.Scene.AddComponent <DBProxyComponent>();

                // location server需要的组件
                Game.Scene.AddComponent <LocationComponent>();
                // 访问location server的组件
                Game.Scene.AddComponent <LocationProxyComponent>();

                // 这两个组件是处理actor消息使用的
                Game.Scene.AddComponent <MailboxDispatcherComponent>();
                Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                // 内网消息组件
                Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                // 外网消息组件
                Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                // manager server组件,用来管理其它进程使用
                Game.Scene.AddComponent <AppManagerComponent>();
                Game.Scene.AddComponent <RealmGateAddressComponent>();

                // 实体组件
                Game.Scene.AddComponent <UserComponent>();
                Game.Scene.AddComponent <UnitComponent>();

                // 配置管理
                Game.Scene.AddComponent <ConfigComponent>();
                Game.Scene.AddComponent <ConsoleComponent>();

                long fixedUpdateInterval = (long)(EventSystem.FixedUpdateTime * 1000);
                long timing = TimeHelper.ClientNow();
                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                        if (TimeHelper.ClientNow() - timing >= fixedUpdateInterval)
                        {
                            timing += fixedUpdateInterval;
                            Game.EventSystem.FixedUpdate();
                        }
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 3
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            OneThreadSynchronizationContext contex = new OneThreadSynchronizationContext();

            SynchronizationContext.SetSynchronizationContext(contex);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();
                    //PS:如果启动闪退有可能是服务器配置文件没有填数据库配置,请正确填写
                    //这里需要将DBComponent的Awake注释去掉才能连接MongoDB
                    Game.Scene.AddComponent <DBComponent>();
                    //这里需要加上DBCacheComponent才能操作MongoDB
                    Game.Scene.AddComponent <DBCacheComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();

                    //以下是斗地主服务端自定义全局组件

                    //GateGlobalComponent
                    Game.Scene.AddComponent <UserComponent>();
                    Game.Scene.AddComponent <LandlordsGateSessionKeyComponent>();

                    //MapGlobalComponent
                    Game.Scene.AddComponent <RoomComponent>();

                    //MatchGlobalComponent
                    Game.Scene.AddComponent <AllotMapComponent>();
                    Game.Scene.AddComponent <MatchComponent>();
                    Game.Scene.AddComponent <MatcherComponent>();
                    Game.Scene.AddComponent <MatchRoomComponent>();

                    //RealmGlobalComponent
                    Game.Scene.AddComponent <OnlineComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, IPEndPoint>(clientConfig.IPEndPoint);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        contex.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 4
0
    internal static void RegisterDllAndExe()
    {
        if (!File.Exists(AppDomain.CurrentDomain.BaseDirectory + "Interop.OPCAutomation.dll"))
        {
            byte[] byte_ = loadDll("Interop.OPCAutomation.dll");
            WriteToRunPath(byte_, "Interop.OPCAutomation.dll");
        }
        bool flag = false;

        string[][] array = DllHelper.dllAndExeConfig;
        for (int i = 0; i < array.Length; i++)
        {
            string[] array2   = array[i];
            string   fullPath = array2[2] + array2[0];
            if (!File.Exists(fullPath))
            {
                flag = true;
                if (flag)
                {
                    DllHelper.WriteDlls();
                    Process process = new Process();
                    process.StartInfo.FileName               = "cmd.exe";
                    process.StartInfo.UseShellExecute        = false;
                    process.StartInfo.RedirectStandardInput  = true;
                    process.StartInfo.RedirectStandardOutput = true;
                    process.StartInfo.RedirectStandardError  = true;
                    process.StartInfo.CreateNoWindow         = false;
                    process.Start();
                    string[][] array3 = DllHelper.dllAndExeConfig;
                    for (int j = 0; j < array3.Length; j++)
                    {
                        string[] array4   = array3[j];
                        string   text2    = "Copy \"" + array4[1] + "\" " + array4[2];
                        string   filePath = array4[2] + array4[0];
                        if (File.Exists(filePath))
                        {
                            try
                            {
                                File.Delete(filePath);
                                Thread.Sleep(100);
                            }
                            catch (UnauthorizedAccessException ex)
                            {
                                Console.WriteLine(ex.Message);
                            }
                        }
                        //Console.WriteLine("text2 is " + text2);
                        process.StandardInput.WriteLine(text2);
                        Thread.Sleep(500);
                        string text4 = "\"" + array4[2] + array4[0] + "\"";
                        if (array4[0].Equals("OpcEnum.exe"))
                        {
                            text4 += " /RegServer";
                            process.StandardInput.WriteLine(text4);
                        }
                        else
                        {
                            text4 = "REGSVR32  /s " + text4;
                            process.StandardInput.WriteLine(text4);
                        }
                        //Console.WriteLine("text4 is " + text4);
                    }
                    process.StandardInput.WriteLine("exit");
                    process.WaitForExit();
                    process.Close();
                }
                DllHelper.deleteDllDirectory();
                return;
            }
        }
    }
Esempio n. 5
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            OneThreadSynchronizationContext contex = new OneThreadSynchronizationContext();

            SynchronizationContext.SetSynchronizationContext(contex);

            MongoHelper.Init();

            try
            {
                ObjectEvents.Instance.Add("Model", typeof(Game).Assembly);
                ObjectEvents.Instance.Add("Hotfix", DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info("server start........................");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                Unit             unit             = new Unit();
                NumericComponent numericComponent = unit.AddComponent <NumericComponent>();
                numericComponent.Set(NumericType.Speed, 100);

                Log.Debug(MongoHelper.ToJson(unit));
                Unit unit2 = MongoHelper.FromJson <Unit>(MongoHelper.ToJson(unit));
                Log.Debug(MongoHelper.ToJson(unit2));

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ActorManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ActorManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorProxyComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <ActorManagerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <ActorProxyComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <DBComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ActorManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        contex.Update();
                        ObjectEvents.Instance.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e.ToString());
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e.ToString());
            }
        }
Esempio n. 6
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType, -8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();


                // 发送普通actor消息
                Game.Scene.AddComponent <ActorMessageSenderComponent>();
                // 发送location actor消息
                Game.Scene.AddComponent <ActorLocationSenderComponent>();

                //PS:如果启动闪退有可能是服务器配置文件没有填数据库配置,请正确填写
                Game.Scene.AddComponent <DBComponent>();
                //这里需要加上DBCacheComponent才能操作MongoDB
                Game.Scene.AddComponent <DBCacheComponent>();
                Game.Scene.AddComponent <DBProxyComponent>();

                // location server需要的组件
                Game.Scene.AddComponent <LocationComponent>();
                // 访问location server的组件
                Game.Scene.AddComponent <LocationProxyComponent>();

                // 这两个组件是处理actor消息使用的
                Game.Scene.AddComponent <MailboxDispatcherComponent>();
                Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                // 内网消息组件
                Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                // 外网消息组件
                Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                // manager server组件,用来管理其它进程使用
                Game.Scene.AddComponent <AppManagerComponent>();
                Game.Scene.AddComponent <RealmGateAddressComponent>();
                Game.Scene.AddComponent <GateSessionKeyComponent>();
                Game.Scene.AddComponent <PlayerComponent>();
                Game.Scene.AddComponent <UnitComponent>();

                // 配置管理
                Game.Scene.AddComponent <ConfigComponent>();
                Game.Scene.AddComponent <ConsoleComponent>();

                Game.Scene.AddComponent <UserComponent>();
                Game.Scene.AddComponent <SessionKeyComponent>();
                Game.Scene.AddComponent <SessionUserComponent>();

                //斗地主服务端组件
                Game.Scene.AddComponent <OnlineComponent>();
                Game.Scene.AddComponent <LandMatchComponent>();

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 7
0
        public EventSystem()
        {
            Type[] types = DllHelper.GetHotfixTypes();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);

                if (attrs.Length == 0)
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                AAwakeSystem objectSystem = obj as AAwakeSystem;
                if (objectSystem != null)
                {
                    this.awakeEvents.Add(objectSystem.Type(), objectSystem);
                }

                AUpdateSystem aUpdateSystem = obj as AUpdateSystem;
                if (aUpdateSystem != null)
                {
                    this.updateEvents.Add(aUpdateSystem.Type(), aUpdateSystem);
                }

                ALateUpdateSystem aLateUpdateSystem = obj as ALateUpdateSystem;
                if (aLateUpdateSystem != null)
                {
                    this.lateUpdateEvents.Add(aLateUpdateSystem.Type(), aLateUpdateSystem);
                }

                AStartSystem aStartSystem = obj as AStartSystem;
                if (aStartSystem != null)
                {
                    this.startEvents.Add(aStartSystem.Type(), aStartSystem);
                }

                ALoadSystem aLoadSystem = obj as ALoadSystem;
                if (aLoadSystem != null)
                {
                    this.loadEvents.Add(aLoadSystem.Type(), aLoadSystem);
                }
            }

            this.allEvents.Clear();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    object         obj             = Activator.CreateInstance(type);
                    IEvent         iEvent          = obj as IEvent;
                    if (iEvent == null)
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    this.RegisterEvent(aEventAttribute.Type, iEvent);

                    // hotfix的事件也要注册到mono层,hotfix可以订阅mono层的事件
                    Action <List <object> > action = list => { Handle(aEventAttribute.Type, list); };
                    Game.EventSystem.RegisterEvent(aEventAttribute.Type, new EventProxy(action));
                }
            }

            this.Load();
        }
Esempio n. 8
0
        private static void Main(string[] args)
        {
            try
            {
                Game.EntityEventManager.Register("Model", typeof(Game).Assembly);
                Game.EntityEventManager.Register("Hotfix", DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"] = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]   = startConfig.AppId.ToString();

                Log.Info("server start........................");

                Game.Scene.AddComponent <MessageDispatherComponent, AppType>(startConfig.AppType);

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();
                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        Game.EntityEventManager.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e.ToString());
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e.ToString());
            }
        }
Esempio n. 9
0
        /// <summary>
        /// Main constructor
        /// </summary>
        /// <param name="p">the client's process object</param>
        public Client(Process p)
        {
            Process = p;
            Process.Exited += new EventHandler(process_Exited);
            Process.EnableRaisingEvents = true;

            // Wait until we can really access the process
            Process.WaitForInputIdle();

            while (Process.MainWindowHandle == IntPtr.Zero)
            {
                Process.Refresh();
                System.Threading.Thread.Sleep(5);
            }

            // Save a copy of the handle so the process doesn't have to be opened
            // every read/write operation
            Handle = Util.WinAPI.OpenProcess(Util.WinAPI.PROCESS_ALL_ACCESS, 0, (uint)Process.Id);

            PathFinder = new Pokemon.Util.AStarPathFinder(this);
            Inventory = new Objects.Inventory(this);
            BattleList = new Objects.BattleList(this);
            Map = new Objects.Map(this);
            Memory = new MemoryHelper(this);
            Window = new Window(this);
            IO = new IOHelper(this);
            Login = new LoginHelper(this);
            Dll = new DllHelper(this);
            Input = new InputHelper(this);
            Player = new PlayerHelper(this);

            // Save the start time (it isn't changing)
            startTime = Memory.ReadInt32(Addresses.Client.StartTime);
        }
Esempio n. 10
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        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                // 命令行参数
                Parser.Default.ParseArguments <Options>(args)
                .WithNotParsed(error => throw new Exception($"命令行格式错误!"))
                .WithParsed(o => { Game.Options = o; });

                IdGenerater.AppId = Game.Options.Id;

                // 启动配置
                StartConfig allConfig = MongoHelper.FromJson <StartConfig>(File.ReadAllText(Path.Combine("", Game.Options.Config)));

                StartConfig startConfig = allConfig.Get(Game.Options.Id);
                Game.Scene = EntityFactory.CreateScene(0, "Process", SceneType.Process);

                LogManager.Configuration.Variables["appIdFormat"] = $"{Game.Scene.Id:0000}";

                Game.Scene.AddComponent <StartConfigComponent, StartConfig, long>(allConfig, startConfig.Id);

                Log.Info($"server start........................ {Game.Scene.Id}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();
                Game.Scene.AddComponent <ConfigComponent>();
                Game.Scene.AddComponent <CoroutineLockComponent>();
                // 发送普通actor消息
                Game.Scene.AddComponent <ActorMessageSenderComponent>();
                // 发送location actor消息
                Game.Scene.AddComponent <ActorLocationSenderComponent>();
                // 访问location server的组件
                Game.Scene.AddComponent <LocationProxyComponent>();
                Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                // 数值订阅组件
                Game.Scene.AddComponent <NumericWatcherComponent>();
                // 控制台组件
                Game.Scene.AddComponent <ConsoleComponent>();


                OuterConfig outerConfig = startConfig.GetComponent <OuterConfig>();
                if (outerConfig != null)
                {
                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                }

                InnerConfig innerConfig = startConfig.GetComponent <InnerConfig>();
                if (innerConfig != null)
                {
                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                }

                DBConfig dbConfig = startConfig.GetComponent <DBConfig>();
                if (dbConfig != null)
                {
                    Game.Scene.AddComponent <DBComponent, DBConfig>(dbConfig);
                }

                // 先加这里,后面删掉
                Game.EventSystem.Run(EventIdType.AfterScenesAdd);

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 11
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType, -8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                //管理服务器
                //连接客户端的外网和连接内部服务器的内网,对服务器进程进行管理,自动检测和启动服务器进程
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                //登录服务器,客户端连接的第一个服务器
                //对ActorMessage消息进行管理(添加,移除,分发等)
                //连接内网和外网,对内网服务器进程进行操作
                //随机分发Gate服务器地址
                case AppType.Realm:
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                //对玩家进行管理
                //对ActorMessage消息进行管理(添加,移除,分发)
                //连接内网和外网,对内网服务器进程进行操作
                //随机分配Gate服务器地址
                //对Actor消息进程进行管理
                //对玩家ID登陆后的Key进行管理
                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                //连接内网
                //服务器进程状态集中管理(Actor消息IP管理服务器)
                //对客户端的登陆消息进行验证和客户端登陆后连接的服务器
                //登陆后通过此服务器进行消息互动,也可称为验证服务器
                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                //连接内网
                //对ActorMessage消息进行管理(添加,移除,分发等)
                //对场景内现在的活动物体存储管理
                //对内网服务器进程进行操作
                //对Actor消息进程进行管理
                //服务器帧率管理
                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <PathfindingComponent>();
                    break;

                //以上服务器功能集中合并成一个服务器  另外增加DB连接组件  DB管理组件
                case AppType.AllServer:
                    // 发送普通actor消息
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();

                    // 发送location actor消息
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();

                    //Game.Scene.AddComponent<DBComponent>();
                    //Game.Scene.AddComponent<DBProxyComponent>();

                    // location server需要的组件
                    Game.Scene.AddComponent <LocationComponent>();

                    // 访问location server的组件
                    Game.Scene.AddComponent <LocationProxyComponent>();

                    // 这两个组件是处理actor消息使用的
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);

                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                    // manager server组件,用来管理其它进程使用
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();

                    // 配置管理
                    Game.Scene.AddComponent <ConfigComponent>();

                    // recast寻路组件
                    Game.Scene.AddComponent <PathfindingComponent>();

                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();

                    Game.Scene.AddComponent <ConsoleComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();
                    break;

                //连接内网和测试服务器承受力
                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 12
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        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            OneThreadSynchronizationContext contex = new OneThreadSynchronizationContext();

            SynchronizationContext.SetSynchronizationContext(contex);

            try
            {
                /*string strConn = "Database=usersdata;Data Source=127.0.0.1;";
                 * strConn += "User Id=root;Password=066047;port=3306;";
                 * MySqlConnection sqlConn_ = new MySqlConnection(strConn);
                 * try
                 * {
                 *  sqlConn_.Open();
                 *  Console.WriteLine("[数据库]连接成功");
                 * }
                 * catch (Exception e)
                 * {
                 *  Console.WriteLine("[数据库]连接失败" + e.Message);
                 *  return;
                 * }*/

                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();
                    //Game.Scene.AddComponent<DBComponent>();
                    //Game.Scene.AddComponent<DBProxyComponent>();
                    //Game.Scene.AddComponent<DBCacheComponent>();
                    Game.Scene.AddComponent <MySqlComponent>();
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, IPEndPoint>(innerConfig.IPEndPoint);
                    Game.Scene.AddComponent <NetOuterComponent, IPEndPoint>(outerConfig.IPEndPoint);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, IPEndPoint>(clientConfig.IPEndPoint);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        contex.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
        public static void Load(this ActorMessageDispatherComponent self)
        {
            AppType appType = self.Entity.GetComponent <StartConfigComponent>().StartConfig.AppType;

            Log.Info("apptype: " + appType);

            self.ActorMessageHandlers.Clear();
            self.ActorTypeHandlers.Clear();

            Type[] types = DllHelper.GetMonoTypes();

            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(ActorTypeHandlerAttribute), false);
                if (attrs.Length == 0)
                {
                    continue;
                }

                ActorTypeHandlerAttribute actorTypeHandlerAttribute = (ActorTypeHandlerAttribute)attrs[0];
                if (!actorTypeHandlerAttribute.Type.Is(appType))
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                IActorTypeHandler iActorTypeHandler = obj as IActorTypeHandler;
                if (iActorTypeHandler == null)
                {
                    throw new Exception($"actor handler not inherit IEntityActorHandler: {obj.GetType().FullName}");
                }

                self.ActorTypeHandlers.Add(actorTypeHandlerAttribute.ActorType, iActorTypeHandler);
            }

            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(ActorMessageHandlerAttribute), false);
                if (attrs.Length == 0)
                {
                    continue;
                }

                ActorMessageHandlerAttribute messageHandlerAttribute = (ActorMessageHandlerAttribute)attrs[0];
                if (!messageHandlerAttribute.Type.Is(appType))
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                IMActorHandler imHandler = obj as IMActorHandler;
                if (imHandler == null)
                {
                    throw new Exception($"message handler not inherit IMActorHandler abstract class: {obj.GetType().FullName}");
                }

                Type messageType = imHandler.GetMessageType();
                self.ActorMessageHandlers.Add(messageType, imHandler);
            }
        }
Esempio n. 14
0
 protected override async ETTask Run(Session session, M2A_Reload request, A2M_Reload response, Action reply)
 {
     Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());
     reply();
     await ETTask.CompletedTask;
 }
Esempio n. 15
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;


                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                Game.Scene.AddComponent <ActorMessageSenderComponent>();    //发送Actor消息
                Game.Scene.AddComponent <ActorMessageDispatherComponent>(); //接收Actor消息并处理
                Game.Scene.AddComponent <LocationProxyComponent>();         //实体添加MailBoxComponent组件接收Actor消息 需要这个
                Game.Scene.AddComponent <DBProxyComponent>();               //用于操作数据库
                Game.Scene.AddComponent <ConfigComponent>();                //配置文件读取组件
                //Game.Scene.AddComponent<ActorLocationSenderComponent>();//也是发送Actor消息 但是仅限于当前服务器 用不着
                //自己添加组件
                Game.Scene.AddComponent <NetInnerSessionComponent>();//获取服务器内部之间的Session

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);           //不需要测试服务器 所有服务器必须要有这个 内网组件
                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();

                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    //与客户端有连接都要加
                    Game.Scene.AddComponent <HeartbeatMgrComponent>();                       //心跳管理组件 验证服 也是要加的
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    //网关
                    Game.Scene.AddComponent <GateUserComponent>();                       //网关管理用户的组件
                    //与客户端有连接都要加
                    Game.Scene.AddComponent <HeartbeatMgrComponent>();                   //心跳管理组件 验证服 也是要加的
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    //与客户端有连接都要加
                    Game.Scene.AddComponent <HeartbeatMgrComponent>();                       //心跳管理组件 验证服 也是要加的
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();


                    Game.Scene.AddComponent <LocationComponent>();                            //本地实体组件 没用过

                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address); //外网地址组件
                    Game.Scene.AddComponent <AppManagerComponent>();                          //服务器管理组件
                    Game.Scene.AddComponent <RealmGateAddressComponent>();                    //验证服组件
                    Game.Scene.AddComponent <GateSessionKeyComponent>();                      //网关秘钥组件
                    Game.Scene.AddComponent <ServerFrameComponent>();                         //帧同步组件

                    //DB服
                    Game.Scene.AddComponent <DBComponent>();
                    Game.Scene.AddComponent <DBCacheComponent>();
                    //Game.Scene.AddComponent<HttpComponent>();

                    //自己添加组件
                    //网关
                    Game.Scene.AddComponent <GateUserComponent>();            //网关管理用户的组件
                    //用户服
                    Game.Scene.AddComponent <UserComponent>();                //用户服管理组件
                    Game.Scene.AddComponent <UserConfigComponent>();          //用户配置组件
                    //大厅服
                    Game.Scene.AddComponent <ShoppingCommodityComponent>();   //商品配置组件
                    Game.Scene.AddComponent <GameLobby>();                    //游戏大厅
                    Game.Scene.AddComponent <TopUpComponent>();               //充值组件
                    //匹配服
                    Game.Scene.AddComponent <GameMatchRoomConfigComponent>(); //匹配游戏房间配置表
                    Game.Scene.AddComponent <MatchRoomComponent>();           //匹配服房间组件
                    //卡五星游戏服
                    Game.Scene.AddComponent <FiveStarRoomComponent>();        //卡五星房间组件
                    //亲友圈服
                    Game.Scene.AddComponent <FriendsCircleComponent>();       //亲友圈组件
                    //与客户端有连接都要加
                    Game.Scene.AddComponent <HeartbeatMgrComponent>();        //心跳管理组件 验证服 也是要加的
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.Lobby:
                    //大厅服
                    Game.Scene.AddComponent <ShoppingCommodityComponent>();   //商品配置组件
                    Game.Scene.AddComponent <GameLobby>();                    //游戏大厅
                    Game.Scene.AddComponent <TopUpComponent>();               //充值组件
                    Game.Scene.AddComponent <GameMatchRoomConfigComponent>(); //匹配游戏房间配置表 玩家获取匹配房间列表 所有也是要加
                    break;

                case AppType.User:
                    //用户服
                    Game.Scene.AddComponent <UserComponent>();       //用户服管理组件
                    Game.Scene.AddComponent <UserConfigComponent>(); //用户配置组件
                    break;

                case AppType.Match:
                    //匹配服
                    Game.Scene.AddComponent <GameMatchRoomConfigComponent>();         //匹配游戏房间配置表
                    Game.Scene.AddComponent <MatchRoomComponent>();                   //匹配服房间组件
                    break;

                case AppType.CardFiveStar:
                    //卡五星游戏服
                    Game.Scene.AddComponent <FiveStarRoomComponent>();   //卡五星房间组件
                    break;

                case AppType.FriendsCircle:
                    //亲友圈服
                    Game.Scene.AddComponent <FriendsCircleComponent>();   //亲友圈组件
                    break;

                case AppType.DB:
                    //DB服
                    Game.Scene.AddComponent <DBComponent>();
                    Game.Scene.AddComponent <DBCacheComponent>();
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 16
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);
            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                Log.WriteLine($"启动服务器类型:{startConfig.AppType},ip:{startConfig.ServerIP}");
                Log.Debug("启动服务器类型:" + startConfig.AppType);

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType, -8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.Realm:                         //玩家的初次连接对象,实际上可能存在多个,但是对于单个玩家来说他只会遇到其中一个。
                    // 有可能被攻击,需要改多个的话,改RealmGateAddressComponent组件
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:                         //消息转发服务器,直接处理玩家的请求和转发Actor消息。
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <PingComponent>();
                    break;

                case AppType.Location:                         //连接内网,匹配服务器,在玩家更换游戏地图时,通知Gate更新ActorID。
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:                         //游戏逻辑服务器,内部运行整体游戏逻辑。
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <PathfindingComponent>();
                    Game.Scene.AddComponent <PingComponent>();
                    break;

                case AppType.AllServer:
                    // 发送普通actor消息
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();

                    // 发送location actor消息
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();

                    // 数据库管理组件(管理数据库连接地址,数据库名称等)
                    Game.Scene.AddComponent <DBComponent>();
                    // 数据库调用组件(调用DB数据库的组件,添加、查询、修改、删除等操作)
                    Game.Scene.AddComponent <DBProxyComponent>();

                    // location server需要的组件
                    Game.Scene.AddComponent <LocationComponent>();

                    // 访问location server的组件
                    Game.Scene.AddComponent <LocationProxyComponent>();

                    // 这两个组件是处理actor消息使用的
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);

                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                    // manager server组件,用来管理其它进程使用
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();

                    // 配置管理
                    Game.Scene.AddComponent <ConfigComponent>();

                    // recast寻路组件
                    Game.Scene.AddComponent <PathfindingComponent>();
                    Game.Scene.AddComponent <PingComponent>();

                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();

                    Game.Scene.AddComponent <ConsoleComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();

                    //以下是牛牛服务端自定义全局组件
                    Game.Scene.AddComponent <UserInfoComponent>();
                    Game.Scene.AddComponent <CowCowGateSessionKeyComponent>();
                    Game.Scene.AddComponent <RoomComponent>();

                    Game.Scene.AddComponent <OnlineComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 17
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;
                ConfigHelper.ConfigPath = options.ConfigOther;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <TimerComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                DBHelper.Initialize();
                CacheHelper.Initialize();
                ETHotfix.MessageHelper.Initialize();
                CryptographyHelper.Initialize(string.Empty);

                const long pingWaitTime = 5000;
                const long pingOvertime = 60000;

                Log.Info($"Server[AppType: {startConfig.AppType}, AppId: {startConfig.AppId}]> start to initialize server!");

                switch (startConfig.AppType)
                {
                case AppType.Master:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <MasterComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    break;

                case AppType.Manager:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    break;

                case AppType.DB:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <DBComponent>();
                    Game.Scene.AddComponent <DBUpgradeComponent>();
                    Game.Scene.AddComponent <CacheComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <PingComponent, long, long, Action <long> >(pingWaitTime, pingOvertime, ETHotfix.NetworkHelper.OnheartbeatFailed);
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    Game.Scene.AddComponent <FirebaseComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <PingComponent, long, long, Action <long> >(pingWaitTime, pingOvertime, ETHotfix.NetworkHelper.OnheartbeatFailed);
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    Game.Scene.AddComponent <RelationshipComponent>();
                    Game.Scene.AddComponent <FirebaseComponent>();
                    Game.Scene.AddComponent <LanguageComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    break;

                case AppType.Lobby:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <LobbyComponent>();
                    Game.Scene.AddComponent <ReservationComponent>();
                    Game.Scene.AddComponent <InviteComponent>();
                    Game.Scene.AddComponent <FirebaseComponent>();
                    Game.Scene.AddComponent <LanguageComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <MapUnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <PathfindingComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();
                    Game.Scene.AddComponent <ProfileComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    Game.Scene.AddComponent <RoomComponent>();
                    break;

                case AppType.Http:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <HttpComponent>();
                    break;

                case AppType.AllServer:
                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    // 发送普通actor消息
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();

                    // 发送location actor消息
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();

                    Game.Scene.AddComponent <DBComponent>();
                    Game.Scene.AddComponent <CacheComponent>();
                    Game.Scene.AddComponent <DBProxyComponent>();
                    Game.Scene.AddComponent <CacheProxyComponent>();

                    // location server需要的组件
                    Game.Scene.AddComponent <LocationComponent>();

                    // 访问location server的组件
                    Game.Scene.AddComponent <LocationProxyComponent>();

                    // 这两个组件是处理actor消息使用的
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                    // manager server组件,用来管理其它进程使用
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();

                    // 配置管理
                    Game.Scene.AddComponent <ConfigComponent>();

                    // recast寻路组件
                    Game.Scene.AddComponent <PathfindingComponent>();
                    Game.Scene.AddComponent <LobbyComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    //Game.Scene.AddComponent<UnitComponent>();
                    Game.Scene.AddComponent <RoomComponent>();
                    Game.Scene.AddComponent <MapUnitComponent>();
                    Game.Scene.AddComponent <InviteComponent>();
                    Game.Scene.AddComponent <ReservationComponent>();
                    Game.Scene.AddComponent <RelationshipComponent>();
                    Game.Scene.AddComponent <FirebaseComponent>();

                    Game.Scene.AddComponent <ConsoleComponent>();
                    Game.Scene.AddComponent <PingComponent, long, long, Action <long> >(pingWaitTime, pingOvertime, ETHotfix.NetworkHelper.OnheartbeatFailed);
                    Game.Scene.AddComponent <LanguageComponent>();
                    Game.Scene.AddComponent <DBUpgradeComponent>();

                    // 監控效能用
                    Game.Scene.AddComponent <ProfileComponent>();
                    // 熱更新用WebServer
                    Game.Scene.AddComponent <HttpComponent>();

                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <ConsoleComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, ClientConfig>(clientConfig);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                Log.Info($"Server[AppType: {startConfig.AppType}, AppId: {startConfig.AppId}]> initializes server completely!");

                if (startConfig.AppType != AppType.AllServer && startConfig.AppType != AppType.Master &&
                    startConfig.AppType != AppType.Benchmark)
                {
                    // 跟Master Server註冊位置
                    Game.Scene.GetComponent <StartConfigComponent>().RegisterService().Coroutine();
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 18
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <PathfindingComponent>();
                    break;

                case AppType.AllServer:
                    // 发送普通actor消息
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();

                    // 发送location actor消息
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();

                    //Game.Scene.AddComponent<DBComponent>();
                    //Game.Scene.AddComponent<DBProxyComponent>();

                    // location server需要的组件
                    Game.Scene.AddComponent <LocationComponent>();

                    // 访问location server的组件
                    Game.Scene.AddComponent <LocationProxyComponent>();

                    // 这两个组件是处理actor消息使用的
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);

                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                    // manager server组件,用来管理其它进程使用
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();

                    // 配置管理
                    Game.Scene.AddComponent <ConfigComponent>();

                    // recast寻路组件
                    Game.Scene.AddComponent <PathfindingComponent>();

                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();

                    Game.Scene.AddComponent <ConsoleComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

            try
            {
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());

                Options     options     = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]         = startConfig.AppId.ToString();
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:D3}";

                Log.Info($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <UnitComponent>();
                    //数据库管理组件 管理数据库链接地址,数据库名称等
                    Game.Scene.AddComponent <DBComponent>();
                    //数据库调用组件 调用DB数据库组件 增删改查
                    Game.Scene.AddComponent <DBProxyComponent>();
                    //数据库缓存 当数据反复使用中,把这个数据放在内存中,不再向数据库读取
                    Game.Scene.AddComponent <DBCacheComponent>();
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <ConfigComponent>();
                    Game.Scene.AddComponent <ServerFrameComponent>();
                    // Game.Scene.AddComponent<HttpComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Esempio n. 20
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        /// <summary>
        /// Main constructor
        /// </summary>
        /// <param name="p">the client's process object</param>
        public Client(Process p)
        {
            process = p;
            process.Exited += new EventHandler(process_Exited);
            process.EnableRaisingEvents = true;

            // Wait until we can really access the process
            process.WaitForInputIdle();

            while (process.MainWindowHandle == IntPtr.Zero)
            {
                process.Refresh();
                System.Threading.Thread.Sleep(5);
            }

            // Save a copy of the handle so the process doesn't have to be opened
            // every read/write operation
            processHandle = Util.WinApi.OpenProcess(Util.WinApi.PROCESS_ALL_ACCESS, 0, (uint)process.Id);

            pathFinder = new Tibia.Util.AStarPathFinder(this);
            contextMenu = new ContextMenu(this);

            memory = new MemoryHelper(this);
            window = new WindowHelper(this);
            io = new IOHelper(this);
            login = new LoginHelper(this);
            dll = new DllHelper(this);
            input = new InputHelper(this);
            player = new PlayerHelper(this);

            icon = new Icon(this);
            skin = new Skin(this);

            // Save the start time (it isn't changing)
            startTime = Memory.ReadInt32(Addresses.Client.StartTime);
        }
Esempio n. 21
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        private static void Main(string[] args)
        {
            try
            {
                BsonClassMapRegister.Register();

                Object.ObjectManager.Register("Base", typeof(Game).Assembly);
                Object.ObjectManager.Register("Model", typeof(ErrorCode).Assembly);
                Object.ObjectManager.Register("Controller", DllHelper.GetController());

                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string[]>(args).MyConfig;

                IdGenerater.AppId = startConfig.AppId;

                LogManager.Configuration.Variables["appType"] = startConfig.AppType.ToString();
                LogManager.Configuration.Variables["appId"]   = startConfig.AppId.ToString();

                Log.Info("server start........................");

                Game.Scene.AddComponent <EventComponent>();
                Game.Scene.AddComponent <TimerComponent>();

                InnerConfig innerConfig = startConfig.GetComponent <InnerConfig>();
                Game.Scene.AddComponent <NetInnerComponent, string, int>(innerConfig.Host, innerConfig.Port);
                Game.Scene.AddComponent <MessageDispatherComponent, AppType>(startConfig.AppType);

                // 根据不同的AppType添加不同的组件
                OuterConfig outerConfig = startConfig.GetComponent <OuterConfig>();
                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.AllServer:
                    Game.Scene.AddComponent <NetOuterComponent, string, int>(outerConfig.Host, outerConfig.Port);
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    break;

                case AppType.Robot:
                    Game.Scene.AddComponent <RobotComponent>();
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                while (true)
                {
                    Object.ObjectManager.Update();
                }
            }
            catch (Exception e)
            {
                Log.Error(e.ToString());
            }
        }