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); } }
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); } }
private void OnGUI() { { GUILayout.BeginHorizontal(); string[] filesArray = this.files.ToArray(); this.selectedIndex = EditorGUILayout.Popup(this.selectedIndex, filesArray); string lastFile = this.fileName; this.fileName = this.files[this.selectedIndex]; if (this.fileName != lastFile) { this.LoadConfig(); } this.newFileName = EditorGUILayout.TextField("文件名", this.newFileName); if (GUILayout.Button("添加")) { this.fileName = this.newFileName; this.newFileName = ""; File.WriteAllText(this.GetFilePath(), ""); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.LoadConfig(); } if (GUILayout.Button("复制")) { this.fileName = $"{this.fileName}-copy"; this.Save(); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.newFileName = ""; } if (GUILayout.Button("重命名")) { if (this.newFileName == "") { Log.Debug("请输入新名字!"); } else { File.Delete(this.GetFilePath()); this.fileName = this.newFileName; this.Save(); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.newFileName = ""; } } if (GUILayout.Button("删除")) { File.Delete(this.GetFilePath()); this.files = this.GetConfigFiles(); this.selectedIndex = 0; this.newFileName = ""; } GUILayout.EndHorizontal(); } scrollPos = GUILayout.BeginScrollView(this.scrollPos, true, true); for (int i = 0; i < this.startConfigs.Count; ++i) { StartConfig startConfig = this.startConfigs[i]; GUILayout.BeginHorizontal(); { GUILayout.BeginHorizontal(GUILayout.Width(1700)); { GUILayout.BeginHorizontal(GUILayout.Width(350)); GUILayout.Label($"AppId:"); startConfig.AppId = EditorGUILayout.IntField(startConfig.AppId, GUILayout.Width(30)); GUILayout.Label($"服务器IP:"); startConfig.ServerIP = EditorGUILayout.TextField(startConfig.ServerIP, GUILayout.Width(100)); GUILayout.Label($"AppType:"); startConfig.AppType = (AppType)EditorGUILayout.EnumPopup(startConfig.AppType); GUILayout.EndHorizontal(); } { GUILayout.BeginHorizontal(GUILayout.Width(150)); InnerConfig innerConfig = startConfig.GetComponent <InnerConfig>(); if (innerConfig != null) { GUILayout.Label($"内网地址:"); innerConfig.Address = EditorGUILayout.TextField(innerConfig.Address, GUILayout.Width(120)); } GUILayout.EndHorizontal(); } { GUILayout.BeginHorizontal(GUILayout.Width(350)); OuterConfig outerConfig = startConfig.GetComponent <OuterConfig>(); if (outerConfig != null) { GUILayout.Label($"外网地址:"); outerConfig.Address = EditorGUILayout.TextField(outerConfig.Address, GUILayout.Width(120)); GUILayout.Label($"外网地址2:"); outerConfig.Address2 = EditorGUILayout.TextField(outerConfig.Address2, GUILayout.Width(120)); } GUILayout.EndHorizontal(); } { GUILayout.BeginHorizontal(GUILayout.Width(350)); ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>(); if (clientConfig != null) { GUILayout.Label($"连接地址:"); clientConfig.Address = EditorGUILayout.TextField(clientConfig.Address, GUILayout.Width(120)); } HttpConfig httpConfig = startConfig.GetComponent <HttpConfig>(); if (httpConfig != null) { GUILayout.Label($"AppId:"); httpConfig.AppId = EditorGUILayout.IntField(httpConfig.AppId, GUILayout.Width(20)); GUILayout.Label($"AppKey:"); httpConfig.AppKey = EditorGUILayout.TextField(httpConfig.AppKey); GUILayout.Label($"Url:"); httpConfig.Url = EditorGUILayout.TextField(httpConfig.Url); GUILayout.Label($"ManagerSystemUrl:"); httpConfig.ManagerSystemUrl = EditorGUILayout.TextField(httpConfig.ManagerSystemUrl); } DBConfig dbConfig = startConfig.GetComponent <DBConfig>(); if (dbConfig != null) { GUILayout.Label($"Connection:"); dbConfig.ConnectionString = EditorGUILayout.TextField(dbConfig.ConnectionString); GUILayout.Label($"DBName:"); dbConfig.DBName = EditorGUILayout.TextField(dbConfig.DBName); } GUILayout.EndHorizontal(); } GUILayout.EndHorizontal(); } { GUILayout.BeginHorizontal(); if (GUILayout.Button("删除")) { this.startConfigs.Remove(startConfig); break; } if (GUILayout.Button("复制")) { for (int j = 1; j < this.copyNum + 1; ++j) { StartConfig newStartConfig = MongoHelper.FromBson <StartConfig>(startConfig.ToBson()); newStartConfig.AppId += j; this.startConfigs.Add(newStartConfig); } break; } if (i >= 0) { if (GUILayout.Button("上移")) { if (i == 0) { break; } StartConfig s = this.startConfigs[i]; this.startConfigs.RemoveAt(i); this.startConfigs.Insert(i - 1, s); for (int j = 0; j < startConfigs.Count; ++j) { this.startConfigs[j].AppId = j + 1; } break; } } if (i <= this.startConfigs.Count - 1) { if (GUILayout.Button("下移")) { if (i == this.startConfigs.Count - 1) { break; } StartConfig s = this.startConfigs[i]; this.startConfigs.RemoveAt(i); this.startConfigs.Insert(i + 1, s); for (int j = 0; j < startConfigs.Count; ++j) { this.startConfigs[j].AppId = j + 1; } break; } } GUILayout.EndHorizontal(); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); GUILayout.Label(""); GUILayout.BeginHorizontal(); this.copyNum = EditorGUILayout.IntField("复制数量: ", this.copyNum); GUILayout.Label($"添加的AppType:"); this.AppType = (AppType)EditorGUILayout.EnumPopup(this.AppType); if (GUILayout.Button("添加一行配置")) { StartConfig newStartConfig = new StartConfig(); newStartConfig.AppType = this.AppType; if (this.AppType.Is(AppType.Gate | AppType.Realm | AppType.Manager)) { newStartConfig.AddComponent <OuterConfig>(); } if (this.AppType.Is(AppType.Gate | AppType.Realm | AppType.Manager | AppType.Http | AppType.DB | AppType.Map | AppType.Location | AppType.Match)) { newStartConfig.AddComponent <InnerConfig>(); } if (this.AppType.Is(AppType.Http)) { newStartConfig.AddComponent <HttpConfig>(); } if (this.AppType.Is(AppType.DB)) { newStartConfig.AddComponent <DBConfig>(); } if (this.AppType.Is(AppType.Benchmark)) { newStartConfig.AddComponent <ClientConfig>(); } if (this.AppType.Is(AppType.BenchmarkWebsocketServer)) { newStartConfig.AddComponent <OuterConfig>(); } if (this.AppType.Is(AppType.BenchmarkWebsocketClient)) { newStartConfig.AddComponent <ClientConfig>(); } this.startConfigs.Add(newStartConfig); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("保存")) { this.Save(); } if (GUILayout.Button("启动")) { StartConfig startConfig = null; foreach (StartConfig config in this.startConfigs) { if (config.AppType.Is(AppType.Manager)) { startConfig = config; } } if (startConfig == null) { Log.Error("没有配置Manager!"); return; } string arguments = $"App.dll --appId={startConfig.AppId} --appType={startConfig.AppType} --config=../Config/StartConfig/{this.fileName}"; ProcessHelper.Run("dotnet", arguments, "../Bin/"); } GUILayout.EndHorizontal(); }
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); } }
private void OnGUI() { GUILayout.BeginHorizontal(); string[] filesArray = this.files.ToArray(); this.selectedIndex = EditorGUILayout.Popup(this.selectedIndex, filesArray); string lastFile = this.fileName; this.fileName = this.files[this.selectedIndex]; if (this.fileName != lastFile) { this.LoadConfig(); } this.newFileName = EditorGUILayout.TextField("文件名", this.newFileName); if (GUILayout.Button("添加")) { this.fileName = this.newFileName; this.newFileName = ""; File.WriteAllText(this.GetFilePath(), ""); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.LoadConfig(); } if (GUILayout.Button("复制")) { this.fileName = $"{this.fileName}-copy"; this.Save(); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.newFileName = ""; } if (GUILayout.Button("重命名")) { if (this.newFileName == "") { Log.Debug("请输入新名字!"); } else { File.Delete(this.GetFilePath()); this.fileName = this.newFileName; this.Save(); this.files = this.GetConfigFiles(); this.selectedIndex = this.files.IndexOf(this.fileName); this.newFileName = ""; } } if (GUILayout.Button("删除")) { File.Delete(this.GetFilePath()); this.files = this.GetConfigFiles(); this.selectedIndex = 0; this.newFileName = ""; } GUILayout.EndHorizontal(); GUILayout.Label("配置内容:"); for (int i = 0; i < this.startConfigs.Count; ++i) { StartConfig startConfig = this.startConfigs[i]; GUILayout.BeginHorizontal(); GUILayout.Label($"AppId:"); startConfig.AppId = EditorGUILayout.IntField(startConfig.AppId); GUILayout.Label($"服务器IP:"); startConfig.ServerIP = EditorGUILayout.TextField(startConfig.ServerIP); GUILayout.Label($"AppType:"); startConfig.AppType = (AppType)EditorGUILayout.EnumPopup(startConfig.AppType); InnerConfig innerConfig = startConfig.GetComponent <InnerConfig>(); if (innerConfig != null) { GUILayout.Label($"InnerHost:"); innerConfig.Host = EditorGUILayout.TextField(innerConfig.Host); GUILayout.Label($"InnerPort:"); innerConfig.Port = EditorGUILayout.IntField(innerConfig.Port); } OuterConfig outerConfig = startConfig.GetComponent <OuterConfig>(); if (outerConfig != null) { GUILayout.Label($"OuterHost:"); outerConfig.Host = EditorGUILayout.TextField(outerConfig.Host); GUILayout.Label($"OuterHost2:"); outerConfig.Host2 = EditorGUILayout.TextField(outerConfig.Host2); GUILayout.Label($"OuterPort:"); outerConfig.Port = EditorGUILayout.IntField(outerConfig.Port); } ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>(); if (clientConfig != null) { GUILayout.Label($"Host:"); clientConfig.Host = EditorGUILayout.TextField(clientConfig.Host); GUILayout.Label($"Port:"); clientConfig.Port = EditorGUILayout.IntField(clientConfig.Port); } HttpConfig httpConfig = startConfig.GetComponent <HttpConfig>(); if (httpConfig != null) { GUILayout.Label($"AppId:"); httpConfig.AppId = EditorGUILayout.IntField(httpConfig.AppId); GUILayout.Label($"AppKey:"); httpConfig.AppKey = EditorGUILayout.TextField(httpConfig.AppKey); GUILayout.Label($"Url:"); httpConfig.Url = EditorGUILayout.TextField(httpConfig.Url); GUILayout.Label($"ManagerSystemUrl:"); httpConfig.ManagerSystemUrl = EditorGUILayout.TextField(httpConfig.ManagerSystemUrl); } DBConfig dbConfig = startConfig.GetComponent <DBConfig>(); if (dbConfig != null) { GUILayout.Label($"Connection:"); dbConfig.ConnectionString = EditorGUILayout.TextField(dbConfig.ConnectionString); GUILayout.Label($"DBName:"); dbConfig.DBName = EditorGUILayout.TextField(dbConfig.DBName); } if (GUILayout.Button("删除")) { this.startConfigs.Remove(startConfig); break; } if (GUILayout.Button("复制")) { for (int j = 1; j < this.copyNum + 1; ++j) { StartConfig newStartConfig = MongoHelper.FromBson <StartConfig>(startConfig.ToBson()); newStartConfig.AppId += j; this.startConfigs.Add(newStartConfig); } break; } if (i > 0) { if (GUILayout.Button("上移")) { StartConfig s = this.startConfigs[i]; this.startConfigs.RemoveAt(i); this.startConfigs.Insert(i - 1, s); for (int j = 0; j < startConfigs.Count; ++j) { this.startConfigs[j].AppId = j + 1; } break; } } if (i < this.startConfigs.Count - 1) { if (GUILayout.Button("下移")) { StartConfig s = this.startConfigs[i]; this.startConfigs.RemoveAt(i); this.startConfigs.Insert(i + 1, s); for (int j = 0; j < startConfigs.Count; ++j) { this.startConfigs[j].AppId = j + 1; } break; } } GUILayout.EndHorizontal(); } GUILayout.Label(""); GUILayout.BeginHorizontal(); this.copyNum = EditorGUILayout.IntField("复制数量: ", this.copyNum); GUILayout.Label($"添加的AppType:"); this.AppType = (AppType)EditorGUILayout.EnumPopup(this.AppType); if (GUILayout.Button("添加一行配置")) { StartConfig newStartConfig = new StartConfig(); newStartConfig.AppType = this.AppType; if (this.AppType.Is(AppType.Gate | AppType.Realm | AppType.Manager)) { newStartConfig.AddComponent <OuterConfig>(); } if (this.AppType.Is(AppType.Gate | AppType.Realm | AppType.Manager | AppType.Http | AppType.DB | AppType.Map | AppType.Match | AppType.Location)) { newStartConfig.AddComponent <InnerConfig>(); } if (this.AppType.Is(AppType.Benchmark)) { newStartConfig.AddComponent <ClientConfig>(); } if (this.AppType.Is(AppType.Http)) { newStartConfig.AddComponent <HttpConfig>(); } if (this.AppType.Is(AppType.DB)) { newStartConfig.AddComponent <DBConfig>(); } this.startConfigs.Add(newStartConfig); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("保存")) { this.Save(); } if (GUILayout.Button("启动")) { StartConfig startConfig = null; foreach (StartConfig config in this.startConfigs) { if (config.AppType.Is(AppType.Manager)) { startConfig = config; } } if (startConfig == null) { Log.Error("没有配置Manager!"); return; } string arguments = $"App.dll --appId={startConfig.AppId} --appType={startConfig.AppType} --config=../Config/StartConfig/{this.fileName}"; ProcessStartInfo info = new ProcessStartInfo("dotnet", arguments) { UseShellExecute = true, WorkingDirectory = @"..\netcoreapp2.0\" }; Process.Start(info); } GUILayout.EndHorizontal(); }
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); } }
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>(); Log.Debug("服务器创建"); 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>(); //数据库组件 mangodb Game.Scene.AddComponent <DBComponent>(); //数据库组件 增删改查 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($"命令行参数没有设置正确的AppType: {startConfig.AppType}"); } while (true) { try { Thread.Sleep(1); OneThreadSynchronizationContext.Instance.Update(); Game.EventSystem.Update(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Log.Error(e); } }
private static void Main(string[] args) { // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); try { Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly); Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly()); // 命令行参数 Parser.Default.ParseArguments <Options>(args) .WithNotParsed(error => throw new Exception($"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); } }
static void Main(string[] args) { // 异步方法全部会回掉到主线程 //OneThreadSynchronizationContext contex = new OneThreadSynchronizationContext(); SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); try { int AppId = Convert.ToInt32(args[0]); string configFile = "../../Config/StartConfig/LocalAllServer.json"; if (args.Length >= 2) { configFile = args[1]; } Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly); //Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly()); Game.EventSystem.Add(DLLType.Hotfix, typeof(Hotfix).Assembly); StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(configFile, AppId).StartConfig; IdGenerater.AppId = AppId; if (startConfig.AppType != AppType.Client) { Log.Error("命令行参数apptype与配置不一致"); return; } 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>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <BenchmarkComponent, IPEndPoint>(clientConfig.IPEndPoint); 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()); Game.EventSystem.Add(DLLType.Hotfix, typeof(Hotfix).Assembly); Options options = Game.Scene.AddComponent <OptionComponent, Options>(new Options { AppId = 1, AppType = AppType.Location, Config = "../../Config/StartConfig/LocalAllServer.json" }).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>(); DBConfig dbConfig = startConfig.GetComponent <DBConfig>(); 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 <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 <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 <UnitManageComponent>(); Game.Scene.AddComponent <SqlComponent, string>(dbConfig.ConnectionString); // 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}"); } var locationProxyComponent = Game.Scene.GetComponent <LocationProxyComponent>(); if (locationProxyComponent != null && startConfig.AppType != AppType.AllServer) //需要注册 { var a = locationProxyComponent.RegisterServer().Result; Log.Debug(">>>" + a); } 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}"; 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); } }
static void Main(string[] args) { if (args.Length <= 0) { Log.Fatal("请输入服务器编号"); return; } // 异步方法全部会回掉到主线程 SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance); try { int AppId = Convert.ToInt32(args[0]); string configFile = "../../Config/StartConfig/LocalAllServer.json"; if (args.Length >= 2) { configFile = args[1]; } Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly); //Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly()); Game.EventSystem.Add(DLLType.Hotfix, typeof(Hotfix).Assembly); StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(configFile, AppId).StartConfig; IdGenerater.AppId = AppId; if (startConfig.AppType != AppType.Gate) { Log.Error("命令行参数apptype与配置不一致"); return; } 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>(); InnerConfig innerConfig = startConfig.GetComponent <InnerConfig>(); OuterConfig outerConfig = startConfig.GetComponent <OuterConfig>(); DBConfig dbConfig = startConfig.GetComponent <DBConfig>(); 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>(); Game.Scene.AddComponent <PlayerManagerComponent>(); while (true) { try { Thread.Sleep(1); OneThreadSynchronizationContext.Instance.Update(); Game.EventSystem.Update(); } catch (Exception e) { Log.Error(e); } } } catch (Exception e) { Console.WriteLine(e.Message); Log.Error(e); } }
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); } }
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); } }
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()); } }