forked from sin365/AxibugEmuOnline
服务器逻辑帧驱动实现,房间protobuf定义
This commit is contained in:
parent
c30df0b284
commit
a13669dc57
@ -9,10 +9,10 @@
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<ItemGroup>
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<Reference Include="Google.Protobuf">
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<HintPath>..\..\Lib\Google.Protobuf.dll</HintPath>
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<HintPath>..\Lib\Google.Protobuf.dll</HintPath>
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</Reference>
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<Reference Include="HaoYueNet.ServerNetwork">
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<HintPath>..\..\Lib\HaoYueNet.ServerNetwork.dll</HintPath>
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<HintPath>..\Lib\HaoYueNet.ServerNetwork.dll</HintPath>
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</Reference>
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</ItemGroup>
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@ -7,6 +7,7 @@ namespace AxibugEmuOnline.Server
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public static class AppSrv
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{
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public static TickManager g_Tick;
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public static ClientManager g_ClientMgr;
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public static LogManager g_Log;
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public static LoginManager g_Login;
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@ -17,6 +18,7 @@ namespace AxibugEmuOnline.Server
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public static void InitServer(int port)
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{
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g_Tick = new TickManager();
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g_ClientMgr = new ClientManager();
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g_ClientMgr.Init(45000, 120);
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g_Log = new LogManager();
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@ -1,4 +1,6 @@
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using AxibugProtobuf;
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using AxibugEmuOnline.Server.Common;
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using AxibugEmuOnline.Server.NetWork;
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using AxibugProtobuf;
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using System.Net.Sockets;
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using System.Timers;
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@ -12,8 +14,34 @@ namespace AxibugEmuOnline.Server.Manager
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public Socket _socket { get; set; }
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public bool IsOffline { get; set; } = false;
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public DateTime LogOutDT { get; set; }
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public DateTime LogInDT { get; set; }
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public UserRoomState RoomState { get; set; } = new UserRoomState();
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public TimeSpan LastStartPingTime { get; set; }
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public int LastPingSeed { get; set; }
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public double NetDelay { get; set; }
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}
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public class UserRoomState
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{
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public int RoomID { get; private set; }
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public int PlayerIdx { get; private set; }
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public UserRoomState()
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{
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ClearRoomData();
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}
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public void SetRoomData(int roomID,int playerIdx)
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{
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RoomID = roomID;
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PlayerIdx = playerIdx;
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}
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public void ClearRoomData()
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{
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RoomID = -1;
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PlayerIdx = -1;
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}
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}
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public class ClientManager
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@ -23,8 +51,10 @@ namespace AxibugEmuOnline.Server.Manager
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private Dictionary<long?, ClientInfo> _DictUIDClient = new Dictionary<long?, ClientInfo>();
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private long TestUIDSeed = 0;
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private System.Timers.Timer _ClientCheckTimer;
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private System.Timers.Timer clientCheckTimer;
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private AutoResetEvent pingTickARE;
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private long _RemoveOfflineCacheMin;
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private Thread threadPingTick;
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/// <summary>
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/// 初始化并指定检查时间
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/// </summary>
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@ -32,13 +62,22 @@ namespace AxibugEmuOnline.Server.Manager
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/// <param name="RemoveOfflineCache">清理掉线分钟数</param>
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public void Init(long ticktime, long RemoveOfflineCacheMin)
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{
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdPing, OnCmdPing);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdPong, OnCmdPong);
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pingTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_2000MS);
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//换算成毫秒
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_RemoveOfflineCacheMin = RemoveOfflineCacheMin;
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_ClientCheckTimer = new System.Timers.Timer();
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_ClientCheckTimer.Interval = ticktime;
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_ClientCheckTimer.AutoReset = true;
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_ClientCheckTimer.Elapsed += new ElapsedEventHandler(ClientCheckClearOffline_Elapsed);
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_ClientCheckTimer.Enabled = true;
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clientCheckTimer = new System.Timers.Timer();
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clientCheckTimer.Interval = ticktime;
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clientCheckTimer.AutoReset = true;
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clientCheckTimer.Elapsed += new ElapsedEventHandler(ClientCheckClearOffline_Elapsed);
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clientCheckTimer.Enabled = true;
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pingTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_2000MS);
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threadPingTick = new Thread(PingAllLoop);
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threadPingTick.Start();
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}
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public long GetNextUID()
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@ -192,11 +231,75 @@ namespace AxibugEmuOnline.Server.Manager
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#endregion
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#region Ping
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void PingAllLoop()
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{
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while (true)
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{
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pingTickARE.WaitOne();
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AppSrv.g_Log.Info("PingAll");
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PingAll();
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}
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}
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void PingAll()
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{
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List<ClientInfo> clientlist = GetOnlineClientList();
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int randSeed = new Random().Next(0, int.MaxValue);
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foreach (var _c in clientlist)
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{
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_c.LastPingSeed = randSeed;
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_c.LastStartPingTime = AppSrv.g_Tick.sw.Elapsed;
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Protobuf_Ping resp = new Protobuf_Ping()
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{
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Seed = randSeed,
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};
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AppSrv.g_ClientMgr.ClientSend(_c._socket, (int)CommandID.CmdPing, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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}
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public void OnCmdPing(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.Debug($"OnCmdPing");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Ping msg = ProtoBufHelper.DeSerizlize<Protobuf_Ping>(reqData);
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//创建成功下行
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Protobuf_Pong resp = new Protobuf_Pong()
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{
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Seed = msg.Seed,
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};
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AppSrv.g_ClientMgr.ClientSend(_c._socket, (int)CommandID.CmdPong, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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public void OnCmdPong(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.Debug($"OnCmdPong");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Pong msg = ProtoBufHelper.DeSerizlize<Protobuf_Pong>(reqData);
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if (_c.LastPingSeed == msg.Seed)
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{
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TimeSpan current = AppSrv.g_Tick.sw.Elapsed;
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TimeSpan delta = current - _c.LastStartPingTime;
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_c.NetDelay = delta.TotalSeconds;
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}
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}
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#endregion
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public void ClientSendALL(int CMDID, int ERRCODE, byte[] data, long SkipUID = -1)
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{
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ClientSend(ClientList, CMDID, ERRCODE, data, SkipUID);
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}
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public void ClientSend(List<long> UIDs,int CMDID, int ERRCODE, byte[] data, long SkipUID = -1)
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{
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for (int i = 0; i < UIDs.Count(); i++)
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{
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if (!GetClientByUID(UIDs[i], out ClientInfo _c, true))
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continue;
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AppSrv.g_SocketMgr.SendToSocket(_c._socket, CMDID, ERRCODE, data);
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}
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}
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/// <summary>
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/// 给一组用户发送数据
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/// </summary>
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@ -2,7 +2,6 @@
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using AxibugEmuOnline.Server.Manager;
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using AxibugEmuOnline.Server.NetWork;
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using AxibugProtobuf;
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using System.Net;
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using System.Net.Sockets;
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namespace AxibugEmuOnline.Server
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@ -26,7 +26,6 @@ namespace AxibugEmuOnline.Server.Manager
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Token = "",
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UID = cinfo.UID
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});
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}
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}
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}
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@ -2,9 +2,10 @@
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using AxibugEmuOnline.Server.Manager;
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using AxibugEmuOnline.Server.NetWork;
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using AxibugProtobuf;
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using System.Net;
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using System;
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using System.Net.Sockets;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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using System.Runtime.InteropServices;
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using System.Xml;
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namespace AxibugEmuOnline.Server
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{
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@ -12,14 +13,22 @@ namespace AxibugEmuOnline.Server
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public class RoomManager
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{
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Dictionary<int, Data_RoomData> mDictRoom = new Dictionary<int, Data_RoomData>();
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List<int> mKeyRoomList = new List<int>();
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AutoResetEvent roomTickARE;
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Thread threadRoomTick;
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int RoomIDSeed = 1;
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public RoomManager()
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{
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomList, OnCmdRoomList);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomCreate, OnCmdRoomCreate);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomJoin, OnCmdRoomJoin);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomLeave, OnCmdRoomLeave);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomSingelPlayerInput, OnSingelPlayerInput);
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roomTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_16MS);
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threadRoomTick = new Thread(UpdateLoopTick);
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threadRoomTick.Start();
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}
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#region 房间管理
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@ -36,6 +45,7 @@ namespace AxibugEmuOnline.Server
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if (!mDictRoom.ContainsKey(data.RoomID))
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{
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mDictRoom.Add(data.RoomID, data);
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mKeyRoomList.Remove(data.RoomID);
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}
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}
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}
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@ -47,16 +57,16 @@ namespace AxibugEmuOnline.Server
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if (mDictRoom.ContainsKey(RoomID))
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{
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mDictRoom.Remove(RoomID);
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mKeyRoomList.Remove(RoomID);
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}
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}
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}
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public Data_RoomData GetRoomData(int RoomID)
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{
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if (!mDictRoom.ContainsKey(RoomID))
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if (!mDictRoom.TryGetValue(RoomID,out Data_RoomData data))
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return null;
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return mDictRoom[RoomID];
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return data;
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}
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List<Data_RoomData> GetRoomList()
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@ -203,6 +213,16 @@ namespace AxibugEmuOnline.Server
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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Protobuf_Room_MyRoom_State_Change(msg.RoomID);
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}
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public void OnSingelPlayerInput(Socket sk, byte[] reqData)
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{
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_SinglePlayerInputData msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_SinglePlayerInputData>(reqData);
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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if (room == null)
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return;
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room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, (ushort)msg.InputData);
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}
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/// <summary>
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/// 广播房间状态变化
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@ -252,7 +272,7 @@ namespace AxibugEmuOnline.Server
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errcode = ErrorCode.ErrorRoomSlotReadlyHadPlayer;
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return false;
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}
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room.Player1_UID = _c.UID;
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room.SetPlayerUID(0,_c);
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}
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//其他玩家
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else
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@ -262,7 +282,7 @@ namespace AxibugEmuOnline.Server
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errcode = ErrorCode.ErrorRoomSlotReadlyHadPlayer;
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return false;
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}
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room.Player2_UID = _c.UID;
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room.SetPlayerUID(1, _c);
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}
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//广播房间
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@ -287,10 +307,7 @@ namespace AxibugEmuOnline.Server
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return false;
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}
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if (room.Player1_UID == _c.UID)
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room.Player1_UID = -1;
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if (room.Player2_UID == _c.UID)
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room.Player2_UID = -1;
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room.RemovePlayer(_c);
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if (room.PlayerState == RoomPlayerState.NonePlayerState)
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{
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@ -306,26 +323,108 @@ namespace AxibugEmuOnline.Server
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return true;
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}
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#endregion
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#region 房间帧循环
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void UpdateLoopTick()
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{
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while (true)
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{
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roomTickARE.WaitOne();
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UpdateAllRoomLogic();
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}
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}
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void UpdateAllRoomLogic()
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{
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for (int i = 0; i < mKeyRoomList.Count; i++)
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{
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int roomid = mKeyRoomList[i];
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if (!mDictRoom.TryGetValue(roomid,out Data_RoomData room))
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continue;
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if (room.GameState > RoomGameState.InGame)
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continue;
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//更新帧
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room.TakeFrame();
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//广播
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room.SynInputData();
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}
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}
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#endregion
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}
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public class Data_RoomData
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{
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public int RoomID;
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public int GameRomID;
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public string RomHash;
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public long Player1_UID;
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public long Player2_UID;
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public int RoomID { get; private set; }
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public int GameRomID { get; private set; }
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public string RomHash { get; private set; }
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public bool bNeedLoadState { get; private set; }
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public int LoadStateFrame { get; private set; }
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public Google.Protobuf.ByteString LoadStateRaw { get; set; }
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public long Player1_UID { get; private set; }
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public long Player2_UID { get; private set; }
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public long Player3_UID { get; private set; }
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public long Player4_UID { get; private set; }
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public bool[] PlayerReadyState { get; private set; }
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public List<long> SynUIDs;
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public RoomPlayerState PlayerState => getPlayerState();
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public RoomGameState GameState;
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public uint mCurrFrameId = 0;
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public ServerInputSnapShot mCurrInputData;
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public Queue<(uint, ServerInputSnapShot)> mInputQueue;
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//TODO
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public Dictionary<int, Queue<byte[]>> mDictPlayerIdx2SendQueue;
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public void Init(int roomID,int gameRomID,string roomHash)
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public void Init(int roomID, int gameRomID, string roomHash, bool bloadState = false)
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{
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RoomID = roomID;
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GameRomID = gameRomID;
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RomHash = roomHash;
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Player1_UID = -1;
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Player2_UID = -1;
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Player3_UID = -1;
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Player4_UID = -1;
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SynUIDs = new List<long>();//广播角色列表
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GameState = RoomGameState.NoneGameState;
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mCurrInputData = new ServerInputSnapShot();
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mInputQueue = new Queue<(uint, ServerInputSnapShot)>();
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}
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public void SetPlayerUID(int PlayerIdx,ClientInfo _c)
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{
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long oldUID = -1;
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switch (PlayerIdx)
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{
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case 0: oldUID = Player1_UID; Player1_UID = _c.UID; break;
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case 1: oldUID = Player2_UID; Player2_UID = _c.UID; break;
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case 2: oldUID = Player3_UID; Player3_UID = _c.UID; break;
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case 3: oldUID = Player4_UID; Player4_UID = _c.UID; break;
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}
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if(oldUID <= 0)
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SynUIDs.Remove(oldUID);
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SynUIDs.Add(_c.UID);
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_c.RoomState.SetRoomData(this.RoomID, PlayerIdx);
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}
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public void RemovePlayer(ClientInfo _c)
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{
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int PlayerIdx = GetPlayerIdx(_c);
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switch (PlayerIdx)
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{
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case 0: Player1_UID = -1; SynUIDs.Remove(_c.UID);break;
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case 1: Player2_UID = -1; SynUIDs.Remove(_c.UID);break;
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case 2: Player3_UID = -1; SynUIDs.Remove(_c.UID);break;
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case 3: Player4_UID = -1; SynUIDs.Remove(_c.UID);break;
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}
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_c.RoomState.ClearRoomData();
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}
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int GetPlayerIdx(ClientInfo _c)
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{
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if (Player1_UID == _c.UID) return 0;
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if (Player2_UID == _c.UID) return 1;
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if (Player3_UID == _c.UID) return 2;
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if (Player4_UID == _c.UID) return 3;
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return -1;
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}
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RoomPlayerState getPlayerState()
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@ -366,5 +465,65 @@ namespace AxibugEmuOnline.Server
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return list;
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}
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public void SetPlayerInput(int PlayerIdx,long mFrameID,ushort input)
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{
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switch (PlayerIdx)
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{
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case 0: mCurrInputData.p1 = input; break;
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case 1: mCurrInputData.p2 = input; break;
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case 2: mCurrInputData.p3 = input; break;
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case 3: mCurrInputData.p4 = input; break;
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}
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}
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public void ClearPlayerInput(int PlayerIdx)
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{
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switch (PlayerIdx)
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{
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case 0: mCurrInputData.p1 = 0; break;
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case 1: mCurrInputData.p2 = 0; break;
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case 2: mCurrInputData.p3 = 0; break;
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case 3: mCurrInputData.p4 = 0; break;
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}
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}
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public void TakeFrame()
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{
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mInputQueue.Enqueue((mCurrFrameId, mCurrInputData));
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mCurrFrameId++;
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}
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/// <summary>
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/// 广播数据
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/// </summary>
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||||
public void SynInputData()
|
||||
{
|
||||
while (mInputQueue.Count > 0)
|
||||
{
|
||||
(uint frameId, ServerInputSnapShot inputdata) data = mInputQueue.Dequeue();
|
||||
Protobuf_Room_Syn_RoomFrameAllInput resp = new Protobuf_Room_Syn_RoomFrameAllInput()
|
||||
{
|
||||
FrameID = data.frameId,
|
||||
InputData = data.inputdata.all
|
||||
};
|
||||
AppSrv.g_ClientMgr.ClientSendALL((int)CommandID.CmdRoomSyn, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct ServerInputSnapShot
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public UInt64 all;
|
||||
[FieldOffset(0)]
|
||||
public ushort p1;
|
||||
[FieldOffset(2)]
|
||||
public ushort p2;
|
||||
[FieldOffset(4)]
|
||||
public ushort p3;
|
||||
[FieldOffset(6)]
|
||||
public ushort p4;
|
||||
}
|
||||
}
|
72
AxibugEmuOnline.Server/Manager/TickManager.cs
Normal file
72
AxibugEmuOnline.Server/Manager/TickManager.cs
Normal file
@ -0,0 +1,72 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace AxibugEmuOnline.Server.Manager
|
||||
{
|
||||
public class TickManager
|
||||
{
|
||||
public Stopwatch sw;
|
||||
public enum TickType
|
||||
{
|
||||
Interval_16MS,
|
||||
Interval_32MS,
|
||||
Interval_2000MS,
|
||||
}
|
||||
|
||||
System.Timers.Timer mTimer16ms;
|
||||
System.Timers.Timer mTimer32ms;
|
||||
System.Timers.Timer mTimer2000ms;
|
||||
List<AutoResetEvent> mAREList16ms;
|
||||
List<AutoResetEvent> mAREList32ms;
|
||||
List<AutoResetEvent> mAREList2000ms;
|
||||
|
||||
public TickManager()
|
||||
{
|
||||
sw = Stopwatch.StartNew();
|
||||
mAREList16ms = new List<AutoResetEvent>();
|
||||
mAREList32ms = new List<AutoResetEvent>();
|
||||
mAREList2000ms = new List<AutoResetEvent>();
|
||||
|
||||
mTimer16ms = new System.Timers.Timer(16);//实例化Timer类,设置间隔时间为10000毫秒;
|
||||
mTimer16ms.Elapsed += new System.Timers.ElapsedEventHandler((source, e) => { UpdateARE(mAREList16ms); });//到达时间的时候执行事件;
|
||||
mTimer16ms.AutoReset = true;//设置是执行一次(false)还是一直执行(true);
|
||||
mTimer16ms.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件;
|
||||
mTimer16ms.Start();
|
||||
|
||||
mTimer32ms = new System.Timers.Timer(32);//实例化Timer类,设置间隔时间为10000毫秒;
|
||||
mTimer32ms.Elapsed += new System.Timers.ElapsedEventHandler((source, e) => { UpdateARE(mAREList32ms); });//到达时间的时候执行事件;
|
||||
mTimer32ms.AutoReset = true;//设置是执行一次(false)还是一直执行(true);
|
||||
mTimer32ms.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件;
|
||||
mTimer32ms.Start();
|
||||
|
||||
mTimer2000ms = new System.Timers.Timer(2000);//实例化Timer类,设置间隔时间为10000毫秒;
|
||||
mTimer2000ms.Elapsed += new System.Timers.ElapsedEventHandler((source, e) => { UpdateARE(mAREList2000ms); });//到达时间的时候执行事件;
|
||||
mTimer2000ms.AutoReset = true;//设置是执行一次(false)还是一直执行(true);
|
||||
mTimer2000ms.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件;
|
||||
mTimer2000ms.Start();
|
||||
}
|
||||
|
||||
public AutoResetEvent AddNewARE(TickType tikeType)
|
||||
{
|
||||
AutoResetEvent are = new AutoResetEvent(false);
|
||||
switch (tikeType)
|
||||
{
|
||||
case TickType.Interval_16MS:
|
||||
mAREList16ms.Add(are);
|
||||
break;
|
||||
case TickType.Interval_32MS:
|
||||
mAREList32ms.Add(are);
|
||||
break;
|
||||
case TickType.Interval_2000MS:
|
||||
mAREList2000ms.Add(are);
|
||||
break;
|
||||
}
|
||||
return are;
|
||||
}
|
||||
|
||||
public void UpdateARE(List<AutoResetEvent> are)
|
||||
{
|
||||
for (int i = 0; i < are.Count; i++)
|
||||
are[i].Set();
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -12,5 +12,5 @@ for /f "delims=" %%i in ('dir /b proto "proto/*.proto"') do (
|
||||
echo "==>>build finish"
|
||||
echo "==>>copy cs"
|
||||
|
||||
copy %cd%\out\CS\ ..\AxibugEmuOnline.Server\AxibugEmuOnline.Server\Protobuf
|
||||
copy %cd%\out\CS\ ..\AxibugEmuOnline.Server\Protobuf
|
||||
pause
|
File diff suppressed because it is too large
Load Diff
@ -6,26 +6,54 @@ enum CommandID
|
||||
{
|
||||
CMD_DEFAUL = 0;//缺省不使用
|
||||
|
||||
//服务器或客户端,均可主动ping请求,对方响应。(这里测全流程延迟,即序 列化->发送->传输过程->接收->反序列化)
|
||||
CMD_PING = 1; //Ping | 请求 对应 Protobuf_Ping
|
||||
CMD_PONG = 2; //Pong | 响应 对应 Protobuf_Pong
|
||||
|
||||
CMD_LOGIN = 2001; //自动登录上行 | 下行 对应 Protobuf_Login | Protobuf_Login_RESP
|
||||
|
||||
CMD_CHATMSG = 4001; //广播聊天信息上行 | 下行 对应 Protobuf_ChatMsg | Protobuf_ChatMsg_RESP
|
||||
|
||||
//房间列表相关
|
||||
//房间列表相关(仅用于列表显示)
|
||||
CMD_Room_List = 5001; //房间列表 上行 | 下行 对应 Protobuf_Room_List | Protobuf_Room_List_RESP
|
||||
|
||||
CMD_Room_List_Update = 5002; //房间单个房间信息更新 对应 Protobuf_Room_Update_RESP
|
||||
|
||||
//房间内相关
|
||||
CMD_Room_Create = 5101; //房间列表创建 对应 Protobuf_Room_Create | Protobuf_Room_Create_RESP
|
||||
CMD_Room_Create = 5101; //房间创建 对应 Protobuf_Room_Create | Protobuf_Room_Create_RESP
|
||||
CMD_Room_Join = 5105; //房间加入 对应 Protobuf_Room_Join | Protobuf_Room_Join_RESP
|
||||
CMD_Room_Leave = 5106; //房间离开 对应 Protobuf_Room_Leave | Protobuf_Room_Leave_RESP
|
||||
CMD_Room_MyRoom_State_Changed = 5110; //我所在的房间内状态发生变化 对应 Protobuf_Room_MyRoom_State_Change
|
||||
|
||||
CMD_Room_Join = 5105; //房间列表加入 对应 Protobuf_Room_Join | Protobuf_Room_Join_RESP
|
||||
|
||||
CMD_Room_Leave = 5106; //房间列表离开 对应 Protobuf_Room_Leave | Protobuf_Room_Leave_RESP
|
||||
|
||||
CMD_Room_MyRoom_State_Changed = 5110; //我所在的房间内状态发生变化 对应 Protobuf_Room_MyRoom_State_Change;
|
||||
//准备和开始流程(5201 ~ 5204 ~ 5208)
|
||||
//
|
||||
// 我们采用,玩家可以随时进入的方式开发
|
||||
//
|
||||
// 设计流程:
|
||||
//
|
||||
// Step0:服务器广播"等待-主机上报即使存档" CMD_Room_WaitStep WaitStep=[0] ---> 客户端:暂停模拟器核心:全员等待(主机玩家一人上传即时存档)
|
||||
// 主机玩家 上行 CMD_Room_HostPlayer_UpdateStateRaw消息,上传即时存档
|
||||
// 主机玩家上传完毕之后,服务器会通知进入Step1
|
||||
//
|
||||
// Step1:服务器广播"等待-全员加载即时存档" CMD_Room_WaitStep WaitStep=[1] 附带即时存档 ---> 客户端:全员等待(主机玩家一人上传)
|
||||
// 所有玩家确保加载ROM和即时存档,并保持模拟器暂停,准备完毕后 发送 CMD_Room_Player_Ready
|
||||
// 所有玩家Ready之后,服务器会根据所有玩家延迟提前跑若干Frame,通知进入Step2
|
||||
//
|
||||
// Step2:服务器广播"开始" CMD_Room_WaitStep WaitStep=[2] ---> 客户端:立即开始
|
||||
//
|
||||
//
|
||||
// PS:[联机过程中加载即时存档] 房间在游玩过程中,单个玩家发送CMD_Room_HostPlayer_UpdateStateRaw 上报即时存档
|
||||
// 重新从Step1走流程
|
||||
//
|
||||
CMD_Room_WaitStep = 5201; //服务器等待Step通知 下行 Protobuf_Room_WaitStep_RESP
|
||||
CMD_Room_HostPlayer_UpdateStateRaw = 5204; //服务器房间准备和开始标识 下行 Protobuf_Room_HostPlayer_UpdateStateRaw
|
||||
CMD_Room_Player_Ready = 5208; //玩家准备完毕 上行 Protobuf_Room_Player_Ready
|
||||
|
||||
//游戏同步
|
||||
CMD_Screen = 6001; //画面同步 | 同步广播 对应 Protobuf_Screnn_Frame
|
||||
CMD_Room_Singel_PlayerInput = 6010; //单个玩家操作同步上行 对应 Protobuf_Room_SinglePlayerInputData
|
||||
CMD_ROOM_SYN = 6015; //单个玩家操作同步上行 对应 Protobuf_Room_Syn_RoomFrameAllInput
|
||||
|
||||
//画面采集
|
||||
CMD_Screen = 7001; //画面采集 | 同步广播 对应 Protobuf_Screnn_Frame
|
||||
}
|
||||
|
||||
enum ErrorCode
|
||||
@ -62,8 +90,12 @@ enum RoomPlayerState
|
||||
enum RoomGameState
|
||||
{
|
||||
None_GameState = 0;//缺省
|
||||
InGame = 1;//游戏中
|
||||
Pause = 2;//暂停
|
||||
OnlyHost = 1;//仅主机,待加入
|
||||
ReadyStep_0 = 2;//ReadyStep0
|
||||
ReadyStep_1 = 3;//ReadyStep1
|
||||
ReadyStep_2 = 4;//ReadyStep2
|
||||
Pause = 5;//暂停
|
||||
InGame = 6;//游戏中
|
||||
}
|
||||
|
||||
|
||||
@ -88,6 +120,15 @@ message Protobuf_ChatMsg_RESP
|
||||
int64 Date = 3;//时间
|
||||
}
|
||||
|
||||
message Protobuf_Ping
|
||||
{
|
||||
int32 Seed = 1;//随机数
|
||||
}
|
||||
|
||||
message Protobuf_Pong
|
||||
{
|
||||
int32 Seed = 1;//原样返回随机数
|
||||
}
|
||||
|
||||
//登录数据上行
|
||||
message Protobuf_Login
|
||||
@ -101,14 +142,14 @@ message Protobuf_Login
|
||||
//登录数据下行
|
||||
message Protobuf_Login_RESP
|
||||
{
|
||||
string Token = 1;//登录凭据 (本次登录之后,所有业务请求凭据,需要存储在内存中)
|
||||
string LastLoginDate = 2;//上次登录时间(只用于呈现的字符串,若界面需求需要)
|
||||
string RegDate = 3;//注册时间(只用于呈现的字符串,若界面需求需要)
|
||||
LoginResultStatus Status = 4;//账号状态 (预留) [1]正常[0]被禁封
|
||||
int64 UID = 5;
|
||||
string DeviceUUID = 1;//设备唯一串
|
||||
string Token = 2;//登录凭据 (本次登录之后,所有业务请求凭据,需要存储在内存中)
|
||||
string LastLoginDate = 3;//上次登录时间(只用于呈现的字符串,若界面需求需要)
|
||||
string RegDate = 4;//注册时间(只用于呈现的字符串,若界面需求需要)
|
||||
LoginResultStatus Status = 5;//账号状态 (预留) [1]正常[0]被禁封
|
||||
int64 UID = 6;
|
||||
}
|
||||
|
||||
|
||||
message Protobuf_Room_List
|
||||
{
|
||||
|
||||
@ -146,6 +187,18 @@ message Protobuf_Screnn_Frame
|
||||
bytes RawBitmap = 3;//渲染层画面
|
||||
}
|
||||
|
||||
message Protobuf_Room_SinglePlayerInputData
|
||||
{
|
||||
uint32 FrameID = 1;//帧编号
|
||||
uint32 InputData = 2;//单个玩家操作位运算汇总
|
||||
}
|
||||
|
||||
message Protobuf_Room_Syn_RoomFrameAllInput
|
||||
{
|
||||
uint32 FrameID = 1;//帧编号
|
||||
uint64 InputData = 2;//所有玩家操作位运算汇总
|
||||
}
|
||||
|
||||
message Protobuf_Room_Create
|
||||
{
|
||||
int32 GameRomID = 1;
|
||||
@ -182,3 +235,19 @@ message Protobuf_Room_MyRoom_State_Change
|
||||
{
|
||||
Protobuf_Room_MiniInfo RoomMiniInfo = 1;//更新房间信息
|
||||
}
|
||||
|
||||
|
||||
message Protobuf_Room_WaitStep_RESP
|
||||
{
|
||||
int32 WaitStep = 1;//状态 [0]等待主机上报即时存档 [1]要求准备 [2]开始(收到本状态时,立即开始跑模拟器核心)
|
||||
}
|
||||
|
||||
message Protobuf_Room_HostPlayer_UpdateStateRaw
|
||||
{
|
||||
int32 ReadyFrame = 1;//要求准备的帧数 (非即时存档则为0)
|
||||
bytes LoadStateRaw = 2;//即时存档byte数据
|
||||
}
|
||||
|
||||
message Protobuf_Room_Player_Ready
|
||||
{
|
||||
}
|
Loading…
Reference in New Issue
Block a user