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奇迹世界服务器架构(1)

Posted on 2009-01-01 15:19 Condor 阅读(2047) 评论(1)  编辑 收藏 引用

1、服务器内容

a、不同机器上的分为

   DBProxy //数据库

Guild //公会数据

Master //主服务器 Agent //副本服务器

4种服务器,代码提供了很清晰的每个服务器的HANDLER FUNC TABLE(HASH)。

class PacketHandler : public Singleton<PacketHandler>
{
typedef VOID (*fnHandler)( CScence * pScence, GamePackHeader * pMsg, WORD wSize );
//typedef VOID (*fnHandler_CG)( Player * pPlayer, GamePackHeader * pMsg, WORD wSize );

public:
PacketHandler();
~PacketHandler();

BOOL       RegisterHandler_DG();
//BOOL       RegisterHandler_CG();
BOOL       RegisterHandler_GM();
BOOL       RegisterHandler_AG();
BOOL       RegisterHandler_Actor();

VOID       ParsePacket_DG( CScence * pScence, GamePackHeader * pMsg, WORD wSize );
//VOID       ParsePacket_CG( Player * pPlayer, GamePackHeader * pMsg, WORD wSize );
VOID       ParsePacket_GM( CScence * pScence, GamePackHeader * pMsg, WORD wSize );
VOID       ParsePacket_AG( CScence * pScence, GamePackHeader * pMsg, WORD wSize );
VOID       ParsePacket_Actor( CScence * pScence, GamePackHeader * pMsg, WORD wSize );

private:

BOOL       AddHandler_DG( BYTE category, BYTE protocol, fnHandler fnHandler );
//BOOL       AddHandler_CG( BYTE category, BYTE protocol, fnHandler_CG fnHandler );
BOOL       AddHandler_GM( BYTE category, BYTE protocol, fnHandler fnHandler );
BOOL       AddHandler_AG( BYTE category, BYTE protocol, fnHandler fnHandler );
BOOL       m_FunctionMap_Acotr( BYTE category, BYTE protocol, fnHandler fnHandler );

struct FUNC_DG : public BASE_FUNC
{
   fnHandler     m_fnHandler;
};
struct FUNC_GM : public BASE_FUNC
{
   fnHandler     m_fnHandler;
};
struct FUNC_AG : public BASE_FUNC
{
   fnHandler     m_fnHandler;
};
struct FUNC_ACTOR : public BASE_FUNC
{
   fnHandler     m_fnHandler;
};

FunctionMap      m_FunctionMap_DG;
FunctionMap      m_FunctionMap_CG;
FunctionMap      m_FunctionMap_GM;
FunctionMap      m_FunctionMap_AG;
FunctionMap      m_FunctionMap_Actor;
};

CPP。

#include "PacketHandler.h"

PacketHandler::PacketHandler()
{

}

PacketHandler::~PacketHandler()
{
}

BOOL PacketHandler::RegisterHandler_DG()
{
//#define HANDLER_DG( c, p ) if( !AddHandler_DG( c, p, Handler_DG_CHARINFO::On##p ) ) return FALSE

return TRUE;
}

BOOL PacketHandler::RegisterHandler_Actor()
{
#define HANDLER_GZ( c, p ) if( !AddHandler_Actor( c, p, Handler_GZ_GUILD::On##p ) ) return FALSE

return TRUE;
}

BOOL PacketHandler::RegisterHandler_GM()
{
//if( !AddHandler_GM( GM_CONNECTION, GM_CONNECTION_SERVER_INFO_CMD, Handler_GM::OnGM_CONNECTION_SERVER_INFO_CMD ) )
// return FALSE;
//if( !AddHandler_GM( GM_OPERATION, GM_RELOAD_DATA_CMD, Handler_GM::OnGM_RELOAD_DATA_CMD ) )
// return FALSE;
//if( !AddHandler_GM( SERVERCOMMON, SERVERCOMMON_SERVERSHUTDOWN_REQ, Handler_GM::OnSERVERCOMMON_SERVERSHUTDOWN_REQ ) )
// return FALSE;

return TRUE;
}

BOOL PacketHandler::RegisterHandler_AG()
{
// CG_CHARINFO
//if( !AddHandler_AG( CG_CHARINFO, CG_CHARINFO_SELECT_INFO_SYN, Handler_CG_CHARINFO::OnCG_CHARINFO_SELECT_INFO_SYN))
//       return FALSE;

return TRUE;
}

VOID PacketHandler::ParsePacket_Actor( CScence * pScence, GamePackHeader * pMsg, WORD wSize )
{
if( 0xff == pMsg->m_byCategory )
{
}

FUNC_GZ * pFuncInfo = (FUNC_GZ *)m_FunctionMap_GZ.Find( MAKEWORD( pMsg->m_byCategory,pMsg->m_byProtocol ) );

if( NULL == pFuncInfo )
{
   //SUNLOG( eCRITICAL_LOG, "[PacketHandler::ParsePacket_GZ] PacketType Error GZ!!"); 
   return ;
}

pFuncInfo->m_fnHandler( pScence, pMsg, wSize );
}
VOID PacketHandler::ParsePacket_DG( CScence * pScence, GamePackHeader * pMsg, WORD wSize )
{
if( 0xff == pMsg->m_byCategory )
{
}

FUNC_DG * pFuncInfo = (FUNC_DG *)m_FunctionMap_DG.Find( MAKEWORD( pMsg->wType,pMsg->m_byProtocol ) );

if( NULL == pFuncInfo )
{
   //SUNLOG( eCRITICAL_LOG, "[PacketHandler::ParsePacket_DG] PacketType Error DG!!"); 
   return ;
}

pFuncInfo->m_fnHandler( pScence, pMsg, wSize );
}

VOID PacketHandler::ParsePacket_GM( CScence * pScence, GamePackHeader * pMsg, WORD wSize )
{
if( 0xff == pMsg->m_byCategory )
{
}

FUNC_GM * pFuncInfo = (FUNC_GM *)m_FunctionMap_GM.Find( MAKEWORD( pMsg->m_byCategory,pMsg->m_byProtocol ) );

if( NULL == pFuncInfo )
{
   //SUNLOG( eCRITICAL_LOG, "[PacketHandler::ParsePacket_GM] PacketType Error!! GM");
   return ;
}

pFuncInfo->m_fnHandler( pScence, pMsg, wSize );
}

VOID PacketHandler::ParsePacket_AG( CScence * pScence, GamePackHeader * pMsg, WORD wSize )
{
if( 0xff == pMsg->m_byCategory )
{
}

FUNC_AG * pFuncInfo = (FUNC_AG *)m_FunctionMap_AG.Find( MAKEWORD( pMsg->m_byCategory,pMsg->m_byProtocol ) );

if( NULL == pFuncInfo )
{
   //SUNLOG( eCRITICAL_LOG, "[PacketHandler::ParsePacket_AG] PacketType Error!! AG Category[%d] Protocol[%d] ", pMsg->m_byCategory,pMsg->m_byProtocol);
   return ;
}

pFuncInfo->m_fnHandler( pScence, pMsg, wSize );
}

BOOL PacketHandler::AddHandler_Acotr( BYTE category, BYTE protocol, fnHandler fnHandler)
{
FUNC_ACTOR * pFuncInfo    = new FUNC_ACTOR;
pFuncInfo->m_dwFunctionKey   = MAKEWORD( category, protocol );
pFuncInfo->m_fnHandler    = fnHandler;
return m_FunctionMap_Actor.Add( pFuncInfo );
}

BOOL PacketHandler::AddHandler_DG( BYTE category, BYTE protocol, fnHandler fnHandler)
{
FUNC_DG * pFuncInfo     = new FUNC_DG;
pFuncInfo->m_dwFunctionKey   = MAKEWORD( category, protocol );
pFuncInfo->m_fnHandler    = fnHandler;
return m_FunctionMap_DG.Add( pFuncInfo );
}

BOOL PacketHandler::AddHandler_GM( BYTE category, BYTE protocol, fnHandler fnHandler)
{
FUNC_GM * pFuncInfo     = new FUNC_GM;
pFuncInfo->m_dwFunctionKey   = MAKEWORD( category, protocol );
pFuncInfo->m_fnHandler    = fnHandler;
return m_FunctionMap_GM.Add( pFuncInfo );
}
BOOL PacketHandler::AddHandler_AG( BYTE category, BYTE protocol, fnHandler fnHandler)
{
FUNC_AG * pFuncInfo     = new FUNC_AG;
pFuncInfo->m_dwFunctionKey   = MAKEWORD( category, protocol );
pFuncInfo->m_fnHandler    = fnHandler;
return m_FunctionMap_AG.Add( pFuncInfo );
}

值得注意的是此类是singleton,这样只能实例化一次,带来的好处就是没有多个实例造成的代码泛滥

b、代码实现

Feedback

# re: 奇迹世界服务器架构(1)[未登录]  回复  更多评论   

2009-01-02 09:33 by IChina
感觉架构分析应该是相对粗线条地。

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