首页 > 代码库 > MMORPG大型游戏设计与开发(part4 of net)

MMORPG大型游戏设计与开发(part4 of net)

上一节简单的介绍了服务器消息处理的流程,想必大家对这方面有了初步的认识,接下来我们需要知道和掌握的便是其中一些重要的方法,进一步深入熟悉整个构架。

  1、FD_*系列宏函数

  FD_ZERO(fd_set *fdset) 将指定的文件描述符集清空,在对文件描述符集合进行设置前,必须对其进行初始化,如果不清空,由于在系统分配内存空间后,通常并不作清空处理,所以结果是不可知的。

  FD_SET(fd_set *fdset) 用于在文件描述符集合中增加一个新的文件描述符。FD_CLR(fd_set *fdset) 用于在文件描述符集合中删除一个文件描述符。

  FD_ISSET(int fd,fd_set *fdset) 用于测试指定的文件描述符是否在该集合中。

  2、Socket操作类

/** * PAP Engine ( -- ) * $Id socket.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2013 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com> * @date 2013-12-31 17:34:43 * @uses server net model socket class */#ifndef PAP_SERVER_COMMON_NET_SOCKET_H_#define PAP_SERVER_COMMON_NET_SOCKET_H_#include "common/net/socket/base.h"namespace pap_server_common_net {class Socket { public:   Socket(uint16_t port, uint32_t backlog = 5);   ~Socket(); public:   void close();   bool accept(pap_common_net::socket::Base* socket);   uint32_t getlinger() const;   bool setlinger(uint32_t lingertime);   bool is_nonblocking() const;   bool set_nonblocking(bool on = true);   uint32_t getreceive_buffersize() const;   bool setreceive_buffersize(uint32_t size);   uint32_t getsend_buffersize() const;   bool setsend_buffersize(uint32_t size);   int32_t getid() const; protected:   pap_common_net::socket::Base* socket_;};}; //namespace pap_server_common_net#endif //PAP_SERVER_COMMON_NET_SOCKET_H_

  这是服务器的socket操作类,构造函数(Socket(uint16_t port, uint32_t backlog = 5))需要提供一个监听端口。

  void close(); //关闭套接字。

  bool accept(pap_common_net::socket::Base* socket); //接受sokcet连接

  uint32_t getlinger() const; //获取延时

  bool setlinger(uint32_t lingertime); //设置延时

  bool is_nonblocking() const; //是否为non-blocking模式

  bool set_nonblocking(bool on = true); //设置non-blocking

  uint32_t getreceive_buffersize() const; //获取接收的buffer大小

  bool setreceive_buffersize(uint32_t size); //设置接收的buffer大小

  uint32_t getsend_buffersize() const; //获取发送的buffer大小

  bool setsend_buffersize(uint32_t size); //设置发送buffer大小

  int32_t getid() const; //获取套接字ID

  其中大家可能不了解的是non-blocking的IO模式,有一篇详细的文中供大家参考:IO模式。

  3、套接字输入流和输入流操作类

#ifndef PAP_COMMON_NET_SOCKET_INPUTSTREAM_H_#define PAP_COMMON_NET_SOCKET_INPUTSTREAM_H_#include "common/net/config.h"#include "common/lib/vnet/vnet.hpp"#include "common/net/socket/base.h"#include "common/net/packet/base.h"namespace pap_common_net {namespace socket {class InputStream { public: //construct and destruct   InputStream(       Base* socket,        uint32_t bufferlength = SOCKETINPUT_BUFFERSIZE_DEFAULT,        uint32_t bufferlength_max = SOCKETINPUT_DISCONNECT_MAXSIZE);   virtual ~InputStream();    public:   uint32_t read(char* buffer, uint32_t length);   bool readpacket(packet::Base* packet);   bool peek(char* buffer, uint32_t length);   bool skip(uint32_t length);   uint32_t fill();   void init();   bool resize(int32_t size);   uint32_t reallength();   bool isempty();   void cleanup();   void setkey(unsigned char const* key);   int32_t get_keylength();   Base* getsocket(); private:   Base* socket_;   struct packet_t* packet_;   struct endecode_param_t* endecode_param_;};}; //namespace socket}; //namespace pap_common_net#endif //PAP_COMMON_NET_SOCKET_INPUTSTREAM_H_

  套接字的输入流操作类,可以看到构造函数需要提供一个套接字对象初始化。

  functions:

  uint32_t read(char* buffer, uint32_t length); //读取一段数据

  bool readpacket(packet::Base* packet); //读取网络包

  bool peek(char* buffer, uint32_t length); //校验数据内容

  bool skip(uint32_t length); //跳过大小长度的一段数据

  uint32_t fill(); //数据修正

  void init(); //初始化

  bool resize(int32_t size); //重新分配流大小

  uint32_t reallength(); //数据实际长度

  bool isempty(); //数据是否为空

  void cleanup(); //流内部数据清理

  void setkey(unsigned char const* key); //流加密KEY设置,如果设置了这个,则网络数据全部被加密

  int32_t get_keylength(); //获取加密KEY的长度

  variables:

  Base* socket_; //套接字对象

  struct packet_t* packet_; //网络包结构

  struct endecode_param_t* endecode_param_; //加密数据结构

#ifndef PAP_COMMON_NET_SOCKET_OUTPUTSTREAM_H_#define PAP_COMMON_NET_SOCKET_OUTPUTSTREAM_H_#include "common/net/config.h"#include "common/lib/vnet/vnet.hpp"#include "common/net/socket/base.h"#include "common/net/packet/base.h"namespace pap_common_net {namespace socket {class OutputStream { public:   OutputStream(     socket::Base* socket,        uint32_t bufferlength = SOCKETOUTPUT_BUFFERSIZE_DEFAULT,       uint32_t bufferlength_max = SOCKETOUTPUT_DISCONNECT_MAXSIZE);   ~OutputStream(); public:   uint32_t write(const char* buffer, uint32_t length);   bool writepacket(const packet::Base* packet);   uint32_t flush();   void init();   bool resize(int32_t size);   uint32_t reallength();   bool isempty();   void cleanup();   void setkey(unsigned char const* key);   int32_t get_keylength();   void getbuffer(char* buffer, uint32_t length);   Base* getsocket(); private:   Base* socket_;   struct packet_t* packet_;   struct endecode_param_t* endecode_param_;};}; //namespace socket}; //namespace pap_common_net#endif //PAP_COMMON_NET_SOCKET_OUTPUTSTREAM_H_

  其方法和参数其实与输入流大同小异,我在这里就不一一列举了。

  4、网络包操作类和网络包管理器

/** * PAP Engine ( -- ) * $Id packet.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2013 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com> * @date 2014-1-2 11:36:54 * @uses server and client net pakcet class */#ifndef PAP_COMMON_NET_PACKET_BASE_H_#define PAP_COMMON_NET_PACKET_BASE_H_#include "common/net/config.h"#include "common/net/socket/inputstream.h"#include "common/net/socket/outputstream.h"#define GET_PACKETINDEX(a) ((a) >> 24)#define SET_PACKETINDEX(a,index) ((a) = (((a) & 0xffffff) + ((index) << 24)))#define GET_PACKETLENGTH(a) ((a) & 0xffffff)#define SET_PACKETLENGTH(a,length) ((a) = ((a) & 0xff000000) + (length))//note cn://消息头中包括:uint16_t - 2字节;uint32_t - 4字节中高位一个字节为消息序列号,//其余三个字节为消息长度//通过GET_PACKETINDEX和GET_PACKETLENGTH宏,//可以取得UINT数据里面的消息序列号和长度//通过SET_PACKETINDEX和SET_PACKETLENGTH宏,//可以设置UINT数据里面的消息序列号和长度#define PACKET_HEADERSIZE (sizeof(uint16_t) + sizeof(uint32_t))typedef enum {  kPacketExecuteStatusError = 0, //表示出现严重错误,当前连接需要被强制断开   kPacketExecuteStatusBreak, //表示返回后剩下的消息将不在当前处理循环里处理  kPacketExecuteStatusContinue, //表示继续在当前循环里执行剩下的消息  kPacketExecuteStatusNotRemove, //表示继续在当前循环里执行剩下的消息,                                  //但是不回收当前消息  kPacketExecuteStatusNotRemoveError,} packet_executestatus_enum;namespace pap_common_net {namespace packet {class Base { public:   Base();   virtual ~Base();  public:   int8_t status_;   int8_t index_; public:   virtual void cleanup() {};   virtual bool read(socket::InputStream& inputstream) = 0;   virtual bool write(socket::OutputStream& outputstream) const = 0;   virtual uint32_t execute(       pap_server_common_net::connection::Base* connection) = 0;   virtual uint16_t getid() const = 0;   virtual uint32_t getsize() const = 0;   int8_t getindex() const;   void setindex(int8_t index);   uint8_t getstatus() const;   void setstatus(uint8_t status);};}; //namespace packet}; //namespace pap_common_net#endif //PAP_COMMON_NET_PACKET_BASE_H_

  functions:

  virtual void cleanup() {}; //内部数据清理
  virtual bool read(socket::InputStream& inputstream) = 0; //读取网络包
  virtual bool write(socket::OutputStream& outputstream) const = 0; //写入网络包
  virtual uint32_t execute(
  pap_server_common_net::connection::Base* connection) = 0; //网络包执行
  virtual uint16_t getid() const = 0; //获取包ID
  virtual uint32_t getsize() const = 0; //获取包大小
  int8_t getindex() const; //获取包索引
  void setindex(int8_t index); //设置包索引
  uint8_t getstatus() const; //获取包状态
  void setstatus(uint8_t status); //设置包状态

  variables:

  int8_t status_; //状态

  int8_t index_; //索引

/** * PAP Engine ( -- ) * $Id factorymanager.h * @link -- for the canonical source repository * @copyright Copyright (c) 2013-2013 viticm( viticm@126.com ) * @license * @user viticm<viticm@126.com> * @date 2014-1-3 10:11:38 * @uses server and client net packet factory manager */#ifndef PAP_COMMON_NET_PACKET_FACTORYMANAGER_H_#define PAP_COMMON_NET_PACKET_FACTORYMANAGER_H_#include "common/net/config.h"#include "common/net/packet/factory.h"#include "common/sys/thread.h"namespace pap_common_net {namespace packet {class FactoryManager { public:   FactoryManager();   ~FactoryManager(); public:   uint32_t* packet_alloccount_;  public:   bool init();   //根据消息类型从内存里分配消息实体数据(允许多线程同时调用)   Base* createpacket(uint16_t pakcetid);   //根据消息类型取得对应消息的最大尺寸(允许多线程同时调用)   uint32_t getpacket_maxsize(uint16_t packetid);   //删除消息实体(允许多线程同时调用)   void removepacket(Base* packet);   void lock();   void unlock();   static bool isvalid_packetid(uint16_t id); //packetid is valid private:   Factory** factories_;   uint16_t size_;   pap_common_sys::ThreadLock lock_; private:   void addfactory(Factory* factory);   void addfactories_for_billinglogin();   void addfactories_for_serverserver();   void addfactories_for_clientlogin();   void addfactories_for_loginworld();   void addfactories_for_serverworld();   void addfactories_for_clientserver();};}; //namespace packet}; //namespace pap_common_netextern pap_common_net::packet::FactoryManager* g_packetfactory_manager;#endif //COMMON_NET_PACKETFACTORY_H_

  网络包工厂管理器,即是把所有包对象加入到一个管理器中,然后有需要的时候再从工厂中取出来使用。

  5、服务器select模式

  上一部分的代码中,大家应该也看到了这个代码。那么为什么要select呢?服务器一次普通阻塞之下,一次只能一对一的问答,如果多个同时访问,就要讲究先来后到了。为了避免这样的问题,解决多用户同时访问不需要等待,则使用了select模式。那么我们来看看这个函数的具体用法与解释,还是引用一个前人已经总结出来的文章:socket的select。

  下一部分将用一个服务器的实例来讲诉网络部分一次访问的过程。

MMORPG大型游戏设计与开发(part4 of net)