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README
Apache-2.0

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什么是Limitart?

一个帮助您快速搭建起游戏服务器或者是中小型网络服务的框架

怎么参与?

群:662555451

CONTRIBUTING

环境要求

Jdk8或以上

快速开始

首先,我们需要定义一个网络通信的消息类


	public class BinaryMessageDemo extends Message {
		// transfer of information
		public String info;
	
		//  message id
		@Override
		public short getMessageId() {
			return 1;
		}
	}

再创建一个处理消息的处理器


	public class BinaryHandlerDemo implements IHandler<BinaryMessageDemo> {
	
		@Override
		public void handle(BinaryMessageDemo msg) {
			System.out.println("server received message:" + msg.info);
		}
	
	}
	

初始化一个消息工厂把消息处理器注册进去


	MessageFactory factory = new MessageFactory().registerMsg(BinaryHandlerDemo.class);
		

最后实例化一个服务器并且开启服务


			new BinaryServer.BinaryServerBuilder()
				// port
				.addressPair(new AddressPair(8888))
				// register factory
				.factory(messageFactory).build();
				.startServer();
		

初始化一个客户端,在客户端链接验证通过后发送消息给服务器


			new BinaryClient.BinaryClientBuilder()
				.remoteAddress(new AddressPair("127.0.0.1", 8888))
				.onConnectionEffective(c -> {
					BinaryMessageDemo message = new BinaryMessageDemo();
					message.info = "Hello Limitart!";
					c.sendMessage(message, null);
				}).build()
				.connect();
				

最后服务器收到了消息


	server received message:Hello Limitart!

消息编码

如果你不使用此框架而是其他地方的客户端,你需要了解此框架的默认链接过程和编码模式(C#可以参考另一个项目:LimitartCS)。

客户端--socket-->服务器--发送验证码-->客户端--解析结果-->服务器--检查并发送成功消息-->客户端

完成此过程后,服务器和客户端都会触发onConnectionEffective回调。如果客户端在一定时间内未完成验证,其链接会被踢掉。其中链接验证消息参考:org.slingerxv.limitart.net.binary.message.impl.validate包,验证码加密解密参考org.slingerxv.limitart.util.SymmetricEncryptionUtil
消息二进制编码为:

消息长度(short,包含消息体长度+2)+消息ID(short)+消息体

游戏服务器开发思路

1.首先你需要对接好网络通信
2.建议把消息打成jar文件,多个进程间共享,防止消息不一致,无法正常通信
3.根据游戏的不同类型来制定线程模型,在游戏中制定线程模型基本抱着两个目的。第一,IO或者复杂计算不能阻塞玩家的操作。第二,如果玩家有数据交互,他们应当在同一个线程
4.根据2的参考方式制定了线程模型,然后在服务器的dispatchMessage回调方法里把消息分发到不同线程中
5.如果你不做分发,直接在dispatchMessage中执行handler,那么就默认使用了Netty的work线程,他只保证了一个channel一定会在同一个线程运行。如果你所制作的游戏中玩家没有强力的数据交互,则可以使用默认线程,但在交互操作的时候需要注意线程问题
6.线程间通信的消息队列推荐使用DisruptorTaskQueue,如果你有使用类似地图或者房间的线程需求(既一组需要交互的玩家要在一个线程里),推荐使用AutoGrowthTaskQueueGroup,如果你不知道你该怎么使用线程,那么推荐你使用FunctionalTaskQueueGroup
7.如果你需要使用控制台来操作服务器,那么可以使用ConsoleServer或者HttpServer嵌入游戏服务器中来进行交互
8.作者不提倡滥用线程,所以请使用者预估好使用场景,再做相应的线程安排
9.在org.slingerxv.limitart.game包下是属于游戏逻辑层的抽象,比如背包、道具、帮会、扑克等,后面会慢慢增加
10.如果你要做排行榜,推荐使用FrequencyReadRankMapFrequencyWriteRankMap,推荐排行榜存储量为10万数量级及以下
11.游戏服务器的热更新请参考org.slingerxv.limitart.script
12.游戏中常用的唯一Id生成请参考org.slingerxv.limitart.util.UniqueIdUtil
13.带有@beta标记的代表此API是新加入的测试版

更新日志

v2.0-alpha

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