feat: initial commit - HJHA game server full source

6 major server modules (PdkFriendServer/GlobalSever/ServerCore/GameModule/GameNetModule) +
game logic (GameFix/GameDAL/ServerData) +
network layer (NetWorkMessage) +
data layer (ObjectModel) +
utilities (MrWu/Core/Config/CloudAPI/dll) +
adapters (zyxAdapter/base)

.NET 8.0 C# solution, 16 projects, 958 source files
This commit is contained in:
2026-07-07 12:02:15 +08:00
commit e9616125ce
958 changed files with 158203 additions and 0 deletions

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using Server.Core;
namespace Server.Net
{
public class GameNetDispatcher : MultiHandleBaseDispatcher<GameNetDispatcher,int,object>
{
}
}

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using Server.Core;
namespace Server.Net
{
public class GameNetMsgId
{
public static int curSor = 0;
// /// <summary>
// /// 会话已连接
// /// </summary>
// public static readonly uint SessionConnected = ++curSor;
/// <summary>
/// 会话断开
/// </summary>
public static readonly int SessionDisConnected = ++curSor;
/// <summary>
/// 会话绑定用户事件
/// </summary>
public static readonly int SessionBindUser = ++curSor;
/// <summary>
/// 会话解除用户绑定
/// </summary>
public static readonly int SessionUnBindUser = ++curSor;
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading.Tasks;
using MrWu.Debug;
using Server.Core;
namespace Server.Net
{
public delegate Task MessageDispatcherDelegate(GamePacket gamePacket);
/// <summary>
/// 网络消息 分发器
/// </summary>
public sealed class MessageDispatcher : SingleInstance<MessageDispatcher>
{
/// <summary>
/// 是否需要按顺序执行 一般来说子游戏需要按顺序执行,中心服务器不需要按顺序等待
/// </summary>
public bool IsOrderMessage { get; private set; }
private ConcurrentQueue<GamePacket> packes = new ConcurrentQueue<GamePacket>();
public void AddPack(GamePacket gamePacket)
{
//Debug.Info($"添加一个待处理包裹:{gamePacket.OpCode}");
packes.Enqueue(gamePacket);
}
private CoroutineLockManager coroutineLockManager;
private Dictionary<int, MessageDispatcherDelegate> listeners =
new Dictionary<int, MessageDispatcherDelegate>();
public void Start(bool isOrderMessage, CoroutineLockManager coroutineLockManager)
{
this.IsOrderMessage = isOrderMessage;
this.coroutineLockManager = coroutineLockManager;
}
public void AddListener(int msgId, MessageDispatcherDelegate messageDispatcherDelegate)
{
listeners[msgId] = messageDispatcherDelegate;
}
public void RemoveListener(int msgId, MessageDispatcherDelegate messageDispatcherDelegate)
{
if (listeners.ContainsKey(msgId) && listeners[msgId] == messageDispatcherDelegate)
{
listeners.Remove(msgId);
}
}
private const int MaxCnt = 200;
private int PackCnt;
//此处可以优化
public void Handle()
{
PackCnt = packes.Count;
if (PackCnt > MaxCnt)
{
Debug.ImportantLog($"单帧处理消息过多! {packes.Count}");
PackCnt = MaxCnt;
//进行统计
}
while (PackCnt -- > 0)
{
if (!packes.TryDequeue(out GamePacket pack))
{
break;
}
if (!listeners.TryGetValue(pack.OpCode, out var handle))
{
Debug.Error($"这个客户端消息没有处理器! {pack.OpCode}");
pack.Dispose();
continue;
}
if (IsOrderMessage)
{
_ = SafeInvokeOrderMessage(pack, handle);
// //同用户的消息顺序才需要等待上一个包的完成
// using (await coroutineLockManager.Wait(CoroutineLockType.ClientMessage, pack.Session.Id))
// {
// await SafeInvoke(pack, handle);
// }
}
else
{
_ = SafeInvoke(pack, handle);
}
}
}
/// <summary>
/// 按玩家的顺序来处理
/// </summary>
/// <returns></returns>
private async Task SafeInvokeOrderMessage(GamePacket packet, MessageDispatcherDelegate handler)
{
using (await coroutineLockManager.Wait(CoroutineLockType.ClientMessage, packet.Session.InstanceId))
{
await SafeInvoke(packet, handler);
}
}
private async Task SafeInvoke(GamePacket packet, MessageDispatcherDelegate handler)
{
try
{
if (packet.Session.IsDisConnected)
{
return;
}
long key = Debug.StartTiming();
await handler(packet);
double _runtime = Debug.GetRunTime(key);
if (_runtime > 1000f)
{
Debug.Warning($"消息执行处理慢:{packet.OpCode} {_runtime}");
}
}
catch (Exception e)
{
Debug.Error($"消息处理异常:{packet.OpCode} {e.Message}");
}
finally
{
await PacketDispose(packet);
}
}
private async Task PacketDispose(GamePacket packet)
{
try
{
await packet.Wait();
}
finally
{
packet.Dispose();
}
}
}
}

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using System.Threading.Tasks;
using MrWu.Debug;
using WebSocketSharp;
using WebSocketSharp.Server;
namespace Server.Net
{
public abstract class BaseWChannel : WebSocketBehavior
{
public bool Active
{
get { return ReadyState == WebSocketState.Open; }
}
public string RemoteEndPointIP {
get
{
string ipAddress = null;
if (this.Headers["X-Forwarded-For"] != null)
{
ipAddress = this.Headers["X-Forwarded-For"];
}else if (this.Headers["X-Real-IP"] != null)
{
ipAddress = this.Headers["X-Real-IP"];
}
if (ipAddress == null)
{
return this.UserEndPoint.Address.ToString();
}
if (ipAddress.IndexOf(',') >= 0)
{
string[] ss = ipAddress.Split(',');
ipAddress = ss[0];
}
return ipAddress.Trim();
}
}
public void BeginDisconnect()
{
Task.Factory.StartNew(Close);
}
}
}

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using System;
using MrWu.Debug;
using Server;
using WebSocketSharp.Server;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using GameMessage;
using MessagePack;
using MrWu;
using Server.Core;
namespace Server.Net
{
public class GameNetManager : SingleInstance<GameNetManager>, IDisposable
{
public static bool IsStart
{
get;
private set;
}
public bool IsDispose { get; private set; }
private WebSocketServer _webSocketServer;
/// <summary>
/// 会话集合
/// </summary>
private ConcurrentDictionary<long, Session> sessionDic = new ConcurrentDictionary<long, Session>();
/// <summary>
/// SessionIds 队列
/// </summary>
private readonly ConcurrentQueue<long> sessionIds = new ConcurrentQueue<long>();
/// <summary>
/// 当前的链接数
/// </summary>
public int ConnectCount
{
get { return sessionDic.Count; }
}
/// <summary>
/// 当前接收的数量
/// </summary>
public long ReceiveCount;
public const int MaxMessageSize = 1024 * 1024;
public event Action<Session> ConnectedEvt;
public event Action<Session> DisConnectedEvt;
public event Action<Session, byte[]> ReceiveEvt;
/// <summary>
/// 启动网络
/// </summary>
public void Start(string webPath, int webPort)
{
if (!string.IsNullOrEmpty(webPath) && webPort > 0)
{
//webSocket 服务 启动
GameWChannel.OnConnectedEvt += WConnected;
GameWChannel.OnDisconnectedEvt += WDisconnected;
GameWChannel.OnReceivedEvt += WReceived;
GameWChannel.OnErrorEvt += WError;
_webSocketServer = new WebSocketServer(webPort);
_webSocketServer.AddWebSocketService<GameWChannel>(webPath);
_webSocketServer.Start();
//webSocket 服务 结束
IsStart = true;
SessionUUIDManager.Instance.Init();
}
}
public void Dispose()
{
IsDispose = true;
WebSocketStop();
}
private void WebSocketStop()
{
Task.Factory.StartNew(() => { _webSocketServer?.Stop(); });
}
#region WebSocket
private void WConnected(GameWChannel channel)
{
Session session = new Session(channel);
Interlocked.Exchange(ref session.ReadWriteTime, TimeInfo.Instance.FrameTime);
long id = session.Id;
channel.SessionId = id;
if (!sessionDic.TryAdd(id, session))
{
Debug.Error("添加 webSocket 链接到 字典失败!!!");
}
else
{
sessionIds.Enqueue(id);
try
{
ConnectedEvt?.Invoke(session);
}
catch (Exception e)
{
Debug.Error($"链接成功事件执行报错:{e.Message}");
}
}
}
private void WDisconnected(GameWChannel channel)
{
long sessionId = channel.SessionId;
if (sessionDic.TryRemove(sessionId, out Session session))
{
lock (session.DisConnectLock)
{
try
{
DisConnectedEvt?.Invoke(session);
}
catch (Exception e)
{
Debug.Error($"断开连接事件执行报错:{e.Message}");
}
session.OnDisConnected();
}
}
else
{
if (!_forceDisConnectedSessionIds.TryRemove(sessionId, out Session _))
{
Debug.Error("webSocket断开连接竟然未找到 session");
}
}
}
private ConcurrentDictionary<long,Session> _forceDisConnectedSessionIds = new ConcurrentDictionary<long, Session>();
public void ForceDisconnected(long sessionId)
{
if (sessionDic.TryRemove(sessionId, out Session session))
{
if (!_forceDisConnectedSessionIds.TryAdd(sessionId, session))
{
Debug.Error("不存在说添加不进去吧???");
}
lock (session.DisConnectLock)
{
try
{
DisConnectedEvt?.Invoke(session);
}
catch (Exception e)
{
Debug.Error($"断开连接事件执行报错:{e.Message}");
}
session.OnDisConnected();
}
}
else
{
Debug.Error($"ForceDisconnected 断开连接,竟然未找到 session {sessionId}");
}
}
private void WReceived(GameWChannel channel, byte[] data)
{
long sessionId = channel.SessionId;
if (sessionDic.TryGetValue(sessionId, out Session session))
{
//因为没去掉头
Received(session, data, 0);
}
else
{
Debug.Error("接收到webSocket包未找到会话!");
}
}
private void WError(GameWChannel channel, Exception e)
{
if (e == null)
{
Debug.Error($"Web Socket Error: e is null!");
}else
Debug.Error("Web Socket Error:" + e.Message);
}
#endregion
/// <summary>
/// 接受到数据
/// </summary>
/// <param name="session"></param>
/// <param name="data"></param>
/// <param name="offset"></param>
private void Received(Session session, byte[] data, int offset)
{
try
{
ReceiveEvt?.Invoke(session, data);
}
catch (Exception e)
{
Debug.Error($"收包解析报错:{e.Message}");
}
}
public void Update()
{
// 清理超时,和失效的链接
long timeNow = TimeInfo.Instance.FrameTime;
const int MaxCheckNum = 10;
int n = this.sessionIds.Count;
if (n > MaxCheckNum)
{
n = MaxCheckNum;
}
for (int i = 0; i < n; i++)
{
if (this.sessionIds.TryDequeue(out long sessionId))
{
if (this.sessionDic.TryGetValue(sessionId, out Session session))
{
if (timeNow - session.ReadWriteTime > 20 * 1000)
{
Debug.Info($"超时断线! {session.IsDisConnected}");
//var key = Debug.StartTiming();
session.DisConnected();
// double runtime = Debug.GetRunTime(key);
// if (runtime > 20)
// {
// Debug.Warning($"NetManager runtime:{runtime},n:{n}");
// }
//超时断线
continue;
}
this.sessionIds.Enqueue(sessionId);
}
}
else
{
break;
}
}
}
}
}

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using System;
using System.Collections.Specialized;
using System.IO;
using System.Threading.Tasks;
using MrWu.Debug;
using WebSocketSharp;
using WebSocketSharp.Server;
using ErrorEventArgs = WebSocketSharp.ErrorEventArgs;
namespace Server.Net
{
public class GameWChannel : BaseWChannel
{
public long SessionId { get; set; }
/// <summary>
/// 链接成功事件
/// </summary>
public static event Action<GameWChannel> OnConnectedEvt;
/// <summary>
/// 收到包事件
/// </summary>
public static event Action<GameWChannel, byte[]> OnReceivedEvt;
/// <summary>
/// 断开连接事件
/// </summary>
public static event Action<GameWChannel> OnDisconnectedEvt;
/// <summary>
/// 发送错误事件
/// </summary>
public static event Action<GameWChannel, Exception> OnErrorEvt;
//未收齐的字节,写入内存字节
private MemoryStream _memoryStream = new MemoryStream();
private bool waitReceiveHead = true;
private int waitReceiveLength;
public NameValueCollection WHeaders
{
get { return this.Headers; }
}
protected override void OnMessage(MessageEventArgs e)
{
base.OnMessage(e);
// 收到包了!
lock (_memoryStream)
{
_memoryStream.Write(e.RawData, 0, e.RawData.Length);
_memoryStream.Seek(0, SeekOrigin.Begin);
//Debug.Info($"OnMessage,{e.RawData.Length},{_memoryStream.Position},{_memoryStream.Length}");
long byteLength = _memoryStream.Length - _memoryStream.Position;
byte[] bodyData = new byte[byteLength];
_memoryStream.Read(bodyData, 0, (int)byteLength);
//Debug.Info($"收到包体:{_memoryStream.Position},{_memoryStream.Length},bodyLength:{waitReceiveLength}");
waitReceiveHead = true;
OnReceivedEvt?.Invoke(this, bodyData);
_memoryStream.Seek(0, SeekOrigin.Begin);
_memoryStream.SetLength(0);
}
}
protected override void OnClose(CloseEventArgs e)
{
base.OnClose(e);
OnDisconnectedEvt?.Invoke(this);
}
protected override void OnError(ErrorEventArgs e)
{
base.OnError(e);
OnErrorEvt?.Invoke(this, e.Exception);
}
protected override void OnOpen()
{
base.OnOpen();
OnConnectedEvt?.Invoke(this);
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using MrWu;
using MrWu.Debug;
using Server.Core;
using WebSocketSharp.Net;
using WebSocketSharp.Server;
namespace Server.Net
{
public class HttpNetManager<T> : SingleInstance<T>,IDisposable where T : SingleInstance,new()
{
protected HttpServer _httpServer;
public virtual void Start(int port,string docPath = null)
{
if (_httpServer != null)
{
Debug.Warning("HttpServer is not null!");
return;
}
_httpServer = new HttpServer($"http://0.0.0.0:{port}");
if (!string.IsNullOrEmpty(docPath))
{
_httpServer.DocumentRootPath = docPath;
}
_httpServer.OnPost += OnPost;
_httpServer.OnGet += OnGet;
_httpServer.Start();
}
protected virtual void OnGet(object sender,HttpRequestEventArgs args)
{
Debug.Log("OnGet---");
var res = args.Response;
res.StatusCode = (int)HttpStatusCode.NotModified;
}
protected virtual void OnPost(object sender, HttpRequestEventArgs args)
{
Debug.Log("OnPost---");
var res = args.Response;
res.StatusCode = (int)HttpStatusCode.NotModified;
}
public virtual void Dispose()
{
_httpServer.Stop();
}
protected string ReadRequest(HttpListenerRequest request)
{
using (StreamReader streamReader = new StreamReader(request.InputStream))
{
return streamReader.ReadToEnd();
}
}
}
}

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using System;
using GameMessage;
namespace Server.Net
{
public interface IUserSession
{
long Id { get; }
/// <summary>
/// 实例ID
/// </summary>
long InstanceId { get; }
/// <summary>
/// 是否断开连接
/// </summary>
bool IsDisConnected { get; }
/// <summary>
/// 登录验证码
/// </summary>
string VerificationCode { get; set; }
/// <summary>
/// 用户数据
/// </summary>
SessionUserData UserData { get; }
/// <summary>
/// 远端ip地址
/// </summary>
string RemoteIPAddress
{
get;
}
void Send(byte[] buffer, Type messageType);
void Send(MessageData messageData);
void BindUser(int userid, string uuid, int clientVer, int plat,string deviceInfo,bool isNewUser,string storeType, bool reset = false);
void DisConnected();
}
}

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using System;
using MrWu.Debug;
using Server;
using WebSocketSharp.Server;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using GameMessage;
using MessagePack;
using MrWu;
using Server.Core;
namespace Server.Net
{
public class NetManager : SingleInstance<NetManager>, IDisposable
{
public static bool isStart
{
get;
private set;
}
public bool IsDispose { get; private set; }
private WebSocketServer _webSocketServer;
/// <summary>
/// 会话集合
/// </summary>
private ConcurrentDictionary<long, Session> sessionDic = new ConcurrentDictionary<long, Session>();
/// <summary>
/// SessionIds 队列
/// </summary>
private readonly ConcurrentQueue<long> sessionIds = new ConcurrentQueue<long>();
/// <summary>
/// 当前的链接数
/// </summary>
public int ConnectCount
{
get
{
return sessionDic.Count;
}
}
/// <summary>
/// 当前接收的数量
/// </summary>
public long ReceiveCount;
public const int MaxMessageSize = 1024*1024;
/// <summary>
/// 启动网络
/// </summary>
public void Start(string webPath,int webPort)
{
if (!string.IsNullOrEmpty(webPath) && webPort > 0)
{
//webSocket 服务 启动
WChannel.OnConnectedEvt += WConnected;
WChannel.OnDisconnectedEvt += WDisconnected;
WChannel.OnReceivedEvt += WReceived;
WChannel.OnErrorEvt += WError;
_webSocketServer = new WebSocketServer(webPort);
_webSocketServer.AddWebSocketService<WChannel>(webPath);
_webSocketServer.Start();
//webSocket 服务 结束
isStart = true;
}
SessionUUIDManager.Instance.Init();
}
public void Dispose()
{
IsDispose = true;
WebSocketStop();
}
private void WebSocketStop()
{
Task.Factory.StartNew(() =>
{
_webSocketServer?.Stop();
});
}
#region WebSocket
private void WConnected(WChannel channel)
{
Session session = new Session(channel);
Interlocked.Exchange(ref session.ReadWriteTime,TimeInfo.Instance.FrameTime);
long id = session.Id;
channel.SessionId = id;
if (!sessionDic.TryAdd(id, session))
{
Debug.Error("添加 webSocket 链接到 字典失败!!!");
}
else
{
sessionIds.Enqueue(id);
}
}
private void WDisconnected(WChannel channel)
{
long sessionId = channel.SessionId;
if (sessionDic.TryRemove(sessionId,out Session session))
{
session.OnDisConnected();
}
else
{
Debug.Error("webSocket断开连接竟然未找到 session!");
}
}
private void WReceived(WChannel channel, byte[] data)
{
long sessionId = channel.SessionId;
if (sessionDic.TryGetValue(sessionId, out Session session))
{
//因为没去掉头
Received(session,data,0);
}
else
{
Debug.Error("接收到webSocket包未找到会话!");
}
}
private void WError(WChannel channel, Exception e)
{
Debug.Error("Web Socket Error:" + e.Message);
}
#endregion
/// <summary>
/// 接受到数据
/// </summary>
/// <param name="session"></param>
/// <param name="data"></param>
/// <param name="offset"></param>
private void Received(Session session, byte[] data,int offset)
{
try
{
//opcode
int opcode = BitConverter.ToInt32(data, offset);
offset += 4;
//4个备份字节
offset += 4;
//后面是包内容
//Debug.Info($"接收到数据{opcode},{data.Length}");
Type messageType = MessageManager.GetType(opcode);
MessageData messageData = (MessageData)MessagePackSerializer.Deserialize(messageType,
new ReadOnlyMemory<byte>(data, offset, data.Length - offset));
MessageDispatcher.Instance.AddPack(GamePacket.Create(opcode, messageData, session));
Interlocked.Exchange(ref session.ReadWriteTime, TimeInfo.Instance.FrameTime);
Interlocked.Add(ref ReceiveCount, 1);
}
catch (Exception e)
{
Debug.Error($"收包解析报错:{e.Message}");
}
}
public void Update()
{
// 清理超时,和失效的链接
long timeNow = TimeInfo.Instance.FrameTime;
const int MaxCheckNum = 10;
int n = sessionIds.Count;
if (n > MaxCheckNum)
{
n = MaxCheckNum;
}
for (int i = 0; i < n; i++)
{
if (this.sessionIds.TryDequeue(out long sessionId))
{
if (this.sessionDic.TryGetValue(sessionId, out Session session))
{
if (timeNow - session.ReadWriteTime > 20 * 1000)
{
Debug.Info($"超时断线! {session.IsDisConnected}");
//var key = Debug.StartTiming();
session.DisConnected();
// double runtime = Debug.GetRunTime(key);
// if (runtime > 20)
// {
// Debug.Warning($"NetManager runtime:{runtime},n:{n}");
// }
//超时断线
continue;
}
this.sessionIds.Enqueue(sessionId);
}
}
else
{
break;
}
}
}
}
}

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using System;
using System.Collections.Concurrent;
using System.IO;
using GameMessage;
using K4os.Compression.LZ4;
using MessagePack;
using MrWu.Debug;
using Server.Core;
namespace Server.Net
{
public static class PacketUtility
{
private static int MaxSendLength = 0;
private const int LogMinLength = 1024 * 100;
public static int MessageParseDataV1(byte[] data, Type messageType, MemoryStream memoryStream)
{
int opcode = MessageManager.GetOpcode(messageType);
memoryStream.Seek(5, SeekOrigin.Begin);
//写入数据
memoryStream.Write(data,0,data.Length);
int length = (int)memoryStream.Position;
memoryStream.GetBuffer()[0] = 0; //设置为不压缩
memoryStream.GetBuffer().WriteTo(1,opcode);
memoryStream.Seek(0, SeekOrigin.Begin);
return length;
}
public static int MessageParseDataV1(MessageData messageData,MemoryStream memoryStream,MemoryStream compressStream)
{
Type messageType = messageData.GetType();
int opcode = MessageManager.GetOpcode(messageType);
compressStream.Seek(0, SeekOrigin.Begin);
MessagePackSerializer.Serialize(messageType,compressStream, messageData);
memoryStream.Seek(5, SeekOrigin.Begin);
byte compressFlag = 0;
if (compressStream.Position < 2048) //2k 一下不压缩
{
memoryStream.Write(compressStream.GetBuffer(),0,(int)compressStream.Position); //把包内容全部写入
}
else
{
//压缩处理
byte[] compressData = LZ4Pickler.Pickle(compressStream.GetBuffer(), 0, (int)compressStream.Position);
memoryStream.WriteInt((int)compressStream.Position); //写入压缩前的长度
memoryStream.Write(compressData,0,compressData.Length);
compressFlag = 1;
//Debug.Info($"得到数据:{compressData.Length} {compressData[0]} {compressData[compressData.Length - 1]}");
}
int length = (int)memoryStream.Position;
memoryStream.GetBuffer()[0] = compressFlag;
memoryStream.GetBuffer().WriteTo(1,opcode);
memoryStream.Seek(0, SeekOrigin.Begin);
return length;
}
public static byte[] MessageParseData(Type messageType,byte[] data)
{
int opcode = MessageManager.GetOpcode(messageType);
int len = 4 + 4 + data.Length;
//包长度
byte[] lenData = BitConverter.GetBytes(len);
//包类型
byte[] opcodeData = BitConverter.GetBytes(opcode);
//备用 4个字节
byte[] bakData = BitConverter.GetBytes(0);
//发送的数据
byte[] sendData = new byte[len + 4];
if (len > MaxSendLength)
{
MaxSendLength = len;
if (MaxSendLength > LogMinLength)
{
Debug.ImportantLog($"当前最大发送数据长度:{MaxSendLength},opcode:{opcode}");
}
}
Buffer.BlockCopy(lenData, 0, sendData, 0, 4);
Buffer.BlockCopy(opcodeData, 0, sendData, 4, 4);
Buffer.BlockCopy(bakData, 0, sendData, 8, 4);
Buffer.BlockCopy(data, 0, sendData, 12, data.Length);
return sendData;
}
public static byte[] MessageParseData(MessageData messageData)
{
Type messageType = messageData.GetType();
int opcode = MessageManager.GetOpcode(messageType);
byte[] data = MessagePackSerializer.Serialize(messageType, messageData);
int len = 4 + 4 + data.Length;
//包长度
byte[] lenData = BitConverter.GetBytes(len);
//包类型
byte[] opcodeData = BitConverter.GetBytes(opcode);
//备用 4个字节
byte[] bakData = BitConverter.GetBytes(0);
//发送的数据
byte[] sendData = new byte[len + 4];
if (len > MaxSendLength)
{
MaxSendLength = len;
if (MaxSendLength > LogMinLength)
{
Debug.ImportantLog($"当前最大发送数据长度:{MaxSendLength},opcode:{opcode}");
}
}
Buffer.BlockCopy(lenData, 0, sendData, 0, 4);
Buffer.BlockCopy(opcodeData, 0, sendData, 4, 4);
Buffer.BlockCopy(bakData, 0, sendData, 8, 4);
Buffer.BlockCopy(data, 0, sendData, 12, data.Length);
return sendData;
}
}
}

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using System;
using System.Diagnostics;
using System.Threading;
using GameDAL.Game;
using GameMessage;
using Server.Core;
using Debug = MrWu.Debug.Debug;
namespace Server.Net
{
/// <summary>
/// 用在这个代理Session的原因是 源Session可以被复用
/// </summary>
public class ProxySession : Reference, IUserSession
{
/// <summary>
/// 是否已经被释放
/// </summary>
private bool IsDisposed { get; set; }
/// <summary>
/// 实例Id
/// </summary>
public long InstanceId { get; private set; }
/// <summary>
/// 注意这个ID 与 普通 Session 会有相同的情况
/// </summary>
public long Id
{
get { return SourceSession.Id; }
}
/// <summary>
/// 是否断开连接
/// </summary>
public bool IsDisConnected
{
get
{
//Debug.Info($"IsDisConnected: {SourceSession == null} {InstanceId} {SourceSession?.InstanceId}");
return SourceSession == null || SourceSession.IsDisConnected || InstanceId != SourceSession.InstanceId;
}
}
private SessionUserData _userData;
public SessionUserData UserData {
get
{
CheckDisposed();
return _userData;
}
private set
{
CheckDisposed();
_userData = value;
}
}
public string RemoteIPAddress { get; private set; }
/// <summary>
/// 登录验证码
/// </summary>
public string VerificationCode
{
get
{
if (SourceSession == null)
{
Debug.Fatal("VerificationCode Get Error, SourceSession is null!");
return null;
}
return SourceSession.VerificationCode;
}
set
{
if (SourceSession == null)
{
Debug.Fatal("VerificationCode Set Error, SourceSession is null!");
return;
}
SourceSession.VerificationCode = value;
}
}
/// <summary>
/// 源会话 -- 使用者不能拿这个用,因为这个是对象池中的,随时会变
/// </summary>
public UserSession SourceSession { get; private set; }
public void BindUser(int userid, string uuid, int clientVer, int plat, string deviceInfo,bool isNewUser,string storeType, bool reset = false)
{
if (!IsDisConnected)
{
SourceSession.BindUser(userid, uuid, clientVer, plat, deviceInfo, isNewUser,storeType, reset);
UserData = SourceSession.UserData;
}
CheckDisposed();
}
public void Send(byte[] buffer, Type messageType)
{
if (!IsDisConnected)
{
SourceSession.Send(buffer, messageType);
}
}
public void Send(MessageData messageData)
{
//Debug.Info($"发送消息:{IsDisConnected}");
if (!IsDisConnected)
{
SourceSession.Send(messageData);
}
CheckDisposed();
}
public static ProxySession Create(UserSession session)
{
ProxySession proxySession = ReferencePool.Fetch<ProxySession>();
proxySession.IsDisposed = false;
proxySession.InstanceId = session.InstanceId;
proxySession.UserData = session.UserData;
proxySession.RemoteIPAddress = session.RemoteIPAddress;
proxySession.SourceSession = session;
return proxySession;
}
public override void Dispose()
{
if (this.IsFromPool)
{
this.SourceSession = null;
this.UserData = null;
ReferencePool.Recycle(this);
this.IsDisposed = true;
}
}
public void DisConnected()
{
if (!IsDisConnected)
{
SourceSession.DisConnected();
}
CheckDisposed();
}
private void CheckDisposed()
{
if (this.IsDisposed)
{
//打印堆栈信息
StackTrace st = new StackTrace();
Debug.Fatal($"ProxySession is Disposed! {st.ToString()}");
}
}
}
}

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using System;
using System.Collections.Concurrent;
using System.Text;
using System.Threading;
using GameMessage;
using MessagePack;
using MrWu;
using MrWu.Debug;
using Server.Core;
using Server.Core.Extend;
namespace Server.Net
{
/// <summary>
/// 会话
/// </summary>
public class Session : IUserSession
{
/// <summary>
/// 唯一id
/// </summary>
public long Id { get; private set; }
public long InstanceId {
get
{
return Id;
}
}
public BaseWChannel WChannel { get; private set; }
/// <summary>
/// 读写时间
/// </summary>
public long ReadWriteTime;
/// <summary>
/// 登录验证码
/// </summary>
public string VerificationCode { get; set; }
/// <summary>
/// 是否已经断开连接
/// </summary>
public bool IsDisConnected { get; private set; }
/// <summary>
/// 绑定的用户数据 -- 老的用户数据
/// </summary>
public SessionUserData UserData { get; private set; }
/// <summary>
/// 断线锁
/// </summary>
public readonly object DisConnectLock = new object();
public string RemoteIPAddress
{
get { return WChannel.RemoteEndPointIP; }
}
public Session(BaseWChannel wChannel)
{
this.WChannel = wChannel;
Id = NetServices.CreateAcceptChannelId();
}
public virtual void Send(MessageData messageData)
{
if (messageData == null)
{
Debug.Error("不能发送空数据!");
return;
}
byte[] data = PacketUtility.MessageParseData(messageData);
Send(data);
}
public void Send(byte[] data,Type messageType)
{
data = PacketUtility.MessageParseData(messageType, data);
Send(data);
}
/// <summary>
/// 发送数据
/// </summary>
/// <param name="data"></param>
public virtual void Send(byte[] data)
{
if (IsDisConnected)
{
Debug.Info("发送失败,链接已经断开!");
return;
}
if (!WChannel.Active)
{
Debug.Info("链接已经断开,发送失败!");
return;
}
Interlocked.Exchange(ref ReadWriteTime, TimeInfo.Instance.FrameTime);
// 组件 data 数据
// 分类发送
WChannel.Send(data);
}
public virtual void Send(string message)
{
if (IsDisConnected)
{
Debug.Info("发送失败,链接已经断开!");
return;
}
if (!WChannel.Active)
{
Debug.Info("链接已经断开,发送失败!");
return;
}
Interlocked.Exchange(ref ReadWriteTime, TimeInfo.Instance.FrameTime);
WChannel.Send(message);
}
public void DisConnected()
{
WChannel.BeginDisconnect();
}
/// <summary>
/// 绑定用户
/// </summary>
public void BindUser(int userid, string uuid, int clientVer, int plat, string deviceInfo, bool isNewUser,string storeType, bool reset = false)
{
if (IsDisConnected)
{
return;
}
if (!reset && UserData != null)
{
Debug.Error("该会话已经绑定了用户数据!");
return;
}
ClearUserData();
UserData = SessionUserData.Create(userid, uuid, clientVer, plat, deviceInfo,isNewUser, storeType);
SessionUUIDManager.Instance.AddSessionUUID(uuid, UserData);
GameNetDispatcher.Instance.Dispatch(GameNetMsgId.SessionBindUser, this);
}
public void ClearUserData()
{
if (UserData != null)
{
GameNetDispatcher.Instance.Dispatch(GameNetMsgId.SessionUnBindUser, this);
SessionUUIDManager.Instance.RemoveLocalUUID(UserData.Uuid, UserData);
UserData = null;
}
}
/// <summary>
/// 断开连接事件
/// </summary>
public virtual void OnDisConnected()
{
if (IsDisConnected)
{
return;
}
IsDisConnected = true;
GameNetDispatcher.Instance.DispatchNextFrame(GameNetMsgId.SessionDisConnected, this);
ClearUserData();
Clear();
}
public virtual void Clear()
{
}
}
}

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using Server.Core;
namespace Server.Net
{
/// <summary>
/// 会话用户数据 -- 这个还不能使用线程池,找不准释放的机会
/// </summary>
public class SessionUserData
{
/// <summary>
/// 玩家的Userid;
/// </summary>
public int Userid
{
get;
private set;
}
/// <summary>
/// 会话Uuid
/// </summary>
public string Uuid
{
get;
private set;
}
/// <summary>
/// 客户端版本
/// </summary>
public int ClientVer
{
get;
private set;
}
/// <summary>
/// 0桌面模式 1安卓平台 2苹果平台 3小游戏 4WebGl
/// </summary>
public int Plat
{
get;
private set;
}
/// <summary>
/// 设备信息
/// </summary>
public string DeviceInfo
{
get;
private set;
}
/// <summary>
/// 是否是新用户
/// </summary>
public bool IsNewUser
{
get;
private set;
}
/// <summary>
/// 商店类型
/// </summary>
public string StoreType
{
get;
private set;
}
public static SessionUserData Create(int userid,string uuid,int clientVer,int plat,string deviceInfo,bool isNewUser,string storeType)
{
SessionUserData data = new SessionUserData();
data.Userid = userid;
data.Uuid = uuid;
data.ClientVer = clientVer;
data.Plat = plat;
data.DeviceInfo = deviceInfo;
data.IsNewUser = isNewUser;
data.StoreType = storeType;
return data;
}
// public override void Dispose()
// {
// Uuid = null;
// DeviceInfo = null;
// }
}
}

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// using System;
// using System.Collections.Concurrent;
// using System.Collections.Generic;
// using System.Linq;
// using System.Net;
// using System.Net.Sockets;
// using MrWu.Debug;
// using Sodao.FastSocket.Server;
// using Sodao.FastSocket.Server.Messaging;
// using Sodao.FastSocket.SocketBase;
//
// namespace Server.Net
// {
// public sealed class TService : AbsSocketService<ThriftMessage>
// {
// /// <summary>
// /// 链接成功事件
// /// </summary>
// public event Action<IConnection> OnConnectedEvt;
//
// /// <summary>
// /// 收到包事件
// /// </summary>
// public event Action<IConnection, byte[]> OnReceivedEvt;
//
// /// <summary>
// /// 断开连接事件
// /// </summary>
// public event Action<IConnection> OnDisconnectedEvt;
//
// /// <summary>
// /// 发送错误事件
// /// </summary>
// public event Action<IConnection, Exception> OnErrorEvt;
//
// public override void OnConnected(IConnection connection)
// {
// base.OnConnected(connection);
// connection.BeginReceive();
//
// OnConnectedEvt?.Invoke(connection);
// }
//
// public override void OnDisconnected(IConnection connection, Exception ex)
// {
// base.OnDisconnected(connection, ex);
// OnDisconnectedEvt?.Invoke(connection);
// }
//
// public override void OnException(IConnection connection, Exception ex)
// {
// base.OnException(connection, ex);
// OnErrorEvt?.Invoke(connection,ex);
// }
//
// public override void OnReceived(IConnection connection, ThriftMessage message)
// {
// base.OnReceived(connection, message);
// OnReceivedEvt?.Invoke(connection,message.Payload);
// }
//
// public override void OnSendCallback(IConnection connection, Sodao.FastSocket.SocketBase.Packet packet, bool isSuccess)
// {
// base.OnSendCallback(connection, packet, isSuccess);
// }
//
// }
// }

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using System;
using System.Collections.Concurrent;
using System.Diagnostics;
using System.IO;
using System.Threading;
using ActorCore;
using GameMessage;
using MessagePack.Formatters;
using NetWorkMessage;
using Server.Core.Extend;
using Debug = MrWu.Debug.Debug;
namespace Server.Net
{
/// <summary>
/// 这个是路由过来的用户Session用来做对象池
/// </summary>
public class UserSession : IUserSession
{
/// <summary>
/// 实例Id
/// </summary>
public long Id { get; private set; }
/// <summary>
/// 实例ID 如果Id 改变就不能用了,不再是之前的用户
/// </summary>
public long InstanceId { get; private set; }
/// <summary>
/// 登录验证码
/// </summary>
public string VerificationCode { get; set; }
public string RemoteIPAddress { get; set; }
public bool IsDisConnected { get; set; }
public SessionUserData UserData { get; private set; }
/// <summary>
/// UserData 设置的时候需要锁
/// </summary>
public readonly object DisConnectLock = new object();
// 收到链接包 -> State = Using
// 收到断开包 然后就回复断开成功的包 Session设置为断开
//UserSession 被 ProxySession 包装使用, 代理持有UserSession 那么RefCount + 1 当ProxySession 销毁那么RefCount - 1
public UserSession(long id, long instanceId)
{
this.Id = id;
this.InstanceId = instanceId;
}
public void BindUser(int userid, string uuid, int clientVer, int plat, string deviceInfo,bool isNewUser,string storeType, bool reset = false)
{
if (IsDisConnected)
{
return;
}
if (!reset && UserData != null)
{
Debug.Error("该会话已经绑定了用户数据!");
return;
}
ClearUserData();
UserData = SessionUserData.Create(userid, uuid, clientVer, plat, deviceInfo,isNewUser, storeType);
SessionUUIDManager.Instance.AddSessionUUID(uuid, UserData);
GameNetDispatcher.Instance.Dispatch(GameNetMsgId.SessionBindUser, this);
}
private const int WarningCnt = 30 * 8 * 1024;
/// <summary>
/// 发送数据给客户端
/// </summary>
/// <param name="buffer"></param>
/// <param name="messageType"></param>
public void Send(byte[] buffer, Type messageType)
{
if (buffer == null)
{
Debug.Error("不能发送空数据!");
return;
}
if (IsDisConnected)
{
Debug.Info($"链接并未在使用,不能发送! {Id} {this.InstanceId}");
return;
}
//发送给客户端
Server2ClientMessage message = Server2ClientMessage.Create();
int len = PacketUtility.MessageParseDataV1(buffer, messageType, message.MemoryStream);
byte[] data = new byte[len];
int count = message.MemoryStream.Read(data, 0, len);
if (count != len)
{
Debug.Error($"怎么会读取的数据跟要读取的长度不一致! {len} {count}");
}
if (buffer.Length > WarningCnt)
{
Debug.ImportantLog($"还有包大于240K? {messageType}");
}
message.Data = data;
Send2Router(message);
}
/// <summary>
/// 这个只能用来发送给客户端
/// </summary>
/// <param name="messageData"></param>
public void Send(MessageData messageData)
{
if (messageData == null)
{
Debug.Error("不能发送空数据!");
return;
}
if (IsDisConnected)
{
Debug.Info($"链接并未在使用,不能发送! - {Id} {this.InstanceId}");
return;
}
//发送给客户端
Server2ClientMessage message = Server2ClientMessage.Create();
int len = PacketUtility.MessageParseDataV1(messageData, message.MemoryStream, message.CompressStream);
byte[] data = new byte[len];
int count = message.MemoryStream.Read(data, 0, len);
if (count != len)
{
Debug.Error($"怎么会读取的数据跟要读取的长度不一致! {len} {count}");
}
//Debug.Info($"压缩标记:{data[0]},opcode:{BitConverter.ToInt32(data,1)}");
message.Data = data;
Send2Router(message);
}
private IActor MainActor;
private IActor UerNetActor;
private void GetActor()
{
if (MainActor == null)
{
MainActor = ActorManager.Instance.Get(ActorTypeId.Main);
}
if (UerNetActor == null)
{
UerNetActor = ActorManager.Instance.Get(ActorTypeId.UserNet);
}
}
private void Send2Router(MessageObject message)
{
GetActor();
UserNetSendMessage userNetSendMessage = new UserNetSendMessage();
userNetSendMessage.Id = Id;
userNetSendMessage.InstanceId = InstanceId;
userNetSendMessage.MessageObject = message;
MainActor.Send(UerNetActor.ActorId,userNetSendMessage);
}
/// <summary>
/// 断开连接
/// </summary>
public void DisConnected()
{
GetActor();
Debug.Info("UserSession 强制断开链接");
UserNetForceFinMessage userNetForceFinMessage = new UserNetForceFinMessage();
userNetForceFinMessage.Id = Id;
userNetForceFinMessage.InstanceId = InstanceId;
userNetForceFinMessage.FinCode = 0;
MainActor.Send(UerNetActor.ActorId,userNetForceFinMessage);
//提前处理用户断开
UserSessionManager.Instance.UserFin(this);
}
public void ClearUserData()
{
if (UserData != null)
{
Debug.Info($"注销绑定用户数据 Session:{Id} {UserData.Userid}");
GameNetDispatcher.Instance.Dispatch(GameNetMsgId.SessionUnBindUser, this);
SessionUUIDManager.Instance.RemoveLocalUUID(UserData.Uuid, UserData);
UserData = null;
}
}
/// <summary>
/// 强制下线强制下线也要等待1帧因为线程不一样
/// </summary>
/// <param name="finCode"></param>
/// <param name="userId"></param>
public void ForceDiscConnect(int finCode,int userId)
{
GetActor();
UserNetForceFinMessage userNetForceFinMessage = new UserNetForceFinMessage();
userNetForceFinMessage.Id = Id;
userNetForceFinMessage.InstanceId = InstanceId;
userNetForceFinMessage.FinCode = finCode;
MainActor.Send(UerNetActor.ActorId,userNetForceFinMessage);
//提前处理用户断开
UserSessionManager.Instance.UserFin(this);
}
}
}

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using GameMessage;
using ObjectMessage;
namespace Server.Net
{
public static class UserSessionExt
{
public static void SendTipCode(this IUserSession session, int code)
{
TipCodeResponse tcResponse = new TipCodeResponse();
tcResponse.SetCode(code);
session.Send(tcResponse);
}
}
}

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using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
using MrWu.Debug;
using WebSocketSharp;
using WebSocketSharp.Server;
using ErrorEventArgs = WebSocketSharp.ErrorEventArgs;
namespace Server.Net
{
/// <summary>
/// WebSocket 单个链接的通道
/// </summary>
public class WChannel: BaseWChannel
{
public long SessionId { get; set; }
/// <summary>
/// 链接成功事件
/// </summary>
public static event Action<WChannel> OnConnectedEvt;
/// <summary>
/// 收到包事件
/// </summary>
public static event Action<WChannel, byte[]> OnReceivedEvt;
/// <summary>
/// 断开连接事件
/// </summary>
public static event Action<WChannel> OnDisconnectedEvt;
/// <summary>
/// 发送错误事件
/// </summary>
public static event Action<WChannel, Exception> OnErrorEvt;
//未收齐的字节,写入内存字节
private MemoryStream _memoryStream = new MemoryStream();
private byte[] lengthBytes = new byte[4];
private bool waitReceiveHead = true;
private int waitReceiveLength;
public NameValueCollection WHeaders {
get
{
return this.Headers;
}
}
protected override void OnMessage(MessageEventArgs e)
{
base.OnMessage(e);
lock (_memoryStream)
{
_memoryStream.Write(e.RawData,0,e.RawData.Length);
_memoryStream.Seek(0, SeekOrigin.Begin);
//Debug.Info($"OnMessage,{e.RawData.Length},{_memoryStream.Position},{_memoryStream.Length}");
while (true)
{
long byteLength = _memoryStream.Length - _memoryStream.Position;
//Debug.Log("缓存区长度:" + _memoryStream.Length);
if (waitReceiveHead)
{
// 没收到 包头
if (byteLength < 4)
{
break;
}
else
{
//收到了包头
_memoryStream.Read(lengthBytes, 0, 4);
waitReceiveLength = BitConverter.ToInt32(lengthBytes, 0);
waitReceiveHead = false;
if (waitReceiveLength > GameNetManager.MaxMessageSize)
{
Debug.Error("包体过大:" + waitReceiveLength);
throw new Exception("Message Size :" + waitReceiveLength);
}
}
}
else
{
//还没有收齐,不处理
if (byteLength < waitReceiveLength)
{
break;
}
else
{
byte[] bodyData = new byte[waitReceiveLength];
_memoryStream.Read(bodyData, 0, waitReceiveLength);
//Debug.Info($"收到包体:{_memoryStream.Position},{_memoryStream.Length},bodyLength:{waitReceiveLength}");
waitReceiveHead = true;
OnReceivedEvt?.Invoke(this, bodyData);
}
}
}
//未读取的长度
int noReadLength = (int)(_memoryStream.Length - _memoryStream.Position);
//Debug.Info($"剩余长度:{noReadLength}");
if (noReadLength > 0)
{
byte[] noReadBytes = new byte[noReadLength];
_memoryStream.Read(noReadBytes, 0, noReadLength);
_memoryStream.Seek(0, SeekOrigin.Begin);
_memoryStream.SetLength(0);
_memoryStream.Write(noReadBytes, 0, noReadLength);
}
else
{
_memoryStream.Seek(0, SeekOrigin.Begin);
_memoryStream.SetLength(0);
}
//Debug.Info($"重置收包:{_memoryStream.Position},{_memoryStream.Length}");
}
}
protected override void OnClose(CloseEventArgs e)
{
base.OnClose(e);
OnDisconnectedEvt?.Invoke(this);
}
protected override void OnError(ErrorEventArgs e)
{
base.OnError(e);
OnErrorEvt?.Invoke(this, e.Exception);
}
protected override void OnOpen()
{
base.OnOpen();
OnConnectedEvt?.Invoke(this);
}
}
}

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using System.Collections.Concurrent;
using System.Threading.Tasks;
using GameMessage;
using MrWu.Debug;
using Server.Core;
using Server.Core.Extend;
namespace Server.Net
{
/// <summary>
/// 游戏包
/// </summary>
public class GamePacket : Reference
{
/// <summary>
/// 消息Code
/// </summary>
public int OpCode { get; private set; }
/// <summary>
/// 消息数据
/// </summary>
public MessageData MessageData { get; private set; }
/// <summary>
/// 谁发来的 - 包处理完会释放
/// </summary>
public IUserSession Session { get; set; }
/// <summary>
/// 任务
/// </summary>
private ConcurrentQueue<Task> Tasks = new ConcurrentQueue<Task>();
public static GamePacket Create(int opCode, MessageData messageData)
{
GamePacket packet = ReferencePool.Fetch<GamePacket>();
packet.OpCode = opCode;
packet.MessageData = messageData;
#if DEBUG
if (!packet.Tasks.IsEmpty)
{
Debug.Fatal("Packet has task!");
}
#endif
return packet;
}
public static GamePacket Create(int opCode, MessageData messageData,IUserSession session)
{
GamePacket packet = ReferencePool.Fetch<GamePacket>();
packet.OpCode = opCode;
packet.MessageData = messageData;
packet.Session = session;
#if DEBUG
if (!packet.Tasks.IsEmpty)
{
Debug.Fatal("Packet has task!");
}
#endif
return packet;
}
public void BeginTask(Task task)
{
if (task == null)
{
return;
}
Tasks.Enqueue(task);
}
public Task Wait()
{
if (Tasks.IsEmpty)
{
return Task.CompletedTask;
}
//等待所有任务完成
return Task.WhenAll(Tasks);
}
public override void Dispose()
{
if (IsFromPool)
{
MessageData = null;
if (Session is ProxySession proxySession)
{
proxySession.Dispose();
}
Tasks.Clear();
Session = null;
ReferencePool.Recycle(this);
}
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<OutputType>Library</OutputType>
<RootNamespace>GameNetModule</RootNamespace>
<AssemblyName>GameNetModule</AssemblyName>
<LangVersion>9.0</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<Platforms>AnyCPU</Platforms>
<Configurations>Debug;Release</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="K4os.Compression.LZ4" />
<PackageReference Include="MessagePack" />
<PackageReference Include="MessagePack.Annotations" />
<PackageReference Include="MessagePackAnalyzer" PrivateAssets="all" />
<PackageReference Include="Microsoft.Bcl.AsyncInterfaces" />
<PackageReference Include="Microsoft.NET.StringTools" />
<PackageReference Include="System.Buffers" />
<PackageReference Include="System.Collections.Immutable" />
<PackageReference Include="System.Memory" />
<PackageReference Include="System.Numerics.Vectors" />
<PackageReference Include="System.Runtime.CompilerServices.Unsafe" />
<PackageReference Include="System.Threading.Tasks.Extensions" />
</ItemGroup>
<ItemGroup>
<Reference Include="StackExchange.Redis">
<HintPath>..\dll\StackExchange.Redis.dll</HintPath>
</Reference>
<Reference Include="websocket-sharp">
<HintPath>..\dll_new\websocket-sharp.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Core\Core.csproj" />
<ProjectReference Include="..\GameDAL\GameDAL.csproj" />
<ProjectReference Include="..\MrWu\MrWu.csproj" />
<ProjectReference Include="..\NetWorkMessage\NetWorkMessage.csproj" />
<ProjectReference Include="..\ServerCore\ServerCore.csproj" />
</ItemGroup>
</Project>

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using System.Collections.Concurrent;
using MrWu.Debug;
using Server.Core;
using Server.Net;
namespace Server
{
public class GameSessionManager : SingleInstance<GameSessionManager>
{
private readonly ConcurrentDictionary<int, IUserSession> _sessions = new ConcurrentDictionary<int, IUserSession>();
/// <summary>
/// 如果已经存在,则不能添加
/// </summary>
/// <param name="userid"></param>
/// <param name="session"></param>
/// <returns></returns>
public bool AddPlayerSession(int userid, IUserSession session)
{
Debug.Info($"GameSessionManager 添加玩家:{userid}");
return _sessions.TryAdd(userid, session);
}
/// <summary>
/// 如果Session 不是同一个不能移除
/// </summary>
/// <param name="userid"></param>
/// <param name="session"></param>
/// <returns></returns>
public bool RemovePlayerSession(int userid, IUserSession session)
{
Debug.Log($"移除玩家Session:{userid}");
// 尝试获取 userid 对应的 Session
if (_sessions.TryGetValue(userid, out IUserSession existingSession))
{
Debug.Log($"找到玩家的Session! {existingSession.GetType()} {session.GetType()}");
// 检查获取到的 Session 是否与传入的 session 相同
if (existingSession == session)
{
// 如果相同,则尝试移除
Debug.Info($"GameSessionManager 移除玩家:{userid}");
return _sessions.TryRemove(userid, out _);
}
}
// 如果 Session 不相同或 userid 不存在,则返回 false
return false;
}
/// <summary>
/// 查找Session
/// </summary>
/// <param name="userid"></param>
/// <returns></returns>
public IUserSession FindSession(int userid)
{
// 尝试获取 userid 对应的 Session
if (_sessions.TryGetValue(userid, out IUserSession session))
{
// 如果找到,返回该 Session
return session;
}
// 如果未找到,返回 null
return null;
}
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using GameDAL.Game;
using GameMessage;
using MrWu;
using MrWu.Debug;
using ObjectMessage;
using Server.DB.Redis;
using StackExchange.Redis;
using Server.Core;
namespace Server.Net
{
/// <summary>
/// 会话UUID管理
/// </summary>
public class SessionUUIDManager : SingleInstance<SessionUUIDManager>, IDisposable
{
/// <summary>
/// 会话 UUID 集合
/// </summary>
protected ConcurrentDictionary<string, SessionUserData> SessionUUIDs =
new ConcurrentDictionary<string, SessionUserData>();
public int SessionCnt
{
get { return SessionUUIDs.Count; }
}
private Timer _timer;
public SessionUUIDManager()
{
MessageDispatcher.Instance.AddListener(MessageCode.RegisterSessionRequest, OnRegisterSession);
MessageDispatcher.Instance.AddListener(MessageCode.UpdateSessionExpireTime, OnSessionExpireTime);
MessageDispatcher.Instance.AddListener(MessageCode.GamePackTestRequest,OnGamePackTestRequest);
_timer = new Timer(OnTimer, null, 3000, 10 * 1000);
}
public void Init()
{
}
/// <summary>
/// 更新过期时间
/// </summary>
public void UpdateExpiredTime(string sessionUUID, int userid)
{
if (SessionUUIDs.ContainsKey(sessionUUID))
{
SessionUUID.UpdateExpiredTime(sessionUUID);
//redisManager.db.KeyExpire(GetSessionUUIDKey(sessionUUID), TimeSpan.FromMinutes(ExpireTime));
}
}
/// <summary>
/// 添加一个会话 UUID
/// </summary>
/// <param name="userid"></param>
/// <returns></returns>
public string CreateSessionUUID(int userid)
{
return SessionUUID.CreateSessionUUID(userid);
// string sessionUUID = Guid.NewGuid().ToString().Replace("-", "");
// redisManager.db.StringSet(GetSessionUUIDKey(sessionUUID), userid, TimeSpan.FromMinutes(ExpireTime));
// return sessionUUID;
}
/// <summary>
///
/// </summary>
/// <param name="sessionUUID"></param>
/// <param name="userData"></param>
public void AddSessionUUID(string sessionUUID, SessionUserData userData)
{
if (sessionUUID == null)
{
Debug.Error("不能添加空SeesionId!");
return;
}
SessionUUIDs.AddOrUpdate(sessionUUID, (k) => userData, (k, oldValue) => userData);
}
/// <summary>
/// 移除本地会话UUID 断开连接时移除本地会话
/// </summary>
/// <param name="sessionUUID"></param>
/// <param name="userData"></param>
public void RemoveLocalUUID(string sessionUUID, SessionUserData userData)
{
//null 会报错并闪退
if (sessionUUID == null)
{
Debug.Error("不能移除空SeesionId!");
return;
}
if (SessionUUIDs.TryGetValue(sessionUUID, out SessionUserData data) && data == userData)
{
if (SessionUUIDs.TryRemove(sessionUUID, out data))
{
if (data == userData)
Debug.Info($"移除本地会话UUID:{data.Userid}");
else
Debug.Error($"删错了!");
}
}
}
/// <summary>
/// 检测一个 UUID 是否存在
/// </summary>
/// <returns></returns>
public int CheckSessionUUID(string sessionUUID)
{
if (string.IsNullOrEmpty(sessionUUID))
{
Debug.Error("sessionUUID is null!");
return -1;
}
if (SessionUUIDs.TryGetValue(sessionUUID, out SessionUserData data))
{
if (data == null)
{
Debug.Info("data is null");
}
return data.Userid;
}
return SessionUUID.GetUserIdBySessionUUID(sessionUUID);
// RedisValue value = redisManager.db.StringGet(GetSessionUUIDKey(sessionUUID));
// if (value.HasValue && int.TryParse(value, out userid) && userid > 0)
// {
// return userid;
// }
//
// return -1;
}
public void Dispose()
{
MessageDispatcher.Instance.RemoveListener(MessageCode.RegisterSessionRequest, OnRegisterSession);
MessageDispatcher.Instance.RemoveListener(MessageCode.UpdateSessionExpireTime, OnSessionExpireTime);
MessageDispatcher.Instance.RemoveListener(MessageCode.GamePackTestRequest,OnGamePackTestRequest);
if (_timer != null)
{
_timer.Dispose();
_timer = null;
}
}
/// <summary>
/// 注册会话绑定的数量
/// </summary>
private readonly ConcurrentDictionary<string, int> SessionUUidBindCnt = new ConcurrentDictionary<string, int>();
/// <summary>
/// 会话的黑名单
/// </summary>
private readonly ConcurrentDictionary<string, long> SessionUUidBlackList =
new ConcurrentDictionary<string, long>();
/// <summary>
/// 黑名单队列
/// </summary>
private readonly ConcurrentQueue<string> SessionUUidBlackListQueue = new ConcurrentQueue<string>();
/// <summary>
/// 10 秒钟最多绑定的次数
/// </summary>
private const int BindMaxCnt = 10;
private const int CheckCnt = 10;
/// <summary>
/// 黑名单一个小时过期时间 , 测试就用一分钟
/// </summary>
private const int BlackListExpireTime = 60 * 60 * 1000;
private void OnTimer(object state)
{
SessionUUidBindCnt.Clear();
int cnt = SessionUUidBlackListQueue.Count;
if (cnt > CheckCnt)
{
cnt = CheckCnt;
}
for (int i = 0; i < cnt; i++)
{
if (SessionUUidBlackListQueue.TryDequeue(out string uuid))
{
if (SessionUUidBlackList.TryGetValue(uuid, out long time))
{
if (TimeInfo.Instance.FrameTime >= time)
{
SessionUUidBlackList.TryRemove(uuid, out time);
//Debug.Info($"移除黑名单:{uuid}");
}
else
{
SessionUUidBlackListQueue.Enqueue(uuid);
}
}
}
}
}
private async Task OnRegisterSession(GamePacket packet)
{
if (packet.MessageData is RegisterSessionRequest request)
{
if (!packet.Session.IsDisConnected)
{
//黑名单用户
if (SessionUUidBlackList.ContainsKey(request.SessionUUID))
{
packet.Session.DisConnected();
return;
}
int cnt = SessionUUidBindCnt.AddOrUpdate(request.SessionUUID, (k) => 1,
(k, oldValue) => oldValue + 1);
if (cnt >= BindMaxCnt) //添加到黑名单
{
//Debug.Info($"添加到黑名单:{request.SessionUUID}");
SessionUUidBlackList.TryAdd(request.SessionUUID,
TimeInfo.Instance.FrameTime + BlackListExpireTime);
SessionUUidBlackListQueue.Enqueue(request.SessionUUID);
packet.Session.DisConnected();
return;
}
//已经绑定过了,来重复绑定
if (packet.Session.UserData != null)
{
//Debug.Info("绑定过了,断开链接!");
packet.Session.DisConnected();
return;
}
RegisterSessionResponse response = new RegisterSessionResponse();
response.SeqId = request.SeqId;
int userid = CheckSessionUUID(request.SessionUUID);
if (userid < 0)
{
response.ResultCode = MessageErrCode.SessionUuidExpired;
}
else if (userid != request.Userid)
{
response.ResultCode = MessageErrCode.UseridFail;
}
else
{
response.ResultCode = MessageErrCode.Success;
}
// if (userid == 15497437)
// {
// NetManager.BlackList.Enqueue(packet.Data);
// }
Debug.Info($"注册SessionUUID:{request.SessionUUID}");
packet.Session.Send(response);
//绑定成功才添加绑定
if (response.ResultCode == MessageErrCode.Success)
{
packet.Session.BindUser(userid, request.SessionUUID, request.ClientVer, request.Plat,
request.DeviceInfo, false, request.StoreType);
UpdateExpiredTime(request.SessionUUID, userid);
}
}
}
}
private Task OnSessionExpireTime(GamePacket packet)
{
if (packet.MessageData is SessionUpdateExpireTime request)
{
if (packet.Session.UserData != null)
{
UpdateExpiredTime(packet.Session.UserData.Uuid, packet.Session.UserData.Userid);
}
}
return Task.CompletedTask;
}
private Task OnGamePackTestRequest(GamePacket packet)
{
if (packet.MessageData is GamePackTestRequest request)
{
GamePackTestResponse response = new GamePackTestResponse();
response.Id = request.Id;
packet.Session.Send(response);
}
return Task.CompletedTask;
}
}
}

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using System.Net;
using System.Threading.Tasks;
using ActorCore;
using NetWorkMessage;
using Server.Net;
namespace Server
{
/// <summary>
/// 用户网络
/// </summary>
public class UserNetActor : Actor
{
public override SchedulerType SchedulerType => SchedulerType.Thread;
public override MailBoxType MailBoxType => MailBoxType.UnOrderedMessage;
private UserNetSessionManager _userNetSessionManager;
public int ConnectCnt
{
get
{
return _userNetSessionManager.ConnectCnt;
}
}
public UserNetActor(byte moduleId, byte nodeNum,IPEndPoint ipEndPoint) : base(moduleId, nodeNum, ActorTypeId.UserNet)
{
_userNetSessionManager = new UserNetSessionManager();
_userNetSessionManager.Start(ipEndPoint);
}
public override void RegisterHandle()
{
this.RegisterMessageHandle(typeof(UserNetSendMessage), HandleUserNetSend);
this.RegisterMessageHandle(typeof(UserNetForceFinMessage), HandleUserNetForceFin);
}
public bool IsPrintLog;
protected override void Update()
{
if (IsPrintLog)
{
IsPrintLog = false;
_userNetSessionManager.Log();
}
_userNetSessionManager.Update();
base.Update();
}
public override void Dispose()
{
_userNetSessionManager.Dispose();
base.Dispose();
}
private Task HandleUserNetSend(ActorId fromActorId, IMessage message)
{
if (message is UserNetSendMessage userNetSendMessage)
{
_userNetSessionManager.Send2Router(userNetSendMessage.Id,userNetSendMessage.InstanceId,userNetSendMessage.MessageObject);
}
return Task.CompletedTask;
}
private Task HandleUserNetForceFin(ActorId fromActorId, IMessage message)
{
if (message is UserNetForceFinMessage forceFinMessage)
{
_userNetSessionManager.ForceDisConnect(forceFinMessage.Id,forceFinMessage.InstanceId,forceFinMessage.FinCode);
}
return Task.CompletedTask;
}
}
}

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using System;
using System.Threading;
using Server.Net;
namespace Server
{
/// <summary>
/// UserNet 是 UserNetActor 管理, 与 主线程的 UserSession 对应, id 和 instanceId 用来查找对应的 Session
/// </summary>
public class UserNetSession : BaseSession
{
/// <summary>
/// 实例ID 如果Id 改变就不能用了,不再是之前的用户
/// </summary>
public long InstanceId { get; set; }
public byte Ver;
public bool IsDisConnected { get; set; }
/// <summary>
/// Fin 就是链接断了 Idle 就是还没绑定用户 从收到链接请求到发送中断确认之间都是Using
/// </summary>
public UserSessionState State = UserSessionState.Idle;
private static long IdGenerate;
public int ForceDisConnectCode { get; set; }
private long GetInstanceId()
{
if (InstanceId >= long.MaxValue)
{
IdGenerate = 0;
}
IdGenerate++;
return IdGenerate;
}
public UserNetSession(long id, TService service, Action<long> disposeAction) : base(id, service,disposeAction)
{
}
/// <summary>
/// 链接确认 建立链接就生成新的
/// </summary>
public void ConnectAck()
{
InstanceId = GetInstanceId();
}
}
/**
* 收到链接包 - 回链接成功,表示建立连接成功 标志为使用中
* 如果收到断开连接包,则触发用户断线的事件 标志为空闲
* 如果是真断开,判断状态如果是使用中,也要出发用户断线事件, 标志为断开
*
*
*
*
*/
public enum UserSessionState
{
/// <summary>
/// 空闲
/// </summary>
Idle,
/// <summary>
/// 使用中
/// </summary>
Using,
/// <summary>
/// 断开中
/// </summary>
Fin,
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net;
using GameMessage;
using K4os.Compression.LZ4;
using MessagePack;
using MrWu.Debug;
using NetWorkMessage;
using Server.Core;
using UnityGame;
namespace Server.Net
{
/// <summary>
/// 用户链接管理 这个是管理新的用户连接 子线程
/// </summary>
public class UserNetSessionManager : IDisposable
{
private TService Service { get; set; }
/// <summary>
/// 60s 超时断开 25秒一个心跳包
/// </summary>
private long TimeOut = 60 * 1000;
/// <summary>
/// 所有Session
/// </summary>
private Dictionary<long, UserNetSession> Sessions = new Dictionary<long, UserNetSession>();
private readonly Queue<long> SessionIds = new Queue<long>();
public int ConnectCnt;
public void Start(string innerIp, int innerPort)
{
Start(new IPEndPoint(IPAddress.Parse(innerIp), innerPort));
}
public void Start(IPEndPoint ipEndPoint)
{
Service = new TService(ipEndPoint, ServiceType.Router);
Debug.Log($"启动监听:{ipEndPoint}");
this.Service.AcceptCallBack = OnAccept;
this.Service.ReadCallBack = OnRead;
this.Service.ErrorCallBack = OnError;
}
public void Log()
{
Debug.ImportantLog($"当前用户链接数:{Sessions.Count}");
Service.Log();
}
public void Update()
{
CheckTimeOut();
Service.Update();
}
public void Dispose()
{
Service.Dispose();
}
private void SendMessage(long id, MessageObject message)
{
(uint opcode, MemoryBuffer memoryBuffer) =
MessageSerializeHelper.ToRouterMemoryBuffer(Service, message);
memoryBuffer.Seek(0, SeekOrigin.Begin);
Service.Send(id, memoryBuffer);
message.Dispose();
}
#region
private void OnAccept(long channelId, IPEndPoint ipEndPoint)
{
Debug.Log($"User OnAccept! {System.Threading.Thread.CurrentThread.ManagedThreadId}");
//userSessionEvents.Enqueue(UserSessionEvent.Create(channelId, ipEndPoint));
UserNetSession userSession = new UserNetSession(channelId, Service, SessionDisposed);
userSession.LastRecvTime = TimeInfo.Instance.ClientFrameTime();
if (this.Sessions.ContainsKey(channelId))
{
Debug.Error($"AddSession UserSession alreadyExists SessionId:{userSession.Id}");
return;
}
Debug.Info($"用户连接:{System.Threading.Thread.CurrentThread.ManagedThreadId}");
this.Sessions.Add(channelId, userSession);
ConnectCnt++;
userSession.RemoteAddress = ipEndPoint;
SessionIds.Enqueue(channelId);
}
public void ForceDisConnect(long id,long instanceId,int finCode)
{
UserNetSession session = Get(id);
if (session == null || session.InstanceId != instanceId)
{
Debug.Info("强制玩家断开时,链接已经不在!");
return;
}
session.ForceDisConnectCode = finCode;
if (finCode == 0)
{
TChannel channel = Service.Get(id);
channel.Dispose();
}
else
{
UserSessionFin(session, false);
}
}
/// <summary>
/// 用户断开链接
/// </summary>
/// <param name="session"></param>
/// <param name="initiative">是否是主动断开</param>
private void UserSessionFin(UserNetSession session, bool initiative)
{
if (session == null)
{
Debug.Error($"断开时找不到session!");
return;
}
long id = session.Id;
if (session.InstanceId > 0)
{
UserSessionManager.Instance.AddUserSessionEvt(UserSessionEvt.Create(session.Id, session.InstanceId, UserSessionEvtType.Fin));
}
//Debug.Info($"玩家断开:{id} {initiative} {session.State}");
if (!initiative)
{
//已经处理过异常断开
if (session.IsDisConnected)
{
return;
}
session.IsDisConnected = true;
}
if (session.State == UserSessionState.Using)
{
{
//置为空
session.InstanceId = 0;
//Debug.Info($"发送断开原因! {session.ForceDisConnectCode}");
session.State = UserSessionState.Idle;
//发送确认断开
RouterFinAckMessage ackMessage = RouterFinAckMessage.Create(session.ForceDisConnectCode);
SendMessage(session.Id, ackMessage);
ackMessage.Dispose();
}
}
if (!initiative) //只要不是主动断开,那就是真断开了
{
session.State = UserSessionState.Fin;
ConnectCnt--;
if (!this.Sessions.Remove(id))
{
Debug.Error($"RemoveSession UserSession not exists SessionId:{id}");
}
}
else
{
}
}
//单线程
private void OnRead(long channelId, MemoryBuffer memoryBuffer)
{
// 解包,把包数据发给主线程处理
UserNetSession session = Get(channelId);
if (session == null)
{
Debug.Error($"收到包,未找到链接,链接可能已经断开!{channelId}");
return;
}
session.LastRecvTime = TimeInfo.Instance.ClientFrameTime();
//Debug.Log($"收到包:{session.LastRecvTime} {System.Threading.Thread.CurrentThread.ManagedThreadId}");
(uint opcode, IMessage message) = MessageSerializeHelper.ToRouterMessage(Service, memoryBuffer);
Service.Recycle(memoryBuffer);
if (message == null)
{
Debug.Error("message is null!");
return;
}
switch (opcode)
{
case MessageOpcode.Client2ServerMessage:
OnOuterMessage(session, message);
break;
case MessageOpcode.RouterHeart:
OnRouterHeartMessage(session, message);
break;
//请求连接
case MessageOpcode.RouterSyn:
OnRouterSynMessage(session, message);
break;
// case MessageOpcode.RouterAck:
// OnRouterAckMessage(session, message);
// break;
case MessageOpcode.RouterFin:
OnRouterFinMessage(session, message);
break;
// case MessageOpcode.RouterFinAck:
// OnRouterFinAckMessage(session, message);
// break;
default:
Debug.Warning($"收到未知的包类型:{opcode}");
break;
}
}
private void OnError(long channelId, int error)
{
Debug.Info($"User OnError :{error}");
UserNetSession userSession = Get(channelId);
if (userSession == null)
{
return;
}
userSession.Error = error;
userSession.Dispose();
}
#endregion
private UserNetSession Get(long channelId)
{
if (this.Sessions.TryGetValue(channelId, out UserNetSession userSession))
{
return userSession;
}
return null;
}
//销毁事件 这个是多线程的
private void SessionDisposed(long channelId)
{
UserNetSession session = Get(channelId);
UserSessionFin(session, false);
}
//[长度][版本][压缩位][Actor][opcode]
private const int PackIndex = 4 + 1 + 1 + 3 + 4;
private void OnOuterMessage(UserNetSession userSession, IMessage message)
{
if (userSession.ForceDisConnectCode > 0)
{
Debug.Info("这个Session 已经被强制下线!");
return;
}
if (message is Client2ServerMessage outerMessage)
{
userSession.Ver = outerMessage.ver;
//解包
try
{
int opcode = outerMessage.OpCode;
Type messageType = MessageManager.GetType(opcode);
//Debug.Log($"收到包 opcode{opcode} ver:{outerMessage.ver} compress:{outerMessage.Compress} length:{outerMessage.SourceData.Length}");
ReadOnlyMemory<byte> sourceData = null;
if (outerMessage.Compress == 1) //压缩了,需要解压
{
//原始数据长度
//int originLength = BitConverter.ToInt32(outerMessage.SourceData, PackIndex);
int inputLength = outerMessage.SourceData.Length - PackIndex - 4;
byte[] packSourceData =
LZ4Pickler.Unpickle(outerMessage.SourceData, PackIndex + 4, inputLength);
sourceData = new ReadOnlyMemory<byte>(packSourceData);
}
else
{
sourceData = new ReadOnlyMemory<byte>(outerMessage.SourceData, PackIndex,
outerMessage.SourceData.Length - PackIndex);
}
MessageData messageData = (MessageData)MessagePackSerializer.Deserialize(messageType, sourceData);
//主现成去处理
UserSessionManager.Instance.AddUserSessionEvt(UserSessionEvt.Create(userSession.Id, userSession.InstanceId,GamePacket.Create(opcode, messageData),outerMessage.RemoteIpAddress));
}
catch (Exception e)
{
Debug.Error($"解包报错:{e.Message}");
}
}
}
/// <summary>
/// 心跳包
/// </summary>
/// <param name="userSession"></param>
/// <param name="message"></param>
private void OnRouterHeartMessage(UserNetSession userSession, IMessage message)
{
if (message is RouterHeart routerHeart)
{
SendMessage(userSession.Id, routerHeart);
}
}
/// <summary>
/// 链接
/// </summary>
/// <param name="userSession"></param>
/// <param name="message"></param>
private void OnRouterSynMessage(UserNetSession userSession, IMessage message)
{
if (message is RouterSynMessage routerSyn)
{
if (userSession.State != UserSessionState.Idle)
{
Debug.Error("链接正在使用,不能确认连接!");
return;
}
userSession.ConnectAck();
Debug.Log("发送确认连接!");
//实例ID
userSession.State = UserSessionState.Using;
RouterAckMessage ackMessage = RouterAckMessage.Create();
SendMessage(userSession.Id, ackMessage);
//链接完成的事件
UserSessionManager.Instance.AddUserSessionEvt(UserSessionEvt.Create(userSession.Id, userSession.InstanceId, UserSessionEvtType.Connected));
}
}
/// <summary>
/// 断开
/// </summary>
/// <param name="userSession"></param>
/// <param name="message"></param>
private void OnRouterFinMessage(UserNetSession userSession, IMessage message)
{
if (message is RouterFinMessage routerFin)
{
UserSessionFin(userSession, userSession.ForceDisConnectCode <= 0);
Debug.Info("用户主动断开连接!");
}
}
private void CheckTimeOut()
{
long timeNow = TimeInfo.Instance.FrameTime;
const int MaxCheckNum = 5;
int n = SessionIds.Count;
if (n > MaxCheckNum)
{
n = MaxCheckNum;
}
for (int i = 0; i < n; i++)
{
if (this.Sessions.Count <= 0)
{
break;
}
long sessionId = this.SessionIds.Dequeue();
UserNetSession session = Get(sessionId);
if (session == null)
{
continue;
}
if (timeNow - session.LastRecvTime > TimeOut)
{
Debug.Info($"超时断线:{session.IsDisConnected} {session.LastRecvTime} {timeNow}");
session.Dispose();
continue;
}
this.SessionIds.Enqueue(sessionId);
}
}
public void Send2Router(long id,long instanceId, MessageObject message)
{
UserNetSession userNetSession = Get(id);
if (userNetSession == null || userNetSession.InstanceId != instanceId)
{
Debug.Info("用户已经断开链接,不发送");
return;
}
(uint opcode, MemoryBuffer memoryBuffer) =
MessageSerializeHelper.ToRouterMemoryBuffer(Service, message);
memoryBuffer.Seek(0, SeekOrigin.Begin);
Service.Send(id, memoryBuffer);
message.Dispose();
}
}
}

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using System.Collections.Concurrent;
using System.Collections.Generic;
using MrWu.Debug;
using Server.Core;
using Server.Net;
namespace Server
{
/// <summary>
/// 这个是主线程处理的
/// </summary>
public class UserSessionManager : Singleton<UserSessionManager>
{
/// <summary>
/// 用户会话事件队列
/// </summary>
private readonly ConcurrentQueue<UserSessionEvt> evtQueue = new ConcurrentQueue<UserSessionEvt>();
/// <summary>
/// 用户的Session
/// </summary>
private Dictionary<long, UserSession> UserSessions = new Dictionary<long, UserSession>();
public bool IsGame { get; private set; }
public UserSessionManager(bool isGame)
{
IsGame = isGame;
}
public void AddUserSessionEvt(UserSessionEvt evt)
{
evtQueue.Enqueue(evt);
}
public void Update()
{
int count = evtQueue.Count;
while (count -- > 0)
{
if (!evtQueue.TryDequeue(out var evt))
{
break;
}
switch (evt.EvtType)
{
case UserSessionEvtType.Connected:
{
UserSession userSession = new UserSession(evt.Id, evt.InstanceId);
if (UserSessions.ContainsKey(evt.Id))
{
Debug.Error($"怎么会存在这个链接实例:{evt.Id}");
}
userSession.IsDisConnected = false;
userSession.RemoteIPAddress = evt.RemoteIPAddress;
UserSessions[evt.Id] = userSession;
}
break;
case UserSessionEvtType.Fin:
{
//断开处理
if (UserSessions.TryGetValue(evt.Id, out UserSession userSession))
{
if (evt.InstanceId != userSession.InstanceId)
{
break;
}
UserFin(userSession);
}
}
break;
case UserSessionEvtType.ReceivePack:
{
if (UserSessions.TryGetValue(evt.Id,out UserSession userSession))
{
if (evt.InstanceId != userSession.InstanceId)
{
Debug.Error("实例ID改变不处理消息!");
}
else
{
//要不这里就单独处理包,不走MessageDispatcher
userSession.RemoteIPAddress = evt.RemoteIPAddress;
evt.GamePacket.Session = ProxySession.Create(userSession);
MessageDispatcher.Instance.AddPack(evt.GamePacket);
}
}
else
{
Debug.Error("未找到收包的链接!");
}
}
break;
}
evt.Dispose();
}
}
/// <summary>
/// 用户断开链接
/// </summary>
public void UserFin(UserSession userSession)
{
if (UserSessions.TryGetValue(userSession.Id, out UserSession _session))
{
if (_session == userSession)
{
UserSessions.Remove(userSession.Id);
userSession.IsDisConnected = true;
int userid = 0;
if (userSession.UserData != null)
{
userid = userSession.UserData.Userid;
}
if (userSession.UserData != null && IsGame)
{
if (!GameSessionManager.Instance.RemovePlayerSession(userid, userSession))
{
Debug.Error($"玩家未正常移除! {userid}");
}
Debug.ImportantLog($"玩家离线注销Session {userid}");
}
userSession.ClearUserData();
if (userid > 0)
{
GameDispatcher.Instance.Dispatch(GameMsgId.DisConnected, userid);
}
}
else
{
Debug.Info("移除失败不是同一个Session!");
}
}
else
{
Debug.Info("移除失败没找到Session!");
}
}
}
public class UserSessionEvt : Reference
{
/// <summary>
/// 链接ID
/// </summary>
public long Id { get; private set; }
/// <summary>
/// 实例ID
/// </summary>
public long InstanceId { get; private set; }
/// <summary>
/// IP地址 链接的时候会赋值
/// </summary>
/// <returns></returns>
public string RemoteIPAddress { get; private set; }
public GamePacket GamePacket { get; private set; }
public UserSessionEvtType EvtType { get; private set; }
public static UserSessionEvt Create(long id, long instanceId, string remoteIpAddress)
{
UserSessionEvt self =ReferencePool.Fetch<UserSessionEvt>();
self.Id = id;
self.InstanceId = instanceId;
self.RemoteIPAddress = remoteIpAddress;
self.EvtType = UserSessionEvtType.Connected;
return self;
}
public static UserSessionEvt Create(long id, long instanceId, GamePacket gamePacket,string remoteIpAddress)
{
UserSessionEvt self = ReferencePool.Fetch<UserSessionEvt>();
self.Id = id;
self.InstanceId = instanceId;
self.GamePacket = gamePacket;
self.RemoteIPAddress = remoteIpAddress;
self.EvtType = UserSessionEvtType.ReceivePack;
return self;
}
public static UserSessionEvt Create(long id,long instanceId,UserSessionEvtType evtType)
{
var evt = new UserSessionEvt();
evt.Id = id;
evt.InstanceId = instanceId;
evt.EvtType = evtType;
return evt;
}
public override void Dispose()
{
RemoteIPAddress = null;
GamePacket = null;
ReferencePool.Recycle(this);
}
}
public enum UserSessionEvtType
{
/// <summary>
/// 链接
/// </summary>
Connected,
/// <summary>
/// 断开链接
/// </summary>
Fin,
/// <summary>
/// 收包
/// </summary>
ReceivePack,
}
}

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using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("GameNetModule")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("GameNetModule")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("308FBEBB-0ED2-4B28-A98D-2397B5470E3D")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]