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
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73
ServerCore/Fiber/ThreadScheduler.cs
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73
ServerCore/Fiber/ThreadScheduler.cs
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using System.Collections.Concurrent;
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using System.Threading;
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using ActorCore;
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using MrWu.Debug;
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namespace Server.Core
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{
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public class ThreadScheduler : IScheduler
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{
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private readonly ConcurrentDictionary<int, Thread> _dictionary = new ConcurrentDictionary<int, Thread>();
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private readonly ActorManager _actorManager;
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public ThreadScheduler(ActorManager actorManager)
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{
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this._actorManager = actorManager;
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}
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private void Loop(int actorTypeId)
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{
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#if DEBUG
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uint threadId = ThreadHelper.GetOSThreadId();
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Debug.Info($"ThreadStart ThreadScheduler {threadId} {Thread.CurrentThread.ManagedThreadId} {actorTypeId}");
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#endif
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IActor actor = _actorManager.Get(actorTypeId);
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ActorManager.Current = null;
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SynchronizationContext.SetSynchronizationContext(actor.ThreadSynchronizationContext);
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while (true)
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{
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if (this._actorManager.IsDisposed())
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{
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return;
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}
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actor = _actorManager.Get(actorTypeId);
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if (actor == null)
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{
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this._dictionary.TryRemove(actorTypeId, out _);
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return;
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}
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if (actor.IsDisposed)
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{
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this._dictionary.TryRemove(actorTypeId, out _);
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return;
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}
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actor.IUpdate();
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actor.ILateUpdate();
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actor.ThreadSynchronizationContext.Update();
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Thread.Sleep(1);
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}
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}
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public void Add(int actorTypeId)
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{
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Thread thread = new Thread(() => this.Loop(actorTypeId));
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this._dictionary.TryAdd(actorTypeId, thread);
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thread.Start();
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}
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public void Dispose()
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{
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foreach (var kv in this._dictionary.ToArray())
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{
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kv.Value.Join();
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}
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}
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}
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}
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