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
124 lines
3.5 KiB
C#
124 lines
3.5 KiB
C#
using System.Collections.Concurrent;
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using System.Linq;
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using System.Threading;
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using ActorCore;
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using Server.Core.Extend;
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namespace Server.Core
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{
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/// <summary>
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/// 主线程调度器
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/// </summary>
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public class MainThreadScheduler : IScheduler
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{
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private readonly ConcurrentQueue<int> idQueue = new ConcurrentQueue<int>();
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/// <summary>
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/// 等待加入的
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/// </summary>
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private readonly ConcurrentQueue<int> addIds = new ConcurrentQueue<int>();
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private readonly ActorManager _actorManager;
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private readonly ThreadSynchronizationContext
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_threadSynchronizationContext = new ThreadSynchronizationContext();
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private bool IsDisposed;
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public MainThreadScheduler(ActorManager actorManager)
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{
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SynchronizationContext.SetSynchronizationContext(_threadSynchronizationContext);
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this._actorManager = actorManager;
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}
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public void Update()
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{
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if (IsDisposed)
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{
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return;
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}
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SynchronizationContext.SetSynchronizationContext(_threadSynchronizationContext);
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this._threadSynchronizationContext.Update();
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int count = this.idQueue.Count;
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while (count -- > 0)
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{
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if (!this.idQueue.TryDequeue(out int id))
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{
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continue;
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}
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IActor actor = this._actorManager.Get(id);
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if (actor == null)
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{
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continue;
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}
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if (actor.IsDisposed)
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{
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continue;
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}
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ActorManager.Current = actor;
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SynchronizationContext.SetSynchronizationContext(actor.ThreadSynchronizationContext);
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actor.IUpdate();
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ActorManager.Current = null;
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this.idQueue.Enqueue(id);
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}
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}
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public void LateUpdate()
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{
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if (IsDisposed)
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{
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return;
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}
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int count = this.idQueue.Count;
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while (count -- > 0)
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{
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if (!this.idQueue.TryDequeue(out int id))
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{
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continue;
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}
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IActor actor = this._actorManager.Get(id);
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if (actor == null)
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{
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continue;
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}
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if (actor.IsDisposed)
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{
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continue;
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}
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ActorManager.Current = actor;
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SynchronizationContext.SetSynchronizationContext(actor.ThreadSynchronizationContext);
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actor.ILateUpdate();
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actor.ThreadSynchronizationContext.Update();
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ActorManager.Current = null;
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this.idQueue.Enqueue(id);
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}
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while (this.addIds.Count > 0)
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{
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this.addIds.TryDequeue(out int result);
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this.idQueue.Enqueue(result);
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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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this.addIds.Enqueue(actorTypeId);
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}
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public void Dispose()
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{
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IsDisposed = true;
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//.Net 才有这个方法
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this.idQueue.Clear();
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this.addIds.Clear();
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}
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}
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} |