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
98 lines
2.8 KiB
C#
98 lines
2.8 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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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 ThreadPoolScheduler : IScheduler
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{
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private readonly List<Thread> _threads;
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private readonly ConcurrentQueue<int> idQueue = new ConcurrentQueue<int>();
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private readonly ActorManager _actorManager;
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public ThreadPoolScheduler(ActorManager actorManager)
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{
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_actorManager = actorManager;
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int threadCount = Environment.ProcessorCount;
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if (threadCount > 2)
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{
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threadCount = 2;
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}
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this._threads = new List<Thread>(threadCount);
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for (int i = 0; i < threadCount; i++)
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{
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Thread thread = new Thread(this.Loop);
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this._threads.Add(thread);
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thread.Start();
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}
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}
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private void Loop()
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{
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int count = 0;
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uint threadId = ThreadHelper.GetOSThreadId();
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Debug.Info($"ThreadStart ThreadPoolScheduler {threadId}");
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while (true)
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{
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if (count <= 0)
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{
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Thread.Sleep(1);
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count = this._actorManager.Count() / this._threads.Count + 1;
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}
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--count;
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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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if (!this.idQueue.TryDequeue(out int id))
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{
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Thread.Sleep(1);
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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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actor.ILateUpdate();
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actor.ThreadSynchronizationContext.Update();
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SynchronizationContext.SetSynchronizationContext(null);
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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 Add(int actorTypeId)
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{
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this.idQueue.Enqueue(actorTypeId);
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}
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public void Dispose()
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{
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foreach (Thread thread in this._threads)
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{
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thread.Join();
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}
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}
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}
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} |