在Golang 游戲架構(gòu)簡(jiǎn)介介紹過(guò)https://github.com/lonng/nano序调,本文通過(guò)官方提供的聊天室例子虑椎,簡(jiǎn)要學(xué)習(xí)一下。
參考如何構(gòu)建你的第一個(gè)nano應(yīng)用
在這個(gè)教程中,我們將構(gòu)建一個(gè)基于瀏覽器和WebSocket的聊天應(yīng)用珍逸。本教程的示例源碼放在github上完整代碼
由于游戲在場(chǎng)景管理吵取、客戶(hù)端動(dòng)畫(huà)等方面有一定的復(fù)雜性禽额,并不適合作為nano的入門(mén)應(yīng)用。對(duì)于大多數(shù)開(kāi)發(fā)者 而言皮官,普通聊天室是一個(gè)更加適合入門(mén)nano的應(yīng)用脯倒。
nano是一個(gè)輕量級(jí)的服務(wù)器框架,它最適合的應(yīng)用領(lǐng)域是網(wǎng)頁(yè)游戲捺氢、社交游戲藻丢、移動(dòng)游戲的服務(wù)端。當(dāng)然還不 僅僅是游戲摄乒,用nano開(kāi)發(fā)高實(shí)時(shí)web應(yīng)用也非常合適悠反。
一、術(shù)語(yǔ)解釋
1.組件(Component)
nano應(yīng)用是由一些松散耦合的Component組成的馍佑,每個(gè)Component完成一些功能斋否。整個(gè)應(yīng)用可以看作是一 個(gè)Component容器,完成Component的加載以及生命周期管理拭荤。每個(gè)Component往往有Init茵臭,AfterInit, BeforeShutdown舅世,Shutdown等方法笼恰,用來(lái)完成生命周期管理。
type DemoComponent struct{}
func (c *DemoComponent) Init() {}
func (c *DemoComponent) AfterInit() {}
func (c *DemoComponent) BeforeShutdown() {}
func (c *DemoComponent) Shutdown() {}
2.Handler
Handler用來(lái)處理業(yè)務(wù)邏輯歇终,Handler可以有如下形式的簽名:
// 以下的Handler會(huì)自動(dòng)將消息反序列化社证,在調(diào)用時(shí)當(dāng)做參數(shù)傳進(jìn)來(lái)
func (c *DemoComponent) DemoHandler(s *session.Session, payload *pb.DemoPayload) error {
// 業(yè)務(wù)邏輯開(kāi)始
// ...
// 業(yè)務(wù)邏輯結(jié)束
return nil
}
// 以下的Handler不會(huì)自動(dòng)將消息反序列化,會(huì)將客戶(hù)端發(fā)送過(guò)來(lái)的消息直接當(dāng)作參數(shù)傳進(jìn)來(lái)
func (c *DemoComponent) DemoHandler(s *session.Session, raw []byte) error {
// 業(yè)務(wù)邏輯開(kāi)始
// ...
// 業(yè)務(wù)邏輯結(jié)束
return nil
}
3.路由(Route)
route用來(lái)標(biāo)識(shí)一個(gè)具體服務(wù)或者客戶(hù)端接受服務(wù)端推送消息的位置评凝,對(duì)服務(wù)端來(lái)說(shuō)追葡,其形式一般是..,例如 "Room.Message", 在我們的示例中, Room是一個(gè)包含相關(guān)Handler的組件, Message是一個(gè)定義在 Room中的Handler, Room中所有符合Handler簽名的方法都會(huì)在nano應(yīng)用啟動(dòng)時(shí)自動(dòng)注冊(cè).
對(duì)客戶(hù)端來(lái)說(shuō),其路由一般形式為onXXX(比如我們示例中的onMessage),當(dāng)服務(wù)端推送消息時(shí)宜肉,客戶(hù)端會(huì) 有相應(yīng)的回調(diào)匀钧。
4.會(huì)話(huà)(Session)
Session對(duì)應(yīng)于一個(gè)客戶(hù)端會(huì)話(huà), 當(dāng)客戶(hù)端連接服務(wù)器后, 會(huì)建立一個(gè)會(huì)話(huà), 會(huì)話(huà)在玩家保持連接期間可以 用于保存一些上下文信息, 這些信息會(huì)在連接斷開(kāi)后釋放.
5.組(Group)
Group可以看作是一個(gè)Session的容器,主要用于需要廣播推送消息的場(chǎng)景谬返≈梗可以把某個(gè)玩家的Session加 入到一個(gè)Group中,當(dāng)對(duì)這個(gè)Group推送消息的時(shí)候遣铝,所有加入到這個(gè)Group的玩家都會(huì)收到推送過(guò)來(lái)的消 息佑刷。一個(gè)玩家的Session可能會(huì)被加入到多個(gè)Group中,這樣玩家就會(huì)收到其加入的Group推送過(guò)來(lái)的消息酿炸。
5.請(qǐng)求(Request), 響應(yīng)(Response), 通知(Notify), 推送(Push)
nano中有四種消息類(lèi)型的消息瘫絮,分別是請(qǐng)求(Request), 響應(yīng)(Response), 通知(Notify)和推送(Push)。
- 客戶(hù)端發(fā)起Request到服務(wù)器端填硕,服務(wù)器端處理后會(huì)給其返回響應(yīng)Response;
- Notify是客戶(hù)端發(fā)給服務(wù)端的 通知麦萤,也就是不需要服務(wù)端給予回復(fù)的請(qǐng)求;
- Push是服務(wù)端主動(dòng)給客戶(hù)端推送消息的類(lèi)型。
三扁眯、代碼實(shí)例
先看部分前端代碼:
var v = new Vue({
el: "#container",
data: {
nickname:'guest' + Date.now(),
inputMessage:'',
messages: []
},
methods: {
sendMessage: function () {
console.log(this.inputMessage);
starx.notify('room.message', {name: this.nickname, content: this.inputMessage});
this.inputMessage = '';
}
}
});
var onMessage = function (msg) {
v.messages.push(msg)
};
var join = function (data) {
console.log("join",data);
if(data.code === 0) {
v.messages.push({name:'system', content:'join:'+data.result});
starx.on('onMessage', onMessage)
}
};
var onNewUser = function (data) {
console.log('onNewUser:',data);
v.messages.push({name:'system', content:'onNewUser:'+data.content});
};
var onMembers = function (data) {
console.log("onMembers:",data);
v.messages.push({name:'system', content: "onMembers: "+data.members});
};
starx.init({host: '127.0.0.1', port: 3250, path: '/nano'}, function () {
console.log("initialized");
starx.on("onNewUser", onNewUser);
starx.on("onMembers", onMembers);
starx.request("room.join", {}, join);
})
1.前端的starx.init
這里會(huì)響應(yīng)兩個(gè)服務(wù)端消息onNewUser,onMembers壮莹。然后主動(dòng)使用request發(fā)送了一個(gè)room.join消息,并且回調(diào)是join方法姻檀。由上面概念得知命满,request會(huì)得到一個(gè)response:
// JoinResponse represents the result of joining room
JoinResponse struct {
Code int `json:"code"`
Result string `json:"result"`
}
// Join room
func (mgr *RoomManager) Join(s *session.Session, msg []byte) error {
...
return s.Response(&JoinResponse{Result: "success"})
}
Join方法滿(mǎn)足Handler簽名方法,自動(dòng)注冊(cè)到RoomManager了施敢。返回一個(gè)Response也很簡(jiǎn)單周荐,自動(dòng)序列化了狭莱。在前端的join方法中僵娃,判斷 如果連接成功,會(huì)接著偵聽(tīng)onMessage方法腋妙。注意默怨,這幾個(gè)方法都是name,content的數(shù)據(jù)格式。服務(wù)端的msg會(huì)自動(dòng)序列化:
// UserMessage represents a message that user sent
UserMessage struct {
Name string `json:"name"`
Content string `json:"content"`
}
2.后端的main
func main() {
// override default serializer
nano.SetSerializer(json.NewSerializer())
// rewrite component and handler name
room := NewRoomManager()
nano.Register(room,
component.WithName("room"),
component.WithNameFunc(strings.ToLower),
)
...
}
func NewRoomManager() *RoomManager {
return &RoomManager{
rooms: map[int]*Room{},
}
}
Room struct {
group *nano.Group
}
// RoomManager represents a component that contains a bundle of room
RoomManager struct {
component.Base
timer *nano.Timer
rooms map[int]*Room
}
3.RoomManager
const (
testRoomID = 1
roomIDKey = "ROOM_ID"
)
func NewRoomManager() *RoomManager {
return &RoomManager{
rooms: map[int]*Room{},
}
}
// AfterInit component lifetime callback
func (mgr *RoomManager) AfterInit() {
session.Lifetime.OnClosed(func(s *session.Session) {
if !s.HasKey(roomIDKey) {
return
}
room := s.Value(roomIDKey).(*Room)
room.group.Leave(s)
})
mgr.timer = nano.NewTimer(time.Minute, func() {
for roomId, room := range mgr.rooms {
println(fmt.Sprintf("UserCount: RoomID=%d, Time=%s, Count=%d",
roomId, time.Now().String(), room.group.Count()))
}
})
}
這里AfterInit中骤素,當(dāng)一個(gè)session關(guān)閉時(shí)匙睹,把它從group中移除。rooms是個(gè)映射济竹,本例子中只用了testRoomID這個(gè)key
// Join room
func (mgr *RoomManager) Join(s *session.Session, msg []byte) error {
// NOTE: join test room only in demo
room, found := mgr.rooms[testRoomID]
if !found {
room = &Room{
group: nano.NewGroup(fmt.Sprintf("room-%d", testRoomID)),
}
mgr.rooms[testRoomID] = room
}
fakeUID := s.ID() //just use s.ID as uid !!!
s.Bind(fakeUID) // binding session uids.Set(roomIDKey, room)
s.Set(roomIDKey, room)
s.Push("onMembers", &AllMembers{Members: room.group.Members()})
// notify others
room.group.Broadcast("onNewUser", &NewUser{Content: fmt.Sprintf("New user: %d", s.ID())})
// new user join group
room.group.Add(s) // add session to group
return s.Response(&JoinResponse{Result: "success"})
}
Join時(shí)判斷一下痕檬,如果沒(méi)有testRoomID這個(gè)Room,則創(chuàng)建一個(gè)送浊。然后就是一個(gè)Push,一個(gè)Broadcast梦谜,緊接著一個(gè)Response。注意group在Broadcast onNewUser之后,才添加新成員唁桩。session通過(guò)s.Set(roomIDKey, room)和Room進(jìn)行了關(guān)聯(lián)闭树。然后響應(yīng)消息:
// Message sync last message to all members
func (mgr *RoomManager) Message(s *session.Session, msg *UserMessage) error {
if !s.HasKey(roomIDKey) {
return fmt.Errorf("not join room yet")
}
room := s.Value(roomIDKey).(*Room)
return room.group.Broadcast("onMessage", msg)
}
ID都是int64類(lèi)型的:
// AllMembers contains all members uid
AllMembers struct {
Members []int64 `json:"members"`
}