C++实现的分布式游戏服务端引擎KBEngine详解

投稿:hebedich 字体:[增加 减小] 类型:转载 时间:2015-03-30 我要评论

这篇文章主要详细介绍了C++实现的分布式游戏服务端引擎KBEngine的概念以及使用方法,非常的实用,有需要的小伙伴可以参考下


 

KBEngine 是一款开源的游戏服务端引擎,使用简单的约定协议就能够使客户端与服务端进行交互,
使用KBEngine插件能够快速与(Unity3D, OGRE, Cocos2d, HTML5, 等等)技术结合形成一个完整的客户端。

服务端底层框架使用c++编写,游戏逻辑层使用Python(支持热更新),开发者无需重复的实现一些游戏服务端通用的底层技术,
将精力真正集中到游戏开发层面上来,快速的打造各种网络游戏。

(经常被问到承载上限,kbengine底层架构被设计为多进程分布式动态负载均衡方案,
理论上只需要不断扩展硬件就能够不断增加承载上限,单台机器的承载上限取决于游戏逻辑本身的复杂度。)

cstdkbe.hpp

/*
This source file is part of KBEngine
For the latest info, see http://www.kbengine.org/
 
Copyright (c) 2008-2012 KBEngine.
 
KBEngine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
 
KBEngine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
 
You should have received a copy of the GNU Lesser General Public License
along with KBEngine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KBE_CSTDKBE_HPP
#define KBE_CSTDKBE_HPP
#include "cstdkbe/platform.hpp"
#include "cstdkbe/singleton.hpp"
#include "cstdkbe/kbeversion.hpp"
#include "cstdkbe/kbemalloc.hpp"
#include "cstdkbe/stringconv.hpp"
#include "cstdkbe/format.hpp"
 
namespace KBEngine{
/** 安全的释放一个指针内存 */
#define SAFE_RELEASE(i)                   \
if (i)                         \
{                          \
delete i;                    \
i = NULL;                    \
}
 
/** 安全的释放一个指针数组内存 */
#define SAFE_RELEASE_ARRAY(i)                \
if (i)                         \
{                          \
delete[] i;                   \
i = NULL;                    \
}
 
#ifdef CODE_INLINE
#define INLINE  inline
#else
#define INLINE
#endif
 
/** kbe时间 */
extern GAME_TIME g_kbetime;
 
/** 账号的类别 */
enum ACCOUNT_TYPE
{
ACCOUNT_TYPE_NORMAL = 1,  // 普通账号
ACCOUNT_TYPE_MAIL = 2,   // email账号(需激活)
ACCOUNT_TYPE_SMART = 3   // 智能识别
};
 
enum ACCOUNT_FLAGS
{
ACCOUNT_FLAG_NORMAL = 0x00000000,
ACCOUNT_FLAG_LOCK = 0x000000001,
ACCOUNT_FLAG_NOT_ACTIVATED = 0x000000002
};
 
/** entity的mailbox类别 */
enum ENTITY_MAILBOX_TYPE
{
MAILBOX_TYPE_CELL                        = 0,
MAILBOX_TYPE_BASE                        = 1,
MAILBOX_TYPE_CLIENT                       = 2,
MAILBOX_TYPE_CELL_VIA_BASE                   = 3,
MAILBOX_TYPE_BASE_VIA_CELL                   = 4,
MAILBOX_TYPE_CLIENT_VIA_CELL                  = 5,
MAILBOX_TYPE_CLIENT_VIA_BASE                  = 6,
};
 
/** mailbox的类别对换为字符串名称 严格和ENTITY_MAILBOX_TYPE索引匹配 */
const char ENTITY_MAILBOX_TYPE_TO_NAME_TABLE[][8] = 
{
"cell",
"base",
"client",
"cell",
"base",
"client",
"client",
};
 
/** 定义服务器各组件类别 */
enum COMPONENT_TYPE
{
UNKNOWN_COMPONENT_TYPE = 0,
DBMGR_TYPE       = 1,
LOGINAPP_TYPE      = 2,
BASEAPPMGR_TYPE     = 3,
CELLAPPMGR_TYPE     = 4,
CELLAPP_TYPE      = 5,
BASEAPP_TYPE      = 6,
CLIENT_TYPE       = 7,
MACHINE_TYPE      = 8,
CONSOLE_TYPE      = 9,
MESSAGELOG_TYPE     = 10,
BOTS_TYPE        = 11,
WATCHER_TYPE      = 12,
BILLING_TYPE      = 13,
COMPONENT_END_TYPE   = 14,
};
 
/** 当前服务器组件类别和ID */
extern COMPONENT_TYPE g_componentType;
extern COMPONENT_ID g_componentID;
 
/** 定义服务器各组件名称 */
const char COMPONENT_NAME[][255] = {
"unknown",
"dbmgr",
"loginapp",
"baseappmgr",
"cellappmgr",
"cellapp",
"baseapp",
"client",
"kbmachine",
"console",
"messagelog",
"bots",
"watcher",
"billing",
};
 
const char COMPONENT_NAME_1[][255] = {
"unknown  ",
"dbmgr   ",
"loginapp  ",
"baseappmgr ",
"cellappmgr ",
"cellapp  ",
"baseapp  ",
"client   ",
"kbmachine ",
"console  ",
"messagelog ",
"bots",
"watcher",
"billing",
};
 
inline const char* COMPONENT_NAME_EX(COMPONENT_TYPE CTYPE)
{                  
if(CTYPE < 0 || CTYPE >= COMPONENT_END_TYPE)
{
return COMPONENT_NAME[UNKNOWN_COMPONENT_TYPE];
}
 
return COMPONENT_NAME[CTYPE];
}
 
inline const char* COMPONENT_NAME_EX_1(COMPONENT_TYPE CTYPE)
{                  
if(CTYPE < 0 || CTYPE >= COMPONENT_END_TYPE)
{
return COMPONENT_NAME_1[UNKNOWN_COMPONENT_TYPE];
}
 
return COMPONENT_NAME_1[CTYPE];
}
 
inline COMPONENT_TYPE ComponentName2ComponentType(const char* name)
{
for(int i=0; i<(int)COMPONENT_END_TYPE; i++)
{
if(kbe_stricmp(COMPONENT_NAME[i], name) == 0)
return (COMPONENT_TYPE)i;
}
 
return UNKNOWN_COMPONENT_TYPE;
}
 
// 所有的组件列表
const COMPONENT_TYPE ALL_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
BASEAPP_TYPE, LOGINAPP_TYPE, MACHINE_TYPE, CONSOLE_TYPE, MESSAGELOG_TYPE, 
WATCHER_TYPE, BILLING_TYPE, BOTS_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 所有的后端组件列表
const COMPONENT_TYPE ALL_SERVER_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
BASEAPP_TYPE, LOGINAPP_TYPE, MACHINE_TYPE, MESSAGELOG_TYPE, 
WATCHER_TYPE, BILLING_TYPE, BOTS_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 所有的后端组件列表
const COMPONENT_TYPE ALL_GAME_SERVER_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
BASEAPP_TYPE, LOGINAPP_TYPE, BILLING_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 所有的辅助性组件
const COMPONENT_TYPE ALL_HELPER_COMPONENT_TYPE[] = {MESSAGELOG_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 返回是否是一个有效的组件
#define VALID_COMPONENT(C_TYPE) ((C_TYPE) > 0 && (C_TYPE) < COMPONENT_END_TYPE)
 
 
// 前端应用的类别, All client type
enum COMPONENT_CLIENT_TYPE
{
UNKNOWN_CLIENT_COMPONENT_TYPE  = 0,
 
// 移动类,手机,平板电脑
// Mobile, Phone, Pad(Allowing does not contain Python-scripts and entitydefs analysis, can be imported protocol from network)
CLIENT_TYPE_MOBILE       = 1,
 
// 独立的Windows/Linux/Mac应用程序(包含python脚本,entitydefs解析与检查entitydefs的MD5,原生的)
// Windows/Linux/Mac Application program (Contains the Python-scripts, entitydefs parsing and check entitydefs-MD5, Native)
CLIENT_TYPE_PC         = 2,  
 
// 不包含Python脚本,entitydefs协议可使用网络导入
// Web, HTML5, Flash
CLIENT_TYPE_BROWSER       = 3,  
 
// 包含Python脚本,entitydefs解析与检查entitydefs的MD5,原生的
// bots (Contains the Python-scripts, entitydefs parsing and check entitydefs-MD5, Native)
CLIENT_TYPE_BOTS        = 4,  
 
// 轻端类, 可不包含python脚本,entitydefs协议可使用网络导入
// Mini-Client(Allowing does not contain Python-scripts and entitydefs analysis, can be imported protocol from network)
CLIENT_TYPE_MINI        = 5,  
 
// End
CLIENT_TYPE_END         = 6   
};
 
/** 定义前端应用的类别名称 */
const char COMPONENT_CLIENT_NAME[][255] = {
"UNKNOWN_CLIENT_COMPONENT_TYPE",
"CLIENT_TYPE_MOBILE",
"CLIENT_TYPE_PC",
"CLIENT_TYPE_BROWSER",
"CLIENT_TYPE_BOTS",
"CLIENT_TYPE_MINI",
};
 
// 所有前端应用的类别
const COMPONENT_CLIENT_TYPE ALL_CLIENT_TYPES[] = {CLIENT_TYPE_MOBILE, CLIENT_TYPE_PC, CLIENT_TYPE_BROWSER, 
CLIENT_TYPE_BOTS, CLIENT_TYPE_MINI, UNKNOWN_CLIENT_COMPONENT_TYPE};
 
typedef int8 CLIENT_CTYPE;
 
// 前端是否支持浮点数
// #define CLIENT_NO_FLOAT
 
// 一个cell的默认的边界或者最小大小
#define CELL_DEF_MIN_AREA_SIZE       500.0f
 
/** 一个空间的一个chunk大小 */
#define SPACE_CHUNK_SIZE          100
 
 
/** 检查用户名合法性 */
inline bool validName(const char* name, int size)
{
if(size >= 256)
return false;
 
for(int i=0; i<size; i++)
{
char ch = name[i];
if((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9') || (ch == '_'))
continue;
 
return false;
}
 
return true;
}
 
inline bool validName(const std::string& name)
{
return validName(name.c_str(), name.size());
}
 
/** 检查email地址合法性 
严格匹配请用如下表达式
[a-z0-9!#$%&'*+/=?^_`{|}~-]+(?:\.[a-z0-9!#$%&'*+/=?^_`{|}~-]+)*@(?:[a-z0-9](?:[a-z0-9-]*[a-z0-9])?\.)+[a-z0-9](?:[a-z0-9-]*[a-z0-9])?
*/
#ifdef USE_REGEX
#include <regex>
#endif
 
inline bool email_isvalid(const char *address) 
{
#ifdef USE_REGEX
std::tr1::regex _mail_pattern("([a-z0-9!#$%&'*+/=?^_`{|}~-]+(?:\.[a-z0-9!#$%&'*+/=?^_`{|}~-]+)*@(?:[a-z0-9](?:[a-z0-9-]*[a-z0-9])?\.)+[a-z0-9](?:[a-z0-9-]*[a-z0-9])?)");
return std::tr1::regex_match(accountName, _mail_pattern);
#endif
int len = strlen(address);
if(len <= 3)
return false;
 
char ch = address[len - 1];
if(!((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9')))
return false;
 
int    count = 0;
const char *c, *domain;
static const char *rfc822_specials = "()<>@,;:\\\"[]";
 
/* first we validate the name portion (name@domain) */
for (c = address; *c; c++) {
if (*c == '\"' && (c == address || *(c - 1) == '.' || *(c - 1) == 
'\"')) {
while (*++c) {
if (*c == '\"') break;
if (*c == '\\' && (*++c == ' ')) continue;
if (*c <= ' ' || *c >= 127) return false;
}
if (!*c++) return false;
if (*c == '@') break;
if (*c != '.') return false;
continue;
}
if (*c == '@') break;
if (*c <= ' ' || *c >= 127) return false;
if (strchr(rfc822_specials, *c)) return false;
}
if (c == address || *(c - 1) == '.') return false;
 
/* next we validate the domain portion (name@domain) */
if (!*(domain = ++c)) return false;
do {
if (*c == '.') {
if (c == domain || *(c - 1) == '.') return false;
count++;
}
if (*c <= ' ' || *c >= 127) return false;
if (strchr(rfc822_specials, *c)) return false;
} while (*++c);
 
return (count >= 1);
}
 
}
#endif // KBE_CSTDKBE_HPP

以上所述就是本文的全部内容了,有需要的小伙伴可以参考下。