refactor: 移除服务器多核和分流模式的可选项

This commit is contained in:
kercylan98 2023-07-07 12:57:51 +08:00
parent 501d84bf13
commit 7e67775157
2 changed files with 26 additions and 75 deletions

View File

@ -36,16 +36,6 @@ func WithWebsocketReadDeadline(t time.Duration) Option {
} }
} }
// WithDiversion 通过分流的方式创建服务器
// - diversion分流函数返回一个函数通道用于接收分流的消息
// - 需要确保能够通过 conn 和 packet 确定分流通道
// - 多核模式下将导致消息顺序不一致,通过结果依然是单核处理的,因为分流通道仅有一个
func WithDiversion(diversion func(conn ConnReadonly, packet []byte) chan func()) Option {
return func(srv *Server) {
srv.diversion = diversion
}
}
// WithTicker 通过定时器创建服务器,为服务器添加定时器功能 // WithTicker 通过定时器创建服务器,为服务器添加定时器功能
// - autonomy定时器是否独立运行独立运行的情况下不会作为服务器消息运行会导致并发问题 // - autonomy定时器是否独立运行独立运行的情况下不会作为服务器消息运行会导致并发问题
// - 多核与分流情况下需要考虑是否有必要 autonomy // - 多核与分流情况下需要考虑是否有必要 autonomy
@ -159,17 +149,3 @@ func WithMessageBufferSize(size int) Option {
srv.messagePoolSize = size srv.messagePoolSize = size
} }
} }
// WithMultiCore 通过特定核心数量运行服务器,默认为单核
// - count > 1 的情况下,将会有对应数量的 goroutine 来处理消息
// - 注意HTTP和GRPC网络模式下不会生效
// - 在需要分流的场景推荐采用多核模式,如游戏以房间的形式进行,每个房间互不干扰,这种情况下便可以每个房间单独维护数据包消息进行处理
func WithMultiCore(count int) Option {
return func(srv *Server) {
srv.core = count
if srv.core < 1 {
log.Warn("WithMultiCore", zap.Int("count", count), zap.String("tips", "wrong core count configuration, corrected to 1, currently in single-core mode"))
srv.core = 1
}
}
}

View File

@ -32,7 +32,6 @@ func New(network Network, options ...Option) *Server {
event: &event{}, event: &event{},
network: network, network: network,
options: options, options: options,
core: 1,
closeChannel: make(chan struct{}, 1), closeChannel: make(chan struct{}, 1),
websocketWriteMessageType: WebsocketMessageTypeBinary, websocketWriteMessageType: WebsocketMessageTypeBinary,
} }
@ -72,16 +71,13 @@ type Server struct {
isRunning bool // 是否正在运行 isRunning bool // 是否正在运行
isShutdown atomic.Bool // 是否已关闭 isShutdown atomic.Bool // 是否已关闭
closeChannel chan struct{} // 关闭信号 closeChannel chan struct{} // 关闭信号
diversion func(conn ConnReadonly, packet []byte) chan func() // 分流器
gServer *gNet // TCP或UDP模式下的服务器 gServer *gNet // TCP或UDP模式下的服务器
messagePool *synchronization.Pool[*Message] // 消息池 messagePool *synchronization.Pool[*Message] // 消息池
messagePoolSize int // 消息池大小 messagePoolSize int // 消息池大小
messageChannel map[int]chan *Message // 消息管道 messageChannel chan *Message // 消息管道
initMessageChannel bool // 消息管道是否已经初始化
multiple *MultipleServer // 多服务器模式下的服务器 multiple *MultipleServer // 多服务器模式下的服务器
prod bool // 是否为生产模式 prod bool // 是否为生产模式
core int // 消息处理核心数
websocketWriteMessageType int // websocket写入的消息类型 websocketWriteMessageType int // websocket写入的消息类型
ticker *timer.Ticker // 定时器 ticker *timer.Ticker // 定时器
@ -110,7 +106,6 @@ func (slf *Server) Run(addr string) error {
slf.addr = addr slf.addr = addr
var protoAddr = fmt.Sprintf("%s://%s", slf.network, slf.addr) var protoAddr = fmt.Sprintf("%s://%s", slf.network, slf.addr)
var connectionInitHandle = func(callback func()) { var connectionInitHandle = func(callback func()) {
slf.initMessageChannel = true
if slf.messagePoolSize <= 0 { if slf.messagePoolSize <= 0 {
slf.messagePoolSize = 100 slf.messagePoolSize = 100
} }
@ -123,25 +118,19 @@ func (slf *Server) Run(addr string) error {
data.attrs = nil data.attrs = nil
}, },
) )
slf.messageChannel = map[int]chan *Message{} slf.messageChannel = make(chan *Message, 4096*1000)
for i := 0; i < slf.core; i++ {
slf.messageChannel[i] = make(chan *Message, 4096*1000)
}
if slf.network != NetworkHttp && slf.network != NetworkWebsocket && slf.network != NetworkGRPC { if slf.network != NetworkHttp && slf.network != NetworkWebsocket && slf.network != NetworkGRPC {
slf.gServer = &gNet{Server: slf} slf.gServer = &gNet{Server: slf}
} }
if callback != nil { if callback != nil {
go callback() go callback()
} }
for _, messageChannel := range slf.messageChannel {
messageChannel := messageChannel
go func() { go func() {
for message := range messageChannel { for message := range slf.messageChannel {
slf.dispatchMessage(message, slf.diversion != nil) slf.dispatchMessage(message)
} }
}() }()
} }
}
switch slf.network { switch slf.network {
case NetworkGRPC: case NetworkGRPC:
@ -377,12 +366,10 @@ func (slf *Server) Shutdown(err error, stack ...string) {
for _, cross := range slf.cross { for _, cross := range slf.cross {
cross.Release() cross.Release()
} }
if slf.initMessageChannel { if slf.messageChannel != nil {
for _, messageChannel := range slf.messageChannel { close(slf.messageChannel)
close(messageChannel)
}
slf.messagePool.Close() slf.messagePool.Close()
slf.initMessageChannel = false slf.messageChannel = nil
} }
if slf.grpcServer != nil && slf.isRunning { if slf.grpcServer != nil && slf.isRunning {
slf.grpcServer.GracefulStop() slf.grpcServer.GracefulStop()
@ -450,10 +437,7 @@ func (slf *Server) PushMessage(messageType MessageType, attrs ...any) {
if msg.t == MessageTypeError { if msg.t == MessageTypeError {
msg.attrs = append(msg.attrs, string(debug.Stack())) msg.attrs = append(msg.attrs, string(debug.Stack()))
} }
for _, channel := range slf.messageChannel { slf.messageChannel <- msg
channel <- msg
break
}
} }
// PushCrossMessage 推送跨服消息到特定跨服的服务器中 // PushCrossMessage 推送跨服消息到特定跨服的服务器中
@ -469,16 +453,7 @@ func (slf *Server) PushCrossMessage(crossName string, serverId int64, packet []b
} }
// dispatchMessage 消息分发 // dispatchMessage 消息分发
func (slf *Server) dispatchMessage(msg *Message, isRedirect bool) { func (slf *Server) dispatchMessage(msg *Message) {
if slf.diversion != nil && isRedirect && msg.t == MessageTypePacket {
conn, packet, _ := msg.t.deconstructWebSocketPacket(msg.attrs...)
if redirect := slf.diversion(conn, packet); redirect != nil {
redirect <- func() {
slf.dispatchMessage(msg, false)
}
}
return
}
present := time.Now() present := time.Now()
defer func() { defer func() {
if err := recover(); err != nil { if err := recover(); err != nil {