C # server WeChat games - multiplayer online role-playing (d)
Time, space and matter, that's all the universe, the world up and running on your server now.
- Uncle Mao
The first work of GameServer.
In the previous years, the service side of GameServer
the start and did not make any real work, just notice GameMonitor
that it has started. The punch equivalent to our work, and then fill doze in their seats ...... Now, let's see what need do it live.
First of all, we know that GameServer
the three main functions:
- Let the game run up
- Receive and process client requests sent,
- The information customers need to send back to the client
Now let's deal with 让游戏跑起来
the work. Behind the two work with the client to complete the development of the future together.
So, we have a Game
category for it.
Then the Game
class you want to create a space, to control time and space to mobilize material.
Yes, create a new project in VS program inside, type Class Library(.NET Framework)
, name GameLib
, and then automatically generated Class1
renamed Game
.
Also in the new category to save the global information G
, in G
the definition of a static member inside GlobeTime
, this is our time in the game inside. Any action of the game world should be based on this time scale.
For all of the content in the world, time , are equal, not just in the game.
When the game class is created, the time to zero, start all over again ...... this can be done only inside game.
Next, create a new class GameWorld
that is space our game world
because we are doing a 2D game, so space is constituted by a number of maps, and therefore also need a GameMap
class.
To create another GameObject
This is the space content
With global time, Game
there must also be one GameWorld
, but GameWorld
there are a bunch GameMap
, and then GameMap
inside there are a bunch GameObject
, so, these classes should look like this:
public class G
{
public static uint GlobeTime;
}
public class Game
{
private readonly GameWorld gWorld;
public Game()
{
G.GlobeTime = 0;
gWorld = new GameWorld();
}
}
class GameWorld
{
private readonly List<GameMap> gMaps;
public GameWorld()
{
gMaps = new List<GameMap>();
}
}
class GameMap
{
private readonly List<GameObject> gObjects;
public GameMap()
{
gObjects = new List<GameObject>();
}
}
class GameObject
{
public GameObject()
{
}
}
When the game server GameServer
startup, we need to let the game run, it would need to access Game
the class, so to GameMonitor
add a project reference GameLib
, select the right GameMonitor
, select 添加
-> 引用
-> 'Project', then to GameLib
tick tick, OK. And then GameServer
inside to add a line using GameLib;
on it.
To GameServer
add a member private readonly Game gGame
, this is our game.
In GameServer
the StartUp
method which, added gGame.Run()
, so that the game ran up. VS will remind gGame
not Run
this method, it does not matter, then select Run alt+ enter, automatically generate a can.
GameServer.cs
inside:
public void StartUp()
{
if (Status == 0)
{
gGame.Run();
Status = 1;
LOG("GameServer启动成功");
}
else
{
LOG("GameServer当前处于启动状态,请勿重复启动");
}
}
public void ShutDown()
{
if (Status == 1)
{
gGame.Stop();
Status = 0;
LOG("GameServer停机成功");
}
else
{
LOG("GameServer当前处于停机状态,无需再次停机");
}
}
Game.cs
inside:
public void Run()
{
}
public void Stop()
{
}
Next, we add a running thread for the game, because the run Well, you need to have to run, you need a separate thread to do repetitive work, this way, we also need a game state flag. So that the game can stop the run from the outside.
To monitor all this, we also need GameServer
a LOG
way to pass to Game
.
So, Game
come to this:
public class Game
{
private readonly GameWorld gWorld;
private Thread RunThread;
private bool IsRunning;
private Action<string> LOG;
public Game(Action<string> LOGFUN)
{
G.GlobeTime = 0;
gWorld = new GameWorld();
RunThread = null;
IsRunning = false;
LOG = LOGFUN;
LOG("Game类创建成功");
}
public void Run()
{
IsRunning = true;
if (RunThread == null)
{
RunThread = new Thread(() =>
{
while (IsRunning)
{
LOG("Game 正在运行");
string[] buff = new string[1024000];
for (int i = 0; i < 1024000; i++)
{
buff[i] = "test data "+i;
}
}
LOG("Game 即将停止");
});
}
RunThread.Start();
}
public void Stop()
{
IsRunning = false;
while (RunThread != null && RunThread.ThreadState != ThreadState.Stopped)
{
LOG("Game 正在停止,请稍候");
}
RunThread = null;
GC.Collect();//简单回收一下,为下次启动腾出资源。
LOG("Game 成功停止");
}
}
Then GameServer
come to this:
class GameServer
{
private readonly MainForm Monitor;
private readonly Game gGame;
public int Status;
public GameServer(MainForm monitor)
{
Status = 0;
Monitor = monitor;
LOG("GameServer创建成功");
gGame = new Game(LOG);
}
private void LOG(string msg)
{
try
{
Monitor.Invoke(Monitor.Delegate_AddLog, new object[] { msg });
}
catch{ }
}
public void StartUp()
{
if (Status == 0)
{
gGame.Run();
Status = 1;
LOG("GameServer启动成功");
}
else
{
LOG("GameServer当前处于启动状态,请勿重复启动");
}
}
public void ShutDown()
{
if (Status == 1)
{
gGame.Stop();
Status = 0;
LOG("GameServer停机成功");
}
else
{
LOG("GameServer当前处于停机状态,无需再次停机");
}
}
}
I added the code segment occupies the content of the resource in the run inside:
string[] buff = new string[1024000];
for (int i = 0; i < 1024000; i++)
{
buff[i] = "test data "+i;
}
When debugging memory monitoring through intuitive panel may see GC.Collect()
the need.
Let the world run up
Next, GameWorld
also adjust, plus LOG
references, and pass in the constructor inside Game
of LOG
.
Now, to GameWorld
add a key way to class - heartbeat ( HeartBeat
), use it to complete the operation of the world.
To GameWorld
create a List<GameMap> gMaps
used to store the world space (map).
And so on, to GameMap
create a List<GameObject> gObjects
used to store the content of this map.
Finally, in Game
the Run
"dead loop" which let GameWorld
start heartbeat.
Game
class
……
public Game(Action<string> LOGFUN)
{
G.GlobeTime = 0;
gWorld = new GameWorld(LOGFUN);
RunThread = null;
IsRunning = false;
LOG = LOGFUN;
LOG("Game类创建成功");
}
……
public void Run()
{
IsRunning = true;
if (RunThread == null)
{
RunThread = new Thread(() =>
{
while (IsRunning)
{
if (G.GlobeTime % 1000 == 0)
{
gWorld.HeartBeat();
}
_ = G.GlobeTime > 10000000 ? G.GlobeTime = 0 : G.GlobeTime++;
}
LOG("Game 即将停止");
});
}
RunThread.Start();
}
Heartbeat frequency to every 1000 GlobeTime
units, if you later feel too slow or too fast, and then make their own adjustments. In short, the world's smallest unit of time is 1000 times GlobeTime
, and anything not even think about crossing ~~
GameWorld
class
class GameWorld
{
private readonly List<GameMap> gMaps;
private Action<string> LOG;
public GameWorld(Action<string> LOGFUN)
{
gMaps = new List<GameMap>();
LOG = LOGFUN;
LOG("GameWorld类创建成功");
}
internal void HeartBeat()
{
LOG("GameWorld正在心跳 " + G.GlobeTime);
}
}
Debugging a bit, feeling the pulse of the world's heartbeat.
Well, the world began to have heart, each heartbeat but what to do with it? Next we discuss in detail.
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See the demo game results with micro-channel scan