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DispatcherService.go
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DispatcherService.go
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package main
import (
"fmt"
"net"
"time"
"os"
"math/rand"
"container/heap"
"github.com/pkg/errors"
"github.com/xiaonanln/goworld/engine/binutil"
"github.com/xiaonanln/goworld/engine/common"
"github.com/xiaonanln/goworld/engine/config"
"github.com/xiaonanln/goworld/engine/consts"
"github.com/xiaonanln/goworld/engine/gwlog"
"github.com/xiaonanln/goworld/engine/gwutils"
"github.com/xiaonanln/goworld/engine/netutil"
"github.com/xiaonanln/goworld/engine/post"
"github.com/xiaonanln/goworld/engine/proto"
)
type entityDispatchInfo struct {
gameid uint16
blockUntilTime time.Time
pendingPacketQueue []*netutil.Packet
}
func (edi *entityDispatchInfo) blockRPC(d time.Duration) {
t := time.Now().Add(d)
if edi.blockUntilTime.Before(t) {
edi.blockUntilTime = t
}
}
func (edi *entityDispatchInfo) dispatchPacket(pkt *netutil.Packet) error {
if edi.blockUntilTime.IsZero() {
// most common case. handle it quickly
return dispatcherService.dispatchPacketToGame(edi.gameid, pkt)
}
// blockUntilTime is set, need to check if block should be released
now := time.Now()
if now.Before(edi.blockUntilTime) {
// keep blocking, just put the call to wait
if len(edi.pendingPacketQueue) < consts.ENTITY_PENDING_PACKET_QUEUE_MAX_LEN {
pkt.AddRefCount(1)
edi.pendingPacketQueue = append(edi.pendingPacketQueue, pkt)
return nil
} else {
gwlog.Errorf("%s.dispatchPacket: packet queue too long, packet dropped", edi)
return errors.Errorf("%s: packet of entity %s is dropped", dispatcherService)
}
} else {
// time to unblock
edi.unblock()
return nil
}
}
func (info *entityDispatchInfo) unblock() {
if !info.blockUntilTime.IsZero() { // entity is loading, it's done now
//gwlog.Infof("entity is loaded now, clear loadTime")
info.blockUntilTime = time.Time{}
targetGame := info.gameid
// send the cached calls to target game
var pendingPackets []*netutil.Packet
pendingPackets, info.pendingPacketQueue = info.pendingPacketQueue, nil
for _, pkt := range pendingPackets {
dispatcherService.dispatchPacketToGame(targetGame, pkt)
pkt.Release()
}
}
}
type gameDispatchInfo struct {
gameid uint16
clientProxy *dispatcherClientProxy
isBlocked bool
blockUntilTime time.Time // game can be blocked
pendingPacketQueue []*netutil.Packet
isBanBootEntity bool
lbcheapentry *lbcheapentry
}
func (gdi *gameDispatchInfo) setClientProxy(clientProxy *dispatcherClientProxy) {
gdi.clientProxy = clientProxy
if gdi.clientProxy != nil && !gdi.isBlocked {
gdi.sendPendingPackets()
}
return
}
func (gdi *gameDispatchInfo) block(duration time.Duration) {
gdi.isBlocked = true
gdi.blockUntilTime = time.Now().Add(duration)
}
func (gdi *gameDispatchInfo) checkBlocked() bool {
if gdi.isBlocked {
if time.Now().After(gdi.blockUntilTime) {
gdi.isBlocked = false
return true
}
}
return false
}
func (gdi *gameDispatchInfo) isConnected() bool {
return gdi.clientProxy != nil
}
func (gdi *gameDispatchInfo) dispatchPacket(pkt *netutil.Packet) error {
if gdi.checkBlocked() && gdi.clientProxy == nil {
// blocked from true -> false, and game is already disconnected before
// in this case, the game should be cleaned up
dispatcherService.cleanupGameInfo(gdi.gameid, gdi)
}
if !gdi.isBlocked && gdi.clientProxy != nil {
return gdi.clientProxy.SendPacket(pkt)
} else {
if len(gdi.pendingPacketQueue) < consts.GAME_PENDING_PACKET_QUEUE_MAX_LEN {
gdi.pendingPacketQueue = append(gdi.pendingPacketQueue, pkt)
pkt.AddRefCount(1)
if len(gdi.pendingPacketQueue)%1 == 0 {
gwlog.Warnf("game %d pending packet count = %d, blocked = %v, clientProxy = %s", gdi.gameid, len(gdi.pendingPacketQueue), gdi.isBlocked, gdi.clientProxy)
}
return nil
} else {
return errors.Errorf("packet to game %d is dropped", gdi.gameid)
}
}
}
func (gdi *gameDispatchInfo) unblock() {
if !gdi.blockUntilTime.IsZero() {
gdi.blockUntilTime = time.Time{}
if gdi.clientProxy != nil {
gdi.sendPendingPackets()
}
}
}
func (gdi *gameDispatchInfo) sendPendingPackets() {
// send the cached calls to target game
var pendingPackets []*netutil.Packet
pendingPackets, gdi.pendingPacketQueue = gdi.pendingPacketQueue, nil
for _, pkt := range pendingPackets {
gdi.clientProxy.SendPacket(pkt)
pkt.Release()
}
}
func (gdi *gameDispatchInfo) clearPendingPackets() {
var pendingPackets []*netutil.Packet
pendingPackets, gdi.pendingPacketQueue = gdi.pendingPacketQueue, nil
for _, pkt := range pendingPackets {
pkt.Release()
}
}
type dispatcherMessage struct {
dcp *dispatcherClientProxy
proto.Message
}
// DispatcherService implements the dispatcher service
type DispatcherService struct {
dispid uint16
config *config.DispatcherConfig
games []*gameDispatchInfo
bootGames []int
gates []*dispatcherClientProxy
messageQueue chan dispatcherMessage
entityDispatchInfos map[common.EntityID]*entityDispatchInfo
srvdisRegisterMap map[string]string
//entityIDToServices map[common.EntityID]common.StringSet
entitySyncInfosToGame []*netutil.Packet // cache entity sync infos to gates
ticker <-chan time.Time
lbcheap lbcheap // heap for game load balancing
}
func newDispatcherService(dispid uint16) *DispatcherService {
cfg := config.GetDispatcher(dispid)
gameCount := config.GetGamesNum()
gateCount := config.GetGatesNum()
entitySyncInfosToGame := make([]*netutil.Packet, gameCount)
for i := range entitySyncInfosToGame {
pkt := netutil.NewPacket()
pkt.AppendUint16(proto.MT_SYNC_POSITION_YAW_FROM_CLIENT)
entitySyncInfosToGame[i] = pkt
}
ds := &DispatcherService{
dispid: dispid,
config: cfg,
messageQueue: make(chan dispatcherMessage, consts.DISPATCHER_SERVICE_PACKET_QUEUE_SIZE),
games: make([]*gameDispatchInfo, gameCount),
gates: make([]*dispatcherClientProxy, gateCount),
entityDispatchInfos: map[common.EntityID]*entityDispatchInfo{},
//entityIDToServices: map[common.EntityID]common.StringSet{},
srvdisRegisterMap: map[string]string{},
entitySyncInfosToGame: entitySyncInfosToGame,
ticker: time.Tick(consts.DISPATCHER_SERVICE_TICK_INTERVAL),
lbcheap: nil,
}
for i := range ds.games {
gameid := uint16(i + 1)
lbcheapentry := &lbcheapentry{gameid, i, 0, 0}
ds.games[i] = &gameDispatchInfo{gameid: gameid, lbcheapentry: lbcheapentry}
ds.lbcheap = append(ds.lbcheap, lbcheapentry)
}
heap.Init(&ds.lbcheap)
ds.lbcheap.validateHeapIndexes()
ds.recalcBootGames()
return ds
}
func (service *DispatcherService) messageLoop() {
for {
select {
case msg := <-service.messageQueue:
dcp := msg.dcp
msgtype := msg.MsgType
pkt := msg.Packet
if msgtype >= proto.MT_REDIRECT_TO_GATEPROXY_MSG_TYPE_START && msgtype <= proto.MT_REDIRECT_TO_GATEPROXY_MSG_TYPE_STOP {
service.handleDoSomethingOnSpecifiedClient(dcp, pkt)
} else {
switch msgtype {
case proto.MT_SYNC_POSITION_YAW_FROM_CLIENT:
service.handleSyncPositionYawFromClient(dcp, pkt)
case proto.MT_SYNC_POSITION_YAW_ON_CLIENTS:
service.handleSyncPositionYawOnClients(dcp, pkt)
case proto.MT_CALL_ENTITY_METHOD:
service.handleCallEntityMethod(dcp, pkt)
case proto.MT_CALL_ENTITY_METHOD_FROM_CLIENT:
service.handleCallEntityMethodFromClient(dcp, pkt)
case proto.MT_QUERY_SPACE_GAMEID_FOR_MIGRATE:
service.handleQuerySpaceGameIDForMigrate(dcp, pkt)
case proto.MT_MIGRATE_REQUEST:
service.handleMigrateRequest(dcp, pkt)
case proto.MT_REAL_MIGRATE:
service.handleRealMigrate(dcp, pkt)
case proto.MT_CALL_FILTERED_CLIENTS:
service.handleCallFilteredClientProxies(dcp, pkt)
case proto.MT_NOTIFY_CLIENT_CONNECTED:
service.handleNotifyClientConnected(dcp, pkt)
case proto.MT_NOTIFY_CLIENT_DISCONNECTED:
service.handleNotifyClientDisconnected(dcp, pkt)
case proto.MT_LOAD_ENTITY_SOMEWHERE:
service.handleLoadEntitySomewhere(dcp, pkt)
case proto.MT_NOTIFY_CREATE_ENTITY:
eid := pkt.ReadEntityID()
service.handleNotifyCreateEntity(dcp, pkt, eid)
case proto.MT_NOTIFY_DESTROY_ENTITY:
eid := pkt.ReadEntityID()
service.handleNotifyDestroyEntity(dcp, pkt, eid)
case proto.MT_CREATE_ENTITY_SOMEWHERE:
service.handleCreateEntitySomewhere(dcp, pkt)
case proto.MT_GAME_LBC_INFO:
service.handleGameLBCInfo(dcp, pkt)
case proto.MT_CALL_NIL_SPACES:
service.handleCallNilSpaces(dcp, pkt)
case proto.MT_CANCEL_MIGRATE:
service.handleCancelMigrate(dcp, pkt)
case proto.MT_SRVDIS_REGISTER:
service.handleSrvdisRegister(dcp, pkt)
case proto.MT_SET_GAME_ID:
// this is a game server
service.handleSetGameID(dcp, pkt)
case proto.MT_SET_GATE_ID:
// this is a gate
service.handleSetGateID(dcp, pkt)
case proto.MT_START_FREEZE_GAME:
// freeze the game
service.handleStartFreezeGame(dcp, pkt)
default:
gwlog.TraceError("unknown msgtype %d from %s", msgtype, dcp)
}
}
pkt.Release()
break
case <-service.ticker:
post.Tick()
service.sendEntitySyncInfosToGames()
break
}
}
}
func (service *DispatcherService) terminate() {
gwlog.Infof("Dispatcher terminated gracefully.")
os.Exit(0)
}
func (service *DispatcherService) delEntityDispatchInfo(entityID common.EntityID) {
delete(service.entityDispatchInfos, entityID)
}
func (service *DispatcherService) setEntityDispatcherInfoForWrite(entityID common.EntityID) (info *entityDispatchInfo) {
info = service.entityDispatchInfos[entityID]
if info == nil {
info = &entityDispatchInfo{}
service.entityDispatchInfos[entityID] = info
}
return
}
func (service *DispatcherService) String() string {
return fmt.Sprintf("DispatcherService<%d>", dispid)
}
func (service *DispatcherService) run() {
host := fmt.Sprintf("%s:%d", service.config.BindIp, service.config.BindPort)
binutil.PrintSupervisorTag(consts.DISPATCHER_STARTED_TAG)
go gwutils.RepeatUntilPanicless(service.messageLoop)
netutil.ServeTCPForever(host, service)
}
// ServeTCPConnection handles dispatcher client connections to dispatcher
func (service *DispatcherService) ServeTCPConnection(conn net.Conn) {
tcpConn := conn.(*net.TCPConn)
tcpConn.SetReadBuffer(consts.DISPATCHER_CLIENT_PROXY_READ_BUFFER_SIZE)
tcpConn.SetWriteBuffer(consts.DISPATCHER_CLIENT_PROXY_WRITE_BUFFER_SIZE)
client := newDispatcherClientProxy(service, conn)
client.serve()
}
func (service *DispatcherService) handleSetGameID(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
gameid := pkt.ReadUint16()
isReconnect := pkt.ReadBool()
isRestore := pkt.ReadBool()
isBanBootEntity := pkt.ReadBool()
numEntities := pkt.ReadUint32() // number of entities on the game
//for i := uint32(0); i < numEntities; i++ {
// eid := pkt.ReadEntityID()
//}
gwlog.Infof("%s: connection %s set gameid=%d, isReconnect=%v, isRestore=%v, isBanBootEntity=%v, numEntities=%d", service, dcp, gameid, isReconnect, isRestore, isBanBootEntity, numEntities)
if gameid <= 0 {
gwlog.Panicf("invalid gameid: %d", gameid)
}
if dcp.gameid > 0 || dcp.gateid > 0 {
gwlog.Panicf("already set gameid=%d, gateid=%d", dcp.gameid, dcp.gateid)
}
dcp.gameid = gameid
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleSetGameID: dcp=%s, gameid=%d, isReconnect=%v", service, dcp, gameid, isReconnect)
}
gdi := service.games[gameid-1]
if gdi.clientProxy != nil {
gdi.clientProxy.Close()
service.handleGameDisconnected(gdi.clientProxy)
}
oldIsBanBootEntity := gdi.isBanBootEntity
gdi.isBanBootEntity = isBanBootEntity
gdi.setClientProxy(dcp) // should be nil, unless reconnect
gdi.unblock() // unlock game dispatch info if new game is connected
if oldIsBanBootEntity != isBanBootEntity {
service.recalcBootGames() // recalc if necessary
}
// restore all entities for the game from the packet
var rejectEntities []common.EntityID
for i := uint32(0); i < numEntities; i++ {
eid := pkt.ReadEntityID()
edi := service.setEntityDispatcherInfoForWrite(eid)
if edi.gameid == gameid {
// the current game for the entity is not changed
edi.unblock()
} else if edi.gameid == 0 {
// the entity has no game yet, set to this game
edi.gameid = gameid
edi.unblock()
} else {
// the entity is on other game ... need to tell the game to destroy his version of entity
rejectEntities = append(rejectEntities, eid)
}
}
gwlog.Infof("%s: %s set gameid = %d, numEntities = %d, rejectEntites = %d, services = %v", service, dcp, gameid, numEntities, len(rejectEntities), service.srvdisRegisterMap)
// reuse the packet to send SET_GAMEID_ACK with all connected gameids
connectedGameIDs := service.getConnectedGameIDs()
dcp.SendSetGameIDAck(service.dispid, connectedGameIDs, rejectEntities, service.srvdisRegisterMap)
service.sendNotifyGameConnected(gameid)
return
}
func (service *DispatcherService) getConnectedGameIDs() (gameids []uint16) {
for _, gdi := range service.games {
if gdi.clientProxy != nil {
gameids = append(gameids, gdi.gameid)
}
}
return
}
//
//func (service *DispatcherService) sendSetGameIDAck(pkt *netutil.Packet) {
//}
func (service *DispatcherService) sendNotifyGameConnected(gameid uint16) {
pkt := proto.MakeNotifyGameConnectedPacket(gameid)
service.broadcastToGamesExcept(pkt, gameid)
pkt.Release()
}
func (service *DispatcherService) handleSetGateID(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
gateid := pkt.ReadUint16()
if gateid <= 0 {
gwlog.Panicf("invalid gateid: %d", gateid)
}
if dcp.gameid > 0 || dcp.gateid > 0 {
gwlog.Panicf("already set gameid=%d, gateid=%d", dcp.gameid, dcp.gateid)
}
dcp.gateid = gateid
gwlog.Infof("Gate %d is connected: %s", gateid, dcp)
olddcp := service.gates[gateid-1]
if olddcp != nil {
gwlog.Warnf("Gate %d connection %s is replaced by new connection %s", gateid, olddcp, dcp)
olddcp.Close()
service.handleGateDisconnected(olddcp)
}
service.gates[gateid-1] = dcp
}
func (service *DispatcherService) handleStartFreezeGame(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
// freeze the game, which block all entities of that game
gwlog.Infof("Handling start freeze game ...")
gameid := dcp.gameid
gdi := service.games[gameid-1]
gdi.block(consts.DISPATCHER_FREEZE_GAME_TIMEOUT)
// tell the game to start real freeze, re-using the packet
pkt.ClearPayload()
pkt.AppendUint16(proto.MT_START_FREEZE_GAME_ACK)
pkt.AppendUint16(dispid)
dcp.SendPacket(pkt)
}
func (service *DispatcherService) isAllGameClientsConnected() bool {
for _, gdi := range service.games {
if !gdi.isConnected() {
return false
}
}
return true
}
func (service *DispatcherService) connectedGameClientsNum() int {
num := 0
for _, gdi := range service.games {
if gdi.isConnected() {
num += 1
}
}
return num
}
func (service *DispatcherService) dispatchPacketToGame(gameid uint16, pkt *netutil.Packet) error {
return service.games[gameid-1].dispatchPacket(pkt)
}
func (service *DispatcherService) dispatcherClientOfGate(gateid uint16) *dispatcherClientProxy {
return service.gates[gateid-1]
}
// Choose a dispatcher client for sending Anywhere packets
func (service *DispatcherService) chooseGame() *gameDispatchInfo {
top := service.lbcheap[0]
gwlog.Infof("%s: choose game by lbc: gameid=%d", service, top.gameid)
gdi := service.games[top.gameid-1]
// after game is chosen, udpate CPU percent by a bit
service.lbcheap.chosen(0)
service.lbcheap.validateHeapIndexes()
return gdi
}
// Choose a dispatcher client for sending Anywhere packets
func (service *DispatcherService) chooseGameForBootEntity() *gameDispatchInfo {
idx := service.bootGames[rand.Intn(len(service.bootGames))]
gdi := service.games[idx]
return gdi
}
func (service *DispatcherService) handleDispatcherClientDisconnect(dcp *dispatcherClientProxy) {
// nothing to do when client disconnected
defer func() {
if err := recover(); err != nil {
gwlog.Errorf("handleDispatcherClientDisconnect paniced: %v", err)
}
}()
gwlog.Warnf("%s disconnected", dcp)
if dcp.gateid > 0 {
// gate disconnected, notify all clients disconnected
service.handleGateDisconnected(dcp)
} else if dcp.gameid > 0 {
service.handleGameDisconnected(dcp)
}
}
func (service *DispatcherService) handleGateDisconnected(dcp *dispatcherClientProxy) {
gateid := dcp.gateid
gwlog.Warnf("Gate %d connection %s is down!", gateid, dcp)
curdcp := service.gates[gateid-1]
if curdcp != dcp {
gwlog.Errorf("Gate %d connection %s is down, but the current connection is %s", gateid, dcp, curdcp)
return
}
service.gates[gateid-1] = nil
pkt := netutil.NewPacket()
pkt.AppendUint16(proto.MT_NOTIFY_GATE_DISCONNECTED)
pkt.AppendUint16(gateid)
service.broadcastToGames(pkt)
pkt.Release()
}
func (service *DispatcherService) handleGameDisconnected(dcp *dispatcherClientProxy) {
gameid := dcp.gameid
gwlog.Errorf("%s: game %d is down: %s", service, gameid, dcp)
gdi := service.games[gameid-1]
if dcp != gdi.clientProxy {
// this connection is not the current connection
gwlog.Errorf("%s: game%d connection %s is disconnected, but the current connection is %s", service, gameid, dcp, gdi.clientProxy)
return
}
gdi.clientProxy = nil // connection down, set clientProxy = nil
if !gdi.isBlocked {
// game is down, we need to clear all
service.cleanupGameInfo(gameid, gdi)
} else {
// game is freezed, wait for restore, setup a timer to cleanup later if restore is not success
}
}
func (service *DispatcherService) cleanupGameInfo(gameid uint16, gdi *gameDispatchInfo) {
// clear all entities and other infos for the game
gwlog.Infof("%s: cleanup game info: game%d", service, gameid)
service.cleanupEntitiesOfGame(gameid)
gdi.clearPendingPackets()
}
func (service *DispatcherService) cleanupEntitiesOfGame(gameid uint16) {
cleanEids := common.EntityIDSet{} // get all clean eids
for eid, dispatchInfo := range service.entityDispatchInfos {
if dispatchInfo.gameid == gameid {
cleanEids.Add(eid)
}
}
for eid := range cleanEids {
service.cleanupEntityInfo(eid)
}
gwlog.Infof("%s: game%d is down, %d entities cleaned", service, gameid, len(cleanEids))
}
// Entity is create on the target game
func (service *DispatcherService) handleNotifyCreateEntity(dcp *dispatcherClientProxy, pkt *netutil.Packet, entityID common.EntityID) {
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleNotifyCreateEntity: dcp=%s, entityID=%s", service, dcp, entityID)
}
entityDispatchInfo := service.setEntityDispatcherInfoForWrite(entityID)
entityDispatchInfo.gameid = dcp.gameid
entityDispatchInfo.unblock()
}
func (service *DispatcherService) handleNotifyDestroyEntity(dcp *dispatcherClientProxy, pkt *netutil.Packet, entityID common.EntityID) {
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleNotifyDestroyEntity: dcp=%s, entityID=%s", service, dcp, entityID)
}
service.cleanupEntityInfo(entityID)
}
func (service *DispatcherService) cleanupEntityInfo(entityID common.EntityID) {
service.delEntityDispatchInfo(entityID)
}
func (service *DispatcherService) handleNotifyClientConnected(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
targetGame := service.chooseGameForBootEntity()
pkt.AppendUint16(dcp.gateid)
targetGame.dispatchPacket(pkt)
}
func (service *DispatcherService) handleNotifyClientDisconnected(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
ownerEntityID := pkt.ReadEntityID() // owner entity's ID for the client
edi := service.entityDispatchInfos[ownerEntityID]
if edi != nil {
edi.dispatchPacket(pkt)
} else {
gwlog.Warnf("%s: client %s is disconnected, but owner entity %s not found", service, dcp, ownerEntityID)
}
}
func (service *DispatcherService) handleLoadEntitySomewhere(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
//typeName := pkt.ReadVarStr()
//eid := pkt.ReadEntityID()
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleLoadEntitySomewhere: dcp=%s, pkt=%v", service, dcp, pkt.Payload())
}
gameid := pkt.ReadUint16() // the target game to create entity or 0 for anywhere
eid := pkt.ReadEntityID() // field 1
entityDispatchInfo := service.setEntityDispatcherInfoForWrite(eid)
if entityDispatchInfo.gameid == 0 { // entity not loaded, try load now
var gdi *gameDispatchInfo
if gameid == 0 {
gdi = service.chooseGame()
} else {
gdi = service.games[gameid-1]
}
entityDispatchInfo.gameid = gdi.gameid
entityDispatchInfo.blockRPC(consts.DISPATCHER_LOAD_TIMEOUT)
gdi.dispatchPacket(pkt)
} else if gameid != 0 && gameid != entityDispatchInfo.gameid {
gwlog.Warnf("%s: try to load entity on game%d, but already created on game%d", service, gameid, entityDispatchInfo.gameid)
}
}
func (service *DispatcherService) handleCreateEntitySomewhere(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleCreateEntitySomewhere: dcp=%s, pkt=%s", service, dcp, pkt.Payload())
}
gameid := pkt.ReadUint16()
entityid := pkt.ReadEntityID()
var gdi *gameDispatchInfo
if gameid == 0 {
// choose a random game
gdi = service.chooseGame()
} else {
// choose the specified game
gdi = service.games[gameid-1]
}
entityDispatchInfo := service.setEntityDispatcherInfoForWrite(entityid)
entityDispatchInfo.gameid = gdi.gameid // setup gameid of entity
gdi.dispatchPacket(pkt)
}
func (service *DispatcherService) handleSrvdisRegister(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
srvid := pkt.ReadVarStr()
srvinfo := pkt.ReadVarStr()
force := pkt.ReadBool()
curinfo := service.srvdisRegisterMap[srvid]
if force || curinfo == "" {
service.srvdisRegisterMap[srvid] = srvinfo
service.broadcastToGames(pkt)
gwlog.Infof("%s: srvdis register %s = %s, force %v, register ok", service, srvid, srvinfo, force)
} else {
gwlog.Infof("%s: srvdis register %s = %s, force %v, curinfo=%s, register failed", service, srvid, srvinfo, force, curinfo)
}
}
func (service *DispatcherService) handleServiceDown(gameid uint16, serviceName string, eid common.EntityID) {
gwlog.Warnf("%s: service %s: entity %s is down!", service, serviceName, eid)
pkt := netutil.NewPacket()
pkt.AppendUint16(proto.MT_UNDECLARE_SERVICE)
pkt.AppendEntityID(eid)
pkt.AppendVarStr(serviceName)
service.broadcastToGamesExcept(pkt, gameid)
pkt.Release()
}
func (service *DispatcherService) handleCallEntityMethod(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
entityID := pkt.ReadEntityID()
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleCallEntityMethod: dcp=%s, entityID=%s", service, dcp, entityID)
}
entityDispatchInfo := service.entityDispatchInfos[entityID]
if entityDispatchInfo != nil {
entityDispatchInfo.dispatchPacket(pkt)
} else {
gwlog.Warnf("%s: entity %s is called by other entity, but dispatch info is not found", service, entityID)
}
}
func (service *DispatcherService) handleCallNilSpaces(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
// send the packet to all games
exceptGameID := pkt.ReadUint16()
service.broadcastToGamesExcept(pkt, exceptGameID)
}
func (service *DispatcherService) handleSyncPositionYawOnClients(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
gateid := pkt.ReadUint16()
service.dispatcherClientOfGate(gateid).SendPacket(pkt)
}
func (service *DispatcherService) handleSyncPositionYawFromClient(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
// This sync packet contains position-yaw of multiple entities from a gate. Cache the packet to be send before flush?
payload := pkt.UnreadPayload()
for i := 0; i < len(payload); i += proto.SYNC_INFO_SIZE_PER_ENTITY + common.ENTITYID_LENGTH {
eid := common.EntityID(payload[i : i+common.ENTITYID_LENGTH]) // the first bytes of each entry is the EntityID
entityDispatchInfo := service.entityDispatchInfos[eid]
if entityDispatchInfo == nil {
gwlog.Warnf("%s: entity %s is synced from client, but dispatch info is not found", service, eid)
continue
}
gameid := entityDispatchInfo.gameid
// put this sync info to the pending queue of target game
// concat to the end of queue
pkt := service.entitySyncInfosToGame[gameid-1]
pkt.AppendBytes(payload[i : i+proto.SYNC_INFO_SIZE_PER_ENTITY+common.ENTITYID_LENGTH])
}
}
func (service *DispatcherService) sendEntitySyncInfosToGames() {
for gameidx, pkt := range service.entitySyncInfosToGame {
if pkt.GetPayloadLen() <= 2 {
continue
}
service.games[gameidx].dispatchPacket(pkt)
pkt.Release()
// send the entity sync infos to this game
pkt = netutil.NewPacket()
pkt.AppendUint16(proto.MT_SYNC_POSITION_YAW_FROM_CLIENT)
service.entitySyncInfosToGame[gameidx] = pkt
}
}
func (service *DispatcherService) handleCallEntityMethodFromClient(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
entityID := pkt.ReadEntityID()
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleCallEntityMethodFromClient: entityID=%s, payload=%v", service, entityID, pkt.Payload())
}
entityDispatchInfo := service.entityDispatchInfos[entityID]
if entityDispatchInfo != nil {
entityDispatchInfo.dispatchPacket(pkt)
} else {
gwlog.Warnf("%s: entity %s is called by client, but dispatch info is not found", service, entityID)
}
}
func (service *DispatcherService) handleDoSomethingOnSpecifiedClient(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
gid := pkt.ReadUint16()
service.dispatcherClientOfGate(gid).SendPacket(pkt)
}
func (service *DispatcherService) handleCallFilteredClientProxies(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
service.broadcastToGates(pkt)
}
func (service *DispatcherService) handleQuerySpaceGameIDForMigrate(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
spaceid := pkt.ReadEntityID()
if consts.DEBUG_PACKETS {
gwlog.Debugf("%s.handleQuerySpaceGameIDForMigrate: spaceid=%s", service, spaceid)
}
spaceDispatchInfo := service.entityDispatchInfos[spaceid]
var gameid uint16
if spaceDispatchInfo != nil {
gameid = spaceDispatchInfo.gameid
}
pkt.AppendUint16(gameid)
// send the packet back
dcp.SendPacket(pkt)
}
func (service *DispatcherService) handleMigrateRequest(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
entityID := pkt.ReadEntityID()
spaceID := pkt.ReadEntityID()
spaceGameID := pkt.ReadUint16()
if consts.DEBUG_PACKETS {
gwlog.Debugf("Entity %s is migrating to space %s @ game%d", entityID, spaceID, spaceGameID)
}
entityDispatchInfo := service.setEntityDispatcherInfoForWrite(entityID)
entityDispatchInfo.blockRPC(consts.DISPATCHER_MIGRATE_TIMEOUT)
dcp.SendPacket(pkt)
}
func (service *DispatcherService) handleCancelMigrate(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
entityid := pkt.ReadEntityID()
if consts.DEBUG_PACKETS {
gwlog.Debugf("Entity %s cancelled migrating", entityid)
}
entityDispatchInfo := service.entityDispatchInfos[entityid]
if entityDispatchInfo != nil {
entityDispatchInfo.unblock()
}
}
func (service *DispatcherService) handleRealMigrate(dcp *dispatcherClientProxy, pkt *netutil.Packet) {
// get spaceID and make sure it exists
eid := pkt.ReadEntityID()
targetGame := pkt.ReadUint16() // target game of migration
// target space is not checked for existence, because we relay the packet anyway
// mark the eid as migrating done
entityDispatchInfo := service.setEntityDispatcherInfoForWrite(eid)
entityDispatchInfo.gameid = targetGame
service.dispatchPacketToGame(targetGame, pkt)
// send the cached calls to target game
entityDispatchInfo.unblock()
}
func (service *DispatcherService) broadcastToGames(pkt *netutil.Packet) {
for idx, gdi := range service.games {
if gdi != nil {
gdi.dispatchPacket(pkt)
} else {
gwlog.Errorf("Game %d is not connected to dispatcher when broadcasting", idx+1)
}
}
}
func (service *DispatcherService) broadcastToGamesExcept(pkt *netutil.Packet, exceptGameID uint16) {
for idx, gdi := range service.games {
if uint16(idx+1) == exceptGameID {
continue
}
if gdi != nil {
gdi.dispatchPacket(pkt)
} else {
gwlog.Errorf("Game %d is not connected to dispatcher when broadcasting", idx+1)
}
}
}
func (service *DispatcherService) broadcastToGates(pkt *netutil.Packet) {
for idx, dcp := range service.gates {
if dcp != nil {
dcp.SendPacket(pkt)
} else {
gwlog.Errorf("Gate %d is not connected to dispatcher when broadcasting", idx+1)
}
}
}
func (service *DispatcherService) recalcBootGames() {
var candidates []int
for i, gdi := range service.games {
if !gdi.isBanBootEntity {
candidates = append(candidates, i)
}
}
service.bootGames = candidates
}
func (service *DispatcherService) handleGameLBCInfo(dcp *dispatcherClientProxy, packet *netutil.Packet) {
// handle game LBC info from game
var lbcinfo proto.GameLBCInfo
packet.ReadData(&lbcinfo)
gwlog.Debugf("Game %d Load Balancing Info: %+v", dcp.gameid, lbcinfo)
lbcinfo.CPUPercent *= 1 + (rand.Float64() * 0.1) // multiply CPUPercent by a random factor 1.0 ~ 1.1
gdi := service.games[dcp.gameid-1]
gdi.lbcheapentry.update(lbcinfo)
heap.Fix(&service.lbcheap, gdi.lbcheapentry.heapidx)
service.lbcheap.validateHeapIndexes()
}