Scut Lib版本:5.2.3.2
需要安装的软件
a) IIS和消息队列(MSMQ)
b) 数据库,Sql2005以上版本
c) VS2010开发工具(.Net Framework 4.0以上)
d) Python2.6(ScutGame官网下载IronPython2.6.1 RC1 for .NET 4.0插件)
工具
a) 协议工具(目录Source\Tools\ContractTools)
项目划分三层:实体层,组件层,业务逻辑层(脚本层);模型层主要是数据实体映射,自定义缓存结构;组件层主要负责实现中层层扩展功能;业务逻辑层主要负责实现游戏功能;
游戏划分成三个库:DemoConfig库(负责存储游戏配置数据) 、DemoData库(负责存储游戏玩家数据)和DemoLog库(游戏玩家日志记录数据);如图
这里只为每个库建立一张表:
打开VS2010 在菜单上选择 文件 -> 新建 -> 项目;弹出“新建项目”对话窗口,在左则展开“其它项目类型”,选择“Visual Studio解决方案”,选择“.Net Framework 4.0”后,输出项目名称及位置,再点击“确定”;如图:
在“资源管理器”中添加新的几个项目Model、Lang、Com、Bll、HostServer;Model项目:负责从数据库中导出表的数据实体类映射;
Lang项目:负责多语言包;
Com项目:负责中间层组件扩展处理,及中间层业务实体类;
Bll项目:负责业务逻辑处理;
HostServer项目:控制台启动程序,及脚本(Python)业务逻辑处理;
如图:
创建项目结果如下:
设置控制台程序“HostServer”属性为“.Net Framework 4.0”
设置成“Release”编译方式
组件引用
项目 |
引用路径 |
Model |
Lib\protobuf-net.dll
Lib\ZyGames.Framework.Common.dll
Lib\ZyGames.Framework.dll
Lib\ZyGames.Framework.Game.dll |
目录划分
划分配置库(ConfigModel)、玩家信息库(DataModel)、玩家日志库(LogModel)和自定义类型数据实体(Model)目录存储数据实体类; Enum目录存储自定枚举;
DbConfig类
在生成实体类时,生成配置ConnectKey项中使用
public class DbConfig { public const string Config = "DemoConfig"; public const string Data = "DemoData"; public const string Log = "DemoLog"; public const int GlobalPeriodTime = 0; public const int PeriodTime = 0; public const string PersonalName = "UserId"; } //UserId:是玩家库中表的主键字段名称; 红色部分是需要修改的
项目建立完成如图:
实体静态注入配置
用记事本打开Demo.Model.csproj文件,在结尾增加如下配置:
<Project> ... ... <UsingTask TaskName="ZyGames.Framework.Common.Build.WeavingEntityTask" AssemblyFile="bin\$(Configuration)\ZyGames.Framework.Common.dll" /> <Target Name="AfterBuild"> <WeavingEntityTask SolutionDir=".\\bin\$(Configuration)" FilePattern="Demo.Model.dll" /> </Target> ... ... </Project>
组件引用
项目 |
引用路径 |
Lang |
Lib\ZyGames.Framework.Common.dll Lib\ZyGames.Framework.Game.Lang.dll |
负责处理多语言包配置,需要实现中层提供的语言包;以下是定义类
LanguageManager类
public class LanguageManager { private static object thisLock = new object(); private static Dictionary<LangEnum, IGameLanguage> _langTable = new Dictionary<LangEnum, IGameLanguage>(); private static LangEnum _langEnum; static LanguageManager() { _langEnum = (ConfigUtils.GetSetting("LanguageType", "0")).ToEnum<LangEnum>(); LanguageHelper.SetLang(_langEnum); } public static IGameLanguage GetLang() { return GetLang(_langEnum); } public static IGameLanguage GetLang(LangEnum langEnum) { IGameLanguage lang = null; if (!_langTable.ContainsKey(langEnum)) { lock (thisLock) { if (!_langTable.ContainsKey(langEnum)) { switch (langEnum) { case LangEnum.ZH_CN: _langTable.Add(langEnum, new GameZhLanguage()); break; default: throw new Exception("Language is error."); } } } } lang = _langTable[langEnum]; return lang; } }
IGameLanguage接口
public interface IGameLanguage : ILanguage { #region /// <summary> /// 君主帐号 /// </summary> int SystemUserId { get; } /// <summary> /// 玩家名称 /// </summary> string KingName { get; } string Date_Yesterday { get; } string Date_BeforeYesterday { get; } string Date_Day { get; } string St1002_GetRegisterPassportIDError { get; } string St1005_NickNameOutRange { get; } string St1005_NickNameExistKeyword { get; } string St1005_NickNameExist { get; } string St1006_PasswordTooLong { get;} string St1006_ChangePasswordError { get;} string St1006_PasswordError { get;} string St1066_PayError { get; } #endregion }
GameZhLanguage类
class GameZhLanguage : BaseZHLanguage, IGameLanguage { public int SystemUserId { get { return 1000000; } } public string KingName { get { return "系统"; } } public string Date_Yesterday { get { return "昨天"; } } public string Date_BeforeYesterday { get { return "前天"; } } public string Date_Day { get { return "{0}天前"; } } public string St1002_GetRegisterPassportIDError { get { return "获取注册通行证ID失败!"; } } public string St1005_NickNameOutRange { get { return "您的昵称输入有误,请重新输入!"; } } public string St1005_NickNameExistKeyword { get { return "您输入的昵称存在非法字符,请重新输入!"; } } public string St1005_NickNameExist { get { return "您输入的昵称已存在,请重新输入!"; } } public string St1006_PasswordTooLong { get { return "输入错误,请输入4-12位数字或字母!"; } } public string St1006_ChangePasswordError { get { return "修改密码失败!"; } } public string St1006_PasswordError { get { return "密码格式错误!"; } } public string St1066_PayError { get { return "充值失败"; } }
组件引用
项目 |
引用路径 |
Com |
Lib\protobuf-net.dll Lib\ZyGames.Framework.Common.dll Lib\ZyGames.Framework.dll Lib\ZyGames.Framework.Game.Lang.dll Lib\ZyGames.Framework.Game.dll Model Lang |
划分中间件业务实体(Model),聊天组件(Chat)与排行榜(Rank)等目录,如图:
需要使用中间层的功能,请参考《中间层使用文档》
组件引用
项目 |
引用路径 |
Bll |
LibNewtonsoft.Json.dll Lib\IronPython.dll Lib\ZyGames.Framework.Common.dll Lib\ZyGames.Framework.dll Lib\ZyGames.Framework.Plugin.dll Lib\ZyGames.Framework.RPC.dll Lib\ZyGames.Framework.Game.Lang.dll Lib\ZyGames.Framework.Game.dll Lib\ ZyGames.Framework.Game.Contract.dll Model Lang Com |
功能划分
创建Action目录划分接口协议处理逻辑;主要提供中间层定义的固定协议接口,如:登录(1004)与建角(1005)及充值中间层接口
ActionIDDefine类
public class ActionIDDefine { ///<summary> ///客户端注册Socket ///</summary> public const Int16 Cst_Action100 = 100; ///<summary> ///错误日志 ///</summary> public const Int16 Cst_Action404 = 404; ///<summary> ///注册通行证ID获取接口 ///</summary> public const Int16 Cst_Action1002 = 1002; ///<summary> ///用户注册 ///</summary> public const Int16 Cst_Action1003 = 1003; ///<summary> ///用户登录 ///</summary> public const Int16 Cst_Action1004 = 1004; ///<summary> ///创建角色 ///</summary> public const Int16 Cst_Action1005 = 1005; }
BaseAction类
public abstract class BaseAction : AuthorizeAction { protected BaseAction(short actionID, HttpGet httpGet) : base(actionID, httpGet) { } protected override bool IgnoreActionId { get { //排除不需要登录授权的协议接口 return actionId == ActionIDDefine.Cst_Action404; } } }
组件引用
项目 |
引用路径 |
HostServer |
LibNewtonsoft.Json.dll LibNLog.dll Lib\protobuf-net.dll
Lib\IronPython.dll Lib\IronPython.Modules.dll Lib\Microsoft.Dynamic.dll Lib\Microsoft.Scripting.dll
Lib\ServiceStack.dll Lib\ ServiceStack.Common.dll Lib\ ServiceStack.Interfaces.dll Lib\ ServiceStack.Redis.dll Lib\ ServiceStack.Text.dll
Lib\ZyGames.Framework.Common.dll Lib\ZyGames.Framework.dll Lib\ZyGames.Framework.Plugin.dll Lib\ZyGames.Framework.RPC.dll Lib\ZyGames.Framework.Game.Lang.dll Lib\ZyGames.Framework.Game.dll Lib\ ZyGames.Framework.Game.Contract.dll Model Lang Com Bll |
功能划分
划分PyScript目录,存放Python脚本文件;层次如图:
Action目录:处理请求与响应的脚本,可以协议生成器工具中Copy部分模板;
Lib目录:Python中间层脚本,复制Scut开发包中的PythonLib目录;
Remote:应用程序之间内通讯,访问时有IP访问限制;
Route.config.xml:是请求路由配置表,格式如下:
<?xml version="1.0" encoding="utf-8" ?> <config> <!--Python安装类库路径--> <lib path="D:\Python\Lib" /> <route-list> <!--配置Action路由 action:映射的Action代码 path:指定执行的脚本路径 ignoreAuthorize:是否不需要登录授权,true:不需要登录授权 --> <route action="404" path="Action\action404.py"/> <route action="1009" path="Action\action1009.py"/> </route-list> </config>
GameHostApp类
class GameHostApp : GameSocketHost { private static GameHostApp instance; static GameHostApp() { instance = new GameHostApp(); } private GameHostApp() { } public static GameHostApp Current { get { return instance; } } protected override void OnConnectCompleted(object sender, ConnectionEventArgs e) { Console.WriteLine("Client:{0} connect to server.", e.Socket.RemoteEndPoint); } protected override void OnRequested(HttpGet httpGet, IGameResponse response) { try { ActionFactory.Request(httpGet, response, null); } catch (Exception ex) { Console.WriteLine("{0}", ex.Message); } } protected override void OnStartAffer() { try { //时º¡À间?间?隔?更¨¹新?库a int cacheInterval = 600; GameEnvironment.Start(cacheInterval, () => true); Console.WriteLine("The server is staring..."); } catch (Exception ex) { TraceLog.WriteError("The server start error:{0}",ex); } } protected override void OnServiceStop() { GameEnvironment.Stop(); } }
Program类
static void Main(string[] args) { try { GameHostApp.Current.Start(); } catch (Exception ex) { Console.WriteLine(ex.Message); TraceLog.WriteError("HostServer error:{0}", ex); } finally { Console.WriteLine("Press any key to exit the listener!"); Console.ReadKey(); GameHostApp.Current.Stop(); } }
宿主程序Config配置
<?xml version="1.0"?> <configuration> <configSections> <section name="zyGameBaseBll" type="ZyGames.Framework.Game.Configuration.ZyGameBaseBllSection,ZyGames.Framework.Game"/> <section name="zyGameBase-GM" type="ZyGames.Framework.Game.Command.GmSection,ZyGames.Framework.Game"/> <section name="sdkChannel" type="ZyGames.Framework.Game.Sns.Section.SdkChannelSection,ZyGames.Framework.Game"/> </configSections> <appSettings> <!--必须配置 Port:监听端口 Code:产品代码 ServerId:产品游服代码 --> <add key="Product.Code" value="1" /> <add key="Product.Name" value="" /> <add key="Product.ServerId" value="1" /> <add key="Game.Port" value="9701" /> <!--可选配置 MessageQueuePath:消息队列中创建指定的专用名称 Action.AssemblyName:Python开发不用设置, 当使用C#语言开发的Action接口必须设置 SignKey:请求签名Key PublishType:发布版本类型,Debug:请求出错会有信息通知客户端(正式发布可删除) EnableGM:开启可使用GM命令(正式发布可删除) Python_IsDebug:设置python可以调试(正式发布可删除) PythonRootPath:修改Python执行的相对路径(正式发布可删除) --> <add key="Game.Action.AssemblyName" value="ZyGames.Demo.Bll"/> <add key="MessageQueuePath" value=".\private$\DemoCmdSql"></add> <add key="Product.SignKey" value="44CAC8ED53714BF18D60C5C7B6296000"/> <add key="PublishType" value="Debug"/> <add key="EnableGM" value="true"/> <add key="Python_IsDebug" value="true" /> <add key="PythonRootPath" value="..\..\PyScript" /> <!--通用组件配置开始 PayDB:充值模块功能使用的数据库配置(ConnectionString:连接串,Server:服务器,Acount:加密后的登录帐号与密码) Snscenter:用户中心模块使用的数据库配置(ConnectionString:连接串,Server:服务器,Acount:加密后的登录帐号与密码) 注(Acount原串:"Uid=sa;Pwd=123" 密钥:BF3856AD) --> <add key="PayDB_ConnectionString" value="Data Source={0};Database=PayDB;{1}; Pooling=true;" /> <add key="PayDB_Server" value="." /> <add key="PayDB_Acount" value="39B30ED8D3FA3A3E5B3B4CA4F9039D55" /> <add key="Snscenter_ConnectionString" value="Data Source={0};Database=snscenter;{1}; Pooling=true;" /> <add key="Snscenter_Server" value="." /> <add key="Snscenter_Acount" value="39B30ED8D3FA3A3E5B3B4CA4F9039D55" /> </appSettings> <connectionStrings> <add name="DemoConfig" providerName="" connectionString="Data Source=.;Database=DemoConfig;Uid=sa;Pwd=123; Pooling=true;"/> <add name="DemoData" providerName="" connectionString="Data Source=.;Database=Demo1Data;Uid=sa;Pwd=123; Pooling=true;"/> <add name="DemoLog" providerName="" connectionString="Data Source=.;Database=Demo1Log;Uid=sa;Pwd=123; Pooling=true;"/> </connectionStrings> <!--业务层自定义配置--> <zyGameBaseBll> <login defaultType="ZyGames.Framework.Game.Sns.Login36you,ZyGames.Framework.Game"> <retailList> <add id="0000" type="ZyGames.Framework.Game.Sns.Login36you,ZyGames.Framework.Game" args="Pid,Pwd,DeviceID"/> </retailList> </login> </zyGameBaseBll> <zyGameBase-GM> <command> <!--GM:cache--> </command> </zyGameBase-GM> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/> </startup> </configuration>
打开协议生成器工具,增加一个“Demo”项目方案,接着在增加协议(或从现有项目中Copy相同的接口协议),接着定义客户端提供的请求参数和服务器下发的参数(支持多行的格式,字段类型:Record与End组合);定义好客户端与服务器之前通讯的接口后,使用自动生成的服务端Python代码(客户端使用Lua脚本代码)复制到已创建的Python接口文件,如图:
开源地址
GitHub地址:https://github.com/ScutGame