哈Ha!我认为这意味着要尝试在Akka.NET上重写使用MS Orleans所做的服务器,也就是要尝试这种技术。如果您对以前发生的事情感兴趣,欢迎光临。源代码
gitlab.com/VictorWinbringer/msorleansonlinegame/-/tree/master/Server/AkkaActors关于游戏
使用des比赛模式进行拍摄。所有人都反对。绿色#是对手。黄色#是您的角色。红色$是一颗子弹。朝您的移动方向拍摄。移动方向由WASD按钮或箭头控制。空格键用于拍摄。我想将来在Three.js上制作图形客户端,并将游戏置于某种免费托管中。到目前为止,只有一个临时控制台客户端。
个人印象
通常,当您要并行化计算并且不使用锁(对象)时,它们都可以解决问题。粗略地说,锁中包含的所有代码通常都可以放置在actor中。此外,每个演员都过着自己的生活,可以独立于其他演员重新开始。同时,维持整个系统的整体生存能力。容错能力一般。在我看来,奥尔良(MS Orleans)似乎更方便并且在RPC下更加完善。 Akka.NET更简单,更少。它可以简单地用作反应式异步计算的库。 MS Orleans立即要求自己选择一个单独的端口,并为自己配置一个在应用程序启动时将启动的主机。 Akka.NET在基本配置中不需要任何内容。我连接了nuget包并使用了它。但是,MS Orleans具有针对演员(谷物)的强类型接口。通常,如果我需要在角色上完全编写微服务,那么我会选择MS Orleans,前提是我们只并行化计算并避免通过锁,AutoResetEventSlim或类似的Akka.NET来同步线程。因此,是的,据称存在误解,认为“哈罗”射击服务器是在演员身上制作的。哦,还是。在参与者身上,只有诸如支付之类的任何基础设施。玩家动作和投篮的逻辑,这就是游戏逻辑,它以C ++整体语言计算。在类似《魔兽世界》这样的MMO游戏中,您可以清楚地选择一个目标,并且对于所有法术,您在全球范围内的补给量几乎都是1秒,那里经常使用演员。代码和注释
我们服务器的入口点。SignalR集线器
public class GameHub : Hub
{
private readonly ActorSystem _system;
private readonly IServiceProvider _provider;
private readonly IGrainFactory _client;
public GameHub(
IGrainFactory client,
ActorSystem system,
IServiceProvider provider
)
{
_client = client;
_system = system;
_provider = provider;
}
public async Task JoinGame(long gameId, Guid playerId)
{
var gameFactory = _provider.GetRequiredServiceByName<Func<long, IActorRef>>("game");
var game = gameFactory(gameId);
var random = new Random();
var player = new Player()
{
IsAlive = true,
GameId = gameId,
Id = playerId,
Point = new Point()
{
X = (byte)random.Next(1, GameActor.WIDTH - 1),
Y = (byte)random.Next(1, GameActor.HEIGHT - 1)
}
};
game.Tell(player);
}
public async Task GameInput(Input input, long gameId)
{
_system.ActorSelection($"user/{gameId}/{input.PlayerId}").Tell(input);
}
}
在DI中注册我们的actor系统:services.AddSingleton(ActorSystem.Create("game"));
var games = new Dictionary<long, IActorRef>();
services.AddSingletonNamedService<Func<long, IActorRef>>(
"game", (sp, name) => gameId =>
{
lock (games)
{
if (!games.TryGetValue(gameId, out IActorRef gameActor))
{
var frame = new Frame(GameActor.WIDTH, GameActor.HEIGHT) { GameId = gameId };
var gameEntity = new Game()
{
Id = gameId,
Frame = frame
};
var props = Props.Create(() => new GameActor(gameEntity, sp));
var actorSystem = sp.GetRequiredService<ActorSystem>();
gameActor = actorSystem.ActorOf(props, gameId.ToString());
games[gameId] = gameActor;
}
return gameActor;
}
});
演员们
游戏角色
public sealed class GameActor : UntypedActor
{
public const byte WIDTH = 100;
public const byte HEIGHT = 50;
private DateTime _updateTime;
private double _totalTime;
private readonly Game _game;
private readonly IHubContext<GameHub> _hub;
public GameActor(Game game, IServiceProvider provider)
{
_updateTime = DateTime.Now;
_game = game;
_hub = (IHubContext<GameHub>)provider.GetService(typeof(IHubContext<GameHub>));
Context
.System
.Scheduler
.ScheduleTellRepeatedly(
TimeSpan.FromMilliseconds(100),
TimeSpan.FromMilliseconds(1),
Context.Self,
new RunMessage(),
ActorRefs.Nobody
);
}
protected override void OnReceive(object message)
{
if (message is RunMessage run)
Handle(run);
if (message is Player player)
Handle(player);
if (message is Bullet bullet)
Handle(bullet);
}
private void Update<T>(
List<T> entities,
T entity,
Func<object> createInitMessage,
Func<Props> createProps
)
where T : IGameEntity
{
if (!entity.IsAlive)
{
var actor = Context.Child(entity.Id.ToString());
if (!actor.IsNobody())
Context.Stop(actor);
entities.RemoveAll(b => b.Id == entity.Id);
}
else if (!entities.Any(b => b.Id == entity.Id))
{
Context.ActorOf(createProps(), entity.Id.ToString());
entities.Add(entity);
Context.Child(entity.Id.ToString()).Tell(createInitMessage());
}
else
{
entities.RemoveAll(b => b.Id == entity.Id);
entities.Add(entity);
}
}
private void Handle(Bullet bullet)
{
Update(
_game.Bullets,
bullet,
() => new InitBulletMessage(bullet.Clone(), _game.Frame.Clone()),
() => Props.Create(() => new BulletActor())
);
}
private void Handle(Player player)
{
Update(
_game.Players,
player,
() => new InitPlayerMessage(player.Clone(), _game.Frame.Clone()),
() => Props.Create(() => new PlayerActor())
);
}
private void Handle(RunMessage run)
{
var deltaTime = DateTime.Now - _updateTime;
_updateTime = DateTime.Now;
var delta = deltaTime.TotalMilliseconds;
Update(delta);
Draw(delta);
}
private void Update(double deltaTime)
{
var players = _game.Players.Select(p => p.Clone()).ToList();
foreach (var child in Context.GetChildren())
{
child.Tell(new UpdateMessage(deltaTime, players));
}
}
private void Draw(double deltaTime)
{
_totalTime += deltaTime;
if (_totalTime < 50)
return;
_totalTime = 0;
_hub.Clients.All.SendAsync("gameUpdated", _game.Clone()).PipeTo(Self);
}
}
子弹演员
public class BulletActor : UntypedActor
{
private Bullet _bullet;
private Frame _frame;
protected override void OnReceive(object message)
{
if (message is InitBulletMessage bullet)
Handle(bullet);
if (message is UpdateMessage update)
Handle(update);
}
private void Handle(InitBulletMessage message)
{
_bullet = message.Bullet;
_frame = message.Frame;
}
private void Handle(UpdateMessage message)
{
if (_bullet == null)
return;
if (!_bullet.IsAlive)
{
Context.Parent.Tell(_bullet.Clone());
return;
}
_bullet.Move(message.DeltaTime);
if (_frame.Collide(_bullet))
_bullet.IsAlive = false;
if (!_bullet.IsInFrame(_frame))
_bullet.IsAlive = false;
foreach (var player in message.Players)
{
if (player.Id == _bullet.PlayerId)
continue;
if (player.Collide(_bullet))
{
_bullet.IsAlive = false;
Context
.ActorSelection(Context.Parent.Path.ToString() + "/" + player.Id.ToString())
.Tell(new DieMessage());
}
}
Context.Parent.Tell(_bullet.Clone());
}
}
播放器演员
public class PlayerActor : UntypedActor
{
private Player _player;
private Queue<Direction> _directions;
private Queue<Command> _commands;
private Frame _frame;
public PlayerActor()
{
_directions = new Queue<Direction>();
_commands = new Queue<Command>();
}
protected override void OnReceive(object message)
{
if (message is Input input)
Handle(input);
if (message is UpdateMessage update)
Handle(update);
if (message is InitPlayerMessage init)
Handle(init);
if (message is DieMessage)
{
_player.IsAlive = false;
Context.Parent.Tell(_player.Clone());
}
}
private void Handle(InitPlayerMessage message)
{
_player = message.Player;
_frame = message.Frame;
}
private void Handle(Input message)
{
if (_player == null)
return;
if (_player.IsAlive)
{
foreach (var command in message.Commands)
{
_commands.Enqueue(command);
}
foreach (var direction in message.Directions)
{
_directions.Enqueue(direction);
}
}
}
private void Handle(UpdateMessage update)
{
if (_player == null)
return;
if (_player.IsAlive)
{
HandleCommands(update.DeltaTime);
HandleDirections();
Move(update.DeltaTime);
}
Context.Parent.Tell(_player.Clone());
}
private void HandleDirections()
{
while (_directions.Count > 0)
{
_player.Direction = _directions.Dequeue();
}
}
private void HandleCommands(double delta)
{
_player.TimeAfterLastShot += delta;
if (!_player.HasColldown && _commands.Any(command => command == Command.Shoot))
{
var bullet = _player.Shot();
Context.Parent.Tell(bullet.Clone());
_commands.Clear();
}
}
private void Move(double delta)
{
_player.Move(delta);
if (_frame.Collide(_player))
_player.MoveBack();
}
}
演员之间转发的消息
public sealed class DieMessage { }
public sealed class InitBulletMessage
{
public Bullet Bullet { get; }
public Frame Frame { get; }
public InitBulletMessage(Bullet bullet, Frame frame)
{
Bullet = bullet ?? throw new ApplicationException(" ");
Frame = frame ?? throw new ApplicationException(" ");
}
}
public class InitPlayerMessage
{
public Player Player { get; }
public Frame Frame { get; }
public InitPlayerMessage(Player player, Frame frame)
{
Player = player ?? throw new ApplicationException(" !");
Frame = frame ?? throw new ApplicationException(" ");
}
}
public sealed class RunMessage { }
public sealed class UpdateMessage
{
public double DeltaTime { get; }
public List<Player> Players { get; }
public UpdateMessage(double deltaTime, List<Player> players)
{
DeltaTime = deltaTime;
Players = players ?? throw new ApplicationException(" !");
}
}