修复不同时间多客户端连接游戏模组时可能产生的线程安全问题

This commit is contained in:
milimoe 2025-01-16 20:22:34 +08:00
parent 85c0651056
commit ce64314516
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
2 changed files with 73 additions and 234 deletions

View File

@ -6,6 +6,7 @@ using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.Core;
using Oshima.Core.Configs;
using Oshima.FunGame.OshimaModules;
using Oshima.FunGame.OshimaServers.Service;
@ -45,27 +46,32 @@ namespace Oshima.FunGame.OshimaServers
catch (Exception e)
{
anonymous.Controller.Error(e);
Instances.Remove(anonymous);
}
}
}
protected IServerModel? _clientModel;
protected HashSet<IServerModel> _clientModels = [];
/// <summary>
/// 启动匿名服务器
/// </summary>
/// <param name="model"></param>
/// <returns></returns>
public override bool StartAnonymousServer(IServerModel model)
public override bool StartAnonymousServer(IServerModel model, Dictionary<string, object> data)
{
// 可以做验证处理
string access_token = NetworkUtility.JsonDeserializeFromDictionary<string>(data, "access_token") ?? "";
if (GeneralSettings.TokenList.Contains(access_token))
{
// 添加当前单例
Instances.Add(this);
Controller.WriteLine($"{model.GetClientName()} 连接至匿名服务器", LogLevel.Info);
// 接收连接匿名服务器的客户端
_clientModel = model;
_clientModels.Add(model);
return true;
}
return false;
}
/// <summary>
/// 关闭匿名服务器
@ -75,6 +81,8 @@ namespace Oshima.FunGame.OshimaServers
{
// 移除当前单例
Instances.Remove(this);
// 移除客户端
_clientModels.Remove(model);
Controller.WriteLine($"{model.GetClientName()} 从匿名服务器断开", LogLevel.Info);
}
@ -92,23 +100,22 @@ namespace Oshima.FunGame.OshimaServers
/// </summary>
/// <param name="msg"></param>
public async Task PushMessage(long qq, string msg)
{
if (_clientModel != null)
{
Dictionary<string, object> data = [];
data.Add(nameof(qq), qq);
data.Add(nameof(msg), msg);
Controller.WriteLine("向客户端推送事件", LogLevel.Debug);
await SendAnonymousGameServerMessage([_clientModel], data);
}
List<IServerModel> failedModels = await SendAnonymousGameServerMessage(_clientModels, data);
failedModels.ForEach(model => _clientModels.Remove(model));
}
/// <summary>
/// 接收并处理匿名服务器消息
/// </summary>
/// <param name="model"></param>
/// <param name="data"></param>
/// <returns></returns>
public override async Task<Dictionary<string, object>> AnonymousGameServerHandler(Dictionary<string, object> data)
public override async Task<Dictionary<string, object>> AnonymousGameServerHandler(IServerModel model, Dictionary<string, object> data)
{
Dictionary<string, object> result = [];
Controller.WriteLine("接收匿名服务器消息", LogLevel.Debug);
@ -229,7 +236,7 @@ namespace Oshima.FunGame.OshimaServers
return result.Trim();
}
public override Task<Dictionary<string, object>> GamingMessageHandler(string username, GamingType type, Dictionary<string, object> data)
public override Task<Dictionary<string, object>> GamingMessageHandler(IServerModel model, GamingType type, Dictionary<string, object> data)
{
throw new NotImplementedException();
}

View File

@ -1,4 +1,5 @@
using System.Text;
using System.Collections.Concurrent;
using System.Text;
using Milimoe.FunGame.Core.Api.Transmittal;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
@ -9,6 +10,7 @@ using Milimoe.FunGame.Core.Model;
using Oshima.FunGame.OshimaModules;
using Oshima.FunGame.OshimaModules.Items;
using Oshima.FunGame.OshimaModules.Skills;
using Oshima.FunGame.OshimaServers.Service;
namespace Oshima.FunGame.OshimaServers
{
@ -24,19 +26,20 @@ namespace Oshima.FunGame.OshimaServers
public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
public static PluginConfig StatsConfig { get; } = new(OshimaGameModuleConstant.FastAuto, nameof(CharacterStatistics));
public static GameModuleLoader? GameModuleLoader { get; set; } = null;
public static List<User> ConnectedUsers { get; } = [];
public override async Task<Dictionary<string, object>> GamingMessageHandler(string username, GamingType type, Dictionary<string, object> data)
public override async Task<Dictionary<string, object>> GamingMessageHandler(IServerModel model, GamingType type, Dictionary<string, object> data)
{
Dictionary<string, object> result = [];
// 获取model所在的房间工作类
ModuleServerWorker worker = Workers[model.InRoom.Roomid];
switch (type)
{
case GamingType.Connect:
string un = (DataRequest.GetDictionaryJsonObject<string>(data, "un") ?? "").Trim();
if (un != "" && !ConnectedUsers.Where(u => u.Username == un).Any())
if (un != "" && !worker.ConnectedUser.Any(u => u.Username == un))
{
ConnectedUsers.Add(Users.Where(u => u.Username == un).First());
worker.ConnectedUser.Add(model.User);
Controller.WriteLine(un + " 已连接至房间。");
}
break;
@ -87,29 +90,35 @@ namespace Oshima.FunGame.OshimaServers
return result;
}
protected Room Room = General.HallInstance;
protected List<User> Users = [];
protected IServerModel? RoomMaster;
protected Dictionary<string, IServerModel> All = [];
private readonly struct ModuleServerWorker(Room room, List<User> users, IServerModel roomMaster, Dictionary<string, IServerModel> serverModels)
{
public Room Room { get; } = room;
public List<User> Users { get; } = users;
public IServerModel RoomMaster { get; } = roomMaster;
public Dictionary<string, IServerModel> All { get; } = serverModels;
public List<User> ConnectedUser { get; } = [];
public Dictionary<string, Dictionary<string, object>> UserData { get; } = [];
public Dictionary<User, Character> PickCharacters { get; } = [];
}
private ConcurrentDictionary<string, ModuleServerWorker> Workers { get; } = [];
public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
{
// 将参数转为本地属性
this.Room = Room;
this.Users = Users;
RoomMaster = RoomMasterServerModel;
All = ServerModels;
TaskUtility.NewTask(StartGame).OnError(Controller.Error);
// 因为模组是单例的,需要为这个房间创建一个工作类接收参数,不能直接用本地变量处理
ModuleServerWorker worker = new(Room, Users, RoomMasterServerModel, ServerModels);
Workers[Room.Roomid] = worker;
TaskUtility.NewTask(async () => await StartGame(worker)).OnError(Controller.Error);
return true;
}
public async Task StartGame()
private async Task StartGame(ModuleServerWorker worker)
{
try
{
while (true)
{
if (ConnectedUsers.Count == Users.Count)
if (worker.ConnectedUser.Count == worker.All.Count)
{
break;
}
@ -121,7 +130,7 @@ namespace Oshima.FunGame.OshimaServers
Dictionary<string, object> data = [];
// 抽取角色
foreach (User user in Users)
foreach (User user in worker.Users)
{
List<Character> list = [.. Characters.Where(c => !characterPickeds.Contains(c))];
Character cr = list[Random.Shared.Next(list.Count - 1)];
@ -129,7 +138,7 @@ namespace Oshima.FunGame.OshimaServers
characterPickeds.Add(cr);
characters.Add(user, cr.Copy());
Controller.WriteLine(msg);
SendAllGamingMessage(data, msg);
SendAllGamingMessage(worker, data, msg);
}
int clevel = 60;
@ -156,192 +165,14 @@ namespace Oshima.FunGame.OshimaServers
};
c.Skills.Add();
if (c.Id == 1)
{
Skill META马 = new META马(c)
{
Level = 1
};
c.Skills.Add(META马);
FunGameService.AddCharacterSkills(c, 1, slevel, slevel);
Skill = new (c)
{
Level = mlevel
};
c.Skills.Add();
}
if (c.Id == 2)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 3)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 4)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 5)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 6)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 7)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 8)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 9)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 10)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 11)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c.Id == 12)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
SendAllGamingMessage(data, c.GetInfo());
SendAllGamingMessage(worker, data, c.GetInfo());
}
ActionQueue actionQueue = new(inGameCharacters, false, (str) =>
{
SendAllGamingMessage(data, str);
SendAllGamingMessage(worker, data, str);
});
// 总游戏时长
@ -358,7 +189,7 @@ namespace Oshima.FunGame.OshimaServers
{
if (i == 998)
{
SendAllGamingMessage(data, $"=== 终局审判 ===");
SendAllGamingMessage(worker, data, $"=== 终局审判 ===");
Dictionary<Character, double> = [];
foreach (Character c in inGameCharacters)
{
@ -366,10 +197,10 @@ namespace Oshima.FunGame.OshimaServers
}
double max = .Values.Max();
Character winner = .Keys.Where(c => [c] == max).First();
SendAllGamingMessage(data, "[ " + winner + " ] 成为了天选之人!!");
SendAllGamingMessage(worker, data, "[ " + winner + " ] 成为了天选之人!!");
foreach (Character c in inGameCharacters.Where(c => c != winner && c.HP > 0))
{
SendAllGamingMessage(data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
SendAllGamingMessage(worker, data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
actionQueue.DeathCalculation(winner, c);
}
actionQueue.EndGameInfo(winner);
@ -382,8 +213,8 @@ namespace Oshima.FunGame.OshimaServers
// 处理回合
if (characterToAct != null)
{
SendAllGamingMessage(data, $"=== Round {i++} ===");
SendAllGamingMessage(data, "现在是 [ " + characterToAct + " ] 的回合!");
SendAllGamingMessage(worker, data, $"=== Round {i++} ===");
SendAllGamingMessage(worker, data, "现在是 [ " + characterToAct + " ] 的回合!");
if (actionQueue.Queue.Count == 0)
{
@ -408,11 +239,11 @@ namespace Oshima.FunGame.OshimaServers
}
}
SendAllGamingMessage(data, "--- End ---");
SendAllGamingMessage(data, "总游戏时长:" + Calculation.Round2Digits(totalTime));
SendAllGamingMessage(worker, data, "--- End ---");
SendAllGamingMessage(worker, data, "总游戏时长:" + Calculation.Round2Digits(totalTime));
// 赛后统计
SendAllGamingMessage(data, "=== 伤害排行榜 ===");
SendAllGamingMessage(worker, data, "=== 伤害排行榜 ===");
int top = inGameCharacters.Count;
int count = 1;
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
@ -425,7 +256,7 @@ namespace Oshima.FunGame.OshimaServers
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
SendAllGamingMessage(data, builder.ToString());
SendAllGamingMessage(worker, data, builder.ToString());
CharacterStatistics? totalStats = CharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault();
if (totalStats != null)
@ -480,7 +311,7 @@ namespace Oshima.FunGame.OshimaServers
for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
{
Character character = actionQueue.Eliminated[i];
SendAllGamingMessage(data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
SendAllGamingMessage(worker, data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
}
lock (StatsConfig)
@ -493,12 +324,13 @@ namespace Oshima.FunGame.OshimaServers
}
// 结束
await Send(All.Values, SocketMessageType.EndGame, Room, Users);
foreach (IServerModel model in All.Values)
await Send(worker.All.Values, SocketMessageType.EndGame, worker.Room, worker.Users);
foreach (IServerModel model in worker.All.Values)
{
model.NowGamingServer = null;
}
ConnectedUsers.Clear();
worker.ConnectedUser.Clear();
Workers.Remove(worker.Room.Roomid, out _);
}
catch (Exception e)
{
@ -522,12 +354,12 @@ namespace Oshima.FunGame.OshimaServers
}
}
public void SendAllGamingMessage(Dictionary<string, object> data, string str, bool showmessage = false)
private void SendAllGamingMessage(ModuleServerWorker worker, Dictionary<string, object> data, string str, bool showmessage = false)
{
data.Clear();
data.Add("msg", str);
data.Add("showmessage", showmessage);
SendGamingMessage(All.Values, GamingType.UpdateInfo, data);
_ = SendGamingMessage(worker.All.Values, GamingType.UpdateInfo, data);
}
public override void AfterLoad(params object[] args)