# 进入和退出游戏

主要包含登录、定时存档、登出、切服等功能。

# 登录

Apollo引擎在登录过程中会处理顶号问题,开发者开发过程不用考虑顶号。登录过程主要涉及下面事件:

  • client 相关事件:

    • OnUIInitFinished:此时可以创建UI了,但是玩家每次切维度都会触发这个事件
    • OnLocalPlayerStopLoading:出生点地形加载完成时触发,切维度不会触发本事件
  • master相关事件:

    • PlayerLoginServerEvent:登录master事件,可以区分登录和切服
  • lobby/game相关事件:

    • AddServerPlayerEvent:登录到lobby/game 事件,可以区分登录和切服

# 服务端登录开发

下面开发LobbyMod服务端登录功能。首先处理登录逻辑,监听AddServerPlayerEvent事件,初始化玩家信息,核心代码如下:

class AwesomeServer(ServerSystem):   
	def __init__(self, namespace, systemName):      
		ServerSystem.__init__(self, namespace, systemName)      
        #注册事件
		self.ListenForEvent(
					serverApi.GetEngineNamespace(), 
					serverApi.GetEngineSystemName(),
					modConfig.AddServerPlayerEvent,
					self, self.OnAddServerPlayer
					)   
		...     
            
	def OnAddServerPlayer(self, args):      
		'''      
	 	添加玩家的监听函数      
		'''      
	 	playerId = args.get('id','-1')      
		uid = netgameApi.GetPlayerUid(playerId)     
		self.mPlayerid2uid[playerId] = uid 
	

# 读写数据库

玩家游戏数据通常存储到mysql。apollo应该尽量异步读写mysql,避免阻塞游戏逻辑,导致全服玩家卡顿。apollo提供“mysql连接池”,提供各种异步读写mysql接口。

我们以LobbyMod为例介绍“mysql连接池”使用方法。首先我们创建表playerCol,用于存储玩家数据,创表语句如下:

CREATE TABLE IF NOT EXISTS `playerCol` (
  `uid` bigint unsigned NOT NULL,
  `nickname` varchar(50) NOT NULL,
  `login_time` bigint unsigned NOT NULL DEFAULT 0,
  PRIMARY KEY (`uid`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;

接着,我们读写表playerCol,玩家登录时从mysql读取玩家数据,若没查到数据,则向mysql插入玩家信息,记录新玩家信息。核心代码如下:

class AwesomeServer(ServerSystem):
	def __init__(self, namespace, systemName):
        ...
		self.mysqlMgr = MysqlOperation()
        
	def OnAddServerPlayer(self, args):      
		'''      
	 	添加玩家的监听函数      
		'''      
        ...
		self.mysqlMgr.QueryPlayerData(playerId,uid,lambda data: self.QuerySinglePlayerCallback(playerId, uid, data))
        
	def QuerySinglePlayerCallback(self, player_id, uid, data):
		'''
		回调函数。若玩家存在,则注册玩家;否则记录玩家信息
		'''
		# 数据库请求返回时,玩家已经主动退出了
		if not self.playerid2uid.has_key(player_id):
			return
		if not data:# 找不到玩家数据,注册一个新玩家
			nickname = netgameApi.GetPlayerNickname(player_id)
			data = playerData.PlayerData.getNewPlayerInfo(uid, nickname)
			self.InsertPlayerData(player_id, uid)
		#记录玩家数据
		player = playerData.PlayerData()
		if isinstance(data,tuple):
			data = player.changeMysqlTupleToPlayerDict(data)
		player.initPlayer(player_id, data)
		#刷新玩家登录时间
		player.refreshLoginTime()
		self.player_map[uid] = player
	

# 同步玩家数据

玩家登录后,需要从服务端获取玩家信息。我们以LobbyMod为例,客户端登录后,从服务端获取玩家登录时间和昵称。

# 客户端登录开发

监听OnOnLocalPlayerStopLoading事件,请求获取玩家数据,接着监听服务端发过来的LoginResponseEvent事件,然后记录玩家数据。客户端监听UiInitFinished事件,开始初始化UI。代码如下:

class AwesomeClient(ClientSystem):
	def __init__(self,namespace,systemName):
		ClientSystem.__init__(self,namespace,systemName)
        ...
		# 注册事件
		self.ListenForEvent(
			modConfig.Minecraft, 
			modConfig.LobbyServerSystemName, 
			modConfig.LoginResponseEvent, 
			self, self.OnLoginResponse
		)
        self.ListenForEvent(
            clientApi.GetEngineNamespace(), 
            clientApi.GetEngineSystemName(),
            ‘OnLocalPlayerStopLoading’, 
            self, self.OnOnLocalPlayerStopLoading
        )
		self.ListenForEvent(
            clientApi.GetEngineNamespace(), 
            clientApi.GetEngineSystemName(),     
            'UiInitFinished', 
            self, self.OnUiInitFinished)
		self.mMyPlayerData = None
        
	def OnUiInitFinished(self, args):
		'''
		初始化UI
		'''
		print 'OnUiInitFinished', args
		self.InitUi()
        
	def OnOnLocalPlayerStopLoading(self,args):
		'''
		请求登录到服务端,获取玩家数据
		'''
		logger.info("OnOnLocalPlayerStopLoading : %s", args)
		playerId = clientApi.GetLocalPlayerId()
		loginData = {}
		loginData['id'] = playerId
		self.NotifyToServer(modConfig.LoginRequestEvent, loginData)

	def OnLoginResponse(self, args):
		'''
		初始化玩家数据,然后开始客户端逻辑
		'''
		logger.info("OnLoginResponse : %s", args)
		player_info = args
		self.mMyPlayerData = playerData.PlayerData()
		self.mMyPlayerData.initPlayer(player_info['player_id'], player_info)
		self.InitUi()

# 服务端登录开发

监听客户端自定义LoginRequestEvent事件,设置玩家出生点和维度,将玩家数据返回给客户端。服务端从mysql中读取玩家数据是个异步过程,收到LoginRequestEvent事件后可能还没初始化玩家信息,因此需要延迟推送。核心代码如下:

class AwesomeServer(ServerSystem):
	def __init__(self, namespace, systemName):
        ...
        self.ListenForEvent(modConfig.Minecraft, modConfig.LobbyClientSystemName, 
                            modConfig.LoginRequestEvent, self, self.OnLoginRequest)
       
	def OnLoginRequest(self, data):
		'''
		玩家登录逻辑
		'''
		player_id = data['id']
		uid = netgameApi.GetPlayerUid(player_id)
		# 设置玩家位置和维度
		comp = serverApi.GetEngineCompFactory().CreateDimension(player_id)
		comp.ChangePlayerDimension(4, (1395.664, 5.2, 51.441))
		CoroutineMgr.StartCoroutine(self._DoSendLoginResponseData(player_id, uid))
        
	def _DoSendLoginResponseData(self, player_id, uid):
		'''
		将玩家数据推送给客户端。若还没从db获取玩家数据,则延迟5帧再试
		'''
		if uid in self.player_map:
			player = self.player_map[uid]
			event_data = player.toSaveDict()
			event_data['player_id'] = player_id
			self.NotifyToClient(player_id, modConfig.LoginResponseEvent, event_data)
			return
		yield -5

# 验证功能

用MCStudio进入游戏,查看相关信息:

  • 登录到linux开发机,切到lobby的logs目录,可以看到OnAddServerPlayer方法打印的登录日志: image-20210224192724141

  • 进入mysql,可以查看到玩家数据: image-20210224192541433

  • MCStudio中查看玩家登录日志,也即OnLoginResponse方法打印的日志: image-20210224192458475

# 定时存档

通过SetUseDatabaseSave函数打开定时存档功能,引擎会定时触发savePlayerDataEvent/savePlayerDataOnShutDownEvent事件。mod监听这两个事件,然后执行存档逻辑。定时存档把存档从游戏逻辑中解耦出来,让开发者集中于游戏逻辑的开发。

# 服务端mod开发

设置定时存档,然后监听savePlayerDataEvent/savePlayerDataOnShutDownEvent事件。核心代码如下:

class AwesomeServer(ServerSystem):
	def __init__(self, namespace, systemName):
		... 
		netgameApi.SetUseDatabaseSave(True, "awesome", 120)#定时存档,时间间隔是120s
		netgameApi.SetNonePlayerSaveMode(True)

		self.ListenForEvent(
			serverApi.GetEngineNamespace(), 
			serverApi.GetEngineSystemName(), 
			'savePlayerDataEvent',
			self, self.OnSavePlayerData
		)
		self.ListenForEvent(
			serverApi.GetEngineNamespace(), 
			serverApi.GetEngineSystemName(), 
			'savePlayerDataOnShutDownEvent',
			self, self.OnSavePlayerData
		)
	...
	def OnSavePlayerData(self, args):
		'''
		把玩家数据存档。这个函数一定要调用save_player_data_result函数,把存档状态告知引擎。
		'''
		uid = int(args["playerKey"])
		cpp_callback_idx = int(args["idx"])
		player_data = self.mPlayerMap.get(uid, None)
		if not player_data:
			#告知引擎,存档状态。注意传入回调函数id
			netgameApi.SavePlayerDataResult(cpp_callback_idx, True)
		def _SavePlayerCb(args):
			uid, ret = args
			if ret:
				netgameApi.SavePlayerDataResult(cpp_callback_idx, True)
			else:
				netgameApi.SavePlayerDataResult(cpp_callback_idx, False)
		self.SavePlayerByUid(uid, _SavePlayerCb)

	def SavePlayerByUid(self, uid, cb = None):
		'''
		保存玩家数据
		'''
		player = self.mPlayerMap.get(uid, None)
		if not player:
			return
		player_dict = player.toSaveDict()
		if self.mDBType == DbType.Mongo:
			self.mMongoMgr.SavePlayerByUid(uid,player_dict,cb)
		elif self.mDBType == DbType.Mysql:
			self.mMysqlMgr.SavePlayerByUid(uid,player_dict,cb)

# 验证功能

  • 用MCStudio进入游戏,在游戏停留2min,然后在db中查看玩家数据,发现login_time发生了变化。

  • 开发者也可以在OnSavePlayerData函数中添加额外日志,接着用MCStudio进入游戏不退出,然后查看 lobby服日志,可以发现lobby会定时打印对应日志。

# 总结

  • 通过SetUseDatabaseSave函数开启定时存档。

  • 监听savePlayerDataEvent/savePlayerDataOnShutDownEvent事件,处理存档逻辑。

# 登出

# 登出过程介绍

登录过程主要涉及下面事件:

  • master相关事件:
    • PlayerLogoutServerEvent:玩家退出或切服
  • lobby/game 相关事件:
    • DelServerPlayerEvent:玩家退出或切服,可以处理玩家登出逻辑

下面介绍LobbyMod登出逻辑的开发。

# 服务端登出逻辑。

监听DelServerPlayerEvent事件,把玩家数据存档,并清除玩家数据。代码如下:

class AwesomeServer(ServerSystem):
	def __init__(self, namespace, systemName):
		...
		self.ListenForEvent(
				serverApi.GetEngineNamespace(), 
				serverApi.GetEngineSystemName(), 
				'DelServerPlayerEvent', 
				self, self.OnDelServerPlayer
			)

	def OnDelServerPlayer(self, args):
		'''
		清除玩家内存数据。
		'''
		player_id = args.get('id','-1')
		logout.info("OnDelServerPlayer player id=%s"% player_id)
		uid = self.mPlayerid2uid.get(player_id, None)
		if not uid:
			return
        self.SavePlayerByUid(uid)
		del self.mPlayerid2uid[player_id]
		if uid in self.mPlayerMap:
			del self.mPlayerMap[uid]
		if uid in self.mUid2dimension:
			del self.mUid2dimension[uid]

# 功能验证

用MCStudio进入游戏后立马退出。打开lobby日志,可以查看到登出日志:

image-20210224193054128

# 总结

  • 监听OnDelServerPlayer事件将玩家数据存档,并清除脚本层中玩家内存数据。

# 切服

玩家切服是从一个服务器退出,然后再登录到指定服务器过程,实质是退出游戏然后再进入游戏过程。目前,登入事件(AddServerPlayerEvent)是可以区分登录和切服,登出事件(DelServerPlayerEvent)也可以区分切服过程中登出还是退出游戏。

# 服务器关服

服务器关服前会触发ServerWillShutDownEvent事件,开发者可以在该事件中处理存档和清理现场的逻辑。

AwesomeGame服务端在退出时,需要保存所有在线玩家数据。核心代码如下:

class AwesomeServer(ServerSystem):
	def __init__(self, namespace, systemName):
		...
		self.ListenForEvent(
			serverApi.GetEngineNamespace(), 
			serverApi.GetEngineSystemName(), 
			'ServerWillShutDownEvent',
			self, self.OnServerWillShutDown
		)
		...
	
	def OnServerWillShutDown(self, args):
		# 即将关机,先给所有还在线玩家挂一个存档任务
		for uid, player in self.mPlayerMap.iteritems():
			self.SavePlayerByUid(uid)
		# 同步完成所有还挂着的异步数据库操作
		if self.mDBType == DbType.Mongo:
			self.mMongoMgr.Destroy()
		elif self.mDBType == DbType.Mysql:
			self.mMysqlMgr.Destroy()

总结:

  • 监听OnServerWillShutDown事件,清理服务端现场。