# 游戏外功能
# 运营指令
运营指令:接收外部http请求,处理游戏相关逻辑,比如给某个玩家发物品,公告等。
master是运营执行入口,开发者可以根据需要,把请求分发到lobby/game/service。下面给AwesomeGame新增一个运营指令,功能是打印指定玩家信息。
# 获取玩家数据运营指令
由于lobby是异步定时存档的,因此mysql数据可能不是最新的。这里实现方案是:
- 玩家在lobby,从对应lobby的内存中拉取玩家数据。
- 玩家不在lobby,选择任意一个可用lobby,从db中读取玩家数据。
处理过程如下所示:
master主要接受请求然后转发,核心代码如下所示:
class AwesomeMaster(MasterSystem):
def __init__(self, namespace, systemName):
MasterSystem.__init__(self, namespace, systemName)
# 注册gm指令
masterHttp.RegisterMasterHttp('/get-user-info', self, self.OnGetUserInfo) self.DefineEvent('GetUserInfoRequestEvent')
self.ListenForEvent(
'Minecraft', 'AwesomeLobby',
'GetUserInfoResponseEvent',
self, self.OnGetUserInfoResponse
)
def OnGetUserInfo(self, client_id, request_body):
'''
获取gm指令
'''
import ujson as json
request = json.loads(request_body)
uid = request['uid']
redis_key_player = "online_user_%d" % uid
#获取玩家在线状态
redisPool.AsyncHgetall(
redis_key_player,
lambda record:self._GetUserInfoCb(client_id, uid, record)
)
def _GetUserInfoCb(self, client_id, uid, record):
'''
回调函数。获取目标lobby,向lobby请求在线人数。
'''
serverid = None
serverlistConf = masterConf.netgameConf['serverlist']
if record:
#若玩家在game中,则随机从一个lobby获取在线人数。
serverid = record.get('serverid', None)
tmpServerConf = masterConf.serverListMap.get(serverid, None)
if not tmpServerConf or tmpServerConf['type'] != 'lobby':
serverid = None
if not serverid:
for serverConf in serverlistConf:
#服务器可用且是lobby
if serverConf['type'] == 'lobby' \
and serverManager.IsValidServer(serverConf['serverid']):
serverid = serverConf['serverid']
break
if not serverid:
response = self.makeFailResponse(master_http.HTTP_CODE_FAIL, 'no valid lobby.')
masterHttp.SendHttpResponse(client_id, response)
return
request_data = {'uid' : uid, 'client_id' : client_id}
self.NotifyToServerNode(serverid, 'GetUserInfoRequestEvent', request_data)
def OnGetUserInfoResponse(self, args):
'''
接受玩家数据,返回http请求。
'''
client_id = args['client_id']
entity = args['user_info']
response = self.makeResponse(master_http.HTTP_CODE_SUCCESS, '', entity)
masterHttp.SendHttpResponse(client_id, response)
Lobby主要获取玩家数据,核心代码如下所示:
class AwesomeServer(ServerSystem):
def __init__(self, namespace, systemName):
ServerSystem.__init__(self, namespace, systemName)
self.ListenForEvent(
modConfig.Minecraft, modConfig.MasterSystemName, modConfig.GetUserInfoRequestEvent,
self, self.OnGetUserInfoRequest)
def OnGetUserInfoRequest(self, args):
'''
获取玩家数据。
'''
uid = args['uid']
client_id = args['client_id']
player_data = self.mPlayerMap.get(uid, None)
if not player_data:
if self.mDBType == DbType.Mongo:
self.mMongoMgr.QueryPlayerData(
uid, uid,
lambda data: self._OnGetUserInfoRequestCb(client_id, data))
elif self.mDBType == DbType.Mysql:
self.mMysqlMgr.QueryPlayerData(
uid, uid,
lambda data: self._OnGetUserInfoRequestCb(client_id, data))
else:
self._GetUserInfoResponse(client_id, player_data.toSaveDict())
def _OnGetUserInfoRequestCb(self, client_id, record):
'''
回调函数,处理db操作结果,把玩家数据告知master。
'''
if record:
player_data = playerData.PlayerData()
player_data.initPlayer(-1, record)
self._GetUserInfoResponse(client_id, player_data.toSaveDict())
else:
self._GetUserInfoResponse(client_id, {})
def _GetUserInfoResponse(self, client_id, player_info):
'''
玩家数据告知master。
'''
response_data = {'client_id' : client_id, 'user_info' : player_info}
self.NotifyToMaster('GetUserInfoResponseEvent', response_data)
# 验证
登录到开发机,然后给master发送curl请求,即可获取结果,如下图示:
# 官方运营指令
查看“服务器MOD SDK”中【运营指令】部分,里面介绍了常用的指令,比如禁言、踢人等。
# 总结
运营指令的实现通常分为两个步骤:
- master接受响应指令,将指令请求转发到其他服务器;
- lobby/game/serivce实现指令功能。
官方实现了常见的运营指令,具体可以查看“服务器MOD SDK”中【运营指令】部分。