标签:描述 影响 最新 fir game length 通过 one order
最新项目需求是要做一个实时排行榜,有积分Score变动就直接影响排行榜,这里讲一种比较高效的实现,欢迎指正。
基本实现原理:
1、排行榜用的数据结构是跳表 SkipList (跳表是一种有序的链表,随机检索、插入和删除的性能非常高,Redis和LevelDB都有采用跳表这种数据结构,是一种空间换时间的算法)
2、通过玩家ID快速检索用一个Map<ID,SkipListNode>
3、数据库只存储上榜的人不存储排名(也可以定期备份,可以把1的有序排行定期备份)
过程描述:
1、服务器启动从DB中加载N个上榜的玩家
2、用跳表对其进行插入。插入完跳表是个有序的自然形成排行
3、当有玩家数据变动
1)如果排行榜已满,先判断Score是否比最后一名低,如果是直接抛弃
2)如果自己在排行榜,是 ,如果在帮就把自己的SkipListNode删除,然后插入
3)如果自己不在排行榜,则直接插入自己,删除最后一面,并向数据库发出存储指令(新增自己,删除最后一名,【如果自己和最后一名是一个人则什么也不做】)
总结:
这种排行榜的方式基本满足实时数据排行,而且数据库是低频率写入。也有不足支持就是数据库里无法反应排行名次信息(当然可以定期备份内存跳表到数据库)
Go代码
//Rank
package rank import ( "time" "common/zebra" "logic/db" "logic/service/game/rank/zset" "logic/service/global" "protos/in/db_data" "protos/in/r2l" "github.com/golang/protobuf/proto" l4g "github.com/ivanabc/log4go" ) // Rank r type Rank struct { redisKey string set *zset.ZSet maxCount uint32 changedDB map[uint64]*zset.ZSkipListNode rangeIDRet []uint64 rangeScoreRet []uint32 } // NewRank n func NewRank(redisKey string, maxCount uint32) *Rank { return &Rank{ redisKey: redisKey, set: zset.NewZSet(), maxCount: maxCount, changedDB: make(map[uint64]*zset.ZSkipListNode), rangeIDRet: make([]uint64, 0, 5000), rangeScoreRet: make([]uint32, 0, 5000), } } // GetPlayerRank 根据玩家id获取玩家数据 // return - (排名,积分) func (r *Rank) GetPlayerRank(id uint64) (uint32, uint32) { return r.set.Rank(id, true) } // LoadRankSync 同步加载排行榜数据库 func (r *Rank) LoadRankSync() { if global.StorageMgr == nil { return } items := global.StorageMgr.LoadHashDataSync(r.redisKey) if items == nil { return } data := &db_data.RankItemData{} for _, v := range items { if err := proto.Unmarshal(v, data); err != nil { l4g.Error("db loadRank unmarshal error: %s", err.Error()) continue } r.InitAdd(data.GetID(), data.GetValue(), data.GetTimeStamp()) } } // InitAdd i func (r *Rank) InitAdd(id uint64, score uint32, t int64) { if r.set.Length() >= r.maxCount && score < r.set.MinScore() { r.changedDB[id] = nil return } r.set.Add(score, id, t) if r.set.Length() > r.maxCount { if ele := r.set.DeleteFirst(); ele != nil { r.changedDB[ele.Key()] = nil } } } // ChangeScore c func (r *Rank) ChangeScore(id uint64, score uint32) bool { if r.set.Length() >= r.maxCount && score <= r.set.MinScore() { return false } ele := r.set.Add(score, id, time.Now().UnixNano()) if ele == nil { return false } r.changedDB[id] = ele if r.set.Length() > r.maxCount { if ele := r.set.DeleteFirst(); ele != nil { r.changedDB[ele.Key()] = nil } } return true } // GetRange 取排名[rankBegin, rankEnd]间所有 func (r *Rank) GetRange(rankBegin uint32, rankEnd uint32) ([]uint64, []uint32) { r.rangeScoreRet = r.rangeScoreRet[:0] r.rangeIDRet = r.rangeIDRet[:0] r.set.Range(rankBegin, rankEnd, true, &r.rangeIDRet, &r.rangeScoreRet) return r.rangeIDRet, r.rangeScoreRet } // GetFirst 获得排行第一 func (r *Rank) GetFirst() *zset.Element { return r.set.Tail() } // Save 保存数据库 func (r *Rank) Save() { if len(r.changedDB) == 0 { return } msg := &db.RedisRequest{ PH: &zebra.PackHead{ Cmd: uint32(r2l.ID_MSG_L2R_SaveRank), }, } data := &r2l.L2R_SaveRankData{ Name: r.redisKey, } for k, v := range r.changedDB { if v == nil { data.DeleteItems = append(data.DeleteItems, k) } else { data.Items = append(data.Items, &db_data.RankItemData{ ID: v.Element().Key(), Value: v.Score(), TimeStamp: v.Element().Time(), }) } } msg.Data = data if global.StorageMgr != nil { global.StorageMgr.SendDataToDB(msg) } r.changedDB = make(map[uint64]*zset.ZSkipListNode) }
//跳表实现,有针对我们游戏特定改进
package zset import ( "math/rand" ) const ( skipListMaxLevel = 8 // (1/p)^maxLevel >= maxNode skipListP = 0.25 // SkipList P = 1/4 ) // Element e type Element struct { time int64 key uint64 } // Key return key func (e *Element) Key() uint64 { return e.key } // Time 时间 func (e *Element) Time() int64 { return e.time } type zSkipListLevel struct { forward *ZSkipListNode span uint32 } // ZSkipListNode is an element of a skip list type ZSkipListNode struct { ele *Element score uint32 backward *ZSkipListNode level []zSkipListLevel order int } func zslCreateNode(level int, score uint32, ele *Element) *ZSkipListNode { zn := &ZSkipListNode{ ele: ele, score: score, level: make([]zSkipListLevel, level), } return zn } // Score return score func (node *ZSkipListNode) Score() uint32 { return node.score } // Element return Element func (node *ZSkipListNode) Element() *Element { return node.ele } // zSkipList represents a skip list type zSkipList struct { header, tail *ZSkipListNode length uint32 level int // current level count } // zslCreate creates a skip list func zslCreate() *zSkipList { zsl := &zSkipList{ level: 1, } zsl.header = zslCreateNode(skipListMaxLevel, 0, nil) return zsl } // insert element func (list *zSkipList) insert(node *ZSkipListNode) *ZSkipListNode { var update [skipListMaxLevel]*ZSkipListNode var rank [skipListMaxLevel]uint32 x := list.header for i := list.level - 1; i >= 0; i-- { if i == list.level-1 { rank[i] = 0 } else { rank[i] = rank[i+1] } for x.level[i].forward != nil && (x.level[i].forward.score < node.score || x.level[i].forward.score == node.score && node.ele.Time() < x.level[i].forward.ele.Time()) { rank[i] += x.level[i].span x = x.level[i].forward } update[i] = x } level := len(node.level) if level > list.level { for i := list.level; i < level; i++ { rank[i] = 0 update[i] = list.header update[i].level[i].span = list.length } list.level = level } x = node for i := 0; i < level; i++ { x.level[i].forward = update[i].level[i].forward update[i].level[i].forward = x x.level[i].span = update[i].level[i].span - (rank[0] - rank[i]) update[i].level[i].span = (rank[0] - rank[i]) + 1 } for i := level; i < list.level; i++ { update[i].level[i].span++ } next := x.level[0].forward if next != nil && x.score == next.score && x.ele.Time() == next.ele.Time() { x.order = next.order + 1 } if update[0] == list.header { x.backward = nil } else { x.backward = update[0] } if x.level[0].forward == nil { list.tail = x } else { x.level[0].forward.backward = x } list.length++ return x } // delete element func (list *zSkipList) delete(node *ZSkipListNode) *ZSkipListNode { var update [skipListMaxLevel]*ZSkipListNode x := list.header for i := list.level - 1; i >= 0; i-- { for next := x.level[i].forward; next != nil && (next.score < node.score || next.score == node.score && (node.ele.Time() < next.ele.Time() || node.ele.Time() == next.ele.Time() && node.order < next.order)); next = x.level[i].forward { x = next } update[i] = x } x = x.level[0].forward if x != nil && x.score == node.score && x.ele.key == node.ele.key { for i := 0; i < list.level; i++ { if update[i].level[i].forward == x { update[i].level[i].span += x.level[i].span - 1 update[i].level[i].forward = x.level[i].forward } else { update[i].level[i].span-- } } if x.level[0].forward == nil { list.tail = x.backward } else { x.level[0].forward.backward = x.backward } for list.level > 1 && list.header.level[list.level-1].forward == nil { list.level-- } list.length-- return x } return nil } // Find the rank for an element. // Returns 0 when the element cannot be found, rank otherwise. // Note that the rank is 1-based func (list *zSkipList) zslGetRank(node *ZSkipListNode) uint32 { var rank uint32 x := list.header for i := list.level - 1; i >= 0; i-- { for next := x.level[i].forward; next != nil && (next.score < node.score || next.score == node.score && (node.ele.time < next.ele.time || node.ele.time == next.ele.time && node.order <= next.order)); next = x.level[i].forward { rank += x.level[i].span x = next } if x.ele != nil && x.ele.key == node.ele.key { return rank } } return 0 } func (list *zSkipList) randomLevel() int { lvl := 1 for lvl < skipListMaxLevel && rand.Float64() < skipListP { lvl++ } return lvl } // Finds an element by its rank. The rank argument needs to be 1-based. func (list *zSkipList) getElementByRank(rank uint32) *ZSkipListNode { if rank == list.length { return list.tail } if rank == 1 { return list.header.level[0].forward } var traversed uint32 x := list.header for i := list.level - 1; i >= 0; i-- { for x.level[i].forward != nil && traversed+x.level[i].span <= rank { traversed += x.level[i].span x = x.level[i].forward } if traversed == rank { return x } } return nil } // ZSet set type ZSet struct { dict map[uint64]*ZSkipListNode zsl *zSkipList } // NewZSet create ZSet func NewZSet() *ZSet { zs := &ZSet{ dict: make(map[uint64]*ZSkipListNode), zsl: zslCreate(), } return zs } // Add a new element or update the score of an existing element func (zs *ZSet) Add(score uint32, key uint64, t int64) *ZSkipListNode { if node := zs.dict[key]; node != nil { oldScore := node.score if score == oldScore { return nil } if next := node.level[0].forward; score > oldScore && (next == nil || score < next.score) { node.score = score node.ele.time = t } else if score < oldScore && (node.backward == nil || score > node.backward.score) { node.score = score node.ele.time = t } else { zs.zsl.delete(node) node.score = score node.ele.time = t zs.zsl.insert(node) } return node } else { ele := &Element{ key: key, time: t, } lvl := zs.zsl.randomLevel() node := zslCreateNode(lvl, score, ele) zs.zsl.insert(node) zs.dict[key] = node return node } } // Delete the element ‘ele‘ from the sorted set, // return 1 if the element existed and was deleted, 0 otherwise func (zs *ZSet) Delete(id uint64) int { node := zs.dict[id] if node == nil { return 0 } zs.zsl.delete(node) delete(zs.dict, id) return 1 } // Rank return 1-based rank or 0 if not exist func (zs *ZSet) Rank(id uint64, reverse bool) (uint32, uint32) { node := zs.dict[id] if node != nil { rank := zs.zsl.zslGetRank(node) if rank > 0 { if reverse { return zs.zsl.length - rank + 1, node.score } return rank, node.score } } return 0, 0 } // Score return score func (zs *ZSet) Score(id uint64) uint32 { node := zs.dict[id] if node != nil { return node.score } return 0 } // Range return 1-based elements in [start, end] func (zs *ZSet) Range(start uint32, end uint32, reverse bool, retKey *[]uint64, retScore *[]uint32) { if start == 0 { start = 1 } if end == 0 { end = zs.zsl.length } if start > end || start > zs.zsl.length { return } if end > zs.zsl.length { end = zs.zsl.length } rangeLen := end - start + 1 if reverse { node := zs.zsl.getElementByRank(zs.zsl.length - start + 1) for i := uint32(0); i < rangeLen; i++ { *retKey = append(*retKey, node.ele.key) *retScore = append(*retScore, node.score) node = node.backward } } else { node := zs.zsl.getElementByRank(start) for i := uint32(0); i < rangeLen; i++ { *retKey = append(*retKey, node.ele.key) *retScore = append(*retScore, node.score) node = node.level[0].forward } } } // Length return the element count func (zs *ZSet) Length() uint32 { return zs.zsl.length } // MinScore return min score func (zs *ZSet) MinScore() uint32 { first := zs.zsl.header.level[0].forward if first != nil { return first.score } return 0 } // Tail return the last element func (zs *ZSet) Tail() *Element { if zs.zsl.tail != nil { return zs.zsl.tail.ele } return nil } // DeleteFirst the first element func (zs *ZSet) DeleteFirst() *Element { node := zs.zsl.header.level[0].forward zs.zsl.delete(node) delete(zs.dict, node.ele.key) return node.ele }
标签:描述 影响 最新 fir game length 通过 one order
原文地址:https://www.cnblogs.com/mrblue/p/10043153.html