前面几篇文章用Akka写了HelloWorld和EchoServer,为了更进一步学习Akka,本文将会实现一个很小的RPG游戏服务器:MiniRPG。
因为是迷你RPG,所以逻辑很简单。服务器可以处理四种操作:创建玩家、给玩家加经验、升级、查询玩家信息。下面是Player类的代码(Getters和Setters省略):
public class Player { private int id; private String name; private int exp; private int level; // Getters & Setters ... public void addExp(int val) { exp += val; } public void levelUp() { if (exp > 100) { exp -= 100; level++; } } }
MiniRPG底层使用TCP协议,消息使用JSON格式。完整的消息格式如下图所示:
前八个字节可以认为是消息头,其中前四个字节是消息ID,后四个字节是JSON字符串长度。其余字节是消息体,也就是UTF8格式编码的JSON字符串。
MiniRPG设计了三个接口来表示游戏消息,这三个接口都是Marker接口,里面没有定义任何方法,如下图所示:
MiniRPG使用GSON来编码和解码JSON字符串,为了把JSON解析为相应的消息对象,需要一个消息ID和class之间的映射关系。MsgRegistry类便是要建立起这样一个映射关系,下面是它的完整代码:
public class MsgRegistry { private static final Map<Integer, Class<?>> msgById = new HashMap<>(); private static final Map<Class<?>, Integer> idByMsg = new HashMap<>(); static { register(1, CreatePlayerRequest.class); register(2, CreatePlayerResponse.class); register(3, AddExpRequest.class); register(4, AddExpResponse.class); register(5, LevelUpRequest.class); register(6, LevelUpResponse.class); register(7, GetPlayerInfoRequest.class); register(8, GetPlayerInfoResponse.class); } private static void register(int msgId, Class<?> msgClass) { msgById.put(msgId, msgClass); idByMsg.put(msgClass, msgId); } public static Class<?> getMsgClass(int msgId) { return msgById.get(msgId); } public static int getMsgId(Class<?> msgClass) { return idByMsg.get(msgClass); } public static int getMsgId(Object msg) { return getMsgId(msg.getClass()); } }
MiniRPG服务器的Actor系统如下图所示:
TcpServer负责监听TCP连接,连接建立之后,交给Codec处理。Codec将收到的字节编码成消息对象,然后交给MsgHandler处理。对于每条请求消息,MsgHandler都会产生一条响应消息,响应消息被Codec编码之后发送到客户端。下面详细介绍整个Actor系统是如何实现的。
TcpServer是一个UntypedActor,实例化TcpServer时,我们把MsgHandler引用传给它:
public class TcpServer extends UntypedActor { private final ActorRef msgHandler; public TcpServer(ActorRef msgHandler) { this.msgHandler = msgHandler; } }TcpServer只关心四种消息,下面是onReceive()方法实现:
@Override public void onReceive(Object msg) throws Exception { if (msg instanceof Integer) { final int port = (Integer) msg; startServer(port); } else if (msg instanceof Bound) { getSender().tell(msg, getSelf()); } else if (msg instanceof CommandFailed) { getContext().stop(getSelf()); } else if (msg instanceof Connected) { final Connected conn = (Connected) msg; getSender().tell(conn, getSelf()); registerCodec(getSender()); } }
Integer消息通知TcpServer绑定到某个端口,准备接收客户端连接。如果收到Bound消息,则端口绑定成功,服务器正常启动。如果是CommandFailed消息,则服务器启动失败:
private void startServer(int port) { final InetSocketAddress endpoint = new InetSocketAddress("localhost", port); final Object bindCmd = TcpMessage.bind(getSelf(), endpoint, 100); Tcp.get(getContext().system()).getManager() .tell(bindCmd, getSelf()); }
如果是Connected消息,说明有客户端连接已经建立,TcpServer创建一个子Actor(也就是Codec)来处理客户端连接:
private void registerCodec(ActorRef connection) { final Props codecProps = Props.create(MsgCodec.class, connection, msgHandler); final ActorRef codec = getContext().actorOf(codecProps); connection.tell(TcpMessage.register(codec), getSelf()); }
MsgCodec主要负责消息的编码和解码,为此,MsgCodec内部使用了一个ByteString来缓存接收到的字节:
public class MsgCodec extends UntypedActor { private static final Gson GSON = new Gson(); private final ActorRef connection; private final ActorRef msgHandler; private ByteString buf = ByteString.empty(); public MsgCodec(ActorRef connection, ActorRef msgHandler) { this.connection = connection; this.msgHandler = msgHandler; } }如果MsgCodec收到的是Received消息,说明有数据到达,MsgCodec尝试解码出一个消息对象。如果收到的是GameMessage消息,MsgCodec将其编码为byte[]然后发送给客户端。如果收到的是ConnectionClosed,说明连接已经断开了:
@Override public void onReceive(Object msg) throws Exception { if (msg instanceof Received) { final ByteString data = ((Received) msg).data(); buf = buf.concat(data); decodeMsg(); } else if (msg instanceof ConnectionClosed) { getContext().stop(getSelf()); } else if (msg instanceof GameMessage) { final ByteString data = encodeMsg(msg); connection.tell(TcpMessage.write(data), getSelf()); } }每当有数据到达时,decodeMsg()方法都会被调用。decodeMsg()先确定是否可以把消息头解码出来,如果不能,就继续等待更多的字节到达。如果消息头完整到达,decodeMsg()就可以知道消息体的长度,然后等到消息体完整到达。之后根据消息ID和JSON字符串解码消息对象,然后通知msgHandler:
private void decodeMsg() { while (buf.length() > 8) { final ByteIterator it = buf.iterator(); final int msgId = it.getInt(ByteOrder.BIG_ENDIAN); final int jsonLength = it.getInt(ByteOrder.BIG_ENDIAN); if (buf.length() >= 8 + jsonLength) { final Object msg = decodeMsg(msgId, buf.slice(8, 8 + jsonLength)); buf = buf.drop(8 + jsonLength); msgHandler.tell(msg, getSelf()); } } } private Object decodeMsg(int msgId, ByteString jsonData) { final Class<?> msgClass = MsgRegistry.getMsgClass(msgId); final Reader reader = new InputStreamReader( jsonData.iterator().asInputStream(), StandardCharsets.UTF_8); return GSON.fromJson(reader, msgClass); }消息的编码就简单多了,代码如下所示:
private ByteString encodeMsg(Object msg) { final int msgId = MsgRegistry.getMsgId(msg); final byte[] jsonBytes = GSON.toJson(msg) .getBytes(StandardCharsets.UTF_8); final ByteStringBuilder bsb = new ByteStringBuilder(); bsb.putInt(msgId, ByteOrder.BIG_ENDIAN); bsb.putInt(jsonBytes.length, ByteOrder.BIG_ENDIAN); bsb.putBytes(jsonBytes); return bsb.result(); }
游戏逻辑由MsgHandler来处理。因为只是个demo,所以MsgHandler内部使用HashMap来模拟数据库。下面是MsgHandler的完整代码:
public class MsgHandler extends UntypedActor { private final List<Player> players = new ArrayList<>(); @Override public void onReceive(Object msg) throws Exception { if (msg instanceof CreatePlayerRequest) { int newPlayerId = createPlayer((CreatePlayerRequest) msg); getSender().tell(new CreatePlayerResponse(newPlayerId), getSelf()); } else if (msg instanceof AddExpRequest) { int newExp = addExpToPlayer((AddExpRequest) msg); getSender().tell(new AddExpResponse(newExp), getSelf()); } else if (msg instanceof LevelUpRequest) { int newLevel = levelUpPlayer((LevelUpRequest) msg); getSender().tell(new LevelUpResponse(newLevel), getSelf()); } else if (msg instanceof GetPlayerInfoRequest) { PlayerInfo playerInfo = getPlayerInfo((GetPlayerInfoRequest) msg); getSender().tell(new GetPlayerInfoResponse(playerInfo), getSelf()); } } private int createPlayer(CreatePlayerRequest req) { int playerId = players.size() + 1; Player newPlayer = new Player(); newPlayer.setId(playerId); newPlayer.setLevel(1); newPlayer.setName(req.getPlayerName()); players.add(newPlayer); return playerId; } private int addExpToPlayer(AddExpRequest req) { Player player = players.get(req.getPlayerId()); player.addExp(req.getExp()); return player.getExp(); } private int levelUpPlayer(LevelUpRequest req) { Player player = players.get(req.getPlayerId()); player.levelUp(); return player.getLevel(); } private PlayerInfo getPlayerInfo(GetPlayerInfoRequest req) { Player player = players.get(req.getPlayerId()); return new PlayerInfo(player.getId(), player.getName(), player.getExp(), player.getLevel()); } }
ServerApp是MiniRPG游戏服务器主类,main()方法建立好整个Actor系统,然后通知tcpServer绑定到端口12345,让服务器运转起来:
public class ServerApp { public static void main(String[] args) { ActorSystem mySystem = ActorSystem.create("rpgServer"); ActorRef msgHandler = mySystem.actorOf(Props.create(MsgHandler.class)); ActorRef tcpServer = mySystem.actorOf(Props.create(TcpServer.class, msgHandler)); tcpServer.tell(12345, ActorRef.noSender()); } }
为了测试MiniServer,我写了个简单的客户端程序,具体实现就不在这里介绍了。
原文地址:http://blog.csdn.net/zxhoo/article/details/40339895