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 程式師世界 >> 編程語言 >> C語言 >> C++ >> 關於C++ >> C++完成的散布式游戲辦事端引擎KBEngine詳解

C++完成的散布式游戲辦事端引擎KBEngine詳解

編輯:關於C++

C++完成的散布式游戲辦事端引擎KBEngine詳解。本站提示廣大學習愛好者:(C++完成的散布式游戲辦事端引擎KBEngine詳解)文章只能為提供參考,不一定能成為您想要的結果。以下是C++完成的散布式游戲辦事端引擎KBEngine詳解正文


KBEngine 是一款開源的游戲辦事端引擎,應用簡略的商定協定就可以夠使客戶端與辦事端停止交互,
應用KBEngine插件可以或許疾速與(Unity3D, OGRE, Cocos2d, HTML5, 等等)技巧聯合構成一個完全的客戶端。

辦事端底層框架應用c++編寫,游戲邏輯層應用Python(支撐熱更新),開辟者無需反復的完成一些游戲辦事端通用的底層技巧,
將精神真正集中到游戲開辟層面下去,疾速的打造各類收集游戲。

(常常被問到承載下限,kbengine底層架構被設計為多過程散布式靜態負載平衡計劃,
實際上只須要赓續擴大硬件就可以夠赓續增長承載下限,單台機械的承載下限取決於游戲邏輯自己的龐雜度。)

cstdkbe.hpp

/*
This source file is part of KBEngine
For the latest info, see http://www.kbengine.org/
 
Copyright (c) 2008-2012 KBEngine.
 
KBEngine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
 
KBEngine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
 
You should have received a copy of the GNU Lesser General Public License
along with KBEngine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KBE_CSTDKBE_HPP
#define KBE_CSTDKBE_HPP
#include "cstdkbe/platform.hpp"
#include "cstdkbe/singleton.hpp"
#include "cstdkbe/kbeversion.hpp"
#include "cstdkbe/kbemalloc.hpp"
#include "cstdkbe/stringconv.hpp"
#include "cstdkbe/format.hpp"
 
namespace KBEngine{
/** 平安的釋放一個指針內存 */
#define SAFE_RELEASE(i)                   \
  if (i)                         \
    {                          \
      delete i;                    \
      i = NULL;                    \
    }
 
/** 平安的釋放一個指針數組內存 */
#define SAFE_RELEASE_ARRAY(i)                \
  if (i)                         \
    {                          \
      delete[] i;                   \
      i = NULL;                    \
    }
 
#ifdef CODE_INLINE
  #define INLINE  inline
#else
  #define INLINE
#endif
 
/** kbe時光 */
extern GAME_TIME g_kbetime;
 
/** 賬號的種別 */
enum ACCOUNT_TYPE
{
  ACCOUNT_TYPE_NORMAL = 1,  // 通俗賬號
  ACCOUNT_TYPE_MAIL = 2,   // email賬號(需激活)
  ACCOUNT_TYPE_SMART = 3   // 智能辨認
};
 
enum ACCOUNT_FLAGS
{
  ACCOUNT_FLAG_NORMAL = 0x00000000,
  ACCOUNT_FLAG_LOCK = 0x000000001,
  ACCOUNT_FLAG_NOT_ACTIVATED = 0x000000002
};
 
/** entity的mailbox種別 */
enum ENTITY_MAILBOX_TYPE
{
  MAILBOX_TYPE_CELL                        = 0,
  MAILBOX_TYPE_BASE                        = 1,
  MAILBOX_TYPE_CLIENT                       = 2,
  MAILBOX_TYPE_CELL_VIA_BASE                   = 3,
  MAILBOX_TYPE_BASE_VIA_CELL                   = 4,
  MAILBOX_TYPE_CLIENT_VIA_CELL                  = 5,
  MAILBOX_TYPE_CLIENT_VIA_BASE                  = 6,
};
 
/** mailbox的種別對調為字符串稱號 嚴厲和ENTITY_MAILBOX_TYPE索引婚配 */
const char ENTITY_MAILBOX_TYPE_TO_NAME_TABLE[][8] = 
{
  "cell",
  "base",
  "client",
  "cell",
  "base",
  "client",
  "client",
};
 
/** 界說辦事器各組件種別 */
enum COMPONENT_TYPE
{
  UNKNOWN_COMPONENT_TYPE = 0,
  DBMGR_TYPE       = 1,
  LOGINAPP_TYPE      = 2,
  BASEAPPMGR_TYPE     = 3,
  CELLAPPMGR_TYPE     = 4,
  CELLAPP_TYPE      = 5,
  BASEAPP_TYPE      = 6,
  CLIENT_TYPE       = 7,
  MACHINE_TYPE      = 8,
  CONSOLE_TYPE      = 9,
  MESSAGELOG_TYPE     = 10,
  BOTS_TYPE        = 11,
  WATCHER_TYPE      = 12,
  BILLING_TYPE      = 13,
  COMPONENT_END_TYPE   = 14,
};
 
/** 以後辦事器組件種別和ID */
extern COMPONENT_TYPE g_componentType;
extern COMPONENT_ID g_componentID;
 
/** 界說辦事器各組件稱號 */
const char COMPONENT_NAME[][255] = {
  "unknown",
  "dbmgr",
  "loginapp",
  "baseappmgr",
  "cellappmgr",
  "cellapp",
  "baseapp",
  "client",
  "kbmachine",
  "console",
  "messagelog",
  "bots",
  "watcher",
  "billing",
};
 
const char COMPONENT_NAME_1[][255] = {
  "unknown  ",
  "dbmgr   ",
  "loginapp  ",
  "baseappmgr ",
  "cellappmgr ",
  "cellapp  ",
  "baseapp  ",
  "client   ",
  "kbmachine ",
  "console  ",
  "messagelog ",
  "bots",
  "watcher",
  "billing",
};
 
inline const char* COMPONENT_NAME_EX(COMPONENT_TYPE CTYPE)
{                  
  if(CTYPE < 0 || CTYPE >= COMPONENT_END_TYPE)
  {
    return COMPONENT_NAME[UNKNOWN_COMPONENT_TYPE];
  }
 
  return COMPONENT_NAME[CTYPE];
}
 
inline const char* COMPONENT_NAME_EX_1(COMPONENT_TYPE CTYPE)
{                  
  if(CTYPE < 0 || CTYPE >= COMPONENT_END_TYPE)
  {
    return COMPONENT_NAME_1[UNKNOWN_COMPONENT_TYPE];
  }
 
  return COMPONENT_NAME_1[CTYPE];
}
 
inline COMPONENT_TYPE ComponentName2ComponentType(const char* name)
{
  for(int i=0; i<(int)COMPONENT_END_TYPE; i++)
  {
    if(kbe_stricmp(COMPONENT_NAME[i], name) == 0)
      return (COMPONENT_TYPE)i;
  }
 
  return UNKNOWN_COMPONENT_TYPE;
}
 
// 一切的組件列表
const COMPONENT_TYPE ALL_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
            BASEAPP_TYPE, LOGINAPP_TYPE, MACHINE_TYPE, CONSOLE_TYPE, MESSAGELOG_TYPE, 
            WATCHER_TYPE, BILLING_TYPE, BOTS_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 一切的後端組件列表
const COMPONENT_TYPE ALL_SERVER_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
            BASEAPP_TYPE, LOGINAPP_TYPE, MACHINE_TYPE, MESSAGELOG_TYPE, 
            WATCHER_TYPE, BILLING_TYPE, BOTS_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 一切的後端組件列表
const COMPONENT_TYPE ALL_GAME_SERVER_COMPONENT_TYPES[] = {BASEAPPMGR_TYPE, CELLAPPMGR_TYPE, DBMGR_TYPE, CELLAPP_TYPE, 
            BASEAPP_TYPE, LOGINAPP_TYPE, BILLING_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 一切的幫助性組件
const COMPONENT_TYPE ALL_HELPER_COMPONENT_TYPE[] = {MESSAGELOG_TYPE, UNKNOWN_COMPONENT_TYPE};
 
// 前往能否是一個有用的組件
#define VALID_COMPONENT(C_TYPE) ((C_TYPE) > 0 && (C_TYPE) < COMPONENT_END_TYPE)
 
 
// 前端運用的種別, All client type
enum COMPONENT_CLIENT_TYPE
{
  UNKNOWN_CLIENT_COMPONENT_TYPE  = 0,
 
  // 挪動類,手機,平板電腦
  // Mobile, Phone, Pad(Allowing does not contain Python-scripts and entitydefs analysis, can be imported protocol from network)
  CLIENT_TYPE_MOBILE       = 1,
 
  // 自力的Windows/Linux/Mac運用法式(包括python劇本,entitydefs解析與檢討entitydefs的MD5,原生的)
  // Windows/Linux/Mac Application program (Contains the Python-scripts, entitydefs parsing and check entitydefs-MD5, Native)
  CLIENT_TYPE_PC         = 2,  
 
  // 不包括Python劇本,entitydefs協定可以使用收集導入
  // Web, HTML5, Flash
  CLIENT_TYPE_BROWSER       = 3,  
 
  // 包括Python劇本,entitydefs解析與檢討entitydefs的MD5,原生的
  // bots (Contains the Python-scripts, entitydefs parsing and check entitydefs-MD5, Native)
  CLIENT_TYPE_BOTS        = 4,  
 
  // 輕端類, 可不包括python劇本,entitydefs協定可以使用收集導入
  // Mini-Client(Allowing does not contain Python-scripts and entitydefs analysis, can be imported protocol from network)
  CLIENT_TYPE_MINI        = 5,  
 
  // End
  CLIENT_TYPE_END         = 6   
};
 
/** 界說前端運用的種別稱號 */
const char COMPONENT_CLIENT_NAME[][255] = {
  "UNKNOWN_CLIENT_COMPONENT_TYPE",
  "CLIENT_TYPE_MOBILE",
  "CLIENT_TYPE_PC",
  "CLIENT_TYPE_BROWSER",
  "CLIENT_TYPE_BOTS",
  "CLIENT_TYPE_MINI",
};
 
// 一切前端運用的種別
const COMPONENT_CLIENT_TYPE ALL_CLIENT_TYPES[] = {CLIENT_TYPE_MOBILE, CLIENT_TYPE_PC, CLIENT_TYPE_BROWSER, 
                        CLIENT_TYPE_BOTS, CLIENT_TYPE_MINI, UNKNOWN_CLIENT_COMPONENT_TYPE};
 
typedef int8 CLIENT_CTYPE;
 
// 前端能否支撐浮點數
// #define CLIENT_NO_FLOAT
 
// 一個cell的默許的界限或許最小年夜小
#define CELL_DEF_MIN_AREA_SIZE       500.0f
 
/** 一個空間的一個chunk年夜小 */
#define SPACE_CHUNK_SIZE          100
 
 
/** 檢討用戶名正當性 */
inline bool validName(const char* name, int size)
{
  if(size >= 256)
    return false;
 
  for(int i=0; i<size; i++)
  {
    char ch = name[i];
    if((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9') || (ch == '_'))
      continue;
 
    return false;
  }
 
  return true;
}
 
inline bool validName(const std::string& name)
{
  return validName(name.c_str(), name.size());
}
 
/** 檢討email地址正當性 
嚴厲婚配請用以下表達式
[a-z0-9!#$%&'*+/=?^_`{|}~-]+(?:\.[a-z0-9!#$%&'*+/=?^_`{|}~-]+)*@(?:[a-z0-9](?:[a-z0-9-]*[a-z0-9])?\.)+[a-z0-9](?:[a-z0-9-]*[a-z0-9])?
*/
#ifdef USE_REGEX
#include <regex>
#endif
 
inline bool email_isvalid(const char *address) 
{
#ifdef USE_REGEX
  std::tr1::regex _mail_pattern("([a-z0-9!#$%&'*+/=?^_`{|}~-]+(?:\.[a-z0-9!#$%&'*+/=?^_`{|}~-]+)*@(?:[a-z0-9](?:[a-z0-9-]*[a-z0-9])?\.)+[a-z0-9](?:[a-z0-9-]*[a-z0-9])?)");
  return std::tr1::regex_match(accountName, _mail_pattern);
#endif
  int len = strlen(address);
  if(len <= 3)
    return false;
 
  char ch = address[len - 1];
  if(!((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9')))
    return false;
 
  int    count = 0;
  const char *c, *domain;
  static const char *rfc822_specials = "()<>@,;:\\\"[]";
 
  /* first we validate the name portion (name@domain) */
  for (c = address; *c; c++) {
  if (*c == '\"' && (c == address || *(c - 1) == '.' || *(c - 1) == 
    '\"')) {
   while (*++c) {
    if (*c == '\"') break;
    if (*c == '\\' && (*++c == ' ')) continue;
    if (*c <= ' ' || *c >= 127) return false;
   }
   if (!*c++) return false;
   if (*c == '@') break;
   if (*c != '.') return false;
   continue;
  }
  if (*c == '@') break;
  if (*c <= ' ' || *c >= 127) return false;
  if (strchr(rfc822_specials, *c)) return false;
  }
  if (c == address || *(c - 1) == '.') return false;
 
  /* next we validate the domain portion (name@domain) */
  if (!*(domain = ++c)) return false;
  do {
  if (*c == '.') {
   if (c == domain || *(c - 1) == '.') return false;
   count++;
  }
  if (*c <= ' ' || *c >= 127) return false;
  if (strchr(rfc822_specials, *c)) return false;
  } while (*++c);
 
  return (count >= 1);
}
 
}
#endif // KBE_CSTDKBE_HPP

以上所述就是本文的全體內容了,有須要的小同伴可以參考下。

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