--- front: hard: 进阶 time: 20分钟 --- # 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: ```python 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: ```sql 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: ```python 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: ```python 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: ```python 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](./images/image-20210224192724141.png) - 进入mysql,可以查看到玩家数据: ![image-20210224192541433](./images/image-20210224192541433.png) - MCStudio中查看玩家登录日志,也即OnLoginResponse方法打印的日志: ![image-20210224192458475](./images/image-20210224192458475.png) ## 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: ```python 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: ```python 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](./images/image-20210224193054128.png) ### 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: ```python 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。