Categorygithub.com/xiaonanln/goworld
modulepackage
0.1.6
Repository: https://github.com/xiaonanln/goworld.git
Documentation: pkg.go.dev

# README

GoWorld

Scalable Distributed Game Server Engine with Hot Reload in Golang

GoDoc Build Status Go Report Card codecov ApacheLicense Join the chat at https://gitter.im/goworldgs/Lobby



中文资料: 游戏服务器介绍 目录结构说明 使用GoWorld轻松实现分布式聊天服务器 欢迎加入Go服务端开发交流群:662182346


Features

  • Spaces & Entities: manage multiple spaces and entities with AOI support
  • Distributed: increase server capacity by using more machines
  • Hot-Swappable: update game logic by restarting server process
  • Multiple Communication Protocols: supports TCP, KCP and WebSocket
  • Traffic Compression & Encryption: traffic between clients and servers can be compressed and encrypted

Architecture

GoWorld Architecture

Introduction

GoWorld server adopts an entity framework, in which entities represent all players, monsters, NPCs. Entities in the same space can visit each other directly by calling methods or access attributes. Entities in different spaces can call each over using RPC.

A GoWorld server consists of one dispatcher, one or more games and one or more gates. The gates are responsible for handling client connections and receive/send packets from/to clients. The games manages all entities and runs all game logic. The dispatcher is responsible for redirecting packets among games and between games and gates.

The game processes are hot-swappable. We can swap a game by sending SIGHUP to the process and restart the process with -restore parameter to bring game back to work but with the latest executable image. This feature enables updating server-side logic or fixing server bugs transparently without significant interference of online players.

Installing GoWorld

GoWorld requries Go 1.10.x to install.

go get -d github.com/xiaonanln/goworld
go get -u github.com/golang/dep/cmd/dep
cd $GOPATH/src/github.com/xiaonanln/goworld
dep ensure
go get ./cmd/...

GoWorld uses Dep to manage packages.

For Chinese only: 中国的朋友可能会碰到网络问题,那么您可以通过点击下载vendor.tar.gz,并将其解压到goworld根目录下。

Or using Docker:

# debian-jessie + golang + goworld
docker run -it xiaonanln/goworld
# debian-jessie + golang + goworld + mongodb 3.4 
docker run -it xiaonanln/goworld-dev

Manage GoWorld Servers

Use command goworld to build, start, stop and reload game servers.

Build Example Chatroom Server:

$ goworld build examples/chatroom_demo

Start Example Chatroom Server: (dispatcher -> game -> gate)

$ goworld start examples/chatroom_demo

Stop Game Server (gate -> game -> dispatcher):

$ goworld stop examples/chatroom_demo

Reload Game Servers:

$ goworld reload examples/chatroom_demo

Reload will reboot game processes with the current executable while preserving all game server states. However, it does not work on Windows.

List Server Processes:

$ goworld status examples/chatroom_demo
> 1 dispatcher running, 1/1 gates running, 1/1 games (examples/chatroom_demo) running
> 	2763      dispatcher      /home/ubuntu/go/src/github.com/xiaonanln/goworld/components/dispatcher/dispatcher -dispid 1
> 	2770      chatroom_demo   /home/ubuntu/go/src/github.com/xiaonanln/goworld/examples/chatroom_demo/chatroom_demo -gid 1
> 	2779      gate            /home/ubuntu/go/src/github.com/xiaonanln/goworld/components/gate/gate -gid 1

Demos

Chatroom Demo

The chatroom demo is a simple implementation of chatroom server and client. It illustrates how GoWorld can also be used for games which don't divide players by spaces.

The chatroom demo provides following features:

  • register & login
  • send chat message
  • switch chatrooms

Build Server:

goworld build examples/chatroom_demo

Run Server:

goworld start examples/chatroom_demo

Chatroom Demo Client:

Chatroom demo client implements the client-server protocol in Javascript.
The client for chatroom demo is hosted at github.com/xiaonanln/goworld-chatroom-demo-client. The project was created and built in Cocos Creater 1.5. A running server and client demo can also be found at http://goworldgs.com/chatclient/.

Unity Demo

Unity Demo is a simple multiple player monster shooting game to show how spaces and entities of GoWorld can be used to create multiple player online games.

  • register & login
  • move players in space
  • summon monsters
  • player shoot monsters
  • monsters attack players

Developing features:

  • Hit effects
  • Players migrate among multiple spaces
  • Server side map navigation

Build Server:

goworld build examples/unity_demo

Run Server:

goworld start examples/unity_demo

Unity Demo Client:

Unity demo client implements the client-server protocol in C#. The client for unity demo is hosted at https://github.com/xiaonanln/goworld-unity-demo. The project was created and built in Unity 2017.1.

You can try the demo by downloading GoWorldUnityDemo.zip. The demo connects to a goworld server on Amazon EC2 instance.

# Packages

*goworld*库为开发者提供大部分的GoWorld服务器引擎接口。 GoWorld是一个分布式的游戏服务器引擎,理论上支持无限横向扩展。 一个GoWorld服务器由三种不同的进程注册:dispatcher、gate、game。 */.

# Functions

AddTimer adds a timer to be executed after specified duration.
AddTimer adds a repeat timer to be executed every specified duration.
Call other entities.
CallNilSpaces calls methods of all nil spaces on all games.
CallService calls a service entity.
CreateEntitySomewhere creates a entity on any server.
CreateEntityLocally creates a entity on the local server returns EntityID.
CreateSpaceAnywhere creates a space with specified kind in any game server.
CreateSpaceLocally creates a space with specified kind in the local game server returns the space EntityID.
CreateSpaceOnGame creates a space with specified kind on the specified game returns the space EntityID.
Entities gets all entities as an EntityMap (do not modify it!).
Exists checks if entityID exists in entity storage returns result in callback.
GetEntity gets the entity by EntityID.
GetGameID gets the local server ID server ID is a uint16 number starts from 1, which should be different for each servers server ID is also in the game config section name of goworld.ini.
GetKVDB gets value of key from KVDB.
GetNilSpace returns the nil space on this game Nil space is a special space with Kind = 0.
GetNilSpaceID returns the Entity ID of nil space on the specified game.
GetOrPut gets value of key from KVDB, if val not exists or is "", put key-value to KVDB.
GetServiceEntityID returns the entityid of the service.
GetSpace gets the space by ID.
ListAttr creates a new ListAttr.
ListEntityIDs gets all saved entity ids in storage, may take long time and block the main routine returns result in callback.
ListGameIDs returns all game IDs.
LoadEntityAnywhere loads the specified entity from entity storage.
LoadEntityLocally load entity in the local game If the entity already exists on any server, LoadEntityLocally will do nothing.
LoadEntityOnGame loads entity in the specified game If the entity already exists on any server, LoadEntityOnGame will do nothing.
MapAttr creates a new MapAttr.
Post
Post posts a callback to be executed It is almost same as AddCallback(0, callback).
PutKVDB puts key-value to KVDB.
RegisterCrontab a callack which will be executed when time condition is satisfied param minute: time condition satisfied on the specified minute, or every -minute if minute is negative param hour: time condition satisfied on the specified hour, or every -hour when hour is negative param day: time condition satisfied on the specified day, or every -day when day is negative param month: time condition satisfied on the specified month, or every -month when month is negative param dayofweek: time condition satisfied on the specified week day, or every -dayofweek when dayofweek is negative param cb: callback function to be executed when time is satisfied.
RegisterEntity registers the entity type so that entities can be created or loaded returns the entity type description object which can be used to define more properties of entity type.
RegisterService registeres an service type After registeration, the service entity will be created automatically on some game.
RegisterSpace registers the space entity type.
Run runs the server endless loop This is the main routine for the server and all entity logic, and this function never quit.

# Type aliases

Export useful types.