func (s *server) open_db() *bolt.DB { db, err := bolt.Open(BOLTDB_FILE, 0600, nil) if err != nil { log.Critical(err) os.Exit(-1) } // create bulket db.Update(func(tx *bolt.Tx) error { _, err := tx.CreateBucketIfNotExists([]byte(BOLTDB_BUCKET)) if err != nil { log.Criticalf("create bucket: %s", err) os.Exit(-1) } return nil }) return db }
func (arch *Archiver) new_redolog() *bolt.DB { file := DATA_DIRECTORY + time.Now().Format(REDO_TIME_FORMAT) db, err := bolt.Open(file, 0600, nil) if err != nil { log.Critical(err) os.Exit(-1) } // create bulket db.Update(func(tx *bolt.Tx) error { _, err := tx.CreateBucket([]byte(BOLTDB_BUCKET)) if err != nil { log.Criticalf("create bucket: %s", err) return err } return nil }) return db }
// stream server func (s *server) Stream(stream GameService_StreamServer) error { var sess Session ch_agent := s.recv(stream) ch_ipc := make(chan *Game_Frame, DEFAULT_CH_IPC_SIZE) defer func() { if sess.Flag&SESS_REGISTERED != 0 { // TODO: destroy session sess.Flag &^= SESS_REGISTERED registry.Unregister(sess.UserId) } log.Trace("stream end:", sess.UserId) }() // >> main message loop << for { select { case frame, ok := <-ch_agent: // frames from agent if !ok { // EOF return nil } switch frame.Type { case Game_Message: // validation if sess.Flag&SESS_REGISTERED == 0 { log.Critical("user not registered") return ERROR_USER_NOT_REGISTERED } // locate handler by proto number reader := packet.Reader(frame.Message) c, err := reader.ReadS16() if err != nil { log.Critical(err) return err } handle := client_handler.Handlers[c] if handle == nil { log.Criticalf("service not bind: %v", c) return ERROR_SERVICE_NOT_BIND } // serialized processing, no future locks needed. // multiple agents can connect simutaneously to games var ret []byte wrap := func() { ret = handle(&sess, reader) } s.latch(wrap) // construct frame & return message from logic if ret != nil { if err := stream.Send(&Game_Frame{Type: Game_Message, Message: ret}); err != nil { log.Critical(err) return err } } // session control by logic if sess.Flag&SESS_KICKED_OUT != 0 { // logic kick out if err := stream.Send(&Game_Frame{Type: Game_Kick}); err != nil { log.Critical(err) return err } return nil } case Game_Register: if sess.Flag&SESS_REGISTERED == 0 { // TODO: create session sess.Flag |= SESS_REGISTERED sess.UserId = frame.UserId registry.Register(frame.UserId, ch_ipc) log.Trace("user registered") } else { log.Critical("user already registered") } case Game_Unregister: if sess.Flag&SESS_REGISTERED != 0 { // TODO: destroy session sess.Flag &^= SESS_REGISTERED registry.Unregister(sess.UserId) log.Trace("user unregistered") } else { log.Critical("user not registered") } case Game_Ping: if err := stream.Send(&Game_Frame{Type: Game_Ping, Message: frame.Message}); err != nil { log.Critical(err) return err } log.Trace("pinged") default: log.Criticalf("incorrect frame type: %v", frame.Type) return ERROR_INCORRECT_FRAME_TYPE } case frame := <-ch_ipc: // forward async messages from interprocess(goroutines) communication if err := stream.Send(frame); err != nil { log.Critical(err) return err } } } }
// PIPELINE #2 stream processing // the center of game logic func (s *server) Stream(stream GameService_StreamServer) error { defer PrintPanicStack() // session init var sess Session sess_die := make(chan struct{}) ch_agent := s.recv(stream, sess_die) ch_ipc := make(chan *Game_Frame, DEFAULT_CH_IPC_SIZE) defer func() { registry.Unregister(sess.UserId) close(sess_die) log.Trace("stream end:", sess.UserId) }() // read metadata from context md, ok := metadata.FromContext(stream.Context()) if !ok { log.Critical("cannot read metadata from context") return ERROR_INCORRECT_FRAME_TYPE } // read key if len(md["userid"]) == 0 { log.Critical("cannot read key:userid from metadata") return ERROR_INCORRECT_FRAME_TYPE } // parse userid userid, err := strconv.Atoi(md["userid"][0]) if err != nil { log.Critical(err) return ERROR_INCORRECT_FRAME_TYPE } // register user sess.UserId = int32(userid) registry.Register(sess.UserId, ch_ipc) log.Finef("userid %v logged in", sess.UserId) // >> main message loop << for { select { case frame, ok := <-ch_agent: // frames from agent if !ok { // EOF return nil } switch frame.Type { case Game_Message: // the passthrough message from client->agent->game // locate handler by proto number reader := packet.Reader(frame.Message) c, err := reader.ReadS16() if err != nil { log.Critical(err) return err } handle := client_handler.Handlers[c] if handle == nil { log.Criticalf("service not bind: %v", c) return ERROR_SERVICE_NOT_BIND } // handle request ret := handle(&sess, reader) // construct frame & return message from logic if ret != nil { if err := stream.Send(&Game_Frame{Type: Game_Message, Message: ret}); err != nil { log.Critical(err) return err } } // session control by logic if sess.Flag&SESS_KICKED_OUT != 0 { // logic kick out if err := stream.Send(&Game_Frame{Type: Game_Kick}); err != nil { log.Critical(err) return err } return nil } case Game_Ping: if err := stream.Send(&Game_Frame{Type: Game_Ping, Message: frame.Message}); err != nil { log.Critical(err) return err } log.Trace("pinged") default: log.Criticalf("incorrect frame type: %v", frame.Type) return ERROR_INCORRECT_FRAME_TYPE } case frame := <-ch_ipc: // forward async messages from interprocess(goroutines) communication if err := stream.Send(frame); err != nil { log.Critical(err) return err } } } }