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atsf4g-co

Service framework for game server using libatbus, libatapp, libcopp and etc.

Inner Service

  • atproxy : proxy for logic server to communicate with each other

    • using etcd for service discovery and online detection.
  • atgateway : gateway for client to communicate logic server

    • Using DH/ECDH for key establishment(directly send key or no encryption are also supported)
    • Traffic control and handshake timeout available for each client
    • Support for routing switching

Prepare

  1. Install etcd. (It's used for atproxy to connect to each other.)
    • For local testing, you can use atframework/libatapp/ci/etcd/setup-etcd scripts to auto-download and start a temporary etcd instance:
      # Linux / macOS
      bash atframework/libatapp/ci/etcd/setup-etcd.sh start   # download + start on port 12379
      export ATAPP_UNIT_TEST_ETCD_HOST="http://127.0.0.1:12379"
      bash atframework/libatapp/ci/etcd/setup-etcd.sh stop    # stop when done
      # Windows (PowerShell)
      .\atframework\libatapp\ci\etcd\setup-etcd.ps1 -Command start
      $env:ATAPP_UNIT_TEST_ETCD_HOST = "http://127.0.0.1:12379"
      .\atframework\libatapp\ci\etcd\setup-etcd.ps1 -Command stop
  2. [opional] Install redis. (DB services.install it if used)

Basic Usage

Build on Windows

You need to prebuilt all dependency libraries such as openssl/mbedtls, libcurl, libuv and so on. Then run

mkdir build_jobs_msvc
cd build_jobs_msvc
# run cmake with vcpkg
cmake [SOURCE PATH] -G "Visual Studio 16 2019" -A x64 "-DCMAKE_TOOLCHAIN_FILE=<VCPKG_INSTALL_DIR>/scripts/buildsystems/vcpkg.cmake" -DPROJECT_ENABLE_UNITTEST=YES -DPROJECT_ENABLE_SAMPLE=YES -DPROJECT_ENABLE_TOOLS=YES ...

cd build_jobs_msvc

cmake --build . --config Debug

Please see third_party to see which libraries is required.

Build on Unix like system

# auto setup cmake
bash cmake_dev.sh [options] ...

# auto setup cmake with openssl, unit test , sample and tools
bash ./cmake_dev.sh -lus -- -DCRYPTO_USE_OPENSSL=YES

# we will generate directory build_jobs_$(basename $(uname -s)) for build and place publish directory
cd build_jobs_*

# just build with make -j4 or ninja -j4
cmake --build . -- -j4

Such as sh cmake_dev.sh -su to enable all unit test and samples, or sh cmake_dev.sh -a to use clang-analysis. You can also directly run cmake [SOURCE PATH] [options...] just like in windows, use your own prebuilt libraries or not. It depends to you.

All resource and file will be put into <BUILD_DIR>/publish after compile completed.

Configure & Run

Configure file is placed on <BUILD_DIR>/publish/tools/script/config.conf just edit it and set your etcd server and DB configure, then run <BUILD_DIR>/publish/tools/script/gen_conf.py to generate all configure files and scripts for servers. restart_all.shstop_all.shreload_all.sh script files will also be generated for easy usage.

cd publish/tools/script

vim config.conf # edit configure

python3 gen_conf.py

./restart_all.sh

gen_conf.py also has options for set some configures instead of using it in config.conf, it's useful when integration our server into other management system. Use python3 ./gen_conf.py - --help for more help information.

Developer

Tools

  1. cmake 3.16 and above
  2. gcc/clang/msvc
  3. gdb/lldb/windb
  4. git
  5. unzip
  6. tar
  7. autoconf
  8. automake
  9. p7zip
  10. python2/python
  11. etc.

Python modules

  1. python-mako/python*-mako/mingw-w64-x86_64-python*-mako
  2. [optional] python-setuptools/python*-setuptools/mingw-w64-x86_64-python*-mako
  3. [optional] python-pip/python*-pip/mingw-w64-x86_64-python*-pip

Clangd 配置参考

本仓库当前的 VS Code 配置已启用 clangd,并且固定使用 build_jobs_cmake_tools 作为编译数据库目录(由 CMake 生成 compile_commands.json)。建议保持与当前设置一致:

.clangd(可选,若希望在非 VS Code 环境复用配置)

CompileFlags:
  CompilationDatabase: build_jobs_cmake_tools

Index:
  Background: Build

Diagnostics:
  UnusedIncludes: Strict

VS Code settings

{
  "C_Cpp.intelliSenseEngine": "disabled",
  "clangd.enable": true,
  "clangd.arguments": [
    "--compile-commands-dir=${workspaceFolder}/build_jobs_cmake_tools",
    "--background-index",
    "--clang-tidy",
    "--completion-style=detailed",
    "--header-insertion=iwyu",
    "-j=8"
  ]
}

MSVC + clangd --query-driver 推荐配置

当使用 MSVC 工具链时,建议显式配置 --query-driver 以便 clangd 正确读取 MSVC 的系统头与内置宏:

{
  "clangd.arguments": [
    // 使用环境变量(推荐,VS 开发者命令行会注入 VCToolsInstallDir)
    "--query-driver=${env:VCToolsInstallDir}bin/Hostx64/x64/cl.exe",

    // 通配符版本(多个版本时会选择第一个匹配项)
    "--query-driver=C:/Program Files/Microsoft Visual Studio/*/Community/VC/Tools/MSVC/*/bin/Hostx64/x64/cl.exe"
  ]
}

显式指定 C++ 标准(CMake 配置)

如果需要固定 __cplusplus 版本,可通过 CMake 统一指定标准(示例:C++20):

{
  "cmake.configureSettings": {
    "CMAKE_CXX_STANDARD": "20",
    "CMAKE_CXX_STANDARD_REQUIRED": "ON"
  }
}

说明:只有在 MSVC 下 clangd 不识别 -std:c++latest/std:c++latest 时,才需要使用以上方式固定标准。使用 CMAKE_CXX_STANDARD 通常兼容性更好;--query-driver 不影响单独打开的 .h 文件,仅影响带编译命令的翻译单元。两者可二选一使用。

Framework Code Tree

  • third_party: all dependency third_party libraries
  • atframework: atframework projects and libraries
    • export: exported libraries, used by client
    • atframe_utils: framework utility codes
    • libatbus: communication library used between servers
    • libatapp: server application framework, used to build a specified server type
    • services: inner services of atframework
      1. component: inner services common codes
      2. atproxy: proxy server, used to connect difference service group to each other
      3. atgateway: gateway server, used to manage client connections
  • doc: documents
  • install: all resources and configure templates
  • project: project script, used to detect build environment and generate build scripts
  • sample: sample codes to show usage of some libraries
  • src: all real projects
    • echosvr: the simplest server instance, just send back all data receive from client
    • [others]: other services

Logic Code Tree

  • src: all real projects
    • server_frame: server common library
      1. config: server configure defines and excel configure data structures
      2. data: game data layer
      3. dispatcher: decide how to deal with each type of messages and manage coroutine tasks
      4. logic: game logic layer
      5. rpc: all remote procedure call APIs, include server to server message, DB message and so on
      6. utility: all shared utility codes
    • tools: tool projects

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service framework for game server using libatbus, libatapp, libcopp and etc.

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