moon 是一个轻量级的游戏服务器框架,底层采用C 编写,逻辑层主要采用Lua。框架使用多线程和多LuaVM(lua service)的模式, 把不同的游戏服务器模块(通常是一个进程),尽量集中到一个进程中,简化开发和维护难度。一个lua service可以表示一个游戏服务器模块,它们之间通过消息队列互相通信(大部分相情况下只是传递一个数据指针),通常比进程间IO通信高效,也不需要维护复杂的网络链接。 Lua的协程特性,也使异步逻辑的编写更加简单。
框架本身没有提供太多的游戏业务层逻辑,主要目标是提供基础功能。
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- asio-1.12.1(without boost)
- lua云风修改版
- sol2(a C library binding to Lua)
- rapidjson
-
async lua协程封装异步操作,取代传统的回调模式
-
timer 轮式定时器的实现,配合lua协程,更加方便处理定时任务
-
coroutine socket 协程socket的封装,方便编写自定义协议的网络模块
-
websocket 支持websocket协议
-
cluster 提供集群间通信(暂时通过统一的配置文件作为服务发现,不支持动态增删)
-
extensible 利用
sol2
库可以方便编写C/C
、lua
交互的扩展模块
-
需要支持C 17的编译器。不同平台安装支持C 17的编译器
-
获取源码
git clone https://github.com/sniper00/moon.git
- 编译
- windows 双击运行 build.bat。如果失败,参考详细编译步骤。
- linux 运行 build.sh。如果没有可执行权限请自行添加:
chmod x build.sh chmod x premake5
- 详细编译步骤
-
获取最新的premake5。下载链接。选择自己的平台,把下载好的
premake
可执行文件复制到源码中premake5.lua
同级目录。 -
生成工程文件并编译
- windows
# vs2017 or vs2019 premake5.exe vs2017 # 打开visual studio编译
- linux
# 默认采用gcc编译,中括号表示可选项: clang ./premake5 gmake [--cc=clang] # 默认debug版本,中括号表示可选项: release版本 make clean [config=release] make [config=release]
- macosx
# 只支持使用clang编译 ./premake5 gmake --cc=clang # 默认debug版本,中括号表示可选项: release版本 make clean [config=release] make [config=release]
- 运行
# 直接用一个文件作为lua服务启动,方便快速测试
./moon -f lua_service_file
# 采用配置文件启动,方便配置和管理大量服务,用于正式部署
./moon [-c config-file] -r server-id
下面编写一个echo server
功能的lua service
:
local moon = require("moon")
local socket = require("moon.socket")
local HOST = "127.0.0.1"
local PORT = 9526
-------------------2 bytes len (big endian) protocol------------------------
socket.on("accept",function(fd, msg)
print("accept ", fd, msg:bytes())
socket.settimeout(fd, 10)
end)
socket.on("message",function(fd, msg)
--echo message to client
socket.write(fd, msg:bytes())
end)
socket.on("close",function(fd, msg)
print("close ", fd, msg:bytes())
end)
socket.on("error",function(fd, msg)
print("error ", fd, msg:bytes())
end)
local listenfd = 0
moon.start(function()
listenfd = socket.listen(HOST, PORT, moon.PTYPE_SOCKET)
socket.start(listenfd)--start accept
print("server start ", HOST, PORT)
print("enter 'CTRL-C' stop server.")
end)
moon.destroy(function()
socket.close(listenfd)
end)
# 运行 echo server
./moon -f example/helloworld.lua
# 另启动一个终端运行 client(协程socket编写的客户端)
./moon -f example/helloworld_client.lua
# 输入任意字符
示例代码可以在 example 目录找到
# 运行 server
./moon -f example/network.lua
# 另启动一个终端运行 client
./moon -f example/helloworld_client.lua
# 输入任意字符
network_websocket.lua
--Echo Server Example
local moon = require("moon")
local socket = require("moon.socket")
local conf = ...
local HOST = conf.host or "127.0.0.1"
local PORT = conf.port or 12346
socket.wson("accept",function(fd, msg)
print("wsaccept ", fd, msg:bytes())
-- 设置read超时,单位秒
socket.settimeout(fd, 10)
end)
socket.wson("message",function(fd, msg)
-- binary frame
-- socket.write(fd, msg)
-- text frame
socket.write_text(fd, msg:bytes())
end)
socket.wson("close",function(fd, msg)
print("wsclose ", fd, msg:bytes())
end)
socket.wson("error",function(fd, msg)
print("wserror ", fd, msg:bytes())
end)
socket.wson("ping",function(fd, msg)
print("wsping ", fd, msg:bytes())
socket.write_pong(fd,"my pong")
end)
local listenfd = 0
moon.start(function()
listenfd = socket.listen(HOST, PORT, moon.PTYPE_SOCKET_WS)
socket.start(listenfd)
print("websocket server start ", HOST, PORT)
print("enter 'CTRL-C' stop server.")
end)
moon.destroy(function()
socket.close(listenfd)
end)
./moon -f example/network_websocket.lua
# 使用浏览器运行websocket_client.html
create_service.lua
local moon = require("moon")
local conf = ...
if conf.slave then
local command = {}
command.QUIT = function ()
print("recv quit cmd, bye bye")
moon.quit()
end
local function docmd(sender,header,...)
-- body
local f = command[header]
if f then
f(sender,...)
else
error(string.format("Unknown command %s", tostring(header)))
end
end
moon.start(function()
print("conf:", conf.message)
moon.dispatch('lua',function(msg,p)
local sender = msg:sender()
local header = msg:header()
docmd(sender,header, p.unpack(msg))
end)
if conf.auto_quit then
print("auto quit, bye bye")
-- 使服务退出
moon.quit()
end
end)
else
moon.start(function()
moon.async(function()
-- 动态创建服务, 配置同时可以用来传递一些信息
moon.new_service("lua", {
name = "create_service",
file = "create_service.lua",
message = "Hello create_service",
auto_quit = true
})
-- 动态创建服务,获得服务ID,方便用来通信
local serviceid = moon.new_service("lua", {
name = "create_service",
file = "create_service.lua",
slave = true,
message = "Hello create_service_coroutine"
})
print("new service",string.format("%X",serviceid))
moon.send("lua", serviceid, "QUIT")
moon.abort()
end)
end)
end
./moon.exe -f example/example_create_service.lua
example_callback.lua
local moon = require("moon")
local conf = ...
if conf.receiver then
-----------------------------THIS IS RECEIVER SERVICE-------------------
local command = {}
command.PING = function(sender, ...)
print(moon.name(), "recv ", sender, "command", "PING")
print(moon.name(), "send to", sender, "command", "PONG")
moon.send('lua', sender,'PONG', ...)
end
local function docmd(sender,header,...)
-- body
local f = command[header]
if f then
f(sender,...)
else
error(string.format("Unknown command %s", tostring(header)))
end
end
moon.dispatch('lua',function(msg,p)
local sender = msg:sender()
local header = msg:header()
docmd(sender,header, p.unpack(msg))
end)
print("callback example: service receiver start")
else
-----------------------------THIS IS SENDER SERVICE-------------------
local command = {}
command.PONG = function(...)
print(...)
print(moon.name(), "recv ", "command", "PING")
moon.abort()
end
local function docmd(header,...)
local f = command[header]
if f then
f(...)
else
error(string.format("Unknown command %s", tostring(header)))
end
end
moon.dispatch('lua',function(msg,p)
local header = msg:header()
docmd(header, p.unpack(msg))
end)
moon.start(function()
print("callback example: service sender start")
moon.async(function()
local receiver = moon.new_service("lua", {
name = "callback_receiver",
file = "example_callback.lua",
receiver = true
})
print(moon.name(), "send to", receiver, "command", "PING")
moon.send('lua', receiver,"PING","Hello")
end)
end)
end
./moon.exe -f example/example_callback.lua
example_coroutine.lua
local moon = require("moon")
local conf = ...
if conf.receiver then
local command = {}
command.PING = function(sender,sessionid, ...)
print(moon.name(), "recv ", sender, "command", "PING")
print(moon.name(), "send to", sender, "command", "PONG")
-- 把sessionid发送回去,发送方resume对应的协程
moon.response("lua",sender,sessionid,'PONG', ...)
end
local function docmd(sender,sessionid,cmd,...)
-- body
local f = command[cmd]
if f then
f(sender,sessionid,...)
else
error(string.format("Unknown command %s", tostring(cmd)))
end
end
moon.dispatch('lua',function(msg,p)
local sender = msg:sender()
-- sessionid 对应表示发送方 挂起的协程
local sessionid = msg:sessionid()
docmd(sender,sessionid, p.unpack(msg))
end)
else
moon.start(function()
moon.async(function()
local receiver = moon.new_service("lua", {
name = "example_coroutine",
file = "example_coroutine.lua",
receiver = true
})
print(moon.name(), "call ", receiver, "command", "PING")
print(moon.co_call("lua", receiver, "PING", "Hello"))
moon.abort()
end)
end)
end
./moon.exe -f example/example_coroutine.lua
example_timer.lua
local moon = require("moon")
moon.start(function()
local count = 10
moon.repeated(1000,count,function()
print("repeate 10 times timer tick",count)
count = count - 1
if 0 == count then
moon.abort()
end
end)
moon.async(function()
print("coroutine timer start")
moon.sleep(1000)
print("coroutine timer tick 1 seconds")
moon.sleep(1000)
print("coroutine timer tick 1 seconds")
moon.sleep(1000)
print("coroutine timer tick 1 seconds")
moon.sleep(1000)
print("coroutine timer tick 1 seconds")
moon.sleep(1000)
print("coroutine timer tick 1 seconds")
print("coroutine timer end")
end)
end)
./moon.exe -f example/example_timer.lua
config.json(example 目录)
配置文件说明,请参考wiki
./moon -c example/config.json -r 1
服务间发送消息性能测试
./moon -c example/config.json -r 2
协程socket
编写的多线程服务端,采用redis-benchmark
测试性能
./moon -c example/config.json -r 3
2字节大端表示长度的
协议的网络性能测试
./moon -c example/config.json -r 4
./moon -c example/config.json -r 5
./moon -c example/config.json -r 6
./moon -c example/config.json -r 7
进程间通信示例
./moon -c example/config.json -r 8
./moon -c example/config.json -r 9
- 简单示例Demo(BallGame): https://github.com/sniper00/BallGame.git
NoahGameFrame
- Author: ketoo
- GitHub: https://github.com/ketoo/NoahGameFrame
- Description: A fast, scalable, distributed game server framework for C , include actor library, network library,can be used as a real time multiplayer game engine ( MMO RPG ), which plan to support C#/Python/Lua script, and support Unity3d, Cocos2dx, FlashAir client access.