传输层实现(客户端/服务端,链接管理和心跳机制,重连机制)
消息序列化(json序列化,消息压缩,消息ID和时间戳) 网络服务器核心(networkserver/基础room/链接状态同步) 网络客户端核心(networkclient/消息队列)
This commit is contained in:
410
packages/network-server/src/core/ConnectionManager.ts
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410
packages/network-server/src/core/ConnectionManager.ts
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@@ -0,0 +1,410 @@
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/**
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* 服务端连接管理器
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* 负责管理所有客户端连接的生命周期
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*/
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import { createLogger, ITimer, Core } from '@esengine/ecs-framework';
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import {
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ITransportClientInfo,
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ConnectionState,
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IConnectionStats,
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EventEmitter
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} from '@esengine/network-shared';
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/**
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* 客户端会话信息
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*/
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export interface ClientSession {
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id: string;
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info: ITransportClientInfo;
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state: ConnectionState;
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lastHeartbeat: number;
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stats: IConnectionStats;
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authenticated: boolean;
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roomId?: string;
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userData?: Record<string, any>;
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}
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/**
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* 连接管理器配置
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*/
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export interface ConnectionManagerConfig {
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heartbeatInterval: number;
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heartbeatTimeout: number;
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maxIdleTime: number;
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cleanupInterval: number;
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}
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/**
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* 连接管理器
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*/
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export class ConnectionManager extends EventEmitter {
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private logger = createLogger('ConnectionManager');
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private sessions: Map<string, ClientSession> = new Map();
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private config: ConnectionManagerConfig;
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private heartbeatTimer?: ITimer;
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private cleanupTimer?: ITimer;
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/**
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* 构造函数
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*/
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constructor(config: Partial<ConnectionManagerConfig> = {}) {
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super();
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this.config = {
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heartbeatInterval: 30000, // 30秒心跳间隔
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heartbeatTimeout: 60000, // 60秒心跳超时
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maxIdleTime: 300000, // 5分钟最大空闲时间
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cleanupInterval: 60000, // 1分钟清理间隔
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...config
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};
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}
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/**
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* 启动连接管理器
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*/
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start(): void {
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this.logger.info('连接管理器启动');
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this.startHeartbeatTimer();
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this.startCleanupTimer();
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}
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/**
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* 停止连接管理器
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*/
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stop(): void {
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this.logger.info('连接管理器停止');
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this.stopHeartbeatTimer();
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this.stopCleanupTimer();
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this.sessions.clear();
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}
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/**
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* 添加客户端会话
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*/
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addSession(clientInfo: ITransportClientInfo): ClientSession {
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const session: ClientSession = {
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id: clientInfo.id,
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info: clientInfo,
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state: ConnectionState.Connected,
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lastHeartbeat: Date.now(),
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authenticated: false,
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stats: {
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state: ConnectionState.Connected,
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connectTime: clientInfo.connectTime,
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reconnectCount: 0,
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bytesSent: 0,
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bytesReceived: 0,
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messagesSent: 0,
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messagesReceived: 0
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}
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};
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this.sessions.set(clientInfo.id, session);
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this.logger.info(`添加客户端会话: ${clientInfo.id}`);
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this.emit('sessionAdded', session);
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return session;
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}
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/**
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* 移除客户端会话
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*/
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removeSession(clientId: string, reason?: string): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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session.state = ConnectionState.Disconnected;
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session.stats.disconnectTime = Date.now();
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this.sessions.delete(clientId);
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this.logger.info(`移除客户端会话: ${clientId}, 原因: ${reason || '未知'}`);
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this.emit('sessionRemoved', session, reason);
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return true;
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}
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/**
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* 获取客户端会话
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*/
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getSession(clientId: string): ClientSession | undefined {
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return this.sessions.get(clientId);
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}
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/**
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* 获取所有客户端会话
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*/
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getAllSessions(): ClientSession[] {
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return Array.from(this.sessions.values());
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}
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/**
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* 获取已认证的会话
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*/
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getAuthenticatedSessions(): ClientSession[] {
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return Array.from(this.sessions.values()).filter(session => session.authenticated);
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}
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/**
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* 获取指定房间的会话
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*/
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getSessionsByRoom(roomId: string): ClientSession[] {
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return Array.from(this.sessions.values()).filter(session => session.roomId === roomId);
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}
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/**
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* 更新会话心跳时间
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*/
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updateHeartbeat(clientId: string): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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session.lastHeartbeat = Date.now();
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return true;
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}
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/**
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* 设置会话认证状态
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*/
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setSessionAuthenticated(clientId: string, authenticated: boolean): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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const wasAuthenticated = session.authenticated;
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session.authenticated = authenticated;
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if (wasAuthenticated !== authenticated) {
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this.emit('sessionAuthChanged', session, authenticated);
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this.logger.info(`客户端 ${clientId} 认证状态变更: ${authenticated}`);
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}
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return true;
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}
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/**
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* 设置会话所在房间
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*/
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setSessionRoom(clientId: string, roomId?: string): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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const oldRoomId = session.roomId;
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session.roomId = roomId;
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if (oldRoomId !== roomId) {
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this.emit('sessionRoomChanged', session, oldRoomId, roomId);
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this.logger.info(`客户端 ${clientId} 房间变更: ${oldRoomId} -> ${roomId}`);
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}
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return true;
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}
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/**
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* 更新会话数据统计
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*/
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updateSessionStats(clientId: string, stats: Partial<IConnectionStats>): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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Object.assign(session.stats, stats);
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return true;
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}
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/**
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* 设置会话用户数据
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*/
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setSessionUserData(clientId: string, userData: Record<string, any>): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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session.userData = { ...session.userData, ...userData };
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return true;
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}
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/**
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* 检查会话是否存活
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*/
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isSessionAlive(clientId: string): boolean {
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const session = this.sessions.get(clientId);
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if (!session) {
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return false;
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}
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const now = Date.now();
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return (now - session.lastHeartbeat) <= this.config.heartbeatTimeout;
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}
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/**
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* 获取超时的会话
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*/
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getTimeoutSessions(): ClientSession[] {
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const now = Date.now();
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return Array.from(this.sessions.values()).filter(session => {
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return (now - session.lastHeartbeat) > this.config.heartbeatTimeout;
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});
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}
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/**
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* 获取空闲的会话
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*/
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getIdleSessions(): ClientSession[] {
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const now = Date.now();
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return Array.from(this.sessions.values()).filter(session => {
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return (now - session.lastHeartbeat) > this.config.maxIdleTime;
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});
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}
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/**
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* 获取连接统计信息
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*/
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getConnectionStats() {
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const allSessions = this.getAllSessions();
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const authenticatedSessions = this.getAuthenticatedSessions();
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const timeoutSessions = this.getTimeoutSessions();
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return {
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totalConnections: allSessions.length,
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authenticatedConnections: authenticatedSessions.length,
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timeoutConnections: timeoutSessions.length,
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averageLatency: this.calculateAverageLatency(allSessions),
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connectionsByRoom: this.getConnectionsByRoom(),
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totalBytesSent: allSessions.reduce((sum, s) => sum + s.stats.bytesSent, 0),
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totalBytesReceived: allSessions.reduce((sum, s) => sum + s.stats.bytesReceived, 0),
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totalMessagesSent: allSessions.reduce((sum, s) => sum + s.stats.messagesSent, 0),
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totalMessagesReceived: allSessions.reduce((sum, s) => sum + s.stats.messagesReceived, 0)
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};
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}
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/**
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* 计算平均延迟
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*/
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private calculateAverageLatency(sessions: ClientSession[]): number {
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const validLatencies = sessions
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.map(s => s.stats.latency)
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.filter(latency => latency !== undefined) as number[];
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if (validLatencies.length === 0) return 0;
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return validLatencies.reduce((sum, latency) => sum + latency, 0) / validLatencies.length;
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}
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/**
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* 按房间统计连接数
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*/
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private getConnectionsByRoom(): Record<string, number> {
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const roomCounts: Record<string, number> = {};
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for (const session of this.sessions.values()) {
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const roomId = session.roomId || 'lobby';
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roomCounts[roomId] = (roomCounts[roomId] || 0) + 1;
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}
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return roomCounts;
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}
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/**
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* 启动心跳定时器
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*/
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private startHeartbeatTimer(): void {
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this.heartbeatTimer = Core.schedule(this.config.heartbeatInterval / 1000, true, this, () => {
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this.checkHeartbeats();
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});
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}
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/**
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* 停止心跳定时器
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*/
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private stopHeartbeatTimer(): void {
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if (this.heartbeatTimer) {
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this.heartbeatTimer.stop();
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this.heartbeatTimer = undefined;
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}
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}
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/**
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* 启动清理定时器
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*/
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private startCleanupTimer(): void {
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this.cleanupTimer = Core.schedule(this.config.cleanupInterval / 1000, true, this, () => {
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this.performCleanup();
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});
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}
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/**
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* 停止清理定时器
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*/
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private stopCleanupTimer(): void {
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if (this.cleanupTimer) {
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this.cleanupTimer.stop();
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this.cleanupTimer = undefined;
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}
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}
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/**
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* 检查心跳超时
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*/
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private checkHeartbeats(): void {
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const timeoutSessions = this.getTimeoutSessions();
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for (const session of timeoutSessions) {
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this.logger.warn(`客户端心跳超时: ${session.id}`);
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this.emit('heartbeatTimeout', session);
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// 可以选择断开超时的连接
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// this.removeSession(session.id, '心跳超时');
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}
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if (timeoutSessions.length > 0) {
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this.logger.warn(`发现 ${timeoutSessions.length} 个心跳超时的连接`);
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}
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}
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/**
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* 执行清理操作
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*/
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private performCleanup(): void {
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const idleSessions = this.getIdleSessions();
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for (const session of idleSessions) {
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this.logger.info(`清理空闲连接: ${session.id}`);
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this.removeSession(session.id, '空闲超时');
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}
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if (idleSessions.length > 0) {
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this.logger.info(`清理了 ${idleSessions.length} 个空闲连接`);
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}
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}
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/**
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* 批量操作:踢出指定房间的所有客户端
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*/
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kickRoomClients(roomId: string, reason?: string): number {
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const roomSessions = this.getSessionsByRoom(roomId);
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for (const session of roomSessions) {
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this.removeSession(session.id, reason || '房间解散');
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}
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this.logger.info(`踢出房间 ${roomId} 的 ${roomSessions.length} 个客户端`);
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return roomSessions.length;
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}
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/**
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* 批量操作:向指定房间广播消息(这里只返回会话列表)
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*/
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getRoomSessionsForBroadcast(roomId: string, excludeClientId?: string): ClientSession[] {
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return this.getSessionsByRoom(roomId).filter(session =>
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session.id !== excludeClientId && session.authenticated
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);
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}
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}
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701
packages/network-server/src/core/NetworkServer.ts
Normal file
701
packages/network-server/src/core/NetworkServer.ts
Normal file
@@ -0,0 +1,701 @@
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/**
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* 网络服务器核心类
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* 负责服务器的启动/停止、传输层管理和客户端会话管理
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*/
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import { createLogger, Core } from '@esengine/ecs-framework';
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import {
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ITransportConfig,
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MessageType,
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INetworkMessage,
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IConnectMessage,
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IConnectResponseMessage,
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IHeartbeatMessage,
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NetworkErrorType,
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EventEmitter
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} from '@esengine/network-shared';
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import { WebSocketTransport } from '../transport/WebSocketTransport';
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import { ConnectionManager, ClientSession } from './ConnectionManager';
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import { JSONSerializer } from '@esengine/network-shared';
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import { MessageManager } from '@esengine/network-shared';
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import { ErrorHandler } from '@esengine/network-shared';
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/**
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* 网络服务器配置
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*/
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export interface NetworkServerConfig {
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transport: ITransportConfig;
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authentication: {
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required: boolean;
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timeout: number;
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maxAttempts: number;
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};
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rateLimit: {
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enabled: boolean;
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maxRequestsPerMinute: number;
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banDuration: number;
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};
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features: {
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enableCompression: boolean;
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enableHeartbeat: boolean;
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enableRooms: boolean;
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enableMetrics: boolean;
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};
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}
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/**
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* 服务器状态
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*/
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export enum ServerState {
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Stopped = 'stopped',
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Starting = 'starting',
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Running = 'running',
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Stopping = 'stopping',
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Error = 'error'
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}
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/**
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* 服务器统计信息
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*/
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export interface ServerStats {
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state: ServerState;
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uptime: number;
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startTime?: number;
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connections: {
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total: number;
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authenticated: number;
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peak: number;
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};
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messages: {
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sent: number;
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received: number;
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errors: number;
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};
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bandwidth: {
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inbound: number;
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outbound: number;
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};
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}
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/**
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* 网络服务器事件接口
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*/
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export interface NetworkServerEvents {
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serverStarted: (port: number) => void;
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serverStopped: () => void;
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serverError: (error: Error) => void;
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clientConnected: (session: ClientSession) => void;
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clientDisconnected: (session: ClientSession, reason?: string) => void;
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clientAuthenticated: (session: ClientSession) => void;
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messageReceived: (session: ClientSession, message: INetworkMessage) => void;
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messageSent: (session: ClientSession, message: INetworkMessage) => void;
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}
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/**
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* 网络服务器核心实现
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||||
*/
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||||
export class NetworkServer extends EventEmitter {
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private logger = createLogger('NetworkServer');
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||||
private config: NetworkServerConfig;
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||||
private state: ServerState = ServerState.Stopped;
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||||
private stats: ServerStats;
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||||
|
||||
// 核心组件
|
||||
private transport?: WebSocketTransport;
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||||
private connectionManager: ConnectionManager;
|
||||
private serializer: JSONSerializer;
|
||||
private messageManager: MessageManager;
|
||||
private errorHandler: ErrorHandler;
|
||||
|
||||
// 事件处理器
|
||||
private eventHandlers: Partial<NetworkServerEvents> = {};
|
||||
|
||||
// 速率限制
|
||||
private rateLimitMap: Map<string, { count: number; resetTime: number; banned: boolean }> = new Map();
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
*/
|
||||
constructor(config: Partial<NetworkServerConfig> = {}) {
|
||||
super();
|
||||
|
||||
this.config = {
|
||||
transport: {
|
||||
port: 8080,
|
||||
host: '0.0.0.0',
|
||||
maxConnections: 1000,
|
||||
heartbeatInterval: 30000,
|
||||
connectionTimeout: 60000,
|
||||
maxMessageSize: 1024 * 1024,
|
||||
compression: true,
|
||||
...config.transport
|
||||
},
|
||||
authentication: {
|
||||
required: false,
|
||||
timeout: 30000,
|
||||
maxAttempts: 3,
|
||||
...config.authentication
|
||||
},
|
||||
rateLimit: {
|
||||
enabled: true,
|
||||
maxRequestsPerMinute: 100,
|
||||
banDuration: 300000, // 5分钟
|
||||
...config.rateLimit
|
||||
},
|
||||
features: {
|
||||
enableCompression: true,
|
||||
enableHeartbeat: true,
|
||||
enableRooms: true,
|
||||
enableMetrics: true,
|
||||
...config.features
|
||||
}
|
||||
};
|
||||
|
||||
this.stats = {
|
||||
state: ServerState.Stopped,
|
||||
uptime: 0,
|
||||
connections: {
|
||||
total: 0,
|
||||
authenticated: 0,
|
||||
peak: 0
|
||||
},
|
||||
messages: {
|
||||
sent: 0,
|
||||
received: 0,
|
||||
errors: 0
|
||||
},
|
||||
bandwidth: {
|
||||
inbound: 0,
|
||||
outbound: 0
|
||||
}
|
||||
};
|
||||
|
||||
// 初始化核心组件
|
||||
this.connectionManager = new ConnectionManager({
|
||||
heartbeatInterval: this.config.transport.heartbeatInterval,
|
||||
heartbeatTimeout: this.config.transport.connectionTimeout
|
||||
});
|
||||
|
||||
this.serializer = new JSONSerializer({
|
||||
enableTypeChecking: true,
|
||||
enableCompression: this.config.features.enableCompression,
|
||||
maxMessageSize: this.config.transport.maxMessageSize
|
||||
});
|
||||
|
||||
this.messageManager = new MessageManager({
|
||||
enableTimestampValidation: true,
|
||||
enableMessageDeduplication: true
|
||||
});
|
||||
|
||||
this.errorHandler = new ErrorHandler({
|
||||
maxRetryAttempts: 3,
|
||||
enableAutoRecovery: true
|
||||
});
|
||||
|
||||
this.setupEventHandlers();
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动服务器
|
||||
*/
|
||||
async start(): Promise<void> {
|
||||
if (this.state !== ServerState.Stopped) {
|
||||
throw new Error(`服务器状态错误: ${this.state}`);
|
||||
}
|
||||
|
||||
this.setState(ServerState.Starting);
|
||||
this.logger.info('正在启动网络服务器...');
|
||||
|
||||
try {
|
||||
// 创建传输层
|
||||
this.transport = new WebSocketTransport(this.config.transport);
|
||||
this.setupTransportEvents();
|
||||
|
||||
// 启动传输层
|
||||
await this.transport.start(
|
||||
this.config.transport.port,
|
||||
this.config.transport.host
|
||||
);
|
||||
|
||||
// 启动连接管理器
|
||||
this.connectionManager.start();
|
||||
|
||||
// 记录启动时间
|
||||
this.stats.startTime = Date.now();
|
||||
this.setState(ServerState.Running);
|
||||
|
||||
this.logger.info(`网络服务器已启动: ${this.config.transport.host}:${this.config.transport.port}`);
|
||||
this.eventHandlers.serverStarted?.(this.config.transport.port);
|
||||
|
||||
} catch (error) {
|
||||
this.setState(ServerState.Error);
|
||||
this.logger.error('启动网络服务器失败:', error);
|
||||
this.eventHandlers.serverError?.(error as Error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止服务器
|
||||
*/
|
||||
async stop(): Promise<void> {
|
||||
if (this.state === ServerState.Stopped) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.setState(ServerState.Stopping);
|
||||
this.logger.info('正在停止网络服务器...');
|
||||
|
||||
try {
|
||||
// 停止连接管理器
|
||||
this.connectionManager.stop();
|
||||
|
||||
// 停止传输层
|
||||
if (this.transport) {
|
||||
await this.transport.stop();
|
||||
this.transport = undefined;
|
||||
}
|
||||
|
||||
// 清理速率限制数据
|
||||
this.rateLimitMap.clear();
|
||||
|
||||
this.setState(ServerState.Stopped);
|
||||
this.logger.info('网络服务器已停止');
|
||||
this.eventHandlers.serverStopped?.();
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error('停止网络服务器失败:', error);
|
||||
this.eventHandlers.serverError?.(error as Error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送消息到指定客户端
|
||||
*/
|
||||
sendToClient<T extends INetworkMessage>(clientId: string, message: T): boolean {
|
||||
if (!this.transport || this.state !== ServerState.Running) {
|
||||
this.logger.warn('服务器未运行,无法发送消息');
|
||||
return false;
|
||||
}
|
||||
|
||||
const session = this.connectionManager.getSession(clientId);
|
||||
if (!session) {
|
||||
this.logger.warn(`客户端会话不存在: ${clientId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
const serializedMessage = this.serializer.serialize(message);
|
||||
this.transport.send(clientId, serializedMessage.data);
|
||||
|
||||
// 更新统计
|
||||
this.stats.messages.sent++;
|
||||
this.stats.bandwidth.outbound += serializedMessage.size;
|
||||
|
||||
this.eventHandlers.messageSent?.(session, message);
|
||||
return true;
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error(`发送消息到客户端 ${clientId} 失败:`, error);
|
||||
this.stats.messages.errors++;
|
||||
this.errorHandler.handleError(error as Error, `sendToClient:${clientId}`);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 广播消息到所有客户端
|
||||
*/
|
||||
broadcast<T extends INetworkMessage>(message: T, exclude?: string[]): number {
|
||||
if (!this.transport || this.state !== ServerState.Running) {
|
||||
this.logger.warn('服务器未运行,无法广播消息');
|
||||
return 0;
|
||||
}
|
||||
|
||||
try {
|
||||
const serializedMessage = this.serializer.serialize(message);
|
||||
this.transport.broadcast(serializedMessage.data, exclude);
|
||||
|
||||
const clientCount = this.connectionManager.getAllSessions().length - (exclude?.length || 0);
|
||||
|
||||
// 更新统计
|
||||
this.stats.messages.sent += clientCount;
|
||||
this.stats.bandwidth.outbound += serializedMessage.size * clientCount;
|
||||
|
||||
return clientCount;
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error('广播消息失败:', error);
|
||||
this.stats.messages.errors++;
|
||||
this.errorHandler.handleError(error as Error, 'broadcast');
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 踢出客户端
|
||||
*/
|
||||
kickClient(clientId: string, reason?: string): boolean {
|
||||
const session = this.connectionManager.getSession(clientId);
|
||||
if (!session) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.transport) {
|
||||
this.transport.disconnectClient(clientId, reason);
|
||||
}
|
||||
|
||||
return this.connectionManager.removeSession(clientId, reason);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取服务器状态
|
||||
*/
|
||||
getState(): ServerState {
|
||||
return this.state;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查服务器是否正在运行
|
||||
*/
|
||||
isRunning(): boolean {
|
||||
return this.state === ServerState.Running;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取服务器统计信息
|
||||
*/
|
||||
getStats(): ServerStats {
|
||||
const currentStats = { ...this.stats };
|
||||
|
||||
if (this.stats.startTime) {
|
||||
currentStats.uptime = Date.now() - this.stats.startTime;
|
||||
}
|
||||
|
||||
const connectionStats = this.connectionManager.getConnectionStats();
|
||||
currentStats.connections.total = connectionStats.totalConnections;
|
||||
currentStats.connections.authenticated = connectionStats.authenticatedConnections;
|
||||
|
||||
return currentStats;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有客户端会话
|
||||
*/
|
||||
getAllSessions(): ClientSession[] {
|
||||
return this.connectionManager.getAllSessions();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定客户端会话
|
||||
*/
|
||||
getSession(clientId: string): ClientSession | undefined {
|
||||
return this.connectionManager.getSession(clientId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置事件处理器
|
||||
*/
|
||||
override on<K extends keyof NetworkServerEvents>(event: K, handler: NetworkServerEvents[K]): this {
|
||||
this.eventHandlers[event] = handler;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除事件处理器
|
||||
*/
|
||||
override off<K extends keyof NetworkServerEvents>(event: K): this {
|
||||
delete this.eventHandlers[event];
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新配置
|
||||
*/
|
||||
updateConfig(newConfig: Partial<NetworkServerConfig>): void {
|
||||
Object.assign(this.config, newConfig);
|
||||
this.logger.info('服务器配置已更新:', newConfig);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置服务器状态
|
||||
*/
|
||||
private setState(newState: ServerState): void {
|
||||
if (this.state === newState) return;
|
||||
|
||||
const oldState = this.state;
|
||||
this.state = newState;
|
||||
this.stats.state = newState;
|
||||
|
||||
this.logger.info(`服务器状态变化: ${oldState} -> ${newState}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置事件处理器
|
||||
*/
|
||||
private setupEventHandlers(): void {
|
||||
// 连接管理器事件
|
||||
this.connectionManager.on('sessionAdded', (session: ClientSession) => {
|
||||
this.eventHandlers.clientConnected?.(session);
|
||||
this.updateConnectionPeak();
|
||||
});
|
||||
|
||||
this.connectionManager.on('sessionRemoved', (session: ClientSession, reason?: string) => {
|
||||
this.eventHandlers.clientDisconnected?.(session, reason);
|
||||
});
|
||||
|
||||
this.connectionManager.on('sessionAuthChanged', (session: ClientSession, authenticated: boolean) => {
|
||||
if (authenticated) {
|
||||
this.eventHandlers.clientAuthenticated?.(session);
|
||||
}
|
||||
});
|
||||
|
||||
// 错误处理器事件
|
||||
this.errorHandler.on('criticalError', (error: any) => {
|
||||
this.logger.error('严重错误:', error);
|
||||
this.eventHandlers.serverError?.(new Error(error.message));
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置传输层事件
|
||||
*/
|
||||
private setupTransportEvents(): void {
|
||||
if (!this.transport) return;
|
||||
|
||||
this.transport.onConnect((clientInfo) => {
|
||||
this.handleClientConnect(clientInfo);
|
||||
});
|
||||
|
||||
this.transport.onDisconnect((clientId, reason) => {
|
||||
this.handleClientDisconnect(clientId, reason);
|
||||
});
|
||||
|
||||
this.transport.onMessage((clientId, data) => {
|
||||
this.handleClientMessage(clientId, data);
|
||||
});
|
||||
|
||||
this.transport.onError((error) => {
|
||||
this.handleTransportError(error);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端连接
|
||||
*/
|
||||
private handleClientConnect(clientInfo: any): void {
|
||||
try {
|
||||
// 检查速率限制
|
||||
if (this.isRateLimited(clientInfo.remoteAddress)) {
|
||||
this.transport?.disconnectClient(clientInfo.id, '速率限制');
|
||||
return;
|
||||
}
|
||||
|
||||
// 创建客户端会话
|
||||
const session = this.connectionManager.addSession(clientInfo);
|
||||
|
||||
this.logger.info(`客户端已连接: ${clientInfo.id} from ${clientInfo.remoteAddress}`);
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error('处理客户端连接失败:', error);
|
||||
this.transport?.disconnectClient(clientInfo.id, '服务器错误');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端断开连接
|
||||
*/
|
||||
private handleClientDisconnect(clientId: string, reason?: string): void {
|
||||
this.connectionManager.removeSession(clientId, reason);
|
||||
this.logger.info(`客户端已断开连接: ${clientId}, 原因: ${reason || '未知'}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端消息
|
||||
*/
|
||||
private handleClientMessage(clientId: string, data: ArrayBuffer | string): void {
|
||||
try {
|
||||
// 获取客户端会话
|
||||
const session = this.connectionManager.getSession(clientId);
|
||||
if (!session) {
|
||||
this.logger.warn(`收到未知客户端消息: ${clientId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查速率限制
|
||||
if (this.isRateLimited(session.info.remoteAddress)) {
|
||||
this.kickClient(clientId, '速率限制');
|
||||
return;
|
||||
}
|
||||
|
||||
// 反序列化消息
|
||||
const deserializationResult = this.serializer.deserialize<INetworkMessage>(data);
|
||||
if (!deserializationResult.isValid) {
|
||||
this.logger.warn(`消息反序列化失败: ${deserializationResult.errors?.join(', ')}`);
|
||||
this.stats.messages.errors++;
|
||||
return;
|
||||
}
|
||||
|
||||
const message = deserializationResult.data;
|
||||
|
||||
// 验证消息
|
||||
const validationResult = this.messageManager.validateMessage(message, clientId);
|
||||
if (!validationResult.isValid) {
|
||||
this.logger.warn(`消息验证失败: ${validationResult.errors.join(', ')}`);
|
||||
this.stats.messages.errors++;
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新心跳
|
||||
this.connectionManager.updateHeartbeat(clientId);
|
||||
|
||||
// 更新统计
|
||||
this.stats.messages.received++;
|
||||
this.stats.bandwidth.inbound += (typeof data === 'string' ? data.length : data.byteLength);
|
||||
|
||||
// 处理不同类型的消息
|
||||
this.processMessage(session, message);
|
||||
|
||||
this.eventHandlers.messageReceived?.(session, message);
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error(`处理客户端 ${clientId} 消息失败:`, error);
|
||||
this.stats.messages.errors++;
|
||||
this.errorHandler.handleError(error as Error, `handleClientMessage:${clientId}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理传输层错误
|
||||
*/
|
||||
private handleTransportError(error: Error): void {
|
||||
this.logger.error('传输层错误:', error);
|
||||
this.errorHandler.handleError(error, 'transport');
|
||||
this.eventHandlers.serverError?.(error);
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理具体消息类型
|
||||
*/
|
||||
private processMessage(session: ClientSession, message: INetworkMessage): void {
|
||||
switch (message.type) {
|
||||
case MessageType.CONNECT:
|
||||
this.handleConnectMessage(session, message as IConnectMessage);
|
||||
break;
|
||||
|
||||
case MessageType.HEARTBEAT:
|
||||
this.handleHeartbeatMessage(session, message as IHeartbeatMessage);
|
||||
break;
|
||||
|
||||
default:
|
||||
// 其他消息类型由外部处理器处理
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理连接消息
|
||||
*/
|
||||
private handleConnectMessage(session: ClientSession, message: IConnectMessage): void {
|
||||
const response: IConnectResponseMessage = this.messageManager.createMessage(
|
||||
MessageType.CONNECT,
|
||||
{
|
||||
success: true,
|
||||
clientId: session.id,
|
||||
serverInfo: {
|
||||
name: 'ECS Network Server',
|
||||
version: '1.0.0',
|
||||
maxPlayers: this.config.transport.maxConnections || 1000,
|
||||
currentPlayers: this.connectionManager.getAllSessions().length
|
||||
}
|
||||
},
|
||||
'server'
|
||||
);
|
||||
|
||||
this.sendToClient(session.id, response);
|
||||
|
||||
if (this.config.authentication.required) {
|
||||
// 设置认证超时
|
||||
Core.schedule(this.config.authentication.timeout / 1000, false, this, () => {
|
||||
if (!session.authenticated) {
|
||||
this.kickClient(session.id, '认证超时');
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// 自动设置为已认证
|
||||
this.connectionManager.setSessionAuthenticated(session.id, true);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理心跳消息
|
||||
*/
|
||||
private handleHeartbeatMessage(session: ClientSession, message: IHeartbeatMessage): void {
|
||||
const response: IHeartbeatMessage = this.messageManager.createMessage(
|
||||
MessageType.HEARTBEAT,
|
||||
{
|
||||
clientTime: message.data.clientTime,
|
||||
serverTime: Date.now()
|
||||
},
|
||||
'server'
|
||||
);
|
||||
|
||||
this.sendToClient(session.id, response);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查速率限制
|
||||
*/
|
||||
private isRateLimited(address: string): boolean {
|
||||
if (!this.config.rateLimit.enabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const now = Date.now();
|
||||
const limit = this.rateLimitMap.get(address);
|
||||
|
||||
if (!limit) {
|
||||
this.rateLimitMap.set(address, {
|
||||
count: 1,
|
||||
resetTime: now + 60000, // 1分钟重置
|
||||
banned: false
|
||||
});
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否被封禁
|
||||
if (limit.banned && now < limit.resetTime) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// 重置计数
|
||||
if (now > limit.resetTime) {
|
||||
limit.count = 1;
|
||||
limit.resetTime = now + 60000;
|
||||
limit.banned = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
limit.count++;
|
||||
|
||||
// 检查是否超过限制
|
||||
if (limit.count > this.config.rateLimit.maxRequestsPerMinute) {
|
||||
limit.banned = true;
|
||||
limit.resetTime = now + this.config.rateLimit.banDuration;
|
||||
this.logger.warn(`客户端 ${address} 被封禁,原因: 速率限制`);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新连接峰值
|
||||
*/
|
||||
private updateConnectionPeak(): void {
|
||||
const current = this.connectionManager.getAllSessions().length;
|
||||
if (current > this.stats.connections.peak) {
|
||||
this.stats.connections.peak = current;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,24 +3,16 @@
|
||||
* ECS Framework网络层 - 服务端实现
|
||||
*/
|
||||
|
||||
// 核心服务器 (待实现)
|
||||
// export * from './core/NetworkServer';
|
||||
// export * from './core/ClientConnection';
|
||||
// 核心服务器
|
||||
export * from './core/NetworkServer';
|
||||
export * from './core/ConnectionManager';
|
||||
|
||||
// 传输层 (待实现)
|
||||
// export * from './transport/WebSocketTransport';
|
||||
// export * from './transport/HttpTransport';
|
||||
// 传输层
|
||||
export * from './transport/WebSocketTransport';
|
||||
|
||||
// 系统层 (待实现)
|
||||
// export * from './systems/SyncVarSystem';
|
||||
// export * from './systems/RpcSystem';
|
||||
|
||||
// 房间管理 (待实现)
|
||||
// export * from './rooms/Room';
|
||||
// export * from './rooms/RoomManager';
|
||||
|
||||
// 认证授权 (待实现)
|
||||
// export * from './auth/AuthManager';
|
||||
// 房间管理
|
||||
export * from './rooms/Room';
|
||||
export * from './rooms/RoomManager';
|
||||
|
||||
// 重新导出shared包的类型
|
||||
export * from '@esengine/network-shared';
|
||||
507
packages/network-server/src/rooms/Room.ts
Normal file
507
packages/network-server/src/rooms/Room.ts
Normal file
@@ -0,0 +1,507 @@
|
||||
/**
|
||||
* 房间基础实现
|
||||
* 提供房间的基本功能,包括玩家管理和房间状态管理
|
||||
*/
|
||||
import { createLogger } from '@esengine/ecs-framework';
|
||||
import { RoomState, IRoomInfo, INetworkMessage, EventEmitter } from '@esengine/network-shared';
|
||||
import { ClientSession } from '../core/ConnectionManager';
|
||||
|
||||
/**
|
||||
* 房间配置
|
||||
*/
|
||||
export interface RoomConfig {
|
||||
id: string;
|
||||
name: string;
|
||||
maxPlayers: number;
|
||||
isPublic: boolean;
|
||||
password?: string;
|
||||
metadata?: Record<string, any>;
|
||||
autoDestroy: boolean; // 是否在空房间时自动销毁
|
||||
customData?: Record<string, any>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家信息
|
||||
*/
|
||||
export interface PlayerInfo {
|
||||
sessionId: string;
|
||||
name: string;
|
||||
isHost: boolean;
|
||||
joinTime: number;
|
||||
customData?: Record<string, any>;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间事件接口
|
||||
*/
|
||||
export interface RoomEvents {
|
||||
playerJoined: (player: PlayerInfo) => void;
|
||||
playerLeft: (player: PlayerInfo, reason?: string) => void;
|
||||
hostChanged: (oldHost: PlayerInfo, newHost: PlayerInfo) => void;
|
||||
stateChanged: (oldState: RoomState, newState: RoomState) => void;
|
||||
messageReceived: (message: INetworkMessage, fromPlayer: PlayerInfo) => void;
|
||||
roomDestroyed: (reason: string) => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间统计信息
|
||||
*/
|
||||
export interface RoomStats {
|
||||
id: string;
|
||||
playerCount: number;
|
||||
maxPlayers: number;
|
||||
createTime: number;
|
||||
totalPlayersJoined: number;
|
||||
messagesSent: number;
|
||||
messagesReceived: number;
|
||||
state: RoomState;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间类
|
||||
*/
|
||||
export class Room extends EventEmitter {
|
||||
private logger = createLogger('Room');
|
||||
private config: RoomConfig;
|
||||
private state: RoomState = RoomState.Waiting;
|
||||
private players: Map<string, PlayerInfo> = new Map();
|
||||
private hostId?: string;
|
||||
private createTime: number = Date.now();
|
||||
private stats: RoomStats;
|
||||
|
||||
// 事件处理器
|
||||
private eventHandlers: Partial<RoomEvents> = {};
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
*/
|
||||
constructor(config: RoomConfig) {
|
||||
super();
|
||||
this.config = { ...config };
|
||||
|
||||
this.stats = {
|
||||
id: config.id,
|
||||
playerCount: 0,
|
||||
maxPlayers: config.maxPlayers,
|
||||
createTime: this.createTime,
|
||||
totalPlayersJoined: 0,
|
||||
messagesSent: 0,
|
||||
messagesReceived: 0,
|
||||
state: this.state
|
||||
};
|
||||
|
||||
this.logger.info(`房间已创建: ${config.id} (${config.name})`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家加入房间
|
||||
*/
|
||||
addPlayer(session: ClientSession, playerName?: string, password?: string): boolean {
|
||||
// 检查房间是否已满
|
||||
if (this.players.size >= this.config.maxPlayers) {
|
||||
this.logger.warn(`房间已满,拒绝玩家加入: ${session.id}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查玩家是否已在房间中
|
||||
if (this.players.has(session.id)) {
|
||||
this.logger.warn(`玩家已在房间中: ${session.id}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查房间密码
|
||||
if (this.config.password && password !== this.config.password) {
|
||||
this.logger.warn(`密码错误,拒绝玩家加入: ${session.id}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查房间状态
|
||||
if (this.state === RoomState.Finished) {
|
||||
this.logger.warn(`房间已结束,拒绝玩家加入: ${session.id}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 创建玩家信息
|
||||
const player: PlayerInfo = {
|
||||
sessionId: session.id,
|
||||
name: playerName || `Player_${session.id.substr(-6)}`,
|
||||
isHost: this.players.size === 0, // 第一个加入的玩家成为房主
|
||||
joinTime: Date.now(),
|
||||
customData: {}
|
||||
};
|
||||
|
||||
// 添加玩家到房间
|
||||
this.players.set(session.id, player);
|
||||
this.stats.playerCount = this.players.size;
|
||||
this.stats.totalPlayersJoined++;
|
||||
|
||||
// 设置房主
|
||||
if (player.isHost) {
|
||||
this.hostId = session.id;
|
||||
}
|
||||
|
||||
this.logger.info(`玩家加入房间: ${player.name} (${session.id}) -> 房间 ${this.config.id}`);
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.playerJoined?.(player);
|
||||
this.emit('playerJoined', player);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家离开房间
|
||||
*/
|
||||
removePlayer(sessionId: string, reason?: string): boolean {
|
||||
const player = this.players.get(sessionId);
|
||||
if (!player) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 从房间移除玩家
|
||||
this.players.delete(sessionId);
|
||||
this.stats.playerCount = this.players.size;
|
||||
|
||||
this.logger.info(`玩家离开房间: ${player.name} (${sessionId}) <- 房间 ${this.config.id}, 原因: ${reason || '未知'}`);
|
||||
|
||||
// 如果离开的是房主,需要转移房主权限
|
||||
if (player.isHost && this.players.size > 0) {
|
||||
this.transferHost();
|
||||
}
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.playerLeft?.(player, reason);
|
||||
this.emit('playerLeft', player, reason);
|
||||
|
||||
// 检查是否需要自动销毁房间
|
||||
if (this.config.autoDestroy && this.players.size === 0) {
|
||||
this.destroy('房间为空');
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取玩家信息
|
||||
*/
|
||||
getPlayer(sessionId: string): PlayerInfo | undefined {
|
||||
return this.players.get(sessionId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有玩家
|
||||
*/
|
||||
getAllPlayers(): PlayerInfo[] {
|
||||
return Array.from(this.players.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房主
|
||||
*/
|
||||
getHost(): PlayerInfo | undefined {
|
||||
return this.hostId ? this.players.get(this.hostId) : undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 转移房主权限
|
||||
*/
|
||||
transferHost(newHostId?: string): boolean {
|
||||
if (this.players.size === 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const oldHost = this.getHost();
|
||||
let newHost: PlayerInfo | undefined;
|
||||
|
||||
if (newHostId) {
|
||||
newHost = this.players.get(newHostId);
|
||||
if (!newHost) {
|
||||
this.logger.warn(`指定的新房主不存在: ${newHostId}`);
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
// 自动选择第一个玩家作为新房主
|
||||
newHost = Array.from(this.players.values())[0];
|
||||
}
|
||||
|
||||
// 更新房主信息
|
||||
if (oldHost) {
|
||||
oldHost.isHost = false;
|
||||
}
|
||||
newHost.isHost = true;
|
||||
this.hostId = newHost.sessionId;
|
||||
|
||||
this.logger.info(`房主权限转移: ${oldHost?.name || 'unknown'} -> ${newHost.name}`);
|
||||
|
||||
// 触发事件
|
||||
if (oldHost) {
|
||||
this.eventHandlers.hostChanged?.(oldHost, newHost);
|
||||
this.emit('hostChanged', oldHost, newHost);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置房间状态
|
||||
*/
|
||||
setState(newState: RoomState): void {
|
||||
if (this.state === newState) {
|
||||
return;
|
||||
}
|
||||
|
||||
const oldState = this.state;
|
||||
this.state = newState;
|
||||
this.stats.state = newState;
|
||||
|
||||
this.logger.info(`房间状态变化: ${oldState} -> ${newState}`);
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.stateChanged?.(oldState, newState);
|
||||
this.emit('stateChanged', oldState, newState);
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理房间消息
|
||||
*/
|
||||
handleMessage(message: INetworkMessage, fromSessionId: string): void {
|
||||
const player = this.players.get(fromSessionId);
|
||||
if (!player) {
|
||||
this.logger.warn(`收到非房间成员的消息: ${fromSessionId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.stats.messagesReceived++;
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.messageReceived?.(message, player);
|
||||
this.emit('messageReceived', message, player);
|
||||
}
|
||||
|
||||
/**
|
||||
* 广播消息到房间内所有玩家
|
||||
*/
|
||||
broadcast(message: INetworkMessage, exclude?: string[], onSend?: (sessionId: string) => void): void {
|
||||
const excludeSet = new Set(exclude || []);
|
||||
let sentCount = 0;
|
||||
|
||||
for (const player of this.players.values()) {
|
||||
if (!excludeSet.has(player.sessionId)) {
|
||||
if (onSend) {
|
||||
onSend(player.sessionId);
|
||||
sentCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.stats.messagesSent += sentCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否在房间中
|
||||
*/
|
||||
hasPlayer(sessionId: string): boolean {
|
||||
return this.players.has(sessionId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查房间是否已满
|
||||
*/
|
||||
isFull(): boolean {
|
||||
return this.players.size >= this.config.maxPlayers;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查房间是否为空
|
||||
*/
|
||||
isEmpty(): boolean {
|
||||
return this.players.size === 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间信息
|
||||
*/
|
||||
getRoomInfo(): IRoomInfo {
|
||||
return {
|
||||
id: this.config.id,
|
||||
name: this.config.name,
|
||||
playerCount: this.players.size,
|
||||
maxPlayers: this.config.maxPlayers,
|
||||
state: this.state,
|
||||
metadata: this.config.metadata
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间配置
|
||||
*/
|
||||
getConfig(): RoomConfig {
|
||||
return { ...this.config };
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间统计信息
|
||||
*/
|
||||
getStats(): RoomStats {
|
||||
return {
|
||||
...this.stats,
|
||||
playerCount: this.players.size
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新房间配置
|
||||
*/
|
||||
updateConfig(updates: Partial<RoomConfig>): void {
|
||||
Object.assign(this.config, updates);
|
||||
this.logger.info(`房间配置已更新: ${this.config.id}`, updates);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置玩家自定义数据
|
||||
*/
|
||||
setPlayerData(sessionId: string, data: Record<string, any>): boolean {
|
||||
const player = this.players.get(sessionId);
|
||||
if (!player) {
|
||||
return false;
|
||||
}
|
||||
|
||||
player.customData = { ...player.customData, ...data };
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间运行时间
|
||||
*/
|
||||
getUptime(): number {
|
||||
return Date.now() - this.createTime;
|
||||
}
|
||||
|
||||
/**
|
||||
* 验证密码
|
||||
*/
|
||||
validatePassword(password?: string): boolean {
|
||||
if (!this.config.password) {
|
||||
return true; // 无密码房间
|
||||
}
|
||||
return password === this.config.password;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置事件处理器
|
||||
*/
|
||||
override on<K extends keyof RoomEvents>(event: K, handler: RoomEvents[K]): this {
|
||||
this.eventHandlers[event] = handler;
|
||||
return super.on(event, handler as any);
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除事件处理器
|
||||
*/
|
||||
override off<K extends keyof RoomEvents>(event: K): this {
|
||||
delete this.eventHandlers[event];
|
||||
return super.off(event, this.eventHandlers[event] as any);
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁房间
|
||||
*/
|
||||
destroy(reason: string = '房间关闭'): void {
|
||||
this.logger.info(`房间销毁: ${this.config.id}, 原因: ${reason}`);
|
||||
|
||||
// 清理所有玩家
|
||||
const playersToRemove = Array.from(this.players.keys());
|
||||
for (const sessionId of playersToRemove) {
|
||||
this.removePlayer(sessionId, reason);
|
||||
}
|
||||
|
||||
// 触发销毁事件
|
||||
this.eventHandlers.roomDestroyed?.(reason);
|
||||
this.emit('roomDestroyed', reason);
|
||||
|
||||
// 清理资源
|
||||
this.players.clear();
|
||||
this.removeAllListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间详细状态
|
||||
*/
|
||||
getDetailedStatus() {
|
||||
return {
|
||||
config: this.getConfig(),
|
||||
info: this.getRoomInfo(),
|
||||
stats: this.getStats(),
|
||||
players: this.getAllPlayers(),
|
||||
host: this.getHost(),
|
||||
uptime: this.getUptime(),
|
||||
isEmpty: this.isEmpty(),
|
||||
isFull: this.isFull()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 踢出玩家
|
||||
*/
|
||||
kickPlayer(sessionId: string, reason: string = '被踢出房间'): boolean {
|
||||
if (!this.hasPlayer(sessionId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return this.removePlayer(sessionId, reason);
|
||||
}
|
||||
|
||||
/**
|
||||
* 暂停房间
|
||||
*/
|
||||
pause(): void {
|
||||
if (this.state === RoomState.Playing) {
|
||||
this.setState(RoomState.Paused);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 恢复房间
|
||||
*/
|
||||
resume(): void {
|
||||
if (this.state === RoomState.Paused) {
|
||||
this.setState(RoomState.Playing);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始游戏
|
||||
*/
|
||||
startGame(): boolean {
|
||||
if (this.state !== RoomState.Waiting) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.players.size === 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.setState(RoomState.Playing);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束游戏
|
||||
*/
|
||||
endGame(): boolean {
|
||||
if (this.state !== RoomState.Playing && this.state !== RoomState.Paused) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this.setState(RoomState.Finished);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置房间到等待状态
|
||||
*/
|
||||
reset(): void {
|
||||
this.setState(RoomState.Waiting);
|
||||
// 可以根据需要重置其他状态
|
||||
}
|
||||
}
|
||||
621
packages/network-server/src/rooms/RoomManager.ts
Normal file
621
packages/network-server/src/rooms/RoomManager.ts
Normal file
@@ -0,0 +1,621 @@
|
||||
/**
|
||||
* 房间管理器
|
||||
* 负责房间的创建、销毁和管理
|
||||
*/
|
||||
import { createLogger, ITimer, Core } from '@esengine/ecs-framework';
|
||||
import { Room, RoomConfig, PlayerInfo, RoomEvents } from './Room';
|
||||
import { ClientSession } from '../core/ConnectionManager';
|
||||
import { RoomState, IRoomInfo, EventEmitter } from '@esengine/network-shared';
|
||||
|
||||
/**
|
||||
* 房间管理器配置
|
||||
*/
|
||||
export interface RoomManagerConfig {
|
||||
maxRooms: number;
|
||||
defaultMaxPlayers: number;
|
||||
autoCleanupInterval: number; // 自动清理间隔(毫秒)
|
||||
roomIdLength: number;
|
||||
allowDuplicateNames: boolean;
|
||||
defaultAutoDestroy: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间查询选项
|
||||
*/
|
||||
export interface RoomQueryOptions {
|
||||
state?: RoomState;
|
||||
hasPassword?: boolean;
|
||||
minPlayers?: number;
|
||||
maxPlayers?: number;
|
||||
notFull?: boolean;
|
||||
publicOnly?: boolean;
|
||||
limit?: number;
|
||||
offset?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间创建选项
|
||||
*/
|
||||
export interface CreateRoomOptions {
|
||||
id?: string;
|
||||
name: string;
|
||||
maxPlayers?: number;
|
||||
isPublic?: boolean;
|
||||
password?: string;
|
||||
metadata?: Record<string, any>;
|
||||
autoDestroy?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间管理器事件接口
|
||||
*/
|
||||
export interface RoomManagerEvents {
|
||||
roomCreated: (room: Room) => void;
|
||||
roomDestroyed: (room: Room, reason: string) => void;
|
||||
playerJoinedRoom: (room: Room, player: PlayerInfo) => void;
|
||||
playerLeftRoom: (room: Room, player: PlayerInfo, reason?: string) => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间管理器统计
|
||||
*/
|
||||
export interface RoomManagerStats {
|
||||
totalRooms: number;
|
||||
activeRooms: number;
|
||||
totalPlayers: number;
|
||||
roomsByState: Record<RoomState, number>;
|
||||
roomsCreated: number;
|
||||
roomsDestroyed: number;
|
||||
playersJoined: number;
|
||||
playersLeft: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 房间管理器
|
||||
*/
|
||||
export class RoomManager extends EventEmitter {
|
||||
private logger = createLogger('RoomManager');
|
||||
private config: RoomManagerConfig;
|
||||
private rooms: Map<string, Room> = new Map();
|
||||
private playerRoomMap: Map<string, string> = new Map(); // sessionId -> roomId
|
||||
private stats: RoomManagerStats;
|
||||
private cleanupTimer?: ITimer;
|
||||
|
||||
// 事件处理器
|
||||
private eventHandlers: Partial<RoomManagerEvents> = {};
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
*/
|
||||
constructor(config: Partial<RoomManagerConfig> = {}) {
|
||||
super();
|
||||
|
||||
this.config = {
|
||||
maxRooms: 1000,
|
||||
defaultMaxPlayers: 8,
|
||||
autoCleanupInterval: 300000, // 5分钟
|
||||
roomIdLength: 8,
|
||||
allowDuplicateNames: true,
|
||||
defaultAutoDestroy: true,
|
||||
...config
|
||||
};
|
||||
|
||||
this.stats = {
|
||||
totalRooms: 0,
|
||||
activeRooms: 0,
|
||||
totalPlayers: 0,
|
||||
roomsByState: {
|
||||
[RoomState.Waiting]: 0,
|
||||
[RoomState.Playing]: 0,
|
||||
[RoomState.Paused]: 0,
|
||||
[RoomState.Finished]: 0
|
||||
},
|
||||
roomsCreated: 0,
|
||||
roomsDestroyed: 0,
|
||||
playersJoined: 0,
|
||||
playersLeft: 0
|
||||
};
|
||||
|
||||
this.startAutoCleanup();
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建房间
|
||||
*/
|
||||
createRoom(creatorSession: ClientSession, options: CreateRoomOptions): Room | null {
|
||||
// 检查房间数量限制
|
||||
if (this.rooms.size >= this.config.maxRooms) {
|
||||
this.logger.warn(`房间数量已达上限: ${this.config.maxRooms}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// 检查玩家是否已在其他房间
|
||||
if (this.playerRoomMap.has(creatorSession.id)) {
|
||||
this.logger.warn(`玩家已在其他房间中: ${creatorSession.id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// 检查房间名称重复
|
||||
if (!this.config.allowDuplicateNames && this.isNameExists(options.name)) {
|
||||
this.logger.warn(`房间名称已存在: ${options.name}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// 生成房间ID
|
||||
const roomId = options.id || this.generateRoomId();
|
||||
if (this.rooms.has(roomId)) {
|
||||
this.logger.warn(`房间ID已存在: ${roomId}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// 创建房间配置
|
||||
const roomConfig: RoomConfig = {
|
||||
id: roomId,
|
||||
name: options.name,
|
||||
maxPlayers: options.maxPlayers || this.config.defaultMaxPlayers,
|
||||
isPublic: options.isPublic !== false, // 默认为公开
|
||||
password: options.password,
|
||||
metadata: options.metadata || {},
|
||||
autoDestroy: options.autoDestroy ?? this.config.defaultAutoDestroy
|
||||
};
|
||||
|
||||
try {
|
||||
// 创建房间实例
|
||||
const room = new Room(roomConfig);
|
||||
this.setupRoomEvents(room);
|
||||
|
||||
// 添加到房间列表
|
||||
this.rooms.set(roomId, room);
|
||||
|
||||
// 创建者自动加入房间
|
||||
const success = room.addPlayer(creatorSession, `Creator_${creatorSession.id.substr(-6)}`);
|
||||
if (!success) {
|
||||
// 加入失败,销毁房间
|
||||
this.destroyRoom(roomId, '创建者加入失败');
|
||||
return null;
|
||||
}
|
||||
|
||||
// 更新玩家房间映射
|
||||
this.playerRoomMap.set(creatorSession.id, roomId);
|
||||
|
||||
// 更新统计
|
||||
this.stats.roomsCreated++;
|
||||
this.updateStats();
|
||||
|
||||
this.logger.info(`房间创建成功: ${roomId} by ${creatorSession.id}`);
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.roomCreated?.(room);
|
||||
this.emit('roomCreated', room);
|
||||
|
||||
return room;
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error(`创建房间失败: ${roomId}`, error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁房间
|
||||
*/
|
||||
destroyRoom(roomId: string, reason: string = '房间关闭'): boolean {
|
||||
const room = this.rooms.get(roomId);
|
||||
if (!room) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 移除所有玩家的房间映射
|
||||
for (const player of room.getAllPlayers()) {
|
||||
this.playerRoomMap.delete(player.sessionId);
|
||||
}
|
||||
|
||||
// 销毁房间
|
||||
room.destroy(reason);
|
||||
|
||||
// 从房间列表移除
|
||||
this.rooms.delete(roomId);
|
||||
|
||||
// 更新统计
|
||||
this.stats.roomsDestroyed++;
|
||||
this.updateStats();
|
||||
|
||||
this.logger.info(`房间已销毁: ${roomId}, 原因: ${reason}`);
|
||||
|
||||
// 触发事件
|
||||
this.eventHandlers.roomDestroyed?.(room, reason);
|
||||
this.emit('roomDestroyed', room, reason);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家加入房间
|
||||
*/
|
||||
joinRoom(session: ClientSession, roomId: string, password?: string, playerName?: string): boolean {
|
||||
// 检查玩家是否已在其他房间
|
||||
if (this.playerRoomMap.has(session.id)) {
|
||||
this.logger.warn(`玩家已在其他房间中: ${session.id}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 获取房间
|
||||
const room = this.rooms.get(roomId);
|
||||
if (!room) {
|
||||
this.logger.warn(`房间不存在: ${roomId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 尝试加入房间
|
||||
const success = room.addPlayer(session, playerName, password);
|
||||
if (!success) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 更新玩家房间映射
|
||||
this.playerRoomMap.set(session.id, roomId);
|
||||
|
||||
// 更新统计
|
||||
this.stats.playersJoined++;
|
||||
this.updateStats();
|
||||
|
||||
const player = room.getPlayer(session.id)!;
|
||||
this.eventHandlers.playerJoinedRoom?.(room, player);
|
||||
this.emit('playerJoinedRoom', room, player);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家离开房间
|
||||
*/
|
||||
leaveRoom(sessionId: string, reason?: string): boolean {
|
||||
const roomId = this.playerRoomMap.get(sessionId);
|
||||
if (!roomId) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const room = this.rooms.get(roomId);
|
||||
if (!room) {
|
||||
this.playerRoomMap.delete(sessionId);
|
||||
return false;
|
||||
}
|
||||
|
||||
const player = room.getPlayer(sessionId);
|
||||
if (!player) {
|
||||
this.playerRoomMap.delete(sessionId);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 从房间移除玩家
|
||||
const success = room.removePlayer(sessionId, reason);
|
||||
if (success) {
|
||||
// 更新玩家房间映射
|
||||
this.playerRoomMap.delete(sessionId);
|
||||
|
||||
// 更新统计
|
||||
this.stats.playersLeft++;
|
||||
this.updateStats();
|
||||
|
||||
this.eventHandlers.playerLeftRoom?.(room, player, reason);
|
||||
this.emit('playerLeftRoom', room, player, reason);
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间
|
||||
*/
|
||||
getRoom(roomId: string): Room | undefined {
|
||||
return this.rooms.get(roomId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取玩家所在房间
|
||||
*/
|
||||
getPlayerRoom(sessionId: string): Room | undefined {
|
||||
const roomId = this.playerRoomMap.get(sessionId);
|
||||
return roomId ? this.rooms.get(roomId) : undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询房间列表
|
||||
*/
|
||||
queryRooms(options: RoomQueryOptions = {}): Room[] {
|
||||
let rooms = Array.from(this.rooms.values());
|
||||
|
||||
// 应用过滤条件
|
||||
if (options.state !== undefined) {
|
||||
rooms = rooms.filter(room => room.getRoomInfo().state === options.state);
|
||||
}
|
||||
|
||||
if (options.hasPassword !== undefined) {
|
||||
rooms = rooms.filter(room => {
|
||||
const config = room.getConfig();
|
||||
return options.hasPassword ? !!config.password : !config.password;
|
||||
});
|
||||
}
|
||||
|
||||
if (options.minPlayers !== undefined) {
|
||||
rooms = rooms.filter(room => room.getAllPlayers().length >= options.minPlayers!);
|
||||
}
|
||||
|
||||
if (options.maxPlayers !== undefined) {
|
||||
rooms = rooms.filter(room => room.getAllPlayers().length <= options.maxPlayers!);
|
||||
}
|
||||
|
||||
if (options.notFull) {
|
||||
rooms = rooms.filter(room => !room.isFull());
|
||||
}
|
||||
|
||||
if (options.publicOnly) {
|
||||
rooms = rooms.filter(room => room.getConfig().isPublic);
|
||||
}
|
||||
|
||||
// 分页
|
||||
if (options.offset) {
|
||||
rooms = rooms.slice(options.offset);
|
||||
}
|
||||
|
||||
if (options.limit) {
|
||||
rooms = rooms.slice(0, options.limit);
|
||||
}
|
||||
|
||||
return rooms;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取房间信息列表
|
||||
*/
|
||||
getRoomInfoList(options: RoomQueryOptions = {}): IRoomInfo[] {
|
||||
return this.queryRooms(options).map(room => room.getRoomInfo());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取统计信息
|
||||
*/
|
||||
getStats(): RoomManagerStats {
|
||||
this.updateStats();
|
||||
return { ...this.stats };
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置统计信息
|
||||
*/
|
||||
resetStats(): void {
|
||||
this.stats = {
|
||||
totalRooms: this.rooms.size,
|
||||
activeRooms: this.rooms.size,
|
||||
totalPlayers: this.playerRoomMap.size,
|
||||
roomsByState: {
|
||||
[RoomState.Waiting]: 0,
|
||||
[RoomState.Playing]: 0,
|
||||
[RoomState.Paused]: 0,
|
||||
[RoomState.Finished]: 0
|
||||
},
|
||||
roomsCreated: 0,
|
||||
roomsDestroyed: 0,
|
||||
playersJoined: 0,
|
||||
playersLeft: 0
|
||||
};
|
||||
|
||||
this.updateStats();
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新配置
|
||||
*/
|
||||
updateConfig(newConfig: Partial<RoomManagerConfig>): void {
|
||||
Object.assign(this.config, newConfig);
|
||||
this.logger.info('房间管理器配置已更新:', newConfig);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置事件处理器
|
||||
*/
|
||||
override on<K extends keyof RoomManagerEvents>(event: K, handler: RoomManagerEvents[K]): this {
|
||||
this.eventHandlers[event] = handler;
|
||||
return super.on(event, handler as any);
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除事件处理器
|
||||
*/
|
||||
override off<K extends keyof RoomManagerEvents>(event: K): this {
|
||||
delete this.eventHandlers[event];
|
||||
return super.off(event, this.eventHandlers[event] as any);
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁管理器
|
||||
*/
|
||||
destroy(): void {
|
||||
// 停止自动清理
|
||||
if (this.cleanupTimer) {
|
||||
this.cleanupTimer.stop();
|
||||
this.cleanupTimer = undefined;
|
||||
}
|
||||
|
||||
// 销毁所有房间
|
||||
const roomIds = Array.from(this.rooms.keys());
|
||||
for (const roomId of roomIds) {
|
||||
this.destroyRoom(roomId, '管理器销毁');
|
||||
}
|
||||
|
||||
// 清理资源
|
||||
this.rooms.clear();
|
||||
this.playerRoomMap.clear();
|
||||
this.removeAllListeners();
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成房间ID
|
||||
*/
|
||||
private generateRoomId(): string {
|
||||
const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
|
||||
let result = '';
|
||||
|
||||
for (let i = 0; i < this.config.roomIdLength; i++) {
|
||||
result += chars.charAt(Math.floor(Math.random() * chars.length));
|
||||
}
|
||||
|
||||
// 确保ID唯一
|
||||
if (this.rooms.has(result)) {
|
||||
return this.generateRoomId();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查房间名称是否存在
|
||||
*/
|
||||
private isNameExists(name: string): boolean {
|
||||
for (const room of this.rooms.values()) {
|
||||
if (room.getConfig().name === name) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置房间事件监听
|
||||
*/
|
||||
private setupRoomEvents(room: Room): void {
|
||||
room.on('roomDestroyed', (reason) => {
|
||||
// 自动清理已销毁的房间
|
||||
this.rooms.delete(room.getConfig().id);
|
||||
this.updateStats();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新统计信息
|
||||
*/
|
||||
private updateStats(): void {
|
||||
this.stats.totalRooms = this.rooms.size;
|
||||
this.stats.activeRooms = this.rooms.size;
|
||||
this.stats.totalPlayers = this.playerRoomMap.size;
|
||||
|
||||
// 重置状态统计
|
||||
this.stats.roomsByState = {
|
||||
[RoomState.Waiting]: 0,
|
||||
[RoomState.Playing]: 0,
|
||||
[RoomState.Paused]: 0,
|
||||
[RoomState.Finished]: 0
|
||||
};
|
||||
|
||||
// 统计各状态房间数量
|
||||
for (const room of this.rooms.values()) {
|
||||
const state = room.getRoomInfo().state;
|
||||
this.stats.roomsByState[state]++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动自动清理
|
||||
*/
|
||||
private startAutoCleanup(): void {
|
||||
this.cleanupTimer = Core.schedule(this.config.autoCleanupInterval / 1000, true, this, () => {
|
||||
this.performAutoCleanup();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行自动清理
|
||||
*/
|
||||
private performAutoCleanup(): void {
|
||||
const now = Date.now();
|
||||
const roomsToDestroy: string[] = [];
|
||||
|
||||
for (const [roomId, room] of this.rooms) {
|
||||
const config = room.getConfig();
|
||||
const stats = room.getStats();
|
||||
|
||||
// 清理空房间(如果启用了自动销毁)
|
||||
if (config.autoDestroy && room.isEmpty()) {
|
||||
roomsToDestroy.push(roomId);
|
||||
continue;
|
||||
}
|
||||
|
||||
// 清理长时间无活动的已结束房间
|
||||
if (stats.state === RoomState.Finished &&
|
||||
now - stats.createTime > 3600000) { // 1小时
|
||||
roomsToDestroy.push(roomId);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 执行清理
|
||||
for (const roomId of roomsToDestroy) {
|
||||
this.destroyRoom(roomId, '自动清理');
|
||||
}
|
||||
|
||||
if (roomsToDestroy.length > 0) {
|
||||
this.logger.info(`自动清理了 ${roomsToDestroy.length} 个房间`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取管理器状态摘要
|
||||
*/
|
||||
getStatusSummary() {
|
||||
const stats = this.getStats();
|
||||
const rooms = Array.from(this.rooms.values());
|
||||
|
||||
return {
|
||||
stats,
|
||||
roomCount: rooms.length,
|
||||
playerCount: this.playerRoomMap.size,
|
||||
publicRooms: rooms.filter(r => r.getConfig().isPublic).length,
|
||||
privateRooms: rooms.filter(r => !r.getConfig().isPublic).length,
|
||||
fullRooms: rooms.filter(r => r.isFull()).length,
|
||||
emptyRooms: rooms.filter(r => r.isEmpty()).length,
|
||||
averagePlayersPerRoom: rooms.length > 0 ?
|
||||
rooms.reduce((sum, r) => sum + r.getAllPlayers().length, 0) / rooms.length : 0
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 踢出玩家(从其所在房间)
|
||||
*/
|
||||
kickPlayer(sessionId: string, reason: string = '被管理员踢出'): boolean {
|
||||
const room = this.getPlayerRoom(sessionId);
|
||||
if (!room) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return room.kickPlayer(sessionId, reason);
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量销毁房间
|
||||
*/
|
||||
destroyRoomsBatch(roomIds: string[], reason: string = '批量清理'): number {
|
||||
let destroyedCount = 0;
|
||||
|
||||
for (const roomId of roomIds) {
|
||||
if (this.destroyRoom(roomId, reason)) {
|
||||
destroyedCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return destroyedCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否在房间中
|
||||
*/
|
||||
isPlayerInRoom(sessionId: string): boolean {
|
||||
return this.playerRoomMap.has(sessionId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取玩家所在房间ID
|
||||
*/
|
||||
getPlayerRoomId(sessionId: string): string | undefined {
|
||||
return this.playerRoomMap.get(sessionId);
|
||||
}
|
||||
}
|
||||
407
packages/network-server/src/transport/WebSocketTransport.ts
Normal file
407
packages/network-server/src/transport/WebSocketTransport.ts
Normal file
@@ -0,0 +1,407 @@
|
||||
/**
|
||||
* WebSocket传输层服务端实现
|
||||
*/
|
||||
import WebSocket, { WebSocketServer } from 'ws';
|
||||
import { createLogger, Core } from '@esengine/ecs-framework';
|
||||
import {
|
||||
ITransport,
|
||||
ITransportClientInfo,
|
||||
ITransportConfig,
|
||||
ConnectionState,
|
||||
EventEmitter
|
||||
} from '@esengine/network-shared';
|
||||
import * as crypto from 'crypto';
|
||||
|
||||
/**
|
||||
* WebSocket传输层实现
|
||||
*/
|
||||
export class WebSocketTransport extends EventEmitter implements ITransport {
|
||||
private logger = createLogger('WebSocketTransport');
|
||||
private server?: WebSocketServer;
|
||||
private clients: Map<string, WebSocket> = new Map();
|
||||
private clientInfo: Map<string, ITransportClientInfo> = new Map();
|
||||
private config: ITransportConfig;
|
||||
private isRunning = false;
|
||||
|
||||
/**
|
||||
* 连接事件处理器
|
||||
*/
|
||||
private connectHandlers: ((clientInfo: ITransportClientInfo) => void)[] = [];
|
||||
|
||||
/**
|
||||
* 断开连接事件处理器
|
||||
*/
|
||||
private disconnectHandlers: ((clientId: string, reason?: string) => void)[] = [];
|
||||
|
||||
/**
|
||||
* 消息接收事件处理器
|
||||
*/
|
||||
private messageHandlers: ((clientId: string, data: ArrayBuffer | string) => void)[] = [];
|
||||
|
||||
/**
|
||||
* 错误事件处理器
|
||||
*/
|
||||
private errorHandlers: ((error: Error) => void)[] = [];
|
||||
|
||||
/**
|
||||
* 构造函数
|
||||
*/
|
||||
constructor(config: ITransportConfig) {
|
||||
super();
|
||||
this.config = {
|
||||
maxConnections: 1000,
|
||||
heartbeatInterval: 30000,
|
||||
connectionTimeout: 60000,
|
||||
maxMessageSize: 1024 * 1024, // 1MB
|
||||
compression: true,
|
||||
...config
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动传输层
|
||||
*/
|
||||
async start(port: number, host?: string): Promise<void> {
|
||||
if (this.isRunning) {
|
||||
this.logger.warn('WebSocket传输层已在运行');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
this.server = new WebSocketServer({
|
||||
port,
|
||||
host: host || '0.0.0.0',
|
||||
maxPayload: this.config.maxMessageSize,
|
||||
perMessageDeflate: this.config.compression ? {
|
||||
threshold: 1024,
|
||||
concurrencyLimit: 10,
|
||||
clientNoContextTakeover: false,
|
||||
serverNoContextTakeover: false
|
||||
} : false
|
||||
});
|
||||
|
||||
this.setupServerEvents();
|
||||
this.isRunning = true;
|
||||
|
||||
this.logger.info(`WebSocket服务器已启动: ${host || '0.0.0.0'}:${port}`);
|
||||
this.logger.info(`最大连接数: ${this.config.maxConnections}`);
|
||||
this.logger.info(`压缩: ${this.config.compression ? '启用' : '禁用'}`);
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error('启动WebSocket服务器失败:', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止传输层
|
||||
*/
|
||||
async stop(): Promise<void> {
|
||||
if (!this.isRunning || !this.server) {
|
||||
return;
|
||||
}
|
||||
|
||||
return new Promise((resolve) => {
|
||||
// 断开所有客户端连接
|
||||
for (const [clientId, ws] of this.clients) {
|
||||
ws.close(1001, '服务器关闭');
|
||||
this.handleClientDisconnect(clientId, '服务器关闭');
|
||||
}
|
||||
|
||||
// 关闭服务器
|
||||
this.server!.close(() => {
|
||||
this.isRunning = false;
|
||||
this.server = undefined;
|
||||
this.logger.info('WebSocket服务器已停止');
|
||||
resolve();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送数据到指定客户端
|
||||
*/
|
||||
send(clientId: string, data: ArrayBuffer | string): void {
|
||||
const ws = this.clients.get(clientId);
|
||||
if (!ws || ws.readyState !== WebSocket.OPEN) {
|
||||
this.logger.warn(`尝试向未连接的客户端发送消息: ${clientId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
ws.send(data);
|
||||
} catch (error) {
|
||||
this.logger.error(`发送消息到客户端 ${clientId} 失败:`, error);
|
||||
this.handleError(error as Error);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 广播数据到所有客户端
|
||||
*/
|
||||
broadcast(data: ArrayBuffer | string, exclude?: string[]): void {
|
||||
const excludeSet = new Set(exclude || []);
|
||||
|
||||
for (const [clientId, ws] of this.clients) {
|
||||
if (excludeSet.has(clientId) || ws.readyState !== WebSocket.OPEN) {
|
||||
continue;
|
||||
}
|
||||
|
||||
try {
|
||||
ws.send(data);
|
||||
} catch (error) {
|
||||
this.logger.error(`广播消息到客户端 ${clientId} 失败:`, error);
|
||||
this.handleError(error as Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 监听客户端连接事件
|
||||
*/
|
||||
onConnect(handler: (clientInfo: ITransportClientInfo) => void): void {
|
||||
this.connectHandlers.push(handler);
|
||||
}
|
||||
|
||||
/**
|
||||
* 监听客户端断开事件
|
||||
*/
|
||||
onDisconnect(handler: (clientId: string, reason?: string) => void): void {
|
||||
this.disconnectHandlers.push(handler);
|
||||
}
|
||||
|
||||
/**
|
||||
* 监听消息接收事件
|
||||
*/
|
||||
onMessage(handler: (clientId: string, data: ArrayBuffer | string) => void): void {
|
||||
this.messageHandlers.push(handler);
|
||||
}
|
||||
|
||||
/**
|
||||
* 监听错误事件
|
||||
*/
|
||||
onError(handler: (error: Error) => void): void {
|
||||
this.errorHandlers.push(handler);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取连接的客户端数量
|
||||
*/
|
||||
getClientCount(): number {
|
||||
return this.clients.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查客户端是否连接
|
||||
*/
|
||||
isClientConnected(clientId: string): boolean {
|
||||
const ws = this.clients.get(clientId);
|
||||
return ws !== undefined && ws.readyState === WebSocket.OPEN;
|
||||
}
|
||||
|
||||
/**
|
||||
* 断开指定客户端
|
||||
*/
|
||||
disconnectClient(clientId: string, reason?: string): void {
|
||||
const ws = this.clients.get(clientId);
|
||||
if (ws) {
|
||||
ws.close(1000, reason || '服务器主动断开');
|
||||
this.handleClientDisconnect(clientId, reason);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取客户端信息
|
||||
*/
|
||||
getClientInfo(clientId: string): ITransportClientInfo | undefined {
|
||||
return this.clientInfo.get(clientId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有客户端信息
|
||||
*/
|
||||
getAllClients(): ITransportClientInfo[] {
|
||||
return Array.from(this.clientInfo.values());
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置服务器事件监听
|
||||
*/
|
||||
private setupServerEvents(): void {
|
||||
if (!this.server) return;
|
||||
|
||||
this.server.on('connection', (ws, request) => {
|
||||
this.handleNewConnection(ws, request);
|
||||
});
|
||||
|
||||
this.server.on('error', (error) => {
|
||||
this.logger.error('WebSocket服务器错误:', error);
|
||||
this.handleError(error);
|
||||
});
|
||||
|
||||
this.server.on('close', () => {
|
||||
this.logger.info('WebSocket服务器已关闭');
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理新客户端连接
|
||||
*/
|
||||
private handleNewConnection(ws: WebSocket, request: any): void {
|
||||
// 检查连接数限制
|
||||
if (this.clients.size >= this.config.maxConnections!) {
|
||||
this.logger.warn('达到最大连接数限制,拒绝新连接');
|
||||
ws.close(1013, '服务器繁忙');
|
||||
return;
|
||||
}
|
||||
|
||||
const clientId = crypto.randomUUID();
|
||||
const clientInfo: ITransportClientInfo = {
|
||||
id: clientId,
|
||||
remoteAddress: request.socket.remoteAddress || 'unknown',
|
||||
connectTime: Date.now(),
|
||||
userAgent: request.headers['user-agent'],
|
||||
headers: request.headers
|
||||
};
|
||||
|
||||
// 存储客户端连接和信息
|
||||
this.clients.set(clientId, ws);
|
||||
this.clientInfo.set(clientId, clientInfo);
|
||||
|
||||
// 设置WebSocket事件监听
|
||||
this.setupClientEvents(ws, clientId);
|
||||
|
||||
this.logger.info(`新客户端连接: ${clientId} from ${clientInfo.remoteAddress}`);
|
||||
|
||||
// 触发连接事件
|
||||
this.connectHandlers.forEach(handler => {
|
||||
try {
|
||||
handler(clientInfo);
|
||||
} catch (error) {
|
||||
this.logger.error('连接事件处理器错误:', error);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置客户端WebSocket事件监听
|
||||
*/
|
||||
private setupClientEvents(ws: WebSocket, clientId: string): void {
|
||||
// 消息接收
|
||||
ws.on('message', (data) => {
|
||||
this.handleClientMessage(clientId, data);
|
||||
});
|
||||
|
||||
// 连接关闭
|
||||
ws.on('close', (code, reason) => {
|
||||
this.handleClientDisconnect(clientId, reason?.toString() || `Code: ${code}`);
|
||||
});
|
||||
|
||||
// 错误处理
|
||||
ws.on('error', (error) => {
|
||||
this.logger.error(`客户端 ${clientId} WebSocket错误:`, error);
|
||||
this.handleError(error);
|
||||
});
|
||||
|
||||
// Pong响应(心跳)
|
||||
ws.on('pong', () => {
|
||||
// 记录客户端响应心跳
|
||||
const info = this.clientInfo.get(clientId);
|
||||
if (info) {
|
||||
// 可以更新延迟信息
|
||||
}
|
||||
});
|
||||
|
||||
// 设置连接超时
|
||||
if (this.config.connectionTimeout) {
|
||||
Core.schedule(this.config.connectionTimeout / 1000, false, this, () => {
|
||||
if (ws.readyState === WebSocket.OPEN) {
|
||||
ws.ping();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端消息
|
||||
*/
|
||||
private handleClientMessage(clientId: string, data: WebSocket.Data): void {
|
||||
try {
|
||||
const message = data instanceof ArrayBuffer ? data : new TextEncoder().encode(data.toString()).buffer;
|
||||
|
||||
// 触发消息事件
|
||||
this.messageHandlers.forEach(handler => {
|
||||
try {
|
||||
handler(clientId, message);
|
||||
} catch (error) {
|
||||
this.logger.error('消息事件处理器错误:', error);
|
||||
}
|
||||
});
|
||||
|
||||
} catch (error) {
|
||||
this.logger.error(`处理客户端 ${clientId} 消息失败:`, error);
|
||||
this.handleError(error as Error);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端断开连接
|
||||
*/
|
||||
private handleClientDisconnect(clientId: string, reason?: string): void {
|
||||
// 清理客户端数据
|
||||
this.clients.delete(clientId);
|
||||
this.clientInfo.delete(clientId);
|
||||
|
||||
this.logger.info(`客户端断开连接: ${clientId}, 原因: ${reason || '未知'}`);
|
||||
|
||||
// 触发断开连接事件
|
||||
this.disconnectHandlers.forEach(handler => {
|
||||
try {
|
||||
handler(clientId, reason);
|
||||
} catch (error) {
|
||||
this.logger.error('断开连接事件处理器错误:', error);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理错误
|
||||
*/
|
||||
private handleError(error: Error): void {
|
||||
this.errorHandlers.forEach(handler => {
|
||||
try {
|
||||
handler(error);
|
||||
} catch (handlerError) {
|
||||
this.logger.error('错误事件处理器错误:', handlerError);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送心跳到所有客户端
|
||||
*/
|
||||
public sendHeartbeat(): void {
|
||||
for (const [clientId, ws] of this.clients) {
|
||||
if (ws.readyState === WebSocket.OPEN) {
|
||||
try {
|
||||
ws.ping();
|
||||
} catch (error) {
|
||||
this.logger.error(`发送心跳到客户端 ${clientId} 失败:`, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取传输层统计信息
|
||||
*/
|
||||
public getStats() {
|
||||
return {
|
||||
isRunning: this.isRunning,
|
||||
clientCount: this.clients.size,
|
||||
maxConnections: this.config.maxConnections,
|
||||
compressionEnabled: this.config.compression,
|
||||
clients: this.getAllClients()
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user