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Nginx开发第三方模块实例
Ø 序言
Nginxq显著体现在对第三方模块的支持,开发者能够将自己开发的模块Q按?/span>nginx框架中,以实现开发者定制功能的作用?/span>
开发第三方模块的同学,文章内容主要包括三个部分Q如何将HTTP和如何开发第三方模块以及(qing)一个例子?/span>
Ø 如何?/span>HTTP模块嵌入nginx
Nginx文g+configure 开发中Q基本上都是?/span>config脚本方式比较多。接下来分别介绍q两U方式?/span>
1) Config文g+configure脚本
l Config文gQƈ且在文g里面l出三个配置,可以达到效果。这三个配置Ҏ(gu)指:(x)
A. Ngx_addon_nameQ?/span>B. Nginx模块名:(x)对应的模块有Q?/span>$HTTP_MODULES(模块), $HTTP_FILTER_MODULES(HTTPQ?/span>$HTTP_HEAD_FILTER_MODULES(HTTP Q?/span> $CORE_MODULES(nginxQ?/span>$EVENT_MODULES(nginx{,然后在后面添加你所要添加的模块名字Q以I格隔开Q比如这ơ我们开发添加的模块:
HTTP_MODULES = “$HTTP_MODULES ngx_http_helloworld_module”
C. NGX_ADDON_SRCSQ?/span>的时候就指定?jin)上层\径,比如--add-modules=PATHNGX_ADDON_SRCS = “$NGX_ADDON_SRCS $ngx_addon_dir/ngx_http_helloworld_module.c”
l Configure脚本
第三方模块的\径加入,
rd_modules/
a) Auto/modules
里面?/span>
a)
b) 一?/span>下面是开?/span>http
二?/span>文g
b) Auto/make
1)
2)
2) 手动方式
在里面增加对应的W三Ҏ(gu)块,W二Q修?/span>obj/Makefile,Ø 开发第三方模块注意事项
的模块是有顺序性的Q比如:(x) HTTP_MODULES = “$HTTP_MODULES ngx_http_helloworld_module”
是异步非d的,在编制代码时Q一定要注意不能dnginxØ CZ
见附?a href="/Files/jolleydtan/test.zip">/Files/jolleydtan/test.zip
参考:(x)
深入理解nginx.
Ø 序言
Z在认识事物的时候,一般都是先从大致的骨架开始,然后再到具体的细节,金字塔原理中用的比较多的是自上而下的分析方法,q个Ҏ(gu)攑֜放之四v而皆准。那么回到我们游戏服务器开发上面,也是如此。那么如何设计和选择服务器架构以?qing)有啥需要注意的呢? q是本文章要解决的问题?/span>
文章主要目标人群是,Ҏ(gu)务器框架设计感兴,有从事过游戏框架设计的同学?/span>
文章内容Q介l五大设计原则以?qing)给Z个示?/span>,最后做ȝ?/span>
Ø 设计原则
设计原则其实也是在设计时需要考虑的因素,q度设计是加重工作量的元Ӟ设计本质是Z(jin)解决问题而存在的Q下面列Z(jin)5大比较典型的原则?/span>
1. 业务逻辑开?/span>
a) 比如游戏Z(jin)增加存储Q你需要考虑使用内存数据库还是弄个数据库|关服务器来处理?/span>
b) 比如游戏Z(jin)理游戏玩家账号Q以?qing)支持对q_账号的接入,那么需要̎h务器?/span>
c) 比如游戏Z(jin)理游戏玩家订单和跟t付Ҏ(gu)况,可能需要支付服务器Q如果游戏类型是计时收费的话Q那么可能会(x)需要计时服务器?/span>
2. q营l护
a) 配置
q里牉|到静(rn)态配|和动态配|的问题Q假讄在有一台网x(chng)务器和三台游戏逻辑服务器,?rn)态配|的话,是|关服务器这边写dq接q三台服务器Q然后让|关服务器主动去q接Q动态配|的话,是让这三台服务器知道这个网x(chng)务器的地址Q然后自己在启动的时候去q接?/span>
b) 开启或者关闭顺?/span>
q主要是看各个服务器上面负责什么功能以?qing)服务器上面的相兛_能,拿游戏登陆服务器Q游戏逻辑服以?qing)数据库|关服务器这三个服务器的架构来说Q比如开启的时候,你尽可能地跟玩家登陆q接的顺序相反, 一般都是数据库|关服务器,然后才是游戏逻辑服,最后才是游戏登陆服务器Q其实就是防止玩家过早地登陆q来Q却发现数据q没有准备好?/span>
关闭的顺序其实就是相反的Q主要原则就是让数据可能地保存好,q且让玩家不再进来?/span>
c) 动态增删改
增删改分Z部分Q?/span>1Q增加一台服务器Q?/span>2Q减一台服务器Q?/span>3Q修Ҏ(gu)务器信息Q比如前面提到的?rn)态配|,是不太方便增加服务器,要增加一台服务器Q需要更新网x(chng)务器的配|表Q然后让|关服务器重新连接到新的服务器,而动态配|的话,非常方便,让新增的服务器发起到|关服务器就好了(jin)。无需更改配置?/span>
d) 服务器管?/span>
服务器的理主要在服务器的在U离U状态的理Q中?j)服务器Q用来管理其它服务器Q必d时知道所理服务器的状态,比如|关服务器必要实时知道游戏逻辑服的状态,q样才好更新到登陆服务器上面Q更Ҏ(gu)务器状态。基本上在众多同U服务器上面基本上都?x)有个中心(j)服务器?/span>
3. 性能效率
q需要权衡利弊和性能优劣Q比如在ARPG游戏逻辑服务器里面大量的消耗在AI上面Q那么就要考虑l弄个线E还是进E?/span>,q同样适用于聊天功能,有一些聊天功能,或许可以选择使用UDP来作为网l层通讯方式。是否将功能模块设计成单独进E,q需要权衡,虽然可能在运营中?x)部|内|,怺之间是通过发消息的Q类g׃n内存Q但是还是会(x)产生一些消耗的?/span>
4. 负蝲均衡
q里包括两个部分Q硬件负载均衡,和Y件负载均衡。硬件负载均衡主要是指\由器。Y件负载均衡主要有几种软g,nginx/lvs/haproxy/dns, 负蝲均衡的策略,可以参?/span>nginx 的负载均衡,主要?/span>round-robin, least-connected, 以及(qing)ip-hash{?/span>
一般来_(d)游戏中大都是二负蝲Q首先是在登陆这边负载一ơ,然后再在q入游戏逻辑服那边负载一ơ,q样够?jin)?/span>
5. 安全?/span>
q里说下|关服务器,其它地方也叫前置服务器,front-end servers,Q这个有几个好处Q?/span>1Q隐藏游戏逻辑服的q接信息. 2) l筹游戏逻辑服的负蝲信息?/span>
Ø 服务器框架示?/span>
1) 无中?j)服务器架?br />
2) 有中?j)服务器架?br />
Ø l论
服务器框架设计更像一门艺术,需要在解决问题的同Ӟ又需要注意^衡得失?/span>
server端:(x)
if __name__ == '__main__':
import socket
import commands
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock.bind(('192.168.1.21', 8001))
sock.listen(5)
while True:
connection,address = sock.accept()
print "connected by",address
while 1:
buf = connection.recv(1024)
if buf != "" :
print "connection buffer", buf
connection.sendall(buf)
connection.close()
A aStruct;
// 发现数据相同?br /> memset(&aStruct,'*',sizeof(aStruct));
printf( "Before: %s\n", buffer );
memset( buffer, '*', 4 );
printf( "After: %s\n", buffer );
if (buffer[2] == '*')
{
printf("hello,world\n");
}
// 判断q个是否要保存?br /> if (aStruct.a == 0x2a2a2a2a)
{
// 发送给DBSERVER.
printf("hello char\n");
}
if (aStruct.c == 0x2a)
{
}
getchar();
we can validate all the resources required by our application with the CheckDeviceFormat, checkDeviceFormat should be used to validate all the format of all resources used by the application: back buffer surfaces, depth/stencil surfaces, texture surfaces, and volume texture formats. if the application requires a depth buffer for viaiblitiy determination, it should use CheckDepthStencilMatch to find a depth buffer that can be used with its render target formats in a given display mode.
CheckDeviceMultiSampleType: check multisampling needs.
GetAdapterIdentifier: allows an application to identify a specific brand of adapter from a specific vendor.
D3DCREATE_ADAPTERGROUP_DEVICE: allows an application to drive both video outputs through a single device interface, allowing resources to be shaed for both outputs.
Direct3D uses single precision floating point computations. if an application requires higher precision from FPU.there are two choices, either the application can ensure that the FPU is in single precision mode when calling into Direct3D, or ir can request that the device preserve the application's FPU precision before Direct3D performs any floating -point operations and restore the precision before returning to the application.
D3DCREATE_SOFTWARE_VERTEXPROCESSING: select software vertex processing, which is always available from the runtime.the runtime used an efficient implementation of software vertex processing that is optimized for the CPU.
D3DCREATE_MIXED_VEVERTEXPROCESSING: select a combination of software and hardware vertex processing selected by SetSoftwareVertexProcessing mixed vertex processing is incompatible with a pure device and will fail if both are requested together.
D3DPRESENTFLAG_DEVICECLIP: restricts the results of a present operation to the client area of the device window in windowed mode.
D3DPRESENTFLAG_DISCARDDEPTHSTENCIL: instructs the runtime to discard the contents of the depth stencil surface after a call to Present, or when a new depth stencil surface is set on the device.
D3DPRESENTFLAG_LOCKABLEBACKBUFFER: requests a default swap chain with back buffer surfaces that can be directly accessed by the application.
in windowed mode: hDeviceWindow specifies the window whose client area will be used for presentation in windowed operation if hDeviceWindow is zero, then the focus window willbe used for presentation.
in exclusive mode, hDeviceWindow specifies the top-level window used by the application
D3DPRESENT_RATE_DEFAULT: instructs the runtime to choose a suitable refresh rate in exclusive mode, and uses the current refresh rate in windowed mode.
an application may wish to create a full-screen display on a specific monitor.
GetAdapterMonitor: return an HMONITOR handle for an adapter, once you have the handle to the device 's montior, u can determine what part of the virtual desktop is covered by the monitor.