Files
90CNServer/server/internal/services/dnfbridge/game_session_writer.go
T
hanfuit 645b64fe21 DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go):
- GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面
- GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新
- 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新)
- 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍
- 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0)
- 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算

启动器(Python/JS):
- 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭
- GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐)
- 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
2026-11-04 14:31:55 +08:00

378 lines
12 KiB
Go

package dnfbridge
import (
"context"
"errors"
"sync"
"sync/atomic"
"time"
)
// This file moves socket writes off the session's single event loop.
//
// Why it exists (live measurement, 2026-09-25, production server):
//
// Connection game-000048 (character 2) ACKed a 返回城镇 click at 07:40:29.958Z
// and then logged not one further line for 48 seconds -- not even the
// 3-second security-status heartbeat this client sends while idle. At
// 07:41:18.926Z the entire town rebuild landed in one burst (op584 twice, the
// town actor packets, the op9 party frames). The route had not been lost: it was
// parked behind socket writes to a client that had stopped reading, at up to
// gameConnWriteBudget (5s) per frame. Squadmates on healthy connections kept
// playing through the whole window, so this was one character's session, not
// the server.
//
// Every one of those writes runs on the session's only event loop, so the park
// also stops every unrelated request queued behind it -- the settlement exit,
// the consumable request after it (the operator's 无色技能用不了 is this same
// stall, exactly as he suspected: "我感觉就是卡住了导致的"), and chat. Movement
// keeps working because it does not share that path, which is why the symptom
// looked like "点返回城镇完全没反应" while the character could still be seen
// running around.
//
// The design keeps two things the current code depends on:
//
// - Writes stay ORDERED. One writer goroutine drains one FIFO queue, so the
// byte stream is identical to the synchronous writes it replaces.
// - A write failure that is reported immediately still reaches its caller
// synchronously. A write error is load-bearing here, not cosmetic:
// altar_runtime.go arms a server-side retry when the dynamic op38 write
// fails, and altar_runtime_test.go pins "failed write committed or lost
// retry". Only the stall case is handed to the writer goroutine, so those
// recovery paths keep working.
type gameSessionWriter struct {
service *Service
session *gameSession
queue chan *gameWriterFrame
stopCh chan struct{}
exited chan struct{}
stopOnce sync.Once
// queued counts payload bytes currently waiting in queue.
queued atomic.Int64
closed atomic.Bool
// stalling is set once a producer has spent its whole gameWriterSyncBudget
// waiting, and cleared by the next completed write. While it is set, later
// producers enqueue and return instead of each paying the budget again, so
// a burst aimed at a stalled client costs the event loop nothing.
stalling atomic.Bool
mu sync.Mutex
// stalledAt is when the current stall began, zero while healthy.
stalledAt time.Time
// terminalErr is latched when a stall has outlived gameWriterStallLimit.
// Every later submit returns it, which is what lets the caller's existing
// fatal path tear the session down exactly as the 5s write deadline does
// today -- just without parking the event loop for every frame.
terminalErr error
}
type gameWriterFrame struct {
payload []byte
result chan error
}
const (
// gameWriterQueueDepth bounds how many frames one client may have queued.
gameWriterQueueDepth = 512
// gameWriterQueueBytes bounds the queued payload bytes for one client. A
// client that stopped reading must not be able to grow server memory.
gameWriterQueueBytes = 1 << 20
// gameWriterSyncBudget is how long a producer on the session event loop may
// wait for its own frame to reach the socket. It is the whole point of this
// file: the loop may be parked for this long, never for
// gameConnWriteBudget per frame.
gameWriterSyncBudget = 250 * time.Millisecond
// gameWriterStallLimit is how long one frame may stay unwritten before the
// session's write path reports the stall to its callers. It deliberately
// equals gameConnWriteBudget: the write deadline it replaces also gave the
// client 5 seconds before the session was torn down.
gameWriterStallLimit = gameConnWriteBudget
// gameWriterStallPoll is how often the writer checks that limit.
gameWriterStallPoll = 100 * time.Millisecond
)
var (
errGameWriterClosed = errors.New("dnf game session writer is closed")
errGameWriterBacklog = errors.New("dnf game session writer backlog is full")
errGameWriterStalled = errors.New("dnf game session write stalled: the client stopped reading")
)
// startGameSessionWriter puts a writer goroutine behind one session's socket.
//
// Sessions with no connection are left on the direct write path: they cannot
// write anything, and the tests that build such sessions assert the exact
// "connection is unavailable" error this must not change.
func (s *Service) startGameSessionWriter(ctx context.Context, session *gameSession) {
if s == nil || session == nil || session.conn == nil || session.writer != nil {
return
}
writer := &gameSessionWriter{
service: s,
session: session,
queue: make(chan *gameWriterFrame, gameWriterQueueDepth),
stopCh: make(chan struct{}),
exited: make(chan struct{}),
}
session.writer = writer
go writer.run(ctx)
}
// stopGameSessionWriter drains what is already queued and retires the writer.
//
// ctx bounds the whole drain, exactly like the event loop's own shutdown wait,
// so a session whose client has stopped reading cannot stall connection cleanup.
func (s *Service) stopGameSessionWriter(ctx context.Context, session *gameSession) {
if session == nil || session.writer == nil {
return
}
writer := session.writer
writer.closed.Store(true)
writer.stopOnce.Do(func() { close(writer.stopCh) })
if ctx == nil {
var cancel context.CancelFunc
ctx, cancel = context.WithTimeout(context.Background(), gameWriterSyncBudget)
defer cancel()
}
select {
case <-writer.exited:
case <-ctx.Done():
}
}
// submit hands one already-encoded frame to the writer.
//
// It returns the frame's real write error whenever that error arrives inside
// gameWriterSyncBudget, which covers every fast failure (a closed socket, a
// rejected write, a test double that fails on demand). It returns nil once the
// budget expires, because the client -- not the server -- is what is behind;
// that is the case the event loop must stop paying for.
func (w *gameSessionWriter) submit(payload []byte) error {
if w == nil || len(payload) == 0 {
return nil
}
// terminalFailure is checked before closed so a stall reports its own
// diagnostic error rather than the generic "writer is closed".
if err := w.terminalFailure(); err != nil {
return err
}
if w.closed.Load() {
return errGameWriterClosed
}
size := int64(len(payload))
if w.queued.Load()+size > gameWriterQueueBytes {
return errGameWriterBacklog
}
// The caller's slice is not guaranteed to outlive this call -- writeGameConn
// used to consume it before returning -- so the frame owns a copy.
frame := &gameWriterFrame{
payload: append([]byte(nil), payload...),
result: make(chan error, 1),
}
w.queued.Add(size)
if err := w.enqueue(frame); err != nil {
w.queued.Add(-size)
return err
}
if w.stalling.Load() {
// Already known to be behind. Enqueue and hand control straight back: a
// burst must not pay gameWriterSyncBudget once per frame.
return nil
}
timer := time.NewTimer(gameWriterSyncBudget)
defer timer.Stop()
select {
case err := <-frame.result:
return err
case <-timer.C:
w.noteStall()
return nil
case <-w.exited:
return errGameWriterClosed
}
}
func (w *gameSessionWriter) enqueue(frame *gameWriterFrame) error {
select {
case w.queue <- frame:
return nil
case <-w.exited:
return errGameWriterClosed
default:
}
timer := time.NewTimer(gameWriterSyncBudget)
defer timer.Stop()
select {
case w.queue <- frame:
return nil
case <-w.exited:
return errGameWriterClosed
case <-timer.C:
return errGameWriterBacklog
}
}
func (w *gameSessionWriter) run(ctx context.Context) {
defer close(w.exited)
if ctx == nil {
ctx = context.Background()
}
ticker := time.NewTicker(gameWriterStallPoll)
defer ticker.Stop()
for {
select {
case frame := <-w.queue:
w.queued.Add(-int64(len(frame.payload)))
err := w.deliver(frame.payload)
frame.deliver(err)
// A completed attempt -- success or failure -- means the socket
// answered, so the stall is over. The error is this frame's alone;
// the writer keeps serving later frames, exactly like the
// synchronous path where every write reports its own result.
w.clearStall()
case <-ticker.C:
if err := w.expireStall(); err != nil {
w.fail(err)
return
}
case <-ctx.Done():
w.fail(errGameWriterClosed)
return
case <-w.stopCh:
w.drain()
return
}
}
}
// deliver performs the one blocking socket write, with the same deadline and
// the same raw error the synchronous path returned.
func (w *gameSessionWriter) deliver(payload []byte) error {
session := w.session
if session == nil || session.conn == nil {
return errors.New("dnf game connection is unavailable")
}
start := time.Now()
if err := session.conn.SetWriteDeadline(time.Now().Add(gameConnWriteBudget)); err != nil {
return err
}
defer func() { _ = session.conn.SetWriteDeadline(time.Time{}) }()
_, err := session.conn.Write(payload)
if elapsed := time.Since(start); elapsed >= gameConnWriteBudget {
// Only reachable for a client that stopped reading. Nobody may be
// waiting for this result any more, so it must not vanish silently:
// it is the difference between "slow" and "gone".
w.logStalledWrite(elapsed, len(payload), err)
}
return err
}
func (frame *gameWriterFrame) deliver(err error) {
if frame == nil || frame.result == nil {
return
}
select {
case frame.result <- err:
default:
}
}
func (w *gameSessionWriter) noteStall() {
w.mu.Lock()
if w.stalledAt.IsZero() {
w.stalledAt = time.Now()
}
w.mu.Unlock()
w.stalling.Store(true)
}
func (w *gameSessionWriter) clearStall() {
w.mu.Lock()
w.stalledAt = time.Time{}
w.mu.Unlock()
w.stalling.Store(false)
}
// expireStall latches the terminal error once a stall has outlived
// gameWriterStallLimit, so the caller's existing fatal handling retires the
// session instead of the frames piling up behind a client that is gone.
func (w *gameSessionWriter) expireStall() error {
w.mu.Lock()
stalledAt := w.stalledAt
w.mu.Unlock()
if stalledAt.IsZero() || time.Since(stalledAt) < gameWriterStallLimit {
return nil
}
return errGameWriterStalled
}
func (w *gameSessionWriter) terminalFailure() error {
w.mu.Lock()
defer w.mu.Unlock()
return w.terminalErr
}
func (w *gameSessionWriter) fail(err error) {
if err == nil {
return
}
w.mu.Lock()
if w.terminalErr == nil {
w.terminalErr = err
}
w.mu.Unlock()
w.closed.Store(true)
if errors.Is(err, errGameWriterStalled) || errors.Is(err, errGameWriterClosed) {
return
}
w.logFailure(err)
}
// drain writes what is already queued so a closing session still gets its last
// frames out, then returns. Frames queued after the drain starts are refused by
// submit's closed check.
func (w *gameSessionWriter) drain() {
for {
select {
case frame := <-w.queue:
w.queued.Add(-int64(len(frame.payload)))
frame.deliver(w.deliver(frame.payload))
default:
return
}
}
}
func (w *gameSessionWriter) logStalledWrite(elapsed time.Duration, size int, err error) {
if w == nil || w.service == nil || w.session == nil {
return
}
session := w.session
w.service.logGameEvent(session, "game-write-stalled-on-client",
"conn_id", session.connID,
"char_id", session.selectedCharacterID,
"elapsed_ms", elapsed.Milliseconds(),
"frame_len", size,
"error", err,
"reason", "client_stopped_reading_write_hit_deadline")
// A stalled write to a raid member is the server-side trace of THAT member's
// own freeze, so it belongs in the raid cost summary (raid_cost_summary.go).
if raidKey := w.service.runtimeRaidKeyForMember(session.selectedCharacterID); raidKey != 0 {
w.service.raidCostMember(raidKey, session.selectedCharacterID)
w.service.noteRaidCostWriteStall(raidKey, elapsed)
}
}
func (w *gameSessionWriter) logFailure(err error) {
if w == nil || w.service == nil || w.session == nil {
return
}
session := w.session
w.service.logGameEvent(session, "game-write-path-failed",
"conn_id", session.connID,
"char_id", session.selectedCharacterID,
"error", err,
"reason", "session_write_path_retired")
}