Comments (9)
我写的安装教程可能已经失效,回滚教程里gonet2组件代码到9个月前应该就不会有问题
没有在mac上使用过gonet2, mac上只做了客户端的部分工作,不过应该差不多
我自己在gonet2基础上做游戏时第三方服务是跑在docker里的, 其他所有游戏组件都是像教程里go install编译安装然后再运行调试的
- clone_all.sh可能还是需要的, 我写的教程里的git clone ...那几步和clone_all.sh类似,因为GOPATH的问题
参考https://github.com/gonet2/agent/issues/2, 这个按gonet2作者的习惯来吧 - 没用过gogland。。我是靠日志和print调试的
- 按照9个月前的架构,这些组件都是需要的,不然可能会启动失败,写布署步骤时应该是最小环境了
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statsd可以参考https://github.com/gonet2/agent/blob/76de3abaaeaf1f8b0da50c36604dbe66be30eb4b/src/agent/proxy.go#L101
形成数据收集后再做可视化,这个要看自己的需求,例子里主要是监控request的处理时间
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嗯嗯,感谢,我正在mac 下架构,回头会补充一个 iss 到这里,哈哈
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还有个问题哈,刚开始学习和研究这个框架,我很难理解傅大说的几个问题,求指教
1:框架完整度怎么样
2:en 你之前的游戏类型是?作者也没用讨论游戏类型,我看他这个最大的亮点应该是全球同服!目前对战类游戏用这个架构我估计还是 OK 的,
3:前端用两个部署在不同物理服务器上的agent服务接入,无状态,客户端随机访问任意一台agent接入,比如使用DNS round-robin方式连接,这部分也需要自己慢慢改?还是说已经有了的呢?登录健全部分在架构的那一块?
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- 是完整能用的,但太基础,每个游戏区别又太大,做起来就得魔改
- 休闲横版多人过关
- DNS round-robin让运维同学设置。我们用的是云平台的负载均衡拖3台4C4Gagent, 跑测试能到10万同时连接并密集请求。登录鉴权在agent
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嗯嗯,再请教个问题
客户端这边的协议是你自己实现的吧?
对应gonet2这边有没有什么修改?
我想跑起来你这个的时候
System.Net.Sockets.SocketException: Connection refused
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy) [0x00000] in :0
at System.Net.Sockets.Socket+Worker.Connect () [0x00000] in :0
UnityEngine.Debug:Log(Object)
NetCore:ConnectCallback(IAsyncResult) (at Assets/Scripts/NetLib/NetCore.cs:180)
System.Net.Sockets.Worker:Connect()
是否是因为需要生产协议?
$cd /github.com/gonet2/tools/proto_scripts
$./gen_proto.sh
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看错误是连不上服务器端口
得根据你的环境修改这个ip和port
https://github.com/en/libunity/blob/master/Sample/Main.cs#L10
协议是在gonet2的tools/proto_scripts/*.txt描述的,如果没改就不需要重新生成
如果改动了,就执行./gen_proto.sh, 把生成的两个cs文件拷贝过来覆盖掉
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有邮箱么 en
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我在用户信息页加了邮箱,可以用这个
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