NetMQ:.NET轻量级消息队列

前言

首先我现在是在一家游戏工作做服务端的,这几天我们服务端游戏做了整个底层框架的替换,想必做过游戏的也都知道,在游戏里面会有很多的日志需要记录,量也是比较大的;在没有换框架之前我们存日志和游戏运行都是在一套框架里面的,所以做起来比较冗余,也会给游戏服务器带来比较大的压力;现在在这套框架就是把存日志的单独分开做了起来;最后我们老大就选择了NetMQ, 之前没有接触过NetMq 但是总体也是完成了这个日志服务器的编写,所以在这里也是分享了一下;

什么是NetMQ

简单说就是ZeroMQ的.net开源版本 吊炸天的速度你懂的

下载NetMQ

Install-Package NetMQ

Demo

1) 客户端

using Games.BaseModel.LogEntities;
using NetMQ;
using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;

namespace NetMQTest
{
    class Program
    {
        static void Main(string[] args)
        {
            Run();
            Console.ReadLine();
        }

        public static void Run()
        {
            using (var ctx = NetMQContext.Create())
            using (var sender = ctx.CreatePushSocket())
            {
                sender.Connect("tcp://192.168.1.138:5556");
                for (int i = 0; i < 10000; i++)
                {
                    using (var sm = new MemoryStream())
                    {
                        var entityLog = new LoginLog { IP = "192.168.1.1", RoleName = "测试", Acc = "test", FromPlat = "1" };
                        var binaryFormatter = new BinaryFormatter();
                        binaryFormatter.Serialize(sm, entityLog);
                        var content = sm.ToArray();
                        sender.Send(content);
                    }
                    Console.WriteLine(i);
                }
            }
        }
    }
}

2)服务端(这里面是我真是游戏里面所用到的,基本意思和原理是一样的,对于不同的场景需要自己进行修改)

using Games.BaseModel.LogEntities;
using Games.DBHandler;
using Games.DBHandler.Dapper;
using Games.Model.ConfigEntities;
using NetMQ;
using System;
using System.Collections.Generic;
using System.Configuration;
using System.IO;
using System.Linq;
using System.Runtime.Serialization.Formatters.Binary;
using System.Threading.Tasks;

namespace NetMQ_Code
{
    public class Program
    {
        private static ServerConfigNew _serverConfig;

        private static IDataAccessor _dataAccessor;

        private static string _connection;

        private static readonly Dictionary<string, IDataAccessor> DicServerConfigNew = new Dictionary<string, IDataAccessor>();

        private static void Main(string[] args)
        {
            Console.WriteLine("NetMQ准备启动 . . . ");
            _connection = ConfigurationManager.ConnectionStrings["Config"].ConnectionString;
            Task task = new Task(Function);
            task.Start();
            Console.WriteLine("启动成功!");
            Console.ReadKey();

        }

        private static void Function()
        {
            using (NetMQContext ctx = NetMQContext.Create())
            {
                //接收消息的套接字
                using (var receiver = ctx.CreatePullSocket())
                {
                    receiver.Bind("tcp://*:5556");
                    //处理任务
                    while (true)
                    {
                        var receivedBytes = receiver.Receive();
                        using (var sm = new MemoryStream(receivedBytes, 0, receivedBytes.Length))
                        {
                            //采用二进制方式
                            var binaryFormatter = new BinaryFormatter();
                            sm.Position = 0;
                            var entity = binaryFormatter.Deserialize(sm) as LogEntity;
                            var serverId = entity.ServerID;
                            if (DicServerConfigNew.ContainsKey(serverId))
                            {
                                EntitySchemaSet.InitSchema(entity.GetType());
                                DicServerConfigNew.TryGetValue(serverId, out _dataAccessor);
                                _dataAccessor.SaveLog(entity);
                            }
                            else
                            {
                                _serverConfig = DapplerUtil.Instance.Query<ServerConfigNew>(_connection, "SELECT * FROM ServerConfig where Id=" + serverId).FirstOrDefault();
                                if (_serverConfig != null)
                                {
                                    EntitySchemaSet.InitSchema(entity.GetType());
                                    using (_dataAccessor = DataAccessorFactory.Instance.CreateAccessor("Game", _serverConfig.GameDBConnection, DbProviderType.MsSql))
                                    {
                                        DicServerConfigNew.Add(serverId, _dataAccessor);
                                        _dataAccessor.SaveLog(entity);
                                    }
                                }
                                else
                                {
                                    Console.WriteLine("serverConfig is null");
                                }
                            }
                            Console.WriteLine("Insert:" + entity.GetType());
                        }
                    }
                }
            }
        }
    }
}

运行结果

总结

NetMQ目前还不支持持久化消息,所以,可靠性不是特别高.消息队列基本的特性都满足,效率也很高.

原文地址:https://www.cnblogs.com/tcdave/p/9681100.html