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| 1 | +<div align="center"> |
| 2 | + |
| 3 | +# GameFrameX |
| 4 | + |
| 5 | +**High-Performance, Cross-Platform Game Server Framework** |
| 6 | + |
| 7 | +[](LICENSE) |
| 8 | +[](https://dotnet.microsoft.com/download/dotnet/8.0) |
| 9 | +[]() |
| 10 | +[]() |
| 11 | + |
| 12 | +English | [简体中文](README.md) |
| 13 | + |
| 14 | +</div> |
| 15 | + |
| 16 | +## 📖 Introduction |
| 17 | + |
| 18 | +GameFrameX is a high-performance game server framework developed with C# .NET 8.0, designed with the Actor model and supporting cross-platform deployment. The framework features built-in hot update mechanisms and can meet the requirements of most game types, especially suitable for collaborative development with Unity3D. |
| 19 | + |
| 20 | +**Design Philosophy: Simplicity is the ultimate sophistication** |
| 21 | + |
| 22 | +## ✨ Core Features |
| 23 | + |
| 24 | +### 🚀 High-Performance Architecture |
| 25 | +- **Actor Model**: High-performance Actor system built on TPL DataFlow |
| 26 | +- **Full Asynchronous Programming**: Uses async/await patterns for clean and elegant code |
| 27 | +- **Lock-Free Design**: Avoids performance loss from traditional locking mechanisms through Actor model |
| 28 | +- **Memory Optimization**: Automatic recycling of inactive data to reduce memory usage |
| 29 | + |
| 30 | +### 🔄 Hot Update Support |
| 31 | +- **Zero-Downtime Updates**: Supports runtime hot updates of game logic |
| 32 | +- **State-Logic Separation**: State persistence with hot-updatable logic |
| 33 | +- **Safe and Reliable**: Rollback capability on update failure to ensure service stability |
| 34 | +- **Incremental Updates**: Only updates modified parts for improved efficiency |
| 35 | + |
| 36 | +### 🌐 Network Communication |
| 37 | +- **Multi-Protocol Support**: TCP, UDP, WebSocket, HTTP |
| 38 | +- **High Concurrency**: Asynchronous I/O model based on SuperSocket |
| 39 | +- **Message Processing**: Built-in message fragmentation and sticky packet handling |
| 40 | +- **Secure Transmission**: SSL/TLS encryption support |
| 41 | + |
| 42 | +### 💾 Data Persistence |
| 43 | +- **Transparent Persistence**: Automatic serialization/deserialization, developers don't need to worry about database operations |
| 44 | +- **NoSQL Support**: Uses MongoDB by default, supports other NoSQL databases |
| 45 | +- **Caching Mechanism**: Intelligent caching strategy to improve data access performance |
| 46 | + |
| 47 | +### ⏰ Scheduled Tasks |
| 48 | +- **Multiple Timers**: One-time, periodic, and scheduled tasks |
| 49 | +- **Thread Safety**: Built-in thread-safe Timer and Scheduler |
| 50 | +- **Event System**: Complete event-driven architecture |
| 51 | + |
| 52 | +## 🏗️ Architecture Design |
| 53 | + |
| 54 | +``` |
| 55 | +┌─────────────────────────────────────────────────────────────┐ |
| 56 | +│ Client Layer │ |
| 57 | +├─────────────────────────────────────────────────────────────┤ |
| 58 | +│ Network Layer │ |
| 59 | +│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ |
| 60 | +│ │ TCP │ │ WebSocket │ │ HTTP │ │ |
| 61 | +│ └─────────────┘ └─────────────┘ └─────────────┘ │ |
| 62 | +├─────────────────────────────────────────────────────────────┤ |
| 63 | +│ Message Layer │ |
| 64 | +│ ┌─────────────────────────────────────────────────────────┐ │ |
| 65 | +│ │ Message Handlers │ │ |
| 66 | +│ └─────────────────────────────────────────────────────────┘ │ |
| 67 | +├─────────────────────────────────────────────────────────────┤ |
| 68 | +│ Actor Layer │ |
| 69 | +│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ |
| 70 | +│ │ Player │ │ Server │ │ Account │ │ |
| 71 | +│ │ Actor │ │ Actor │ │ Actor │ │ |
| 72 | +│ └─────────────┘ └─────────────┘ └─────────────┘ │ |
| 73 | +├─────────────────────────────────────────────────────────────┤ |
| 74 | +│ Component Layer │ |
| 75 | +│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ |
| 76 | +│ │ Component │ │ Component │ │ Component │ │ |
| 77 | +│ │ + State │ │ + State │ │ + State │ │ |
| 78 | +│ └─────────────┘ └─────────────┘ └─────────────┘ │ |
| 79 | +├─────────────────────────────────────────────────────────────┤ |
| 80 | +│ Database Layer │ |
| 81 | +│ ┌─────────────────────────────────────────────────────────┐ │ |
| 82 | +│ │ MongoDB │ │ |
| 83 | +│ └─────────────────────────────────────────────────────────┘ │ |
| 84 | +└─────────────────────────────────────────────────────────────┘ |
| 85 | +``` |
| 86 | + |
| 87 | +## 🚀 Quick Start |
| 88 | + |
| 89 | +### Requirements |
| 90 | + |
| 91 | +- [.NET 8.0 SDK](https://dotnet.microsoft.com/download/dotnet/8.0) |
| 92 | +- [MongoDB 4.x+](https://www.mongodb.com/try/download/community) |
| 93 | +- Visual Studio 2022 or JetBrains Rider |
| 94 | + |
| 95 | +### Installation Steps |
| 96 | + |
| 97 | +1. **Clone the Project** |
| 98 | + ```bash |
| 99 | + git clone https://github.com/GameFrameX/GameFrameX.git |
| 100 | + cd GameFrameX/Server |
| 101 | + ``` |
| 102 | + |
| 103 | +2. **Install Dependencies** |
| 104 | + ```bash |
| 105 | + dotnet restore |
| 106 | + ``` |
| 107 | + |
| 108 | +3. **Configure Database** |
| 109 | + - Start MongoDB service |
| 110 | + - Modify database connection string in configuration file |
| 111 | + |
| 112 | +4. **Build and Run** |
| 113 | + ```bash |
| 114 | + dotnet build |
| 115 | + dotnet run --project GameFrameX.Launcher |
| 116 | + ``` |
| 117 | + |
| 118 | +5. **Verify Running** |
| 119 | + - Open Unity project |
| 120 | + - Run Launcher scene |
| 121 | + - Check console logs to confirm successful connection |
| 122 | + |
| 123 | +## 📁 Project Structure |
| 124 | + |
| 125 | +``` |
| 126 | +GameFrameX.Server/ |
| 127 | +├── GameFrameX.Apps/ # Application Layer (State Data) |
| 128 | +│ ├── Account/ # Account Module |
| 129 | +│ ├── Player/ # Player Module |
| 130 | +│ └── Server/ # Server Module |
| 131 | +├── GameFrameX.Hotfix/ # Hot Update Layer (Business Logic) |
| 132 | +│ ├── Logic/ # Business Logic |
| 133 | +│ └── StartUp/ # Startup Logic |
| 134 | +├── GameFrameX.Core/ # Core Framework |
| 135 | +│ ├── Actors/ # Actor System |
| 136 | +│ ├── Components/ # Component System |
| 137 | +│ └── Events/ # Event System |
| 138 | +├── GameFrameX.NetWork/ # Network Module |
| 139 | +├── GameFrameX.DataBase/ # Database Module |
| 140 | +├── GameFrameX.Config/ # Configuration Module |
| 141 | +└── GameFrameX.Launcher/ # Launcher |
| 142 | +``` |
| 143 | + |
| 144 | +## 🔧 Core Concepts |
| 145 | + |
| 146 | +### Entity-Component-State Architecture |
| 147 | + |
| 148 | +- **Entity**: Game entities (players, guilds, systems, etc.) |
| 149 | +- **Component**: Functional components (inventory, quests, combat, etc.) |
| 150 | +- **State**: State data (persistent data of components) |
| 151 | + |
| 152 | +### Actor Model |
| 153 | + |
| 154 | +Each Entity has a corresponding Actor, and all operations on Entity are performed through Actor to ensure thread safety: |
| 155 | + |
| 156 | +```csharp |
| 157 | +// Get player component agent |
| 158 | +var playerAgent = await ActorManager.GetComponentAgent<PlayerComponentAgent>(playerId); |
| 159 | + |
| 160 | +// Call component method (automatically queued, thread-safe) |
| 161 | +var result = await playerAgent.AddExp(1000); |
| 162 | +``` |
| 163 | + |
| 164 | +### Hot Update Mechanism |
| 165 | + |
| 166 | +- **Apps Project**: Contains state data, not hot-updatable |
| 167 | +- **Hotfix Project**: Contains business logic, supports hot updates |
| 168 | +- **Proxy Pattern**: Implements logic-state separation through Agent proxy |
| 169 | + |
| 170 | +## 📚 Development Guide |
| 171 | + |
| 172 | +### Creating New Game Modules |
| 173 | + |
| 174 | +1. **Define State Class** (Apps Project) |
| 175 | + ```csharp |
| 176 | + public class BagState : StateBase |
| 177 | + { |
| 178 | + public List<Item> Items { get; set; } = new(); |
| 179 | + public int MaxSlots { get; set; } = 100; |
| 180 | + } |
| 181 | + ``` |
| 182 | + |
| 183 | +2. **Create Component Class** (Apps Project) |
| 184 | + ```csharp |
| 185 | + public class BagComponent : StateComponent<BagState> |
| 186 | + { |
| 187 | + // Component initialization logic |
| 188 | + } |
| 189 | + ``` |
| 190 | + |
| 191 | +3. **Implement Business Logic** (Hotfix Project) |
| 192 | + ```csharp |
| 193 | + public class BagComponentAgent : StateComponentAgent<BagComponent, BagState> |
| 194 | + { |
| 195 | + public async Task<bool> AddItem(int itemId, int count) |
| 196 | + { |
| 197 | + // Business logic implementation |
| 198 | + return true; |
| 199 | + } |
| 200 | + } |
| 201 | + ``` |
| 202 | + |
| 203 | +### Message Processing |
| 204 | + |
| 205 | +```csharp |
| 206 | +[MessageMapping(typeof(ReqLogin))] |
| 207 | +public class LoginHandler : BaseMessageHandler |
| 208 | +{ |
| 209 | + public override async Task<MessageObject> Action(MessageObject message) |
| 210 | + { |
| 211 | + var request = (ReqLogin)message; |
| 212 | + // Handle login logic |
| 213 | + return new RespLogin { Success = true }; |
| 214 | + } |
| 215 | +} |
| 216 | +``` |
| 217 | + |
| 218 | +## 🔍 Performance Optimization |
| 219 | + |
| 220 | +### Actor Design Principles |
| 221 | + |
| 222 | +1. **Independence**: Minimize dependencies between Actors |
| 223 | +2. **Granularity Control**: Reasonably split Actors, avoid over-fragmentation |
| 224 | +3. **Avoid Deadlocks**: Follow hierarchical calling principles (lower level calls higher level) |
| 225 | + |
| 226 | +### Memory Management |
| 227 | + |
| 228 | +- Automatic recycling of inactive player data |
| 229 | +- Use object pools to reduce GC pressure |
| 230 | +- Reasonable cache strategy settings |
| 231 | + |
| 232 | +## 🛠️ Deployment Guide |
| 233 | + |
| 234 | +### Docker Deployment |
| 235 | + |
| 236 | +```bash |
| 237 | +# Build image |
| 238 | +docker build -t gameframex . |
| 239 | + |
| 240 | +# Run container |
| 241 | +docker run -d -p 8080:8080 gameframex |
| 242 | +``` |
| 243 | + |
| 244 | +### Production Environment Configuration |
| 245 | + |
| 246 | +1. **Database Configuration**: Configure MongoDB cluster |
| 247 | +2. **Load Balancing**: Use Nginx or HAProxy |
| 248 | +3. **Monitoring and Alerting**: Integrate Prometheus + Grafana |
| 249 | +4. **Log Collection**: Use ELK or similar solutions |
| 250 | + |
| 251 | +## 🤝 Contributing |
| 252 | + |
| 253 | +We welcome all forms of contributions! |
| 254 | + |
| 255 | +1. Fork this repository |
| 256 | +2. Create a feature branch (`git checkout -b feature/AmazingFeature`) |
| 257 | +3. Commit your changes (`git commit -m 'Add some AmazingFeature'`) |
| 258 | +4. Push to the branch (`git push origin feature/AmazingFeature`) |
| 259 | +5. Create a Pull Request |
| 260 | + |
| 261 | +## 📄 License |
| 262 | + |
| 263 | +This project is licensed under the Apache License 2.0 - see the [LICENSE](LICENSE) file for details. |
| 264 | + |
| 265 | +## 🔗 Related Links |
| 266 | + |
| 267 | +- [📖 Detailed Documentation](https://gameframex.doc.alianblank.com) |
| 268 | +- [🎥 Video Tutorials](https://www.bilibili.com/video/BV1yrpeepEn7) |
| 269 | +- [🏠 Project Homepage](https://github.com/GameFrameX) |
| 270 | +- [💬 Community Discussions](https://github.com/GameFrameX/GameFrameX/discussions) |
| 271 | + |
| 272 | +## 🙏 Acknowledgments |
| 273 | + |
| 274 | +Thanks to all developers who have contributed to GameFrameX! |
| 275 | + |
| 276 | +--- |
| 277 | + |
| 278 | +<div align="center"> |
| 279 | + |
| 280 | +**If this project helps you, please give us a ⭐** |
| 281 | + |
| 282 | +</div> |
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