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.