Ranch:
简单来说,Ranch就是一个tcp acceptor pool,用于高并发下的tcp连接建立与管理。可以设置并发链接最大数量,在不关闭socket连接的情况下可以动态升级连接池。Cowboy就是使用的ranch。\
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下面通过改造ranch自带的reverse example实现简易的服务端。
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game_server.app.src\
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- {application, game_server, [
- {description, "Ranch TCP reverse example."},
- {vsn, "1"},
- {modules, []},
- {registered, []},
- {applications, [
- kernel,
- stdlib,
- ranch
- ]},
- {mod, {game_server_app, []}},
- {env, []}
- ]}.
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game_server_app.erl
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- -module(game_server_app).
- -behaviour(application).
- -export([start/2, stop/1]).
- %% start/2
- start(_Type, _StartArgs) ->
- {ok, _Pid} = ranch:start_listener(tcp_reverse, 1,
- ranch_tcp, [{port, 5555},{max_connections, 10240}], game_protocol, []),
- game_server_sup:start_link().
- %% stop/1
- stop(State) ->
- ok.
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这里注意ranch:start_listener(Ref, NbAcceptors, Transport, TransOpts, Protocol, ProtoOpts) -> {ok, pid()} | {error, badarg}.
最大连接数max_connections就是在这里进行设定, 默认值1024. NbAcceptors, Acceptor的数量,具体数值要根据实际并发设置。
Ranch接受请求并建立连接,然后就会将具体的处理交给实现了ranch_protocol行为的game_protocol,erlang中的behaviour跟java中的接口差不多。
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game_server_sup.erl\
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-
-module(game_server_sup).
-
-behaviour(supervisor).
-
-export([start_link/0, init/1]).
-
-
-spec start_link() -> {ok, pid()}.
-
start_link() ->
-
supervisor:start_link({local, ?MODULE}, ?MODULE, []).
-
-
-
%% init/1
-
init([]) ->
-
{ok, {
{one_for_one, 10, 10}, []}}.
game_protocol.erl
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- -module(game_protocol).
- -behaviour(gen_server).
- -behaviour(ranch_protocol).
- %% API.
- -export([start_link/4]).
- %% gen_server.
- -export([init/4]).
- -export([init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
- -define(TIMEOUT, 50000).
- -record(state, {socket, transport}).
- %% API.
- start_link(Ref, Socket, Transport, Opts) ->
- proc_lib:start_link(?MODULE, init, [Ref, Socket, Transport, Opts]).
- %% gen_server.
- %% This function is never called. We only define it so that
- %% we can use the -behaviour(gen_server) attribute.
- init([]) -> {ok, undefined}.
- init(Ref, Socket, Transport, _Opts = []) ->
- ok = proc_lib:init_ack({ok, self()}),
- ok = ranch:accept_ack(Ref),
- ok = Transport:setopts(Socket, [{active, once}, {packet, 2}]),
- gen_server:enter_loop(?MODULE, [],
- #state{socket=Socket, transport=Transport},
- ?TIMEOUT).
- handle_info({tcp, Socket, Data}, State=#state{
- socket=Socket, transport=Transport}) ->
- io:format("Data:~p~n", [Data]),
- Transport:setopts(Socket, [{active, once}]),
- Transport:send(Socket, reverse_binary(Data)),
- {noreply, State, ?TIMEOUT};
- handle_info({tcp_closed, _Socket}, State) ->
- {stop, normal, State};
- handle_info({tcp_error, _, Reason}, State) ->
- {stop, Reason, State};
- handle_info(timeout, State) ->
- {stop, normal, State};
- handle_info(_Info, State) ->
- {stop, normal, State}.
- handle_call(_Request, _From, State) ->
- {reply, ok, State}.
- handle_cast(_Msg, State) ->
- {noreply, State}.
- terminate(_Reason, _State) ->
- ok.
- code_change(_OldVsn, State, _Extra) ->
- {ok, State}.
- %% Internal.
- reverse_binary(B) when is_binary(B) ->
- list_to_binary(lists:reverse(binary_to_list(B))).
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这里init的实现与常规的gen_server不一样。首先来说为什么不能用常规的gen_server写法。常规写法如下:
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- init([Ref, Socket, Transport, Opts]) ->
- ok = ranch:accept_ack(Ref),
- ok = Transport:setopts(Socket, [{active, once}, {packet, 2}]),
- {ok, #state{socket=Socket, transport=Transport}}.
gen_server的start_link只有在init/1执行完毕后才会返回,但我们来看ranch:accept_ack(Ref):
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- -spec accept_ack(ref()) -> ok.
- accept_ack(Ref) ->
- receive {shoot, Ref, Transport, Socket, AckTimeout} ->
- Transport:accept_ack(Socket, AckTimeout)
- end.
运行ranch:accept_ack/1时,进程会阻塞,等待{shoot, ...}这条消息,直到接收到此消息才会继续执行,接着才会完成init。但是{shoot, ...}这条消息从哪里来?查下ranch源码不难发现,ranch在建立了与新的gen_server进程的连接后,会向gen_server进程发送该消息(参考ranch_conns_sup:loop/4). 显然,gen_server进程在等待ranch:accept_ack接收到{shoot,...}消息迟迟不能返回,而ranch又无法与gen_server进程连接发送不了{shoot, ...}消息,造成死锁。故使用proc_lib:start_link/3优雅地解决了此问题。
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下面copy一下文档的一个说明:
By default the socket will be set to return `binary` data, with the
options `{active, false}`, `{packet, raw}`, `{reuseaddr, true}` set.
These values can't be overriden when starting the listener, but
they can be overriden using `Transport:setopts/2` in the protocol.
It will also set `{backlog, 1024}` and `{nodelay, true}`, which
can be overriden at listener startup.\
这也就是为什么{active, once}, {packet, 2}只能在procotol里重写\
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这样就实现了一个基本的服务端,make后编写脚本启动:
start.sh\
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- erl -pa ebin deps/*/ebin +K true +P 199999 \
- -sname game_server \
- -s game
-s game表示启动时默认调用game:start/0方法。
game.erl\
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- -module(game).
- %% ====================================================================
- %% API functions
- %% ====================================================================
- -export([start/0, stop/0]).
- start() ->
- ok = application:start(ranch),
- ok = application:start(game_server).
- stop() ->
- application:stop(ranch),
- application:stop(game_server).
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如果设置{packet, raw}的话,直接打开一个Terminal $ telnet localhost 5555 就可以进行测试了。
不过这里设置的{packet,2}, 所以写了个测试client发送消息,建立连接->发送消息->接收返回消息->关闭连接:
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- -module(client).
- -export([send/1]).
- send(BinMsg) ->
- SomeHostInNet = "localhost",
- {ok, Sock} = gen_tcp:connect(SomeHostInNet, 5555,
- [binary, {packet, 2}]),
- ok = gen_tcp:send(Sock, BinMsg),
- receive
- {tcp,Socket,String} ->
- io:format("Client received = ~p~n",[String]),
- gen_tcp:close(Socket)
- after 60000 ->
- exit
- end,
- ok = gen_tcp:close(Sock).
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handler_info中加入不同消息的处理,就可以时间一个简单的游戏服务器了。R17后可以使用{active, N}, 程序效率应该会更高。
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release和项目下载见: blog.csdn.net/huang1196/a…
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