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NoahGameFrame

######Copyright © https://www.yowoyo.com

#####交流QQ群:341159815

##What is it?

NF is a lightweight, fast, scalable, distributed plugin framework.

The features:

  • it is easy to use interface oriented design minimise the effort
  • extensible plugin framework makes getting your application running is quick and simple
  • clean, uncluttered design, stable engine used in several commercial products
  • using the actor model has very high performance(by theron);

  • based on the event-driven and attribute-driver can make business more clearly and easy to maintenance
  • based on the standard c + + development, cross-platform support
  • with existing c++, c# game client for rapid development
  • Cross-platform

Manual

https://github.com/ketoo/NoahGameFrame/blob/develop/Introduce/NFrame_Introduction_CHS.pdf

Architecture:

Architecture:

Architecture Architecture

Event Driver:

Event Driver

Logic Class:

Logic Class

Get the Sources:

git clone https://github.com/ketoo/NoahGameFrame.git

or

svn checkout https://github.com/ketoo/NoahGameFrame

Dependencies:

Need build sub librares:

  • Boost.System

  • Boost.Chrono

  • Boost.Thread

  • libevent-2.0.21-stable

  • protobuf-2.5.0

  • redis-cplusplus-client

  • Theron-6.00.01

  • easylogging++

Supported Compilers

  • GCC >= 4.8
  • VC >= 9.0 (sp1)

How to build:

Windows[VS2012]

  • 1:download all source;

  • 2:extract nessasery lib: Dependencies\boost_1_53_0.zip to Dependencies\

  • 3:extract nessasery lib: Dependencies\lib.zip to Dependencies\

  • 4:open the solution: trunk\NoahFrame.sln

  • 5:build the solution

  • 6: run the binary file by trunk_Out\Server\Debug\Run.bat

Linux[CodeBlock 13.1]

  • 1:download all source;

  • 2:extract nessasery lib: Dependencies\boost_1_53_0.zip to Dependencies\

  • 3:extract nessasery lib: Dependencies\lib.zip to Dependencies\

  • 4:open the solution by code::block: trunk\NF.workspace

  • 5:add c++11 optional for every project of this solution

  • 6:build library: NFNet, NFCore, NFEventTriggerPlugin, NFKernelPlugin, Theron, libprotocolbuf[libprotocolbuf-lite], NFLogPlugin, NFPluginLoader

  • 7:build all other plugin

  • 8: run the binary file by trunk_Out\Server\Debug\Run.sh

Tutorial:

// -------------------------------------------------------------------------
//    @FileName      :    HelloWorld1.h
//    @Author           :    ketoo
//    @Date             :    2014-05-01 08:51
//    @Module           :   HelloWorld1
//
// -------------------------------------------------------------------------

#ifndef _NFC_HELLO_WORLD1_H_
#define _NFC_HELLO_WORLD1_H_

#include "NFComm/NFPluginModule/NFIPluginManager.h"

class HelloWorld1
    : public NFILogicModule
{
public:
    HelloWorld1(NFIPluginManager* p)
    {
        pPluginManager = p;
    }

    virtual bool Init();
    virtual bool AfterInit();

    virtual bool Execute(const float fLasFrametime, const float fStartedTime);

    virtual bool BeforeShut();
    virtual bool Shut();

protected:

};

#endif


#include "HelloWorld1.h"

bool HelloWorld1::Init()
{
    // Use this for initialization
	
    std::cout << "Hello, world1, Init" << std::endl;

    return true;
}

bool HelloWorld1::AfterInit()
{
    // AfterInit is called after Init
	
    std::cout << "Hello, world1, AfterInit" << std::endl;

    return true;
}

bool HelloWorld1::Execute( const float fLasFrametime, const float fStartedTime )
{
    // Execute is called once per frame
	
    //std::cout << "Hello, world1, Execute" << std::endl;

    return true;
}

bool HelloWorld1::BeforeShut()
{
    //before final
	
    std::cout << "Hello, world1, BeforeShut" << std::endl;

    return true;
}

bool HelloWorld1::Shut()
{
    //final
	
    std::cout << "Hello, world1, Shut" << std::endl;

    return true;
}

  • how to use the world's most advanced data engine

  • how to use the synchronous events

  • how to use the asynchronous events
  • use multiple cpus to get high performance

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A fast, scalable, distributed game server framework for C++.

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