first commit

This commit is contained in:
qornwh1
2026-02-28 14:16:07 +09:00
commit 30457819b1
28 changed files with 3006 additions and 0 deletions

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.gitignore vendored Normal file
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# ============================================================
# C# / .NET
# ============================================================
bin/
obj/
*.user
*.suo
*.userosscache
*.sln.docstates
*.nupkg
*.snupkg
*.log
[Ll]og/
[Ll]ogs/
*.tmp
*.temp
project.lock.json
project.fragment.lock.json
artifacts/
# NuGet
.nuget/
packages/
*.nupkg
# ============================================================
# IDE - Visual Studio
# ============================================================
.vs/
*.rsuser
*.MojoProj
*.pidb
*.svclog
*.scc
_Chutzpah*
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.opendb
$tf/
# ============================================================
# IDE - JetBrains (Rider / IntelliJ IDEA)
# ============================================================
.idea/
*.iml
*.iws
*.ipr
.idea_modules/
out/
atlassian-ide-plugin.xml
# ============================================================
# IDE - VS Code
# ============================================================
.vscode/
# ============================================================
# AI - Claude
# ============================================================
.claude/
# ============================================================
# OS
# ============================================================
# Windows
Thumbs.db
ehthumbs.db
Desktop.ini
$RECYCLE.BIN/
*.lnk
# macOS
.DS_Store
.AppleDouble
.LSOverride
._*
.Spotlight-V100
.Trashes

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ClientTester/.editorconfig Normal file
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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_style = space
indent_size = 4
[*.cs]
# -------------------------------------------------------------------------
# 중괄호 Allman 스타일
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) {
# { TakeDamage();
# TakeDamage(); }
# }
csharp_new_line_before_open_brace = all
# -------------------------------------------------------------------------
# 중괄호 항상 사용
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive)
# { TakeDamage();
# TakeDamage();
# }
csharp_prefer_braces = true:warning
# -------------------------------------------------------------------------
# 접근 제한자 항상 명시
# -------------------------------------------------------------------------
# Good: Bad:
# private int health; int health;
# public float moveSpeed; float moveSpeed;
dotnet_style_require_accessibility_modifiers = always:warning
# -------------------------------------------------------------------------
# this. 한정자 허용 (필드와 매개변수 이름이 같을 때 필요)
# -------------------------------------------------------------------------
# 허용: this.stateContext = stateContext; (매개변수와 필드명 동일 시)
# 불필요: this.Initialize(); (모호하지 않은 경우)
dotnet_style_qualification_for_field = false:suggestion
dotnet_style_qualification_for_property = false:suggestion
dotnet_style_qualification_for_method = false:suggestion
dotnet_style_qualification_for_event = false:suggestion
# -------------------------------------------------------------------------
# var 사용 금지
# -------------------------------------------------------------------------
# Good: Bad:
# Enemy enemy = GetEnemy(); var enemy = GetEnemy();
# int count = 0; var count = 0;
csharp_style_var_for_built_in_types = false:warning
csharp_style_var_when_type_is_apparent = false:warning
csharp_style_var_elsewhere = false:warning
# -------------------------------------------------------------------------
# null 체크 스타일 강제
# -------------------------------------------------------------------------
# Good: Bad:
# animator?.Play("Run"); if (animator != null) animator.Play("Run");
# string name = playerName ?? "Unknown"; string name = playerName != null ? playerName : "Unknown";
# if (obj is null) { } if (object.ReferenceEquals(obj, null)) { }
csharp_style_conditional_delegate_call = true:warning
dotnet_style_null_propagation = true:warning
dotnet_style_coalesce_expression = true:warning
dotnet_style_prefer_is_null_check_over_reference_equality_method = true:warning
# -------------------------------------------------------------------------
# 패턴 매칭 강제 (as + null 체크 대신 is 패턴 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# if (obj is Enemy enemy) Enemy enemy = obj as Enemy;
# { if (enemy != null)
# enemy.TakeDamage(); {
# } enemy.TakeDamage();
# }
csharp_style_pattern_matching_over_is_with_cast_check = true:warning
csharp_style_pattern_matching_over_as_with_null_check = true:warning
# not 패턴 (C# 9+)
# Good: if (obj is not null) Bad: if (!(obj is null))
# Good: if (enemy is not Dead) Bad: if (!(enemy is Dead))
csharp_style_prefer_not_pattern = true:warning
# -------------------------------------------------------------------------
# throw 표현식 강제
# -------------------------------------------------------------------------
# Good:
# target = player ?? throw new ArgumentNullException(nameof(player));
#
# Bad:
# if (player == null) throw new ArgumentNullException(nameof(player));
# target = player;
csharp_style_throw_expression = true:warning
# -------------------------------------------------------------------------
# 인라인 변수 선언 강제
# -------------------------------------------------------------------------
# Good: Bad:
# TryGetComponent(out Rigidbody rb); Rigidbody rb;
# TryGetComponent(out rb);
csharp_style_inlined_variable_declaration = true:warning
# -------------------------------------------------------------------------
# 튜플 해체 선언
# -------------------------------------------------------------------------
# Good: Bad:
# var (x, y) = GetPosition(); var pos = GetPosition();
# var x = pos.x; var y = pos.y;
csharp_style_deconstructed_variable_declaration = true:suggestion
# -------------------------------------------------------------------------
# 간단한 using 선언문
# -------------------------------------------------------------------------
# Good: Bad:
# using var stream = File.Open(...); using (var stream = File.Open(...))
# {
# }
csharp_prefer_simple_using_statement = true:suggestion
# -------------------------------------------------------------------------
# 인덱스 / 범위 연산자 (C# 8+)
# -------------------------------------------------------------------------
# Good: items[^1] Bad: items[items.Length - 1]
# Good: items[1..3] Bad: items.Skip(1).Take(2)
csharp_style_prefer_index_from_end = true:suggestion
csharp_style_prefer_range_operator = true:suggestion
# -------------------------------------------------------------------------
# switch 표현식 권장
# -------------------------------------------------------------------------
# Good: Bad:
# string label = state switch string label;
# { switch (state)
# GameState.Playing => "Playing", {
# GameState.Paused => "Paused", case GameState.Playing: label = "Playing"; break;
# _ => "Unknown" case GameState.Paused: label = "Paused"; break;
# }; default: label = "Unknown"; break;
# }
csharp_style_prefer_switch_expression = true:suggestion
# -------------------------------------------------------------------------
# 불필요한 코드 제거
# -------------------------------------------------------------------------
# object initializer
# Good: Bad:
# Enemy enemy = new Enemy Enemy enemy = new Enemy();
# { enemy.hp = 100;
# hp = 100, enemy.name = "Goblin";
# name = "Goblin"
# };
#
# 미사용 반환값은 _ 로 명시적으로 버리기
# Good: Bad:
# _ = TryGetComponent(out Rigidbody rb); TryGetComponent(out Rigidbody rb);
dotnet_style_object_initializer = true:warning
dotnet_style_collection_initializer = true:warning
dotnet_remove_unnecessary_suppression_exclusions = true
csharp_style_unused_value_assignment_preference = discard_variable:warning
csharp_style_unused_value_expression_statement_preference = discard_variable:warning
# -------------------------------------------------------------------------
# 단순화 강제
# -------------------------------------------------------------------------
# auto property
# Good: Bad:
# public int Hp { get; private set; } private int hp;
# public int Hp { get { return hp; } }
#
# boolean 단순화
# Good: Bad:
# return isAlive; return isAlive == true;
#
# 삼항 연산자 (suggestion - 복잡한 경우 강제 안 함)
# Good: Bad:
# int damage = isCrit ? 200 : 100; int damage;
# if (isCrit) damage = 200;
# else damage = 100;
dotnet_style_prefer_auto_properties = true:warning
dotnet_style_prefer_simplified_boolean_expressions = true:warning
dotnet_style_prefer_conditional_expression_over_assignment = true:suggestion
dotnet_style_prefer_conditional_expression_over_return = true:suggestion
# -------------------------------------------------------------------------
# 복합 할당 연산자
# -------------------------------------------------------------------------
# Good: hp -= damage; Bad: hp = hp - damage;
# Good: score += point; Bad: score = score + point;
dotnet_style_prefer_compound_assignment = true:warning
# -------------------------------------------------------------------------
# 타입 예약어 강제 (BCL 타입명 대신 C# 예약어 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# int count = 0; Int32 count = 0;
# string name = "Player"; String name = "Player";
# object obj = new Enemy(); Object obj = new Enemy();
dotnet_style_predefined_type_for_locals_parameters_members = true:warning
dotnet_style_predefined_type_for_member_access = true:warning
# -------------------------------------------------------------------------
# expression-bodied 프로퍼티/접근자 강제, 메서드/생성자/로컬함수 금지
# -------------------------------------------------------------------------
# Good: Bad:
# public int CurrentHp => currentHp; public int CurrentHp
# {
# get { return currentHp; }
# }
#
# 메서드 / 생성자 / 로컬 함수는 expression-bodied 금지
# Good: Bad:
# public void TakeDamage(int damage) public void TakeDamage(int damage) => hp -= damage;
# {
# hp -= damage;
# }
csharp_style_expression_bodied_properties = true:warning
csharp_style_expression_bodied_accessors = true:warning
csharp_style_expression_bodied_indexers = true:warning
csharp_style_expression_bodied_operators = true:warning
csharp_style_expression_bodied_lambdas = true:suggestion
csharp_style_expression_bodied_methods = false:warning
csharp_style_expression_bodied_constructors = false:warning
csharp_style_expression_bodied_local_functions = false:warning
# -------------------------------------------------------------------------
# 한 줄 블록 금지 (포맷터 적용 시 자동 정리)
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) { TakeDamage(); }
# {
# TakeDamage();
# }
# 주의: 이 설정은 경고가 아닌 포맷터 실행 시에만 적용됩니다.
csharp_preserve_single_line_blocks = false
csharp_preserve_single_line_statements = false
# -------------------------------------------------------------------------
# using 정렬
# -------------------------------------------------------------------------
# Good:
# using System.Collections;
# using System.Collections.Generic;
# using UnityEngine;
dotnet_sort_system_directives_first = true
dotnet_separate_import_directive_groups = false
csharp_using_directive_placement = outside_namespace:warning
# 네임스페이스는 폴더 구조와 일치
# Good: Assets/Scripts/Player/ → namespace Project.Player
dotnet_style_namespace_match_folder = true:suggestion
# -------------------------------------------------------------------------
# 네이밍 규칙
# -------------------------------------------------------------------------
# 주의: 더 구체적인 규칙(const 등)을 먼저 선언해야 올바르게 적용됩니다.
# 상수: UPPER_SNAKE_CASE (const modifier로 가장 구체적 → 최우선)
# Good: const int MAX_LEVEL = 100; Bad: const int MaxLevel = 100;
# Good: const float DEFAULT_SPEED = 5f; Bad: const float defaultSpeed = 5f;
dotnet_naming_rule.constants.severity = warning
dotnet_naming_rule.constants.symbols = constants
dotnet_naming_rule.constants.style = upper_snake_case
dotnet_naming_symbols.constants.applicable_kinds = field
dotnet_naming_symbols.constants.required_modifiers = const
dotnet_naming_style.upper_snake_case.capitalization = all_upper
dotnet_naming_style.upper_snake_case.word_separator = _
# private / protected 필드: camelCase (Unity 스타일 통일)
# Good: private int currentHp; Bad: private int _currentHp;
# Good: protected float baseSpeed; Bad: protected float _baseSpeed;
dotnet_naming_rule.private_fields.severity = warning
dotnet_naming_rule.private_fields.symbols = private_fields
dotnet_naming_rule.private_fields.style = camel_case_style
dotnet_naming_symbols.private_fields.applicable_kinds = field
dotnet_naming_symbols.private_fields.applicable_accessibilities = private, protected, protected_internal
# public 필드: camelCase (Unity Inspector 노출 필드 기준 - 일반 C# 컨벤션과 다름)
# Good: public float moveSpeed; Bad: public float MoveSpeed;
# Good: public int maxHealth; Bad: public int MaxHealth;
dotnet_naming_rule.public_fields.severity = warning
dotnet_naming_rule.public_fields.symbols = public_fields
dotnet_naming_rule.public_fields.style = camel_case_style
dotnet_naming_symbols.public_fields.applicable_kinds = field
dotnet_naming_symbols.public_fields.applicable_accessibilities = public, internal
dotnet_naming_style.camel_case_style.capitalization = camel_case
# 인터페이스: IPascalCase
# Good: interface IEnemy { } Bad: interface Enemy { }
# Good: interface IDamageable { } Bad: interface Damageable { }
dotnet_naming_rule.interfaces.severity = warning
dotnet_naming_rule.interfaces.symbols = interfaces
dotnet_naming_rule.interfaces.style = prefix_i
dotnet_naming_symbols.interfaces.applicable_kinds = interface
dotnet_naming_style.prefix_i.capitalization = pascal_case
dotnet_naming_style.prefix_i.required_prefix = I
# 클래스 / 구조체 / 열거형: PascalCase
# Good: class PlayerController { } Bad: class playerController { }
# Good: enum GameState { } Bad: enum gameState { }
dotnet_naming_rule.types.severity = warning
dotnet_naming_rule.types.symbols = types
dotnet_naming_rule.types.style = pascal_case_style
dotnet_naming_symbols.types.applicable_kinds = class, struct, enum, delegate
dotnet_naming_style.pascal_case_style.capitalization = pascal_case
# 메서드 / 프로퍼티 / 이벤트: PascalCase
# Good: public void TakeDamage() { } Bad: public void takeDamage() { }
# Good: public int CurrentHp { } Bad: public int currentHp { }
# Good: public event Action OnDeath; Bad: public event Action onDeath;
dotnet_naming_rule.members.severity = warning
dotnet_naming_rule.members.symbols = members
dotnet_naming_rule.members.style = pascal_case_style
dotnet_naming_symbols.members.applicable_kinds = method, property, event
# 매개변수 / 로컬 변수: camelCase
# Good: void Init(int maxHp) { } Bad: void Init(int MaxHp) { }
# Good: float moveSpeed = 5f; Bad: float MoveSpeed = 5f;
dotnet_naming_rule.parameters_and_locals.severity = warning
dotnet_naming_rule.parameters_and_locals.symbols = parameters_and_locals
dotnet_naming_rule.parameters_and_locals.style = camel_case_style
dotnet_naming_symbols.parameters_and_locals.applicable_kinds = parameter, local
# enum 멤버: PascalCase
# Good: GameState.Playing Bad: GameState.playing
# Good: GameState.GameOver Bad: GameState.GAME_OVER
dotnet_naming_rule.enum_members.severity = warning
dotnet_naming_rule.enum_members.symbols = enum_members
dotnet_naming_rule.enum_members.style = pascal_case_style
dotnet_naming_symbols.enum_members.applicable_kinds = enum_member
[*.{json,yaml,yml}]
indent_size = 2
[*.md]
trim_trailing_whitespace = false
[*.{asmdef,asmref}]
indent_size = 4
[*.shader]
indent_size = 4
[*.{compute,hlsl,cginc}]
indent_size = 4
[*.{uss,uxml}]
indent_size = 4

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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EchoClientTester", "EchoClientTester\EchoClientTester.csproj", "{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>ClientTester</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
<PackageReference Include="protobuf-net" Version="3.2.56" />
<PackageReference Include="Serilog" Version="4.3.1" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.0.0" />
</ItemGroup>
</Project>

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using LiteNetLib.Utils;
using Serilog;
namespace ClientTester.EchoDummyService;
public class DummyClientService
{
private readonly List<DummyClients> _clients;
private readonly int _sendInterval;
public DummyClientService(int count, string ip, int port, string key, int sendIntervalMs = 1000)
{
_sendInterval = sendIntervalMs;
_clients = Enumerable.Range(0, count)
.Select(i => new DummyClients(i, ip, port, key))
.ToList();
Log.Information("[SERVICE] {Count}개 클라이언트 생성 → {Ip}:{Port}", count, ip, port);
}
public async Task RunAsync(CancellationToken ct)
{
await Task.WhenAll(
PollLoopAsync(ct),
SendLoopAsync(ct)
);
}
private async Task PollLoopAsync(CancellationToken ct)
{
while (!ct.IsCancellationRequested)
{
foreach (var c in _clients)
c.PollEvents();
try { await Task.Delay(15, ct); }
catch (OperationCanceledException) { break; }
}
}
private async Task SendLoopAsync(CancellationToken ct)
{
try { await Task.Delay(500, ct); }
catch (OperationCanceledException) { return; }
int tick = 0;
while (!ct.IsCancellationRequested)
{
int sent = 0;
foreach (var client in _clients)
{
client.SendPing();
if (client.Peer != null) sent++;
}
Log.Information("[TICK {Tick:000}] {Sent}/{Total} 전송", tick, sent, _clients.Count);
tick++;
try { await Task.Delay(_sendInterval, ct); }
catch (OperationCanceledException) { break; }
}
}
public void PrintStats()
{
int totalSent = 0, totalRecv = 0;
int connected = 0;
Log.Information("════════════ Performance Report ════════════");
double totalAvgRtt = 0;
foreach (var c in _clients)
{
var stats = c.Peer?.Statistics;
long loss = stats?.PacketLoss ?? 0;
float lossPct = stats?.PacketLossPercent ?? 0f;
Log.Information(
"[Client {ClientId:00}] Sent={Sent} Recv={Recv} | Loss={Loss}({LossPct:F1}%) AvgRTT={AvgRtt:F3}ms LastRTT={LastRtt:F3}ms",
c.ClientId, c.SentCount, c.ReceivedCount, loss, lossPct, c.AvgRttMs, c.LastRttMs);
totalSent += c.SentCount;
totalRecv += c.ReceivedCount;
totalAvgRtt += c.AvgRttMs;
if (c.Peer != null) connected++;
}
double avgRtt = connected > 0 ? totalAvgRtt / connected : 0;
Log.Information("────────────────────────────────────────────");
Log.Information(
"[TOTAL] Sent={Sent} Recv={Recv} Connected={Connected}/{Total} AvgRTT={AvgRtt:F3}ms",
totalSent, totalRecv, connected, _clients.Count, avgRtt);
Log.Information("════════════════════════════════════════════");
}
public void Stop()
{
foreach (var c in _clients)
c.Stop();
Log.Information("[SERVICE] 모든 클라이언트 종료됨.");
}
}

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using System.Diagnostics;
using LiteNetLib;
using LiteNetLib.Utils;
using Serilog;
namespace ClientTester.EchoDummyService;
public class DummyClients
{
public NetManager Manager;
public EventBasedNetListener Listener;
public NetPeer? Peer;
public int ClientId;
// seq → 송신 타임스탬프 (Stopwatch tick)
private readonly Dictionary<int, long> _pendingPings = new();
private int _seqNumber;
// 통계
public int SentCount;
public int ReceivedCount;
public double LastRttMs;
public double TotalRttMs;
public int RttCount;
public DummyClients(int clientId, string ip, int port, string key)
{
ClientId = clientId;
Listener = new EventBasedNetListener();
Manager = new NetManager(Listener);
Listener.PeerConnectedEvent += peer =>
{
Peer = peer;
Log.Information("[Client {ClientId:00}] 연결됨", ClientId);
};
Listener.NetworkReceiveEvent += (peer, reader, channel, deliveryMethod) =>
{
var msg = reader.GetString();
// "ack:seq:{seqNum}" 파싱
var parts = msg.Split(':');
if (parts.Length == 3 && parts[0] == "ack" && parts[1] == "seq"
&& int.TryParse(parts[2], out int seq)
&& _pendingPings.TryGetValue(seq, out long sentTick))
{
double rttMs = (Stopwatch.GetTimestamp() - sentTick)
* 1000.0 / Stopwatch.Frequency;
LastRttMs = rttMs;
TotalRttMs += rttMs;
RttCount++;
_pendingPings.Remove(seq);
}
ReceivedCount++;
reader.Recycle();
};
Listener.PeerDisconnectedEvent += (peer, info) =>
{
Log.Warning("[Client {ClientId:00}] 연결 끊김: {Reason}", ClientId, info.Reason);
Peer = null;
};
Manager.Start();
Manager.Connect(ip, port, key);
}
public void SendPing()
{
if (Peer is null) return;
int seq = _seqNumber++;
_pendingPings[seq] = Stopwatch.GetTimestamp();
var writer = new NetDataWriter();
writer.Put($"seq:{seq}");
Peer.Send(writer, DeliveryMethod.ReliableOrdered);
SentCount++;
}
public double AvgRttMs => RttCount > 0 ? TotalRttMs / RttCount : 0.0;
public void PollEvents() => Manager.PollEvents();
public void Stop() => Manager.Stop();
}

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using ProtoBuf;
namespace ClientTester.Packet;
// ============================================================
// 공통 타입
// ============================================================
[ProtoContract]
public class Vector3
{
[ProtoMember(1)]
public float X
{
get;
set;
}
[ProtoMember(2)]
public float Y
{
get;
set;
}
[ProtoMember(3)]
public float Z
{
get;
set;
}
}
[ProtoContract]
public class PlayerInfo
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public string Nickname
{
get;
set;
}
[ProtoMember(3)]
public int Level
{
get;
set;
}
[ProtoMember(4)]
public int Hp
{
get;
set;
}
[ProtoMember(5)]
public int MaxHp
{
get;
set;
}
[ProtoMember(6)]
public int Mp
{
get;
set;
}
[ProtoMember(7)]
public int MaxMp
{
get;
set;
}
[ProtoMember(8)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(9)]
public float RotY
{
get;
set;
}
}
[ProtoContract]
public class ItemInfo
{
[ProtoMember(1)]
public int ItemId
{
get;
set;
}
[ProtoMember(2)]
public int Count
{
get;
set;
}
}
// ============================================================
// 인증
// ============================================================
// RECV_TOKEN
[ProtoContract]
public class RecvTokenPacket
{
[ProtoMember(1)]
public string Token
{
get;
set;
}
}
// LOAD_GAME
[ProtoContract]
public class LoadGamePacket
{
[ProtoMember(1)]
public bool IsAccepted
{
get;
set;
}
[ProtoMember(2)]
public PlayerInfo Player
{
get;
set;
}
}
// ============================================================
// 로비
// ============================================================
// INTO_LOBBY
[ProtoContract]
public class IntoLobbyPacket
{
[ProtoMember(1)]
public List<PlayerInfo> Players
{
get;
set;
}
}
// EXIT_LOBBY
[ProtoContract]
public class ExitLobbyPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 인스턴스 던전
// ============================================================
public enum BossState
{
START,
END,
PHASE_CHANGE
}
public enum BossResult
{
SUCCESS,
FAIL
}
// INTO_INSTANCE
[ProtoContract]
public class IntoInstancePacket
{
[ProtoMember(1)]
public int InstanceId
{
get;
set;
}
[ProtoMember(2)]
public int BossId
{
get;
set;
}
[ProtoMember(3)]
public List<int> PlayerIds
{
get;
set;
}
}
// UPDATE_BOSS
[ProtoContract]
public class UpdateBossPacket
{
[ProtoMember(1)]
public BossState State
{
get;
set;
}
[ProtoMember(2)]
public int Phase
{
get;
set;
}
[ProtoMember(3)]
public BossResult Result
{
get;
set;
} // END일 때만 유효
}
// REWARD_INSTANCE
[ProtoContract]
public class RewardInstancePacket
{
[ProtoMember(1)]
public int Exp
{
get;
set;
}
[ProtoMember(2)]
public List<ItemInfo> Items
{
get;
set;
}
}
// EXIT_INSTANCE
[ProtoContract]
public class ExitInstancePacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 파티
// ============================================================
public enum PartyUpdateType
{
CREATE,
DELETE
}
public enum UserPartyUpdateType
{
JOIN,
LEAVE
}
// UPDATE_PARTY
[ProtoContract]
public class UpdatePartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public PartyUpdateType Type
{
get;
set;
}
[ProtoMember(3)]
public int LeaderId
{
get;
set;
}
}
// UPDATE_USER_PARTY
[ProtoContract]
public class UpdateUserPartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public int PlayerId
{
get;
set;
}
[ProtoMember(3)]
public UserPartyUpdateType Type
{
get;
set;
}
}
// ============================================================
// 플레이어
// ============================================================
public enum PlayerActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DODGE,
DIE,
REVIVE
}
// TRANSFORM_PLAYER
[ProtoContract]
public class TransformPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_PLAYER
[ProtoContract]
public class ActionPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public PlayerActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int SkillId
{
get;
set;
} // ATTACK, SKILL일 때
[ProtoMember(4)]
public int TargetId
{
get;
set;
} // 공격 대상
}
// STATE_PLAYER
[ProtoContract]
public class StatePlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Mp
{
get;
set;
}
[ProtoMember(5)]
public int MaxMp
{
get;
set;
}
}
// ============================================================
// NPC
// ============================================================
public enum NpcActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DIE
}
// TRANSFORM_NPC
[ProtoContract]
public class TransformNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_NPC
[ProtoContract]
public class ActionNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public NpcActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int PatternId
{
get;
set;
} // 사용 패턴/스킬 번호
[ProtoMember(4)]
public int TargetId
{
get;
set;
}
}
// STATE_NPC
[ProtoContract]
public class StateNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Phase
{
get;
set;
}
}
// ============================================================
// 데미지
// ============================================================
// DAMAGE
[ProtoContract]
public class DamagePacket
{
[ProtoMember(1)]
public int AttackerId
{
get;
set;
}
[ProtoMember(2)]
public int TargetId
{
get;
set;
}
[ProtoMember(3)]
public int Amount
{
get;
set;
}
[ProtoMember(4)]
public bool IsCritical
{
get;
set;
}
}

View File

@@ -0,0 +1,61 @@
namespace ClientTester.Packet;
public enum PacketCode
{
NONE,
// 초기 클라이언트 시작시 jwt토큰 받아옴
RECV_TOKEN,
// jwt토큰 검증후 게임에 들어갈지 말지 (내 데이터도 전송)
LOAD_GAME,
// 마을(로비)진입시 모든 데이터 로드
INTO_LOBBY,
// 로비 나가기
EXIT_LOBBY,
// 인스턴스 던전 입장
INTO_INSTANCE,
// 결과 보상
REWARD_INSTANCE,
// 보스전 (시작, 종료)
UPDATE_BOSS,
// 인스턴스 던전 퇴장
EXIT_INSTANCE,
// 파티 (생성, 삭제)
UPDATE_PARTY,
// 파티 유저 업데이트(추가 삭제)
UPDATE_USER_PARTY,
// 플레이어 위치, 방향
TRANSFORM_PLAYER,
// 플레이어 행동 업데이트
ACTION_PLAYER,
// 플레이어 스테이트 업데이트
STATE_PLAYER,
// NPC 위치, 방향
TRANSFORM_NPC,
// NPC 행동 업데이트
ACTION_NPC,
// NPC 스테이트 업데이트
STATE_NPC,
// 데미지 UI 전달
DAMAGE
}
public class PacketHeader
{
public PacketCode Code;
public int BodyLength;
}

View File

@@ -0,0 +1,28 @@
using ClientTester.EchoDummyService;
using Serilog;
Log.Logger = new LoggerConfiguration()
.WriteTo.Console()
.CreateLogger();
const string SERVER_IP = "localhost";
const int SERVER_PORT = 9500;
const string CONNECTION_KEY = "game";
const int CLIENT_COUNT = 1000;
var cts = new CancellationTokenSource();
Console.CancelKeyPress += (_, e) =>
{
e.Cancel = true;
Log.Warning("[SHUTDOWN] Ctrl+C 감지, 종료 중...");
cts.Cancel();
};
var service = new DummyClientService(CLIENT_COUNT, SERVER_IP, SERVER_PORT, CONNECTION_KEY, 100);
await service.RunAsync(cts.Token);
service.PrintStats();
service.Stop();
Log.CloseAndFlush();

View File

@@ -0,0 +1,48 @@
using LiteNetLib;
using LiteNetLib.Utils;
const int PORT = 9500;
const string CONNECTION_KEY = "game";
var listener = new EventBasedNetListener();
var server = new NetManager(listener);
listener.ConnectionRequestEvent += request =>
{
request.AcceptIfKey(CONNECTION_KEY);
};
listener.PeerConnectedEvent += peer =>
{
Console.WriteLine($"[CONNECT] {peer.Port} (ID:{peer.Id}, Total:{server.ConnectedPeersCount})");
};
listener.PeerDisconnectedEvent += (peer, info) =>
{
Console.WriteLine($"[DISCONNECT] {peer.Port} Reason:{info.Reason} (Remaining:{server.ConnectedPeersCount})");
};
listener.NetworkReceiveEvent += (fromPeer, reader, channel, deliveryMethod) =>
{
var msg = reader.GetString();
Console.WriteLine($"[RECV] ID:{fromPeer.Id} → {msg}");
// 클라이언트 ReceivedCount 증가시키려면 응답 필요
var writer = new NetDataWriter();
writer.Put($"ack:{msg}");
fromPeer.Send(writer, deliveryMethod);
reader.Recycle();
};
server.Start(PORT);
Console.WriteLine($"[SERVER] Started on port {PORT}. Press Enter to stop.");
while (!Console.KeyAvailable)
{
server.PollEvents();
Thread.Sleep(15);
}
server.Stop();
Console.WriteLine("[SERVER] Stopped.");

View File

@@ -0,0 +1,14 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
</ItemGroup>
</Project>

View File

@@ -0,0 +1,26 @@
**/.dockerignore
**/.env
**/.git
**/.gitignore
**/.project
**/.settings
**/.toolstarget
**/.vs
**/.vscode
**/.idea
**/*.*proj.user
*.user
**/*.dbmdl
**/*.jfm
**/azds.yaml
**/bin
**/charts
**/docker-compose*
**/Dockerfile*
**/node_modules
**/npm-debug.log
**/obj
**/secrets.dev.yaml
**/values.dev.yaml
LICENSE
README.md

362
MMOTestServer/.editorconfig Normal file
View File

@@ -0,0 +1,362 @@
root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_style = space
indent_size = 4
max_line_length = 140
[*.cs]
# -------------------------------------------------------------------------
# 중괄호 Allman 스타일
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) {
# { TakeDamage();
# TakeDamage(); }
# }
csharp_new_line_before_open_brace = all
# -------------------------------------------------------------------------
# 중괄호 항상 사용
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive)
# { TakeDamage();
# TakeDamage();
# }
csharp_prefer_braces = true:warning
# -------------------------------------------------------------------------
# 접근 제한자 항상 명시
# -------------------------------------------------------------------------
# Good: Bad:
# private int health; int health;
# public float moveSpeed; float moveSpeed;
dotnet_style_require_accessibility_modifiers = always:warning
# -------------------------------------------------------------------------
# this. 한정자 허용 (필드와 매개변수 이름이 같을 때 필요)
# -------------------------------------------------------------------------
# 허용: this.stateContext = stateContext; (매개변수와 필드명 동일 시)
# 불필요: this.Initialize(); (모호하지 않은 경우)
dotnet_style_qualification_for_field = false:suggestion
dotnet_style_qualification_for_property = false:suggestion
dotnet_style_qualification_for_method = false:suggestion
dotnet_style_qualification_for_event = false:suggestion
# -------------------------------------------------------------------------
# var 사용 금지
# -------------------------------------------------------------------------
# Good: Bad:
# Enemy enemy = GetEnemy(); var enemy = GetEnemy();
# int count = 0; var count = 0;
csharp_style_var_for_built_in_types = false:warning
csharp_style_var_when_type_is_apparent = false:warning
csharp_style_var_elsewhere = false:warning
# -------------------------------------------------------------------------
# null 체크 스타일 강제
# -------------------------------------------------------------------------
# Good: Bad:
# animator?.Play("Run"); if (animator != null) animator.Play("Run");
# string name = playerName ?? "Unknown"; string name = playerName != null ? playerName : "Unknown";
# if (obj is null) { } if (object.ReferenceEquals(obj, null)) { }
csharp_style_conditional_delegate_call = true:warning
dotnet_style_null_propagation = true:warning
dotnet_style_coalesce_expression = true:warning
dotnet_style_prefer_is_null_check_over_reference_equality_method = true:warning
# -------------------------------------------------------------------------
# 패턴 매칭 강제 (as + null 체크 대신 is 패턴 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# if (obj is Enemy enemy) Enemy enemy = obj as Enemy;
# { if (enemy != null)
# enemy.TakeDamage(); {
# } enemy.TakeDamage();
# }
csharp_style_pattern_matching_over_is_with_cast_check = true:warning
csharp_style_pattern_matching_over_as_with_null_check = true:warning
# not 패턴 (C# 9+)
# Good: if (obj is not null) Bad: if (!(obj is null))
# Good: if (enemy is not Dead) Bad: if (!(enemy is Dead))
csharp_style_prefer_not_pattern = true:warning
# -------------------------------------------------------------------------
# throw 표현식 강제
# -------------------------------------------------------------------------
# Good:
# target = player ?? throw new ArgumentNullException(nameof(player));
#
# Bad:
# if (player == null) throw new ArgumentNullException(nameof(player));
# target = player;
csharp_style_throw_expression = true:warning
# -------------------------------------------------------------------------
# 인라인 변수 선언 강제
# -------------------------------------------------------------------------
# Good: Bad:
# TryGetComponent(out Rigidbody rb); Rigidbody rb;
# TryGetComponent(out rb);
csharp_style_inlined_variable_declaration = true:warning
# -------------------------------------------------------------------------
# 튜플 해체 선언
# -------------------------------------------------------------------------
# Good: Bad:
# var (x, y) = GetPosition(); var pos = GetPosition();
# var x = pos.x; var y = pos.y;
csharp_style_deconstructed_variable_declaration = true:suggestion
# -------------------------------------------------------------------------
# 간단한 using 선언문
# -------------------------------------------------------------------------
# Good: Bad:
# using var stream = File.Open(...); using (var stream = File.Open(...))
# {
# }
csharp_prefer_simple_using_statement = true:suggestion
# -------------------------------------------------------------------------
# 인덱스 / 범위 연산자 (C# 8+)
# -------------------------------------------------------------------------
# Good: items[^1] Bad: items[items.Length - 1]
# Good: items[1..3] Bad: items.Skip(1).Take(2)
csharp_style_prefer_index_from_end = true:suggestion
csharp_style_prefer_range_operator = true:suggestion
# -------------------------------------------------------------------------
# switch 표현식 권장
# -------------------------------------------------------------------------
# Good: Bad:
# string label = state switch string label;
# { switch (state)
# GameState.Playing => "Playing", {
# GameState.Paused => "Paused", case GameState.Playing: label = "Playing"; break;
# _ => "Unknown" case GameState.Paused: label = "Paused"; break;
# }; default: label = "Unknown"; break;
# }
csharp_style_prefer_switch_expression = true:suggestion
# -------------------------------------------------------------------------
# 불필요한 코드 제거
# -------------------------------------------------------------------------
# object initializer
# Good: Bad:
# Enemy enemy = new Enemy Enemy enemy = new Enemy();
# { enemy.hp = 100;
# hp = 100, enemy.name = "Goblin";
# name = "Goblin"
# };
#
# 미사용 반환값은 _ 로 명시적으로 버리기
# Good: Bad:
# _ = TryGetComponent(out Rigidbody rb); TryGetComponent(out Rigidbody rb);
dotnet_style_object_initializer = true:warning
dotnet_style_collection_initializer = true:warning
dotnet_remove_unnecessary_suppression_exclusions = true
csharp_style_unused_value_assignment_preference = discard_variable:warning
csharp_style_unused_value_expression_statement_preference = discard_variable:warning
# -------------------------------------------------------------------------
# 단순화 강제
# -------------------------------------------------------------------------
# auto property
# Good: Bad:
# public int Hp { get; private set; } private int hp;
# public int Hp { get { return hp; } }
#
# boolean 단순화
# Good: Bad:
# return isAlive; return isAlive == true;
#
# 삼항 연산자 (suggestion - 복잡한 경우 강제 안 함)
# Good: Bad:
# int damage = isCrit ? 200 : 100; int damage;
# if (isCrit) damage = 200;
# else damage = 100;
dotnet_style_prefer_auto_properties = true:warning
dotnet_style_prefer_simplified_boolean_expressions = true:warning
dotnet_style_prefer_conditional_expression_over_assignment = true:suggestion
dotnet_style_prefer_conditional_expression_over_return = true:suggestion
# -------------------------------------------------------------------------
# 복합 할당 연산자
# -------------------------------------------------------------------------
# Good: hp -= damage; Bad: hp = hp - damage;
# Good: score += point; Bad: score = score + point;
dotnet_style_prefer_compound_assignment = true:warning
# -------------------------------------------------------------------------
# 타입 예약어 강제 (BCL 타입명 대신 C# 예약어 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# int count = 0; Int32 count = 0;
# string name = "Player"; String name = "Player";
# object obj = new Enemy(); Object obj = new Enemy();
dotnet_style_predefined_type_for_locals_parameters_members = true:warning
dotnet_style_predefined_type_for_member_access = true:warning
# -------------------------------------------------------------------------
# expression-bodied 프로퍼티/접근자 강제, 메서드/생성자/로컬함수 금지
# -------------------------------------------------------------------------
# Good: Bad:
# public int CurrentHp => currentHp; public int CurrentHp
# {
# get { return currentHp; }
# }
#
# 메서드 / 생성자 / 로컬 함수는 expression-bodied 금지
# Good: Bad:
# public void TakeDamage(int damage) public void TakeDamage(int damage) => hp -= damage;
# {
# hp -= damage;
# }
csharp_style_expression_bodied_properties = true:warning
csharp_style_expression_bodied_accessors = true:warning
csharp_style_expression_bodied_indexers = true:warning
csharp_style_expression_bodied_operators = true:warning
csharp_style_expression_bodied_lambdas = true:suggestion
csharp_style_expression_bodied_methods = false:warning
csharp_style_expression_bodied_constructors = false:warning
csharp_style_expression_bodied_local_functions = false:warning
# -------------------------------------------------------------------------
# 한 줄 블록 금지 (포맷터 적용 시 자동 정리)
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) { TakeDamage(); }
# {
# TakeDamage();
# }
# 주의: 이 설정은 경고가 아닌 포맷터 실행 시에만 적용됩니다.
csharp_preserve_single_line_blocks = false
csharp_preserve_single_line_statements = false
# -------------------------------------------------------------------------
# using 정렬
# -------------------------------------------------------------------------
# Good:
# using System.Collections;
# using System.Collections.Generic;
# using UnityEngine;
dotnet_sort_system_directives_first = true
dotnet_separate_import_directive_groups = false
csharp_using_directive_placement = outside_namespace:warning
# 네임스페이스는 폴더 구조와 일치
# Good: Assets/Scripts/Player/ → namespace Project.Player
dotnet_style_namespace_match_folder = true:suggestion
# -------------------------------------------------------------------------
# 네이밍 규칙
# -------------------------------------------------------------------------
# 주의: 더 구체적인 규칙(const 등)을 먼저 선언해야 올바르게 적용됩니다.
# 상수: UPPER_SNAKE_CASE (const modifier로 가장 구체적 → 최우선)
# Good: const int MAX_LEVEL = 100; Bad: const int MaxLevel = 100;
# Good: const float DEFAULT_SPEED = 5f; Bad: const float defaultSpeed = 5f;
dotnet_naming_rule.constants.severity = warning
dotnet_naming_rule.constants.symbols = constants
dotnet_naming_rule.constants.style = upper_snake_case
dotnet_naming_symbols.constants.applicable_kinds = field
dotnet_naming_symbols.constants.required_modifiers = const
dotnet_naming_style.upper_snake_case.capitalization = all_upper
dotnet_naming_style.upper_snake_case.word_separator = _
# private / protected 필드: camelCase (Unity 스타일 통일)
# Good: private int currentHp; Bad: private int _currentHp;
# Good: protected float baseSpeed; Bad: protected float _baseSpeed;
dotnet_naming_rule.private_fields.severity = warning
dotnet_naming_rule.private_fields.symbols = private_fields
dotnet_naming_rule.private_fields.style = camel_case_style
dotnet_naming_symbols.private_fields.applicable_kinds = field
dotnet_naming_symbols.private_fields.applicable_accessibilities = private, protected, protected_internal
# public 필드: camelCase (Unity Inspector 노출 필드 기준 - 일반 C# 컨벤션과 다름)
# Good: public float moveSpeed; Bad: public float MoveSpeed;
# Good: public int maxHealth; Bad: public int MaxHealth;
dotnet_naming_rule.public_fields.severity = warning
dotnet_naming_rule.public_fields.symbols = public_fields
dotnet_naming_rule.public_fields.style = camel_case_style
dotnet_naming_symbols.public_fields.applicable_kinds = field
dotnet_naming_symbols.public_fields.applicable_accessibilities = public, internal
dotnet_naming_style.camel_case_style.capitalization = camel_case
# 인터페이스: IPascalCase
# Good: interface IEnemy { } Bad: interface Enemy { }
# Good: interface IDamageable { } Bad: interface Damageable { }
dotnet_naming_rule.interfaces.severity = warning
dotnet_naming_rule.interfaces.symbols = interfaces
dotnet_naming_rule.interfaces.style = prefix_i
dotnet_naming_symbols.interfaces.applicable_kinds = interface
dotnet_naming_style.prefix_i.capitalization = pascal_case
dotnet_naming_style.prefix_i.required_prefix = I
# 클래스 / 구조체 / 열거형: PascalCase
# Good: class PlayerController { } Bad: class playerController { }
# Good: enum GameState { } Bad: enum gameState { }
dotnet_naming_rule.types.severity = warning
dotnet_naming_rule.types.symbols = types
dotnet_naming_rule.types.style = pascal_case_style
dotnet_naming_symbols.types.applicable_kinds = class, struct, enum, delegate
dotnet_naming_style.pascal_case_style.capitalization = pascal_case
# 메서드 / 프로퍼티 / 이벤트: PascalCase
# Good: public void TakeDamage() { } Bad: public void takeDamage() { }
# Good: public int CurrentHp { } Bad: public int currentHp { }
# Good: public event Action OnDeath; Bad: public event Action onDeath;
dotnet_naming_rule.members.severity = warning
dotnet_naming_rule.members.symbols = members
dotnet_naming_rule.members.style = pascal_case_style
dotnet_naming_symbols.members.applicable_kinds = method, property, event
# 매개변수 / 로컬 변수: camelCase
# Good: void Init(int maxHp) { } Bad: void Init(int MaxHp) { }
# Good: float moveSpeed = 5f; Bad: float MoveSpeed = 5f;
dotnet_naming_rule.parameters_and_locals.severity = warning
dotnet_naming_rule.parameters_and_locals.symbols = parameters_and_locals
dotnet_naming_rule.parameters_and_locals.style = camel_case_style
dotnet_naming_symbols.parameters_and_locals.applicable_kinds = parameter, local
# enum 멤버: PascalCase
# Good: GameState.Playing Bad: GameState.playing
# Good: GameState.GameOver Bad: GameState.GAME_OVER
dotnet_naming_rule.enum_members.severity = warning
dotnet_naming_rule.enum_members.symbols = enum_members
dotnet_naming_rule.enum_members.style = pascal_case_style
dotnet_naming_symbols.enum_members.applicable_kinds = enum_member
[*.{json,yaml,yml}]
indent_size = 2
[*.md]
trim_trailing_whitespace = false
[*.{asmdef,asmref}]
indent_size = 4
[*.shader]
indent_size = 4
[*.{compute,hlsl,cginc}]
indent_size = 4
[*.{uss,uxml}]
indent_size = 4

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@@ -0,0 +1,27 @@
Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MMOserver", "MMOserver\MMOserver.csproj", "{A1676221-8C43-4BA8-89B9-B5FD668632E8}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{1F979F90-C11E-4BA5-B226-76DC1C052640}"
ProjectSection(SolutionItems) = preProject
compose.yaml = compose.yaml
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ServerLib", "ServerLib\ServerLib.csproj", "{7BE5A9C9-D4E2-4C51-8E45-972F487D2637}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A1676221-8C43-4BA8-89B9-B5FD668632E8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A1676221-8C43-4BA8-89B9-B5FD668632E8}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A1676221-8C43-4BA8-89B9-B5FD668632E8}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A1676221-8C43-4BA8-89B9-B5FD668632E8}.Release|Any CPU.Build.0 = Release|Any CPU
{7BE5A9C9-D4E2-4C51-8E45-972F487D2637}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7BE5A9C9-D4E2-4C51-8E45-972F487D2637}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7BE5A9C9-D4E2-4C51-8E45-972F487D2637}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7BE5A9C9-D4E2-4C51-8E45-972F487D2637}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

View File

@@ -0,0 +1,24 @@
FROM mcr.microsoft.com/dotnet/runtime:9.0 AS base
USER $APP_UID
WORKDIR /app
FROM mcr.microsoft.com/dotnet/sdk:9.0 AS build
ARG BUILD_CONFIGURATION=Release
WORKDIR /src
COPY ["MMOserver/MMOserver.csproj", "MMOserver/"]
RUN dotnet restore "MMOserver/MMOserver.csproj"
COPY . .
WORKDIR "/src/MMOserver"
RUN dotnet build "./MMOserver.csproj" -c $BUILD_CONFIGURATION -o /app/build
FROM build AS publish
ARG BUILD_CONFIGURATION=Release
RUN dotnet publish "./MMOserver.csproj" -c $BUILD_CONFIGURATION -o /app/publish /p:UseAppHost=false
# UDP 9050 포트 열기
EXPOSE 9050/udp
FROM base AS final
WORKDIR /app
COPY --from=publish /app/publish .
ENTRYPOINT ["dotnet", "MMOserver.dll"]

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@@ -0,0 +1,28 @@
using LiteNetLib;
using Serilog;
using ServerLib.Service;
namespace MMOserver.Game;
public class GameServer : ServerBase
{
public GameServer(int port, string connectionString) : base(port, connectionString)
{
}
protected override void OnSessionConnected(NetPeer peer, long hashKey)
{
throw new NotImplementedException();
}
protected override void OnSessionDisconnected(NetPeer peer, long hashKey, DisconnectInfo info)
{
throw new NotImplementedException();
}
protected override void HandlePacket(NetPeer peer, long hashKey, ushort type, byte[] payload)
{
throw new NotImplementedException();
}
}

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@@ -0,0 +1,23 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<DockerDefaultTargetOS>Linux</DockerDefaultTargetOS>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
<PackageReference Include="protobuf-net" Version="3.2.56" />
<Content Include="..\.dockerignore">
<Link>.dockerignore</Link>
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\ServerLib\ServerLib.csproj" />
</ItemGroup>
</Project>

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@@ -0,0 +1,604 @@
using ProtoBuf;
namespace ClientTester.Packet;
// ============================================================
// 공통 타입
// ============================================================
[ProtoContract]
public class Vector3
{
[ProtoMember(1)]
public float X
{
get;
set;
}
[ProtoMember(2)]
public float Y
{
get;
set;
}
[ProtoMember(3)]
public float Z
{
get;
set;
}
}
[ProtoContract]
public class PlayerInfo
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public string Nickname
{
get;
set;
}
[ProtoMember(3)]
public int Level
{
get;
set;
}
[ProtoMember(4)]
public int Hp
{
get;
set;
}
[ProtoMember(5)]
public int MaxHp
{
get;
set;
}
[ProtoMember(6)]
public int Mp
{
get;
set;
}
[ProtoMember(7)]
public int MaxMp
{
get;
set;
}
[ProtoMember(8)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(9)]
public float RotY
{
get;
set;
}
}
[ProtoContract]
public class ItemInfo
{
[ProtoMember(1)]
public int ItemId
{
get;
set;
}
[ProtoMember(2)]
public int Count
{
get;
set;
}
}
// ============================================================
// 인증
// ============================================================
// RECV_TOKEN
[ProtoContract]
public class RecvTokenPacket
{
[ProtoMember(1)]
public string Token
{
get;
set;
}
}
// LOAD_GAME
[ProtoContract]
public class LoadGamePacket
{
[ProtoMember(1)]
public bool IsAccepted
{
get;
set;
}
[ProtoMember(2)]
public PlayerInfo Player
{
get;
set;
}
}
// ============================================================
// 로비
// ============================================================
// INTO_LOBBY
[ProtoContract]
public class IntoLobbyPacket
{
[ProtoMember(1)]
public List<PlayerInfo> Players
{
get;
set;
}
}
// EXIT_LOBBY
[ProtoContract]
public class ExitLobbyPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 인스턴스 던전
// ============================================================
public enum BossState
{
START,
END,
PHASE_CHANGE
}
public enum BossResult
{
SUCCESS,
FAIL
}
// INTO_INSTANCE
[ProtoContract]
public class IntoInstancePacket
{
[ProtoMember(1)]
public int InstanceId
{
get;
set;
}
[ProtoMember(2)]
public int BossId
{
get;
set;
}
[ProtoMember(3)]
public List<int> PlayerIds
{
get;
set;
}
}
// UPDATE_BOSS
[ProtoContract]
public class UpdateBossPacket
{
[ProtoMember(1)]
public BossState State
{
get;
set;
}
[ProtoMember(2)]
public int Phase
{
get;
set;
}
[ProtoMember(3)]
public BossResult Result
{
get;
set;
} // END일 때만 유효
}
// REWARD_INSTANCE
[ProtoContract]
public class RewardInstancePacket
{
[ProtoMember(1)]
public int Exp
{
get;
set;
}
[ProtoMember(2)]
public List<ItemInfo> Items
{
get;
set;
}
}
// EXIT_INSTANCE
[ProtoContract]
public class ExitInstancePacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 파티
// ============================================================
public enum PartyUpdateType
{
CREATE,
DELETE
}
public enum UserPartyUpdateType
{
JOIN,
LEAVE
}
// UPDATE_PARTY
[ProtoContract]
public class UpdatePartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public PartyUpdateType Type
{
get;
set;
}
[ProtoMember(3)]
public int LeaderId
{
get;
set;
}
}
// UPDATE_USER_PARTY
[ProtoContract]
public class UpdateUserPartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public int PlayerId
{
get;
set;
}
[ProtoMember(3)]
public UserPartyUpdateType Type
{
get;
set;
}
}
// ============================================================
// 플레이어
// ============================================================
public enum PlayerActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DODGE,
DIE,
REVIVE
}
// TRANSFORM_PLAYER
[ProtoContract]
public class TransformPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_PLAYER
[ProtoContract]
public class ActionPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public PlayerActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int SkillId
{
get;
set;
} // ATTACK, SKILL일 때
[ProtoMember(4)]
public int TargetId
{
get;
set;
} // 공격 대상
}
// STATE_PLAYER
[ProtoContract]
public class StatePlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Mp
{
get;
set;
}
[ProtoMember(5)]
public int MaxMp
{
get;
set;
}
}
// ============================================================
// NPC
// ============================================================
public enum NpcActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DIE
}
// TRANSFORM_NPC
[ProtoContract]
public class TransformNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_NPC
[ProtoContract]
public class ActionNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public NpcActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int PatternId
{
get;
set;
} // 사용 패턴/스킬 번호
[ProtoMember(4)]
public int TargetId
{
get;
set;
}
}
// STATE_NPC
[ProtoContract]
public class StateNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Phase
{
get;
set;
}
}
// ============================================================
// 데미지
// ============================================================
// DAMAGE
[ProtoContract]
public class DamagePacket
{
[ProtoMember(1)]
public int AttackerId
{
get;
set;
}
[ProtoMember(2)]
public int TargetId
{
get;
set;
}
[ProtoMember(3)]
public int Amount
{
get;
set;
}
[ProtoMember(4)]
public bool IsCritical
{
get;
set;
}
}

View File

@@ -0,0 +1,61 @@
namespace ClientTester.Packet;
public enum PacketCode
{
NONE,
// 초기 클라이언트 시작시 jwt토큰 받아옴
RECV_TOKEN,
// jwt토큰 검증후 게임에 들어갈지 말지 (내 데이터도 전송)
LOAD_GAME,
// 마을(로비)진입시 모든 데이터 로드
INTO_LOBBY,
// 로비 나가기
EXIT_LOBBY,
// 인스턴스 던전 입장
INTO_INSTANCE,
// 결과 보상
REWARD_INSTANCE,
// 보스전 (시작, 종료)
UPDATE_BOSS,
// 인스턴스 던전 퇴장
EXIT_INSTANCE,
// 파티 (생성, 삭제)
UPDATE_PARTY,
// 파티 유저 업데이트(추가 삭제)
UPDATE_USER_PARTY,
// 플레이어 위치, 방향
TRANSFORM_PLAYER,
// 플레이어 행동 업데이트
ACTION_PLAYER,
// 플레이어 스테이트 업데이트
STATE_PLAYER,
// NPC 위치, 방향
TRANSFORM_NPC,
// NPC 행동 업데이트
ACTION_NPC,
// NPC 스테이트 업데이트
STATE_NPC,
// 데미지 UI 전달
DAMAGE
}
public class PacketHeader
{
public PacketCode Code;
public int BodyLength;
}

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@@ -0,0 +1,46 @@
using MMOserver.Game;
using Serilog;
class Program
{
private static void Main()
{
string timestamp = DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss");
Log.Logger = new LoggerConfiguration()
.MinimumLevel.Debug()
.WriteTo.Console()
.WriteTo.File($"logs/log_{timestamp}.txt")
.CreateLogger();
Log.Information("Write Log Started");
int port = 9500;
string connectionString = "test";
GameServer gameServer = new GameServer(port, connectionString);
// Ctrl+C → Stop() 호출 → Run() 루프 탈출 → serverThread 종료
Console.CancelKeyPress += (_, e) =>
{
// 프로세스 즉시 종료 막기
e.Cancel = true;
gameServer.Stop();
};
// 게임 서버 스레드 생성
Thread serverThread = new Thread(() =>
{
gameServer.Init();
gameServer.Run();
});
// 게임 서버 스레드 시작
serverThread.Start();
// Run()이 끝날 때까지 대기
serverThread.Join();
// Log 종료
Log.CloseAndFlush();
}
}

View File

@@ -0,0 +1,53 @@
using ProtoBuf;
using Serilog;
namespace ServerLib.Packet
{
// 패킷 헤더 크기 4(패킷 타입, 패킷 길이)
public static class PacketSerializer
{
// 직렬화: 객체 → byte[]
public static byte[] Serialize<T>(ushort type, ushort size, T packet)
{
MemoryStream ms = new MemoryStream();
// 2바이트 패킷 타입 헤더
ms.WriteByte((byte)(type & 0xFF));
ms.WriteByte((byte)(type >> 8));
// 2바이트 패킷 길이 헤더
ms.WriteByte((byte)(size & 0xFF));
ms.WriteByte((byte)(size >> 8));
// protobuf 페이로드
Serializer.Serialize(ms, packet);
return ms.ToArray();
}
// 역직렬화: byte[] → (PacketType, payload bytes)
public static (ushort type, ushort size, byte[] payload) Deserialize(byte[] data)
{
if (data.Length < 4)
{
Log.Warning("[PacketHeader]의 길이가 4이하입니다.");
return (0, 0, null)!;
}
// 길이체크도 필요함
ushort type = (ushort)(data[0] | (data[1] << 8));
ushort size = (ushort)(data[2] | (data[3] << 8));
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
return (type, size, payload);
}
// 페이로드 → 특정 타입으로 역직렬화
public static T DeserializePayload<T>(byte[] payload)
{
MemoryStream ms = new MemoryStream(payload);
return Serializer.Deserialize<T>(ms);
}
}
}

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@@ -0,0 +1,11 @@
namespace ServerLib.Packet;
/// <summary>
/// 패킷 타입 식별자 (2바이트 헤더)
/// Auth는 베이스에서 처리, 게임 패킷은 하위 프로젝트에서 추가 정의
/// </summary>
public enum PacketType : ushort
{
Auth = 1, // 클라 → 서버: 최초 인증 (HashKey 전달)
// 1000번 이상은 게임 패킷으로 예약
}

View File

@@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
<PackageReference Include="protobuf-net" Version="3.2.56" />
<PackageReference Include="Serilog" Version="4.3.1" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.1.1" />
<PackageReference Include="Serilog.Sinks.File" Version="7.0.0" />
</ItemGroup>
</Project>

View File

@@ -0,0 +1,239 @@
using System.Net;
using System.Net.Sockets;
using LiteNetLib;
using LiteNetLib.Utils;
using Serilog;
using ServerLib.Packet;
namespace ServerLib.Service;
/// <summary>
/// 네트워킹 추상 베이스 (protobuf 없음)
///
/// 흐름:
/// OnPeerConnected → 대기 목록 등록
/// OnNetworkReceive → Auth 패킷(type=1)이면 HashKey(8byte long) 읽어 인증
/// → 이미 같은 HashKey 세션 있으면 이전 피어 끊고 재연결 (WiFi→LTE)
/// → 그 외 패킷은 HandlePacket() 으로 전달
/// OnPeerDisconnected → 세션/대기 목록에서 제거
///
/// 서브클래스 구현:
/// OnSessionConnected - 인증 완료 시
/// OnSessionDisconnected - 세션 정상 해제 시 (재연결 교체는 호출 안 함)
/// HandlePacket - 인증된 피어의 게임 패킷 처리
/// </summary>
public abstract class ServerBase : INetEventListener
{
protected NetManager netManager = null!;
// 인증 전 대기 피어 (peer.Id → NetPeer)
private readonly Dictionary<int, NetPeer> pendingPeers = new();
// 인증된 세션 (hashKey → NetPeer) 재연결 조회용
// peer → hashKey 역방향은 peer.Tag as Session 으로 대체
private readonly Dictionary<long, NetPeer> sessions = new();
// 핑 로그 출력 여부
public bool PingLogRtt { get; set; }
public int Port { get; }
public string ConnectionString { get; }
private bool isListening = false;
public ServerBase(int port, string connectionString)
{
Port = port;
ConnectionString = connectionString;
}
public virtual void Init(int pingInterval = 3000, int disconnectTimeout = 60000)
{
netManager = new NetManager(this)
{
AutoRecycle = true,
PingInterval = pingInterval,
DisconnectTimeout = disconnectTimeout,
};
isListening = true;
}
public virtual void Run()
{
netManager.Start(Port);
Log.Information("[Server] 시작 Port={Port}", Port);
while (isListening)
{
netManager.PollEvents();
Thread.Sleep(15);
}
netManager.Stop();
Log.Information("[Server] 종료 Port={Port}", Port);
}
public void Stop()
{
isListening = false;
}
// 클라이언트 연결 요청 수신 → Accept / Reject 결정
public void OnConnectionRequest(ConnectionRequest request)
{
// 벤 기능 추가? 한국 ip만?
if (request.AcceptIfKey(ConnectionString) == null)
{
Log.Debug("해당 클라이언트의 ConnectionKey={request.ConnectionKey}가 동일하지 않습니다", request.Data.ToString());
}
}
// 클라이언트가 연결 완료됐을 때 호출
public void OnPeerConnected(NetPeer peer)
{
pendingPeers[peer.Id] = peer;
Log.Debug("[Server] 대기 등록 PeerId={Id} IP={IP}", peer.Id, peer.Address);
}
// 클라이언트가 연결 해제됐을 때 (타임아웃, 명시적 끊기 등)
public void OnPeerDisconnected(NetPeer peer, DisconnectInfo disconnectInfo)
{
pendingPeers.Remove(peer.Id);
if (peer.Tag is Session session)
{
// 현재 인증된 피어가 이 peer일 때만 세션 제거
// (재연결로 이미 교체된 경우엔 건드리지 않음)
if (sessions.TryGetValue(session.HashKey, out NetPeer? current) && current.Id == peer.Id)
{
sessions.Remove(session.HashKey);
Log.Information("[Server] 세션 해제 HashKey={Key} Reason={Reason}", session.HashKey, disconnectInfo.Reason);
OnSessionDisconnected(peer, session.HashKey, disconnectInfo);
}
peer.Tag = null;
}
}
// 연결된 피어로부터 데이터 수신 시 핵심 콜백
public void OnNetworkReceive(NetPeer peer, NetPacketReader reader, byte channelNumber, DeliveryMethod deliveryMethod)
{
byte[] data = reader.GetRemainingBytes();
try
{
(ushort type, ushort size, byte[] payload) = PacketSerializer.Deserialize(data);
// Auth 패킷은 베이스에서 처리 (raw 8-byte long, protobuf 불필요)
if (type == (ushort)PacketType.Auth)
{
HandleAuth(peer, payload);
return;
}
// 인증된 피어인지 확인
if (peer.Tag is not Session session)
{
// 추가로 벤 때려도 될듯
Log.Warning("[Server] 미인증 패킷 무시 PeerId={Id} Type={Type}", peer.Id, type);
return;
}
HandlePacket(peer, session.HashKey, type, payload);
}
catch (Exception ex)
{
Log.Error(ex, "[Server] 패킷 처리 오류 PeerId={Id}", peer.Id);
}
}
// 소켓 레벨 오류 발생 시
public void OnNetworkError(IPEndPoint endPoint, SocketError socketError)
{
Log.Error("[Server] 네트워크 오류 {EP} {Err}", endPoint, socketError);
}
// 미연결 상태의 UDP 메시지 수신 (LAN 탐색, 브로드캐스트 등)
public void OnNetworkReceiveUnconnected(IPEndPoint endPoint, NetPacketReader reader, UnconnectedMessageType messageType)
{
// 혹시나 외부에서 이벤트 발생관련 수신이라면 여기에 구현? 경험치 배율 이런거
Log.Warning("[Server] 미연결 패킷 수신 {EP} 무시", endPoint);
}
// 핑 갱신 시 (ms)
public void OnNetworkLatencyUpdate(NetPeer peer, int latency)
{
if (PingLogRtt)
{
// rtt 시간 출력
}
}
// ─── Auth 처리 (내부) ────────────────────────────────────────────────
private void HandleAuth(NetPeer peer, byte[] payload)
{
if (payload.Length < sizeof(long))
{
Log.Warning("[Server] Auth 페이로드 크기 오류 PeerId={Id}", peer.Id);
peer.Disconnect();
return;
}
long hashKey = BitConverter.ToInt64(payload, 0);
if (sessions.TryGetValue(hashKey, out NetPeer? existing))
{
// WiFi → LTE 전환 등 재연결: 이전 피어 교체
existing.Tag = null;
sessions.Remove(hashKey);
Log.Information("[Server] 재연결 HashKey={Key} Old={Old} New={New}", hashKey, existing.Id, peer.Id);
existing.Disconnect();
}
peer.Tag = new Session(hashKey, peer);
sessions[hashKey] = peer;
pendingPeers.Remove(peer.Id);
Log.Information("[Server] 인증 완료 HashKey={Key} PeerId={Id}", hashKey, peer.Id);
OnSessionConnected(peer, hashKey);
}
// ─── 전송 헬퍼 ───────────────────────────────────────────────────────
// NetDataWriter writer 풀처리 필요할듯
// peer에게 전송
protected void SendTo(NetPeer peer, byte[] data, DeliveryMethod method = DeliveryMethod.ReliableOrdered)
{
NetDataWriter writer = new NetDataWriter();
writer.Put(data);
peer.Send(writer, method);
}
// 모두에게 전송
protected void Broadcast(byte[] data, DeliveryMethod method = DeliveryMethod.ReliableOrdered)
{
// 일단 channelNumber는 건드리지 않는다
NetDataWriter writer = new NetDataWriter();
writer.Put(data);
netManager.SendToAll(writer, 0, method);
}
// exclude 1개 제외 / 나 제외 정도
protected void BroadcastExcept(byte[] data, NetPeer exclude, DeliveryMethod method = DeliveryMethod.ReliableOrdered)
{
// 일단 channelNumber는 건드리지 않는다
NetDataWriter writer = new NetDataWriter();
writer.Put(data);
netManager.SendToAll(writer, 0, method, exclude);
}
// ─── 서브클래스 구현 ─────────────────────────────────────────────────
// 인증(Auth) 완료 후 호출
protected abstract void OnSessionConnected(NetPeer peer, long hashKey);
// 세션 정상 해제 시 호출 (재연결 교체 시에는 호출되지 않음)
protected abstract void OnSessionDisconnected(NetPeer peer, long hashKey, DisconnectInfo info);
// 인증된 피어의 게임 패킷 수신 / payload는 헤더 제거된 raw bytes → 실행 프로젝트에서 protobuf 역직렬화
protected abstract void HandlePacket(NetPeer peer, long hashKey, ushort type, byte[] payload);
}

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@@ -0,0 +1,15 @@
using LiteNetLib;
namespace ServerLib.Service;
public class Session
{
public long HashKey { get; init; }
public NetPeer Peer { get; set; }
public Session(long hashKey, NetPeer peer)
{
HashKey = hashKey;
Peer = peer;
}
}

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@@ -0,0 +1,24 @@
namespace ServerLib.Service;
public class SessionManager
{
public Dictionary<int, Session> Sessions
{
get;
}
public SessionManager()
{
Sessions = new Dictionary<int, Session>();
}
public void AddSession(Session session)
{
Sessions.Add(session.GetHashCode(), session);
}
public void RemoveSession(Session session)
{
Sessions.Remove(session.GetHashCode());
}
}

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services:
mmoserver:
image: mmoserver
build:
context: .
dockerfile: MMOserver/Dockerfile
ports:
- "9050:9050/udp" # LiteNetLib UDP 포트
restart: unless-stopped

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@@ -0,0 +1,7 @@
{
"sdk": {
"version": "9.0.0",
"rollForward": "latestMinor",
"allowPrerelease": false
}
}