require 根据工程目录的相对路径-require新文件实现简单的热更新

设计亮点:使用 paths 统一管理路径,避免直接写 ../ 等相对路径,提升可维护性。

新增文件 paths.js

复制代码
// src/paths.js
const path = require('path');
const { common } = require('protobufjs');
// 工程根目录:src/ 的上级目录(your-project/)
const projectRoot = path.resolve(__dirname, '../'); 
module.exports = {
    root: projectRoot,
    src: path.resolve(projectRoot, 'src'),
    common: path.resolve(projectRoot, 'src/common'),
    data: path.resolve(projectRoot, 'src/data'),
    html: path.resolve(projectRoot, 'src/html'),
    lib: path.resolve(projectRoot, 'src/lib'),
    logic: path.resolve(projectRoot, 'src/logic'),
    logicHot: path.resolve(projectRoot, 'src/logicHot'),
    manager: path.resolve(projectRoot, 'src/manager'),
};

这段代码是 Node.js 服务器的命令处理器模块,主要用于游戏 / 服务端场景中,将客户端 / 外部发送的命令(CMD)映射到对应的业务逻辑处理函数,并实现了定时热修复(HotFix)机制,核心目标是:

命令 - 逻辑解耦:通过映射表关联命令常量与业务处理函数,便于扩展和维护;

动态热更新:定时检测热修复目录的文件,无需重启服务即可替换业务逻辑,快速修复线上问题;

模块化拆分:将业务逻辑拆分为多个独立模块(登录、道具、战斗等),降低耦合。

commandManager.js

复制代码
const path = require('path');
const paths = require('../paths'); 
const fs = require('fs').promises;
const gCmd = require(path.join(paths.common, 'constant')).gCmd
const log2file = require(path.join(paths.common, 'log2file'))

const logicObject={
    ["loginLogic"]:require(path.join(paths.logic, 'loginLogic')),
    ["itemLogic"]:require(path.join(paths.logic, 'itemLogic')),
    ["battleLogic"]:require(path.join(paths.logic, 'battleLogic')),
    ["accountLogic"]:require(path.join(paths.logic, 'accountLogic')),
    ["mailLogic"]:require(path.join(paths.logic, 'mailLogic')),
    ["rewardLogic"]:require(path.join(paths.logic, 'rewardLogic')),
}

const commandHandlers = {
    [gCmd.CMD_SERVER_REGISTER_LOGIN]: (client, data, obj, clientObject) => logicObject["loginLogic"].loginHandler1(client, data, obj, clientObject),

    [gCmd.CMD_SERVER_USE_ITEM]: (client, data, obj) => logicObject["itemLogic"].itemHandler1(client, data, obj),
    
    [gCmd.CMD_SERVER_BATTLE_BEGIN]: (client, data, obj) => logicObject["battleLogic"].battleHandler1(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_USE_ITEM]: (client, data, obj) => logicObject["battleLogic"].battleHandler2(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_DROP_ITEM]: (client, data, obj) => logicObject["battleLogic"].battleHandler3(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_ADD_ITEM]: (client, data, obj) => logicObject["battleLogic"].battleHandler4(client, data, obj),

    [gCmd.CMD_SERVER_BIND_ACCOUNT]: (client, data, obj) => logicObject["accountLogic"].accountHandler1(client, data, obj),
    [gCmd.CMD_SERVER_UNBIND_ACCOUNT]: (client, data, obj) => logicObject["accountLogic"].accountHandler2(client, data, obj),

    // [gCmd.CMD_SERVER_BATTLE_UPDATE_ENDTIME]: (client, data, obj) => logicObject["battleLogic"].battleHandler5(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_SET_RESULT]: (client, data, obj) => logicObject["battleLogic"].battleHandler6(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_RECEIVE_REWARD]: (client, data, obj) => logicObject["battleLogic"].battleHandler7(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_RECEIVE_REWARD_2]: (client, data, obj) => logicObject["battleLogic"].battleHandler8(client, data, obj),
    [gCmd.CMD_SERVER_BATTLE_DROP_GOLD]: (client, data, obj) => logicObject["battleLogic"].battleHandler9(client, data, obj),

    [gCmd.CMD_SERVER_MAIL_READ]: (client, data, obj) => logicObject["mailLogic"].mailHandler1(client, data, obj),
    [gCmd.CMD_SERVER_MAIL_RECEIVE]: (client, data, obj) => logicObject["mailLogic"].mailHandler2(client, data, obj),
    [gCmd.CMD_SERVER_MAIL_DELETE]: (client, data, obj) => logicObject["mailLogic"].mailHandler3(client, data, obj),
    [gCmd.CMD_SERVER_MODIFY_NICKNAME]: (client, data, obj) => logicObject["accountLogic"].accountHandler3(client, data, obj),
    [gCmd.CMD_SERVER_MODIFY_SIGNATURE]: (client, data, obj) => logicObject["accountLogic"].accountHandler4(client, data, obj),
    [gCmd.CMD_SERVER_BASE_SETTING]: (client, data, obj) => logicObject["accountLogic"].accountHandler5(client, data, obj),
    [gCmd.CMD_SERVER_REDEMPTION_CODE]: (client, data, obj) => logicObject["rewardLogic"].rewardHandler1(client, data, obj),
};

async function checkFileExists(filePath) {
    try {
        await fs.access(filePath);
        return true;
    } catch {
        return false;
    }
}

let isChecking = false;
async function checkHotFix() {
    if (isChecking) {
        log2file.logger.warn('上一次热修复检测未完成,跳过本次');
        return;
    }
    isChecking = true;
    try {
        for(let key in logicObject){
            const fileInfo='../logicHot/'+key
            const filePath = path.join(__dirname, fileInfo+".js");
            let isExist=await checkFileExists(filePath)
            if(isExist){
                logicObject[key] = require(path.join(paths.logicHot, key))
                log2file.logger.info('checkHotFix filePath=', filePath);
            }
        }
    } finally {
        isChecking = false; // 无论成功失败,重置标志位
    }
}

// 启动定时器
setInterval(checkHotFix, 60 * 1000);

module.exports = {
    commandHandlers: commandHandlers,
};

核心作用:定时检测 logicHot 目录下的热修复文件,若存在则动态替换 logicObject 中的对应模块,实现不重启服务的热更新

设计亮点:使用异步文件检查(fs.promises),避免阻塞 Node.js 事件循环。

相关推荐
天向上2 小时前
ubuntu系统adb shell报错 ADB server didn‘t ACK
android·linux·ubuntu·adb
Cache技术分享2 小时前
264. Java 集合 - 插入元素性能对比:LinkedList vs ArrayList
前端·后端
周不凢2 小时前
摄像头云台控制(摄像头操作)
前端·vue.js
i_am_a_div_日积月累_2 小时前
css排除样式:not:has
前端·css
Mapmost2 小时前
【高斯泼溅】告别近看模糊!Mapmost如何重塑场景细节
前端
qiyue772 小时前
裁员这么猛,AI修仙抗一波
前端·人工智能·ai编程
阿猿收手吧!2 小时前
【Linux】Ubuntu配置开发环境合集
linux·ubuntu·bootstrap
karshey2 小时前
【前端】iView表单校验失效:Input已填入时,报错为未填入
前端·view design
Forest_HAHA2 小时前
<14>_Linux高级IO
linux·服务器