我有一个主管/工作树,如下组织:
game_super -> {keyserver: worker, loginserver: super}
loginserver -> loginlistener: worker (socket pool)
密钥服务器工作正常。它只返回它用于构造登录令牌的随机字节字符串。它会定期更换。
我的登录服务器用于在R16下工作。然后我升级到R18,因为我想使用地图。 IDK,如果这是问题......我怀疑它。我做的另一个改变是我需要地图的原因是为了方便设置孩子。
我有多个redis服务器,每个服务器都有自己的用途。一个是限速。这是目前唯一正在运营的人。我在game_core:redis_init()
中致电game_supervisor:init([])
。它返回{ok,{#MapPids, #MapScriptKeys}
。其中#MapScriptKeys
值是包含LUA脚本的所有Sha哈希值的元组。
我得到exception exit: {shutdown,{failed_to_start_child,login,<0.178.0>}}
Pids明显改变,但这是调用game_supervisor:start_inshell()
后的最后一个结果。
我在io:format("~p\n",[State]),
{ok, State}
之前插入login_listener:init(State)
并打印出所有内容......一次。在返回之前考虑到了......它是如何失败的?
代码基于:http://learnyousomeerlang.com/buckets-of-sockets
这类似于:Erlang supervisor exception on starting worker,其中同名的名字被重用于儿童?
游戏主管
-module(game_supervisor).
-behavior(supervisor).
-include("constants.hrl").
-export([start/0, start/1, start_inshell/0, init/1]).
start(Args) ->
spawn(fun() ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args)
end).
start_inshell() ->
{ok, Pid} = supervisor:start_link({local, ?MODULE}, ?MODULE, []),
unlink(Pid).
start() -> start([]).
init([]) ->
{ok, RedisState} = game_core:redis_init(),
{ok, {
{one_for_one, 2, 10}, [ %more than 2 restarts w/i 10 seconds all killed
{key,
{key_server, start_link, []},
permanent,
10000,
worker,
[key_server]},
{login,
{login_server, start_link, [RedisState]},
permanent,
10000,
supervisor,
[login_server]}%,
% {game,
% {game_server, start_link, [RedisState]},
% permanent,
% 10000,
% supervisor,
% [game_server]}
]}}.
登录服务器
-module(login_server).
-behavior(supervisor).
-include("constants.hrl").
-export([start_link/0, start_link/1, init/1, start_socket/0]).
start_link(Args) ->
spawn(fun() ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args)
end).
start_link() -> start_link([]).
init({Pid,Scripts}) ->
process_flag(trap_exit, true),
{ok, Socket} = gen_tcp:listen(?PORT_LISTEN_LOGIN, [{active,once}, {reuseaddr, true}]),
%Construct socket pool
spawn_link(fun start_pool/0),
%Put all redis information for login clients here
RedisState = {maps:get(limiter,Pid),maps:get(limiter,Scripts)},
%Child specification
{ok, {
{simple_one_for_one, 2, 10}, [ %more than 2 restarts w/i 10 seconds all killed
{listener,
{login_listener, start_link, [{Socket, RedisState}]},
temporary,
1000,
worker,
[login_listener]}
]}}.
start_pool() ->
[start_socket() || _ <- lists:seq(1,32)],
ok.
start_socket() -> supervisor:start_child(?MODULE, []).
登录处理程序
-module(login_listener).
-behavior(gen_server).
-include("constants.hrl").
-export([start_link/1]).
%required callbacks
-export([init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
start_link(State) ->
gen_server:start_link(?MODULE, State,[]).
init(State) ->
process_flag(trap_exit, true),
gen_server:cast(self(), accept),
{ok, State}.
handle_cast(accept, State) -> %Param(s): Msg, State
{Socket, RedisState} = State,
{ok, AcceptSocket} = gen_tcp:accept(Socket),
login_server:start_socket(),
{noreply, {AcceptSocket, RedisState}}.
handle_info({tcp, Socket, Str}, State) -> %Param(s): Info
%%Login
{_, {PidLimiter,{ShaLimiter}}} = State,
{ok, {ClientIP, _ }} = inet:peername(Socket),
{ok, Result} = game_core:rate_limit(PidLimiter, ShaLimiter, ClientIP),
ok = inet:setopts(Socket, [{active, once}]),
{noreply, State}.
%%Surpress warnings
handle_call(_, _, State) -> {noreply, State}. %Param(s): Request, From
terminate(_, _) -> ok. %Param(s): Reason, State
code_change(_, State,_) -> {ok, State}. %Param(s): OldVsn, Extra
答案 0 :(得分:2)
为什么你的主管开始调用spawn/1
的函数?对于game_supervisor
,请更改此项:
start(Args) ->
spawn(fun() ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args)
end).
到此:
start(Args) ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args).
对于login_server
,请更改此内容:
start_link(Args) ->
spawn(fun() ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args)
end).
到此:
start_link(Args) ->
supervisor:start_link({local, ?MODULE}, ?MODULE, Args).