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3 | 3 | using GameFrameX.DataBase; |
4 | 4 | using GameFrameX.Utility.Extensions; |
5 | 5 | using GameFrameX.Foundation.Logger; |
| 6 | +using GameFrameX.Utility; |
6 | 7 | using GameFrameX.Utility.Setting; |
7 | 8 |
|
8 | 9 | namespace GameFrameX.Core.Timer; |
@@ -39,67 +40,47 @@ public static void Start() |
39 | 40 | private static async Task Loop() |
40 | 41 | { |
41 | 42 | var nextSaveTime = NextSaveTime(); |
42 | | - var saveInterval = TimeSpan.FromMilliseconds(GlobalSettings.SaveIntervalInMilliSeconds); |
43 | | - var onceDelay = TimeSpan.FromMilliseconds(200); |
| 43 | + var onceDelay = TimeSpan.FromSeconds(5); |
44 | 44 |
|
45 | 45 | while (IsWorking) |
46 | 46 | { |
47 | | - LogHelper.Debug($"下次定时回存时间 {nextSaveTime}"); |
48 | | - |
49 | | - while (DateTime.Now < nextSaveTime && IsWorking) |
| 47 | + LogHelper.Info($"下次定时回存时间 {nextSaveTime}"); |
| 48 | + var currentTime = TimeHelper.UnixTimeMilliseconds(); |
| 49 | + while (currentTime < nextSaveTime && IsWorking) |
50 | 50 | { |
51 | 51 | await Task.Delay(onceDelay); |
| 52 | + currentTime = TimeHelper.UnixTimeMilliseconds(); |
52 | 53 | } |
53 | 54 |
|
54 | 55 | if (!IsWorking) |
55 | 56 | { |
56 | 57 | break; |
57 | 58 | } |
58 | 59 |
|
59 | | - var startTime = DateTime.Now; |
60 | | - |
| 60 | + var startTime = TimeHelper.UnixTimeMilliseconds(); |
| 61 | + LogHelper.Info($"开始定时回存 时间:{startTime}"); |
61 | 62 | await StateComponent.TimerSave(); |
62 | | - |
63 | | - var cost = (DateTime.Now - startTime).TotalMilliseconds; |
64 | | - LogHelper.Debug($"定时回存完成 耗时: {cost:f4}ms"); |
65 | | - |
| 63 | + var endTime = TimeHelper.UnixTimeMilliseconds(); |
| 64 | + var cost = endTime - startTime; |
| 65 | + LogHelper.Info($"结束定时回存 时间:{endTime} 耗时: {cost}ms"); |
| 66 | + LogHelper.Info($"开始回收空闲Actor 时间:{startTime}"); |
66 | 67 | await ActorManager.CheckIdle(); |
67 | | - |
| 68 | + currentTime = TimeHelper.UnixTimeMilliseconds(); |
| 69 | + LogHelper.Info($"结束回收空闲Actor 时间:{currentTime}"); |
68 | 70 | do |
69 | 71 | { |
70 | | - nextSaveTime = nextSaveTime.Add(saveInterval); |
71 | | - } while (DateTime.Now > nextSaveTime); |
| 72 | + nextSaveTime = NextSaveTime(); |
| 73 | + } while (currentTime > nextSaveTime); |
72 | 74 | } |
73 | 75 | } |
74 | 76 |
|
75 | 77 | /// <summary> |
76 | 78 | /// 计算下次回存时间 |
77 | 79 | /// </summary> |
78 | 80 | /// <returns>下次回存时间</returns> |
79 | | - private static DateTime NextSaveTime() |
| 81 | + private static long NextSaveTime() |
80 | 82 | { |
81 | | - var now = DateTime.Now; |
82 | | - var t = now.Date.AddHours(now.Hour); |
83 | | - |
84 | | - while (t < now) |
85 | | - { |
86 | | - t = t.AddMilliseconds(GlobalSettings.SaveIntervalInMilliSeconds); |
87 | | - } |
88 | | - |
89 | | - var serverId = GlobalSettings.ServerId; |
90 | | - var a = serverId % 1000; |
91 | | - var b = a % GlobalConst.MAGIC; |
92 | | - var c = GlobalSettings.SaveIntervalInMilliSeconds / GlobalConst.MAGIC; |
93 | | - var r = GameFrameX.Utility.RandomHelper.Next(0, c); |
94 | | - var delay = b * c + r; |
95 | | - t = t.AddMilliseconds(delay); |
96 | | - |
97 | | - if ((t - now).TotalMilliseconds > GlobalSettings.SaveIntervalInMilliSeconds) |
98 | | - { |
99 | | - t = t.AddMilliseconds(-GlobalSettings.SaveIntervalInMilliSeconds); |
100 | | - } |
101 | | - |
102 | | - return t; |
| 83 | + return TimeHelper.UnixTimeMilliseconds() + GlobalSettings.SaveIntervalInMilliSeconds; |
103 | 84 | } |
104 | 85 |
|
105 | 86 | /// <summary> |
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