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Ocupaciones relacionadasSOC
Basado en la clasificación ocupacional SOC
Explorador de archivos
7 archivos| name | design-patterns |
| description | Game server design patterns including ECS, command pattern, and event sourcing |
| sasmp_version | 1.3.0 |
| version | 2.0.0 |
| bonded_agent | 01-game-server-architect |
| bond_type | SECONDARY_BOND |
| parameters | {"required":["pattern_type"],"optional":["storage_backend"],"validation":{"pattern_type":{"type":"string","enum":["ecs","command","observer","state_machine","object_pool","event_sourcing"]},"storage_backend":{"type":"string","enum":["memory","redis","postgresql"],"default":"memory"}}} |
| retry_config | {"max_attempts":1,"fallback":"none"} |
| observability | {"logging":{"level":"debug","fields":["pattern","entity_count","event_type"]},"metrics":[{"name":"ecs_entities_total","type":"gauge"},{"name":"command_execution_duration_us","type":"histogram"},{"name":"event_sourcing_replay_duration_ms","type":"histogram"},{"name":"object_pool_utilization","type":"gauge"}]} |
Design Patterns for Game Servers
Apply proven design patterns for scalable, maintainable game server architecture.
Pattern Selection Guide
| Pattern | Purpose | Use Case |
|---|
| ECS | Data-oriented design | Entity management |
| Command | Action encapsulation | Input replay, undo |
| Observer | Event notification | State changes |
| State Machine | State transitions | Player states |
| Object Pool | Memory efficiency | Bullets, particles |
| Event Sourcing | Audit trail | Match replay |
Entity Component System (ECS)
struct Position { float x, y, z; };
struct Velocity { float dx, dy, dz; };
struct Health { int current, max; };
struct NetworkSync { uint32_t last_sync_tick; };
using Entity = uint32_t;
template<typename T>
class ComponentArray {
std::unordered_map<Entity, T> components;
public:
void add(Entity e, T component) {
components[e] = component;
}
T* get(Entity e) {
auto it = components.find(e);
it != components.() ? &it->second : ;
}
{
components.(e);
}
};
{
:
{
(& [entity, pos] : world.<Position, Velocity>()) {
& vel = world.<Velocity>(entity);
pos.x += vel.dx * dt;
pos.y += vel.dy * dt;
pos.z += vel.dz * dt;
}
}
};
{
:
{
(* health = world.<Health>(target)) {
health->current -= amount;
(health->current <= ) {
world.<EntityDied>(target);
}
}
}
};
return
end
nullptr
void remove(Entity e)
erase
class
MovementSystem
public
void update(float dt, World& world)
for
auto
query
auto
get
class
DamageSystem
public
void applyDamage(Entity target, int amount, World& world)
if
auto
get
if
0
emit
Command Pattern
struct GameCommand {
uint64_t tick;
uint32_t playerId;
virtual ~GameCommand() = default;
virtual void execute(GameState& state) = 0;
virtual void undo(GameState& state) = 0;
virtual std::unique_ptr<GameCommand> clone() const = 0;
};
struct MoveCommand : GameCommand {
Vector3 direction;
Vector3 previousPosition;
void execute(GameState& state) override {
auto& player = state.players[playerId];
previousPosition = player.position;
player.velocity = direction * player.speed;
}
void undo(GameState& state) override {
state.players[playerId].position = previousPosition;
}
std::unique_ptr<GameCommand> clone() const override {
return std::make_unique<MoveCommand>(*this);
}
};
class CommandHistory {
std::vector<std::unique_ptr<GameCommand>> history;
public:
void record(std::unique_ptr<GameCommand> cmd) {
history.push_back(std::move(cmd));
}
GameState replay(const GameState& initial) {
GameState state = initial;
for (const auto& cmd : history) {
cmd->execute(state);
}
return state;
}
void undoLast(GameState& state) {
if (!history.empty()) {
history.back()->undo(state);
history.pop_back();
}
}
};
Event Sourcing
struct GameEvent {
uint64_t timestamp;
uint64_t sequence;
virtual ~GameEvent() = default;
virtual void apply(GameState& state) const = 0;
virtual std::string serialize() const = 0;
};
struct PlayerDamaged : GameEvent {
uint32_t playerId;
uint32_t sourceId;
int damage;
DamageType type;
void apply(GameState& state) const override {
auto& player = state.players[playerId];
player.health -= damage;
player.lastDamageSource = sourceId;
}
std::string serialize() const override {
return fmt::format("{{\"type\":\"damage\",\"player\":{},\"damage\":{}}}",
playerId, damage);
}
};
class EventStore {
std::vector<std::unique_ptr<GameEvent>> events;
public:
void append(std::unique_ptr<GameEvent> event) {
event->sequence = events.size();
events.push_back(std::move(event));
}
GameState rebuildState() const {
GameState state;
for (const auto& event : events) {
event->apply(state);
}
return state;
}
GameState rebuildAtTime(uint64_t timestamp) const {
GameState state;
for (const auto& event : events) {
if (event->timestamp > timestamp) break;
event->apply(state);
}
return state;
}
};
Object Pool
template<typename T, size_t N>
class ObjectPool {
struct PoolEntry {
T object;
bool in_use = false;
};
std::array<PoolEntry, N> pool;
std::stack<size_t> free_indices;
std::mutex mutex;
public:
ObjectPool() {
for (size_t i = 0; i < N; ++i) {
free_indices.push(i);
}
}
T* acquire() {
std::lock_guard<std::mutex> lock(mutex);
if (free_indices.empty()) return nullptr;
size_t idx = free_indices.top();
free_indices.pop();
pool[idx].in_use = true;
return &pool[idx].object;
}
void release(T* obj) {
std::lock_guard<std::mutex> lock(mutex);
size_t idx = obj - &pool[0].object;
pool[idx].object.reset();
pool[idx].in_use = false;
free_indices.push(idx);
}
size_t available() const {
return free_indices.size();
}
};
ObjectPool<Bullet, 1000> bulletPool;
void fireBullet(Player& player) {
Bullet* bullet = bulletPool.acquire();
if (bullet) {
bullet->init(player.position, player.aimDirection);
activeBullets.push_back(bullet);
}
}
void onBulletHit(Bullet* bullet) {
activeBullets.remove(bullet);
bulletPool.release(bullet);
}
State Machine
enum class PlayerState {
Idle, Running, Jumping, Attacking, Dead
};
class PlayerStateMachine {
PlayerState current = PlayerState::Idle;
std::unordered_map<PlayerState,
std::unordered_set<PlayerState>> transitions;
public:
PlayerStateMachine() {
transitions[PlayerState::Idle] = {
PlayerState::Running,
PlayerState::Jumping,
PlayerState::Attacking,
PlayerState::Dead
};
transitions[PlayerState::Running] = {
PlayerState::Idle,
PlayerState::Jumping,
PlayerState::Dead
};
transitions[PlayerState::Jumping] = {
PlayerState::Idle,
PlayerState::Dead
};
transitions[PlayerState::Attacking] = {
PlayerState::Idle,
PlayerState::Dead
};
transitions[PlayerState::Dead] = {};
}
bool canTransition(PlayerState newState) const {
auto it = transitions.find(current);
return it != transitions.end() &&
it->second.count(newState) > 0;
}
bool transition(PlayerState newState) {
if (!canTransition(newState)) return false;
onExit(current);
current = newState;
onEnter(current);
return true;
}
private:
void onEnter(PlayerState state) {
switch (state) {
case PlayerState::Jumping:
player->velocity.y = JUMP_FORCE;
break;
case PlayerState::Dead:
player->onDeath();
break;
}
}
void onExit(PlayerState state) {
}
};
Troubleshooting
Common Failure Modes
| Pattern | Problem | Root Cause | Solution |
|---|
| ECS | Component fragmentation | Sparse storage | Archetype-based storage |
| Command | Memory bloat | Unbounded history | Limit history size |
| Event Sourcing | Slow replay | Too many events | Periodic snapshots |
| Object Pool | Exhaustion | Leaks | Track allocations |
| State Machine | Invalid state | Missing transition | Validate all paths |
Debug Checklist
void debugECS(World& world) {
std::cout << "Entities: " << world.entityCount() << std::endl;
std::cout << "Components per type:\n";
world.forEachArchetype([](const Archetype& a) {
std::cout << " " << a.signature() << ": " << a.size() << "\n";
});
}
void debugPool(ObjectPool& pool) {
std::cout << "Pool utilization: "
<< (pool.capacity() - pool.available())
<< "/" << pool.capacity() << std::endl;
}
void debugEventStore(EventStore& store) {
std::cout << "Events: " << store.size() << std::endl;
std::cout << "Rebuild time: " << measureRebuildTime(store) << "ms\n";
}
Unit Test Template
#include <gtest/gtest.h>
TEST(ECS, CreatesAndQueriesEntities) {
World world;
Entity player = world.createEntity();
world.add<Position>(player, {0, 0, 0});
world.add<Velocity>(player, {1, 0, 0});
auto entities = world.query<Position, Velocity>();
EXPECT_EQ(entities.size(), 1);
}
TEST(Command, UndoRestoresState) {
GameState state;
state.players[1].position = {0, 0, 0};
auto cmd = std::make_unique<MoveCommand>();
cmd->playerId = 1;
cmd->direction = {1, 0, 0};
cmd->execute(state);
EXPECT_NE(state.players[1].velocity.x, 0);
cmd->undo(state);
EXPECT_EQ(state.players[1].position.x, 0);
}
TEST(EventSourcing, RebuildMatchesLive) {
EventStore store;
GameState liveState;
for (int i = 0; i < 100; ++i) {
auto event = std::make_unique<PlayerDamaged>();
event->playerId = 1;
event->damage = 1;
event->apply(liveState);
store.append(std::move(event));
}
auto rebuiltState = store.rebuildState();
EXPECT_EQ(rebuiltState.players[1].health, liveState.players[1].health);
}
TEST(ObjectPool, AcquireAndRelease) {
ObjectPool<Bullet, 10> pool;
std::vector<Bullet*> acquired;
for (int i = 0; i < 10; ++i) {
acquired.push_back(pool.acquire());
EXPECT_NE(acquired.back(), nullptr);
}
EXPECT_EQ(pool.acquire(), nullptr);
pool.release(acquired.back());
acquired.pop_back();
EXPECT_NE(pool.acquire(), nullptr);
}
Resources
assets/ - Pattern implementations
references/ - Design pattern catalogs