我正在开发一款游戏引擎。 angularjs前端与在IIS上运行的.NET WebAPI项目中的端点进行通信。这个web api是一个外观,只是针对游戏的域逻辑运行命令,该逻辑位于一个单独的项目中。我有一个目前正在使用实体框架的工作单元。
因此,angularjs代码调用IIS上的webapi网站中的端点,该端点创建一个针对游戏运行的命令。例如:开立银行账户。
此命令将从数据存储中加载游戏的实例,检查完成情况,然后执行命令以打开银行帐户。在执行命令中发生了许多改变游戏实例数据的事件。
我有很多这些命令都具有相同的基类,但一次只能调用一次。
public abstract class GameInstanceCommandHandler<T>
: CommandHandlerBase<T, GameInstanceIDCommandResult>
where T : GameInstanceCommand
{
protected GameInstance GameInstance { get; private set; }
protected GameInstanceCommandHandler() { }
public GameInstanceCommandHandler(IUnitOfWork uow)
: base(uow)
{
}
public override GameInstanceIDCommandResult Execute(T command)
{
Check.Null(command, "command");
GameInstance = UnitOfWork.GetGameInstance(command.GameInstanceID);
if (GameInstance == null)
return GetResult(false, "Could not find game instance.");
if (GameInstance.IsComplete)
{
var completeResult = GetResult(GameInstance.ID);
completeResult.Messages.Add("Game is complete, you cannot update the game state.");
completeResult.Success = false;
completeResult.IsGameComplete = true;
return completeResult;
}
UnitOfWork.LoadCollection(GameInstance, p => p.AppInstances);
var result = ExecuteCommand(command);
UnitOfWork.Save();
return result;
}
protected GameInstanceIDCommandResult GetResult(bool success, string message)
{
return new GameInstanceIDCommandResult(success, message);
}
protected GameInstanceIDCommandResult GetResult(Guid id)
{
return new GameInstanceIDCommandResult(id);
}
protected void LoadGameAndGameApps()
{
UnitOfWork.LoadReference(GameInstance, p => p.Game);
UnitOfWork.LoadCollection(GameInstance.Game, p => p.GameApps);
}
protected abstract GameInstanceIDCommandResult ExecuteCommand(T command);
}
所有基类都覆盖抽象的ExecuteCommand。一切运行良好,我可以使用控制台项目运行我的引擎,或在IIS或任何地方,它没关系。
问题是当多个命令想要同时更改游戏实例状态时。如果我调用一个命令计算游戏中bankaccount的兴趣,那么目前对同一命令的5次调用将创建5次计算。
我想确保一次只允许一个命令执行给定的游戏实例。由于这是一个单独的库,并且不仅仅是为在IIS进程中运行而构建的,因此我知道应该在此文件中处理此问题。我考虑过更新代码以匹配以下内容:
public abstract class GameInstanceCommandHandler<T>
: CommandHandlerBase<T, GameInstanceIDCommandResult>
where T : GameInstanceCommand
{
private static readonly object @lock = new object();
private static volatile List<Guid> GameInstanceIDs = new List<Guid>();
protected GameInstance GameInstance { get; private set; }
protected GameInstanceCommandHandler() { }
public GameInstanceCommandHandler(IUnitOfWork uow)
: base(uow)
{
}
public override GameInstanceIDCommandResult Execute(T command)
{
Check.Null(command, "command");
lock(@lock)
{
// if game id is updating then return
if(GameInstanceIDs.Any(p => p == command.GameInstanceID))
return GetResult(false, "The game is already being updated.");
// (lock for update)
GameInstanceIDs.Add(command.GameInstanceID);
}
try
{
GameInstance = UnitOfWork.GetGameInstance(command.GameInstanceID);
if (GameInstance == null)
return GetResult(false, "Could not find game instance.");
if (GameInstance.IsComplete)
{
var completeResult = GetResult(GameInstance.ID);
completeResult.Messages.Add("Game is complete, you cannot update the game state.");
completeResult.Success = false;
completeResult.IsGameComplete = true;
return completeResult;
}
UnitOfWork.LoadCollection(GameInstance, p => p.AppInstances);
var result = ExecuteCommand(command);
UnitOfWork.Save();
return result;
}
catch (Exception ex)
{ }
finally
{
lock (@lock)
{
GameInstanceIDs.Remove(command.GameInstanceID);
}
}
return GetResult(false, "There was an error.");
}
protected GameInstanceIDCommandResult GetResult(bool success, string message)
{
return new GameInstanceIDCommandResult(success, message);
}
protected GameInstanceIDCommandResult GetResult(Guid id)
{
return new GameInstanceIDCommandResult(id);
}
protected void LoadGameAndGameApps()
{
UnitOfWork.LoadReference(GameInstance, p => p.Game);
UnitOfWork.LoadCollection(GameInstance.Game, p => p.GameApps);
}
protected abstract GameInstanceIDCommandResult ExecuteCommand(T command);
}
这完全解决了我的问题,但存在许多问题。
另一个解决方法是将锁移动到数据库:
public abstract class GameInstanceCommandHandler<T>
: CommandHandlerBase<T, GameInstanceIDCommandResult>
where T : GameInstanceCommand
{
private static readonly object @lock = new object();
protected GameInstance GameInstance { get; private set; }
protected GameInstanceCommandHandler() { }
public GameInstanceCommandHandler(IUnitOfWork uow)
: base(uow)
{
}
public override GameInstanceIDCommandResult Execute(T command)
{
Check.Null(command, "command");
lock(@lock)
{
GameInstance = UnitOfWork.GetGameInstance(command.GameInstanceID);
if (GameInstance == null)
return GetResult(false, "Could not find game instance.");
if(GameInstance.IsLocked)
return GetResult(false, "Game is locked by another command.");
// Lock the game in the database or datastore
GameInstance.Lock();
UnitOfWork.Save();
// Unlock only local copy
GameInstance.UnLock();
}
try
{
if (GameInstance.IsComplete)
{
var completeResult = GetResult(GameInstance.ID);
completeResult.Messages.Add("Game is complete, you cannot update the game state.");
completeResult.Success = false;
completeResult.IsGameComplete = true;
return completeResult;
}
UnitOfWork.LoadCollection(GameInstance, p => p.AppInstances);
var result = ExecuteCommand(command);
// this will unlock the gameinstance on the save
UnitOfWork.Save();
return result;
}
catch (Exception ex)
{ }
return GetResult(false, "There was an error.");
}
protected GameInstanceIDCommandResult GetResult(bool success, string message)
{
return new GameInstanceIDCommandResult(success, message);
}
protected GameInstanceIDCommandResult GetResult(Guid id)
{
return new GameInstanceIDCommandResult(id);
}
protected void LoadGameAndGameApps()
{
UnitOfWork.LoadReference(GameInstance, p => p.Game);
UnitOfWork.LoadCollection(GameInstance.Game, p => p.GameApps);
}
protected abstract GameInstanceIDCommandResult ExecuteCommand(T command);
}
也许我正在以错误的方式思考这个问题。任何帮助都会很棒。
答案 0 :(得分:0)
我已经决定目前最好的方法是拥有一个ID队列。我尝试立即输入游戏实例ID,如果插入正常则继续。完成工作后从列表中删除id。如果id插入失败,那么它已经存在。
此修复与锁几乎相同,但我依赖于唯一的键值存储。我可能会创建一个处理这个的接口和类,所以如果数据库失败,我可以将故障存储在文件或其他地方,以确保以后清除ID。
我肯定会对此提出更多建议,因为它的代码味道确实很糟糕。
public abstract class GameInstanceCommandHandler<T>
: CommandHandlerBase<T, GameInstanceIDCommandResult>
where T : GameInstanceCommand
{
protected GameInstance GameInstance { get; private set; }
protected GameInstanceCommandHandler() { }
public GameInstanceCommandHandler(IUnitOfWork uow)
: base(uow)
{
}
public override GameInstanceIDCommandResult Execute(T command)
{
Check.Null(command, "command");
try
{
AddCommandInstance(command.GameInstanceID);
}
catch(Exception ex)
{
return GetResult(false, "Only one command can be ran on an instance at a time.");
}
GameInstance = UnitOfWork.GameInstances.FirstOrDefault(p => p.ID == command.GameInstanceID);
if (GameInstance == null)
{
RemoveCommandInstance(command.GameInstanceID);
return GetResult(false, "Could not find game instance.");
}
if (GameInstance.IsComplete)
{
var completeResult = GetResult(GameInstance.ID);
completeResult.Messages.Add("Game is complete, you cannot update the game state.");
completeResult.Success = false;
completeResult.IsGameComplete = true;
RemoveCommandInstance(command.GameInstanceID);
return completeResult;
}
UnitOfWork.LoadCollection(GameInstance, p => p.AppInstances);
GameInstanceIDCommandResult result = null;
try
{
result = ExecuteCommand(command);
UnitOfWork.Save();
}
catch(Exception ex)
{
result = GetResult(false, ex.Message);
}
finally
{
RemoveCommandInstance(command.GameInstanceID);
}
return result;
}
private void AddCommandInstance(Guid gameInstanceID)
{
UnitOfWork.Add(new CommandInstance() { ID = gameInstanceID });
UnitOfWork.Save();
}
private void RemoveCommandInstance(Guid gameInstanceID)
{
UnitOfWork.Remove(UnitOfWork.CommandInstances.First(p => p.ID == gameInstanceID));
UnitOfWork.Save();
}
protected GameInstanceIDCommandResult GetResult(bool success, string message)
{
return new GameInstanceIDCommandResult(success, message);
}
protected GameInstanceIDCommandResult GetResult(Guid id)
{
return new GameInstanceIDCommandResult(id);
}
protected void LoadGameAndGameApps()
{
UnitOfWork.LoadReference(GameInstance, p => p.Game);
UnitOfWork.LoadCollection(GameInstance.Game, p => p.GameApps);
}
protected abstract GameInstanceIDCommandResult ExecuteCommand(T command);
}