我正在尝试使用模板,访问者模式和CRTP帮助编写消息传递系统。我理解这些概念,但我仍处于一种情况,我必须回顾“丢失”类型。我有一个Base
课程,我想找一个Derived<T>
。推断[Derived
的“两种”类型可能是任何东西,T
可以是任何东西](即使它被视为一种类型)。
我试图利用第二个访客模式,这似乎很重,很疯狂,但我找不到任何有效的解决方案。即使它与游戏相关,也只是作为一个例子,它可以应用于我想的其他程序,我不能在另一个环境中公开它。
这是我使用的命名(带有不必要的例子):
SubscriberBase
是一个发送和接收消息的类(如网络客户端)Broadcaster
是订阅者之间的桥梁(如网络交换机/服务器),包含SubscriberBase
的向量。我想出了这个最小的代码:
class SubscriberBase {};
class Broadcaster {
std::vector<SubscriberBase*> subscribers;
public:
template<typename TMessage>
void broadcast(TMessage& message) {
for(auto subscriber : subscribers) {
// <<< Here is my problem <<<
message.accept<THE_ACTUAL_SUBSCRIBER_TYPE>(subscriber);
}
}
void attach(SubscriberBase* subscriber) {
subscribers.push_back(subscriber);
}
};
//Base class for handling messages of any type
template<typename TMessage>
class MessageHandler {
public:
virtual void handleMessage(TMessage& message) {}
};
//Base class for messages
template<typename TMessage>
class Message {
friend class Broadcaster;
private:
//Visitor pattern with CRTP
template<typename TSubscriber>
void accept(TSubscriber* subscriber) {
subscriber->handleMessage(*static_cast<TMessage*>(this));
}
};
//Messages
struct EntityCreated : public Message<EntityCreated> {};
struct EntityDestroyed : public Message<EntityDestroyed> {};
struct BurnAllGummyBears : public Message<BurnAllGummyBears> {};
//Subscribers
class EntityCache : public SubscriberBase,
public MessageHandler<EntityCreated>,
public MessageHandler<EntityDestroyed>,
public MessageHandler<BurnAllGummyBears>
{
public:
void handleMessage(EntityCreated& message) override { /* add to cache */ }
void handleMessage(EntityDestroyed& message) override { /* remove from cache */ }
//does not override BurnAllGummyBears because it's not relevant for EntityCache
};
问题是类型THE_ACTUAL_SUBSCRIBER_TYPE
。它可以是任何“具体”用户;在这种情况下,它将是EntityCache
或其他类似Logger
,CommandRecorder
......
我尝试使用另一个CRTP和另一个类:
class SubscriberBase {};
template<typename TSubscriber>
class Subscriber : public SubscriberBase { /* some other visitor pattern ? */ };
class EntityCache : public Subscriber<EntityCache>, /* ... */
没有成功。
所有的想法都表示赞赏,谢谢:)
答案 0 :(得分:0)
我放弃了这个想法并且想“好吧,亲我的......”所以我决定采用更简单的设计,正常而干净的方法来获得正常而干净的代码。
//Messages
struct EntityCreated {};
struct EntityDestroyed {};
struct ChopAllTrees {};
struct MakeGummyBearsEvil {};
//Subscriber is now a base class containing all of the message handlers
class Subscriber {
public:
virtual void handleMessage(EntityCreated& msg) {}
virtual void handleMessage(EntityDestroyed& msg) {}
virtual void handleMessage(ChopAllTrees& msg) {}
virtual void handleMessage(MakeGummyBearsEvil& msg) {}
};
class Broadcaster {
std::vector<Subscriber*> subscribers;
public:
template<typename M>
void broadcast(M& msg) {
for(auto subscriber : subscribers) {
subscriber->handleMessage(msg);
}
}
template<typename M>
void broadcast(M&& msg) {
M owner(msg);
broadcast(owner);
}
void attach(Subscriber* subscriber) {
auto it = std::find(subscribers.begin(), subscribers.end(), subscriber);
if(it == subscribers.end()) {
subscribers.push_back(subscriber);
}
}
void detach(Subscriber* subscriber) {
auto it = std::find(subscribers.begin(), subscribers.end(), subscriber);
if(it != subscribers.end()) {
subscribers.erase(it);
}
}
};
//Subscribers simply inherits from Subscriber and overrides interesting handlers
class EntityCache : public Subscriber {
void handleMessage(EntityCreated& msg) override {
std::cout << "Handling creation\n";
}
void handleMessage(EntityDestroyed& msg) override {
std::cout << "Handling destruction\n";
}
};
class Eviler : public Subscriber {
void handleMessage(MakeGummyBearsEvil& msg) override {
std::cout << "Gummy bears are now evil!\n";
}
};
int main() {
EntityCache entityCache;
Eviler eviler;
Broadcaster broadcaster;
broadcaster.attach(&entityCache);
broadcaster.attach(&eviler);
EntityCreated entityCreated;
broadcaster.broadcast(entityCreated); //lvalue test
broadcaster.broadcast(MakeGummyBearsEvil()); //rvalue test
broadcaster.detach(&eviler);
broadcaster.broadcast(EntityDestroyed());
broadcaster.broadcast(MakeGummyBearsEvil()); //no effect
}
我接受了这个答案,因为它解决了这个问题,但由于我仍然对如何做到这一点感兴趣,如果有人在过去遇到这个问题(可能没有)并处理它,请随时回答我我会接受的。