我有一个类层次结构设置如下:
public abstract class GameController
public abstract class Game
我想使用通用的GameController类,因此它需要特定的Game子类,所以我将其更改为:
public abstract class GameController<GameType extends Game>
public abstract class Game
但是我还希望有一个通用游戏来获取特定的玩家子类,所以我把它改为:
public abstract class GameController<GameType extends Game<PlayerType>, PlayerType extends Player>
public abstract class Game<PlayerType extends Player>
有没有更好的方法来解决这个问题,所以我不必两次声明PlayerType(在GameController子类和Game子类中)?
修改:
GameController是一个网络类,它接收post和get请求,并将它们转换为更接近游戏需求的东西,然后是一个子类,比如MyGameController,进一步转换发布到方法调用中的byte []特定的游戏类,MyGame说。代码示例:
GameController:
public abstract class GameController<GameType extends Game<PlayerType>, PlayerType extends Player> {
private Hashtable<String, GameType> games;
public MultiplayerMain() {
super();
games = new Hashtable<String, GameType>();
}
protected abstract GameType createGame(InputStream in, String gameId);
protected abstract PlayerType createPlayer(InputStream in, GameType game, String playerId);
protected abstract byte[] gameAction(InputStream in, GameType game, PlayerType player);
//Other stuff that calls createGame, createPlayer, and gameAction
}
游戏:
public abstract class Game<PlayerType extends Player> {
private Hashtable <String, PlayerType> players = new Hashtable<String, PlayerType>();
public final String gameId;
public Game (String id) {
gameId = id;
}
public abstract byte[] getGameState();
public abstract byte[] getGameState(PlayerType player);
final PlayerType getPlayer(String userId) {
return players.get(userId);
}
final void addPlayer(PlayerType player) {
players.put(player.userId,player);
playerAdded(player);
}
final void removePlayer(PlayerType player) {
players.remove(player);
playerRemoved(player);
}
protected void playerAdded(PlayerType player) {}
protected void playerRemoved(PlayerType player) {}
}
MyGameController:
public class MyGameController extends GameController<MyGame,MyPlaer> {
protected MyGame createGame(InputStream in, String gameId) {
byte[] data = getInitializationData(in);
return new MyGame(gameId,data);
}
protected byte[] gameAction(InputStream in, MyGame game, Player player) {
byte[] data = getData(in);
MyGame.methodSpecificToMyGameClassBasedOnInputStream(data);
return game.getGameState(player);
}
protected Player createPlayer(InputStream in, MyGame game, String playerId) {
byte[] otherData = getOtherData(in,game)
return new MyPlayer(playerId,otherData);
}
}
MyGame:
public class MyGame extends Game<MyPlayer> {
public MyGame(String id) {
//...
}
public byte[] getGameState() {
//...
}
public byte[] getGameState(Player user) {
//...
}
public void methodSpecificToMyGameClassBasedOnInputStream(byte[] data) {
//...
}
}
答案 0 :(得分:3)
你需要仿制药吗?相反,您可以将Player
注入Game
和Game
注入GameController
吗?
public class Game {
private final PlayerType playerType;
public Game(PlayerType playerType) {...}
}
public class GameController {
private final Game game;
public GameController(Game game) {...}
}
答案 1 :(得分:0)
我不确定您是否需要在游戏控制器中定义PlayerType。您可以执行以下操作:
public abstract class GameController<GameType extends Game<?>>
public abstract class Game<PlayerType extends Player>
gameController.getPlayer()只能返回一个Player,但你仍然可以使用gameController.getGame()。getPlayer()返回一个PlayerType。
编辑:基于您提供的方法签名,不,我没有看到声明泛型类型而不声明两次PlayerType的方法。
我同意其他人说你的模型太耦合了。感觉gameAction不应该关心它需要什么类型的游戏或玩家。
答案 2 :(得分:0)
看起来你真的把GameController的定义与Game和GameType的继承层次紧密联系起来;类似于Game to Player和PlayerType。我鼓励你把这种关系更加宽松地结合起来;正如其他海报所暗示的那样,组合几乎肯定是正确的方式,因为你描述的是“有一种”关系。