我有一部分在Lambda中运行的Alexa技能,可以向玩家发送文本。我使用async.waterfall来控制调用dynamodb表的顺序,以获得该播放器的正确ARN(将文本发送到的位置),然后通过AWS SNS发布SMS。如果playerToReceive []中只有1个玩家,则可行。但是我需要它为多个玩家工作。为此,我在async.forEachSeries中嵌套了async.waterfall(也试过forEach),但我的回调结构错了。我认为我需要应用this answer的逻辑,但我对此很多并且很挣扎。
async.forEachSeries( playersToReceive, // array of items
function(receivingPlayer, callback){
async.waterfall([
function (callback) {
session.attributes.phoneKey = receivingPlayer;
callback(null);
},
function (callback) {
playerStorage.loadPlayer(session, function (newLoadedPlayer) {
if (newLoadedPlayer == 'playerNotFound' || newLoadedPlayer == 'errorLoadingPlayer') {
problems = true; // set problems flag for later
callback(null);
} else {
var ARNtoSend = newLoadedPlayer.data.TopicARN.S;
callback(null, ARNtoSend);
};
})
},
function (ARNtoSend, callback) {
playerSMS.publishSMS(ARNtoSend, textToSend, function (success) {
if (success == false) {problems = true}; // set problems flag for later
callback(null);
})
}
], function (err, result) {
if (err) console.log(err, "SMS text had a problem sending.");
if (!err) console.log(null, "SMS text was successfully sent.");
});
callback();
},
function(err){
// All tasks are now complete
speechText = 'OK, text sent.';
if (problems == true) {
speechText += ' . But there was a problem sending it to some players.'
}
response.tell(speechText);
}
);
答案 0 :(得分:1)
我想通了 - 外部回调需要进入瀑布的关闭功能。通过这种改变使其有效:
async.forEachSeries( playersToReceive, // array of items
function(receivingPlayer, callback){
async.waterfall([
function (callback) {
session.attributes.phoneKey = receivingPlayer;
callback(null);
},
function (callback) {
playerStorage.loadPlayer(session, function (newLoadedPlayer) {
if (newLoadedPlayer == 'playerNotFound' || newLoadedPlayer == 'errorLoadingPlayer') {
problems = true; // set problems flag for later
callback(null);
} else {
var ARNtoSend = newLoadedPlayer.data.TopicARN.S;
callback(null, ARNtoSend);
};
})
},
function (ARNtoSend, callback) {
playerSMS.publishSMS(ARNtoSend, textToSend, function (success) {
if (success == false) {problems = true}; // set problems flag for later
callback(null);
})
}
], function (err, result) {
if (err) console.log(err, "SMS text had a problem sending.");
if (!err) console.log(null, "SMS text was successfully sent.");
callback();
});
},
function(err){
// All tasks are now complete
speechText = 'OK, text sent.';
if (problems == true) {
speechText += ' . But there was a problem sending it to some players.'
}
response.tell(speechText);
}
);