扑克大厅建筑

时间:2012-01-10 19:03:27

标签: wpf silverlight wcf architecture poker

我已经使用WCF net.tcp和WPF为前端创建了一个在线扑克系统。它工作得很好,但我觉得当我将前端转换为Silverlight时,我可以改进一些东西。

我对其他建筑师的一个问题是游戏大厅应该如何刷新?扑克游戏大厅不断更新,包括玩家数量,每小时手数和翻牌百分比等统计数据。

由于在任何特定时间都可能有数百个正在进行的游戏,我不太确定每5秒(轮询)返回整个游戏列表是最佳的。我正在考虑使用delta查询,因为许多游戏都没有状态更新(例如:桌面上没有玩家)。

我正在考虑使用更新时间,因此每次客户端(可能是数百甚至数千!)轮询时,只返回在5,10或更多秒内更新的记录。

游戏大厅客户当然会负责协调新数据,但我认为这有助于减轻游戏服务器的部分负担。

有什么想法吗?

2 个答案:

答案 0 :(得分:2)

您可以选择客户端在服务器上注册以进行循环更新的方法。因此,服务器将提供具有客户端必须实现的回调合同(双工合同)的服务合同。有关详细信息,请参阅here

另一方面,可能很难使用Silverlight客户端的双工合约(我不确定它是否可能),因此使用更新时间间隔进行轮询是一种合法的方法。服务器应该将当前时间戳与轮询周期的响应数据一起发送,客户端将通过其下一个请求发送回来,以指示自请求更新数据以来。避免比较客户端和服务器时间。

答案 1 :(得分:0)

<Window x:Class="TestListUpdate.Window1"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="Window1" Height="300" Width="300">
    <Grid>
        <ListView Name="listView1">
            <ListView.View>
                <GridView>
                    <GridViewColumn Width="140" Header="Name" DisplayMemberBinding="{Binding Value.Name}" />
                    <GridViewColumn Width="140" Header="Creator" DisplayMemberBinding="{Binding Value.Creator}" />
                    <GridViewColumn Width="140" Header="Publisher" DisplayMemberBinding="{Binding Value.Publisher}" />
                </GridView>
            </ListView.View>
        </ListView>
    </Grid>
</Window>


namespace TestListUpdate
{
    /// <summary>
    /// Interaction logic for Window1.xaml
    /// </summary>
    public partial class Window1 : Window
    {
        Dictionary<int, GameData> _gameData = null;

        // This is a test, real data will be retrieved via a web service
        List<GameData> _updates = null;

        public Window1()
        {
            InitializeComponent();

            // This is the original data bound to the ListView control
            this._gameData = new Dictionary<int, GameData>();
            this._gameData.Add(1, new GameData { Id = 1, Creator = "ABC", Name = "One", Publisher = "123" });
            this._gameData.Add(2, new GameData { Id = 2, Creator = "DEF", Name = "Two", Publisher = "456" });
            this._gameData.Add(3, new GameData { Id = 3, Creator = "GHI", Name = "Three", Publisher = "789" });
            this._gameData.Add(4, new GameData { Id = 4, Creator = "JKL", Name = "Four", Publisher = "abc" });
            this._gameData.Add(5, new GameData { Id = 5, Creator = "MNO", Name = "Five", Publisher = "def" });

            // This is test data, some Ids are duplicates of the original data above
            // other items represent new items
            this._updates = new List<GameData>();
            this._updates.Add(new GameData { Id = 2, Creator = "DDD", Name = "Two", Publisher = "123" });
            this._updates.Add(new GameData { Id = 3, Creator = "TTT", Name = "Three", Publisher = "456" });
            this._updates.Add(new GameData { Id = 5, Creator = "FFF", Name = "Five", Publisher = "789" });
            this._updates.Add(new GameData { Id = 6, Creator = "XXX", Name = "Six", Publisher = "abc" });
            this._updates.Add(new GameData { Id = 7, Creator = "VVV", Name = "Seven", Publisher = "def" });

            System.Windows.Threading.DispatcherTimer timer = new System.Windows.Threading.DispatcherTimer();
            timer.Interval = new TimeSpan(0, 0, 5);
            timer.Tick += new EventHandler(timer_Tick);
            timer.Start();
        }

        void timer_Tick(object sender, EventArgs e)
        {
            // Get a list of Ids from the new data
            var ids = (from l in this._updates
                       select l.Id);

            // Get a list of items that have matching Ids,
            // this data will be updated
            var updates = (from g in this._gameData
                           where ids.Contains(g.Value.Id)
                           select g);

            // Update the current items
            for (int i = 0; i < updates.Count(); ++i)
            {
                KeyValuePair<int, GameData> kvp = updates.ElementAt(i);
                kvp.Value.Publisher = DateTime.Now.ToLongTimeString();
            }

            // This represents new items to add
            this._gameData = this._gameData.Concat(
                    (from n in this._updates
                     where !this._gameData.ContainsKey(n.Id)
                     select n).ToDictionary(a => a.Id, a => a)
                 ).ToDictionary(q => q.Key, q => q.Value);

            // This is a simple trick to rebind the ListView control
            this.listView1.ItemsSource = null;
            this.listView1.ItemsSource = GameList;
        }

        // Databinding property
        public Dictionary<int, GameData> GameList
        {
            get { return this._gameData; }
        }
    }

    // Data class
    public class GameData
    {
        public int Id { get; set; }
        public string Name { get; set; }
        public string Creator { get; set; }
        public string Publisher { get; set; }
    }
}