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refactor: 🎨 use the AtomicBool and AtomicInt

dev
shangfengh 2 years ago
parent
commit
ca48efe987
12 changed files with 128 additions and 103 deletions
  1. +14
    -2
      logic/GameClass/GameObj/Map/Chest.cs
  2. +2
    -10
      logic/GameClass/GameObj/Map/Door.cs
  3. +3
    -15
      logic/GameClass/GameObj/Map/Doorway.cs
  4. +2
    -12
      logic/GameClass/GameObj/Map/EmergencyExit.cs
  5. +2
    -2
      logic/GameClass/GameObj/Map/Map.cs
  6. +1
    -1
      logic/Gaming/ActionManager.cs
  7. +1
    -1
      logic/Gaming/CharacterManager.cs
  8. +1
    -1
      logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
  9. +2
    -2
      logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
  10. +1
    -6
      logic/Preparation/Interface/ISkill.cs
  11. +0
    -51
      logic/Preparation/Utility/LockedValue.cs
  12. +99
    -0
      logic/Preparation/Utility/SafeValue.cs

+ 14
- 2
logic/GameClass/GameObj/Map/Chest.cs View File

@@ -20,9 +20,21 @@ namespace GameClass.GameObj
public Gadget[] PropInChest => propInChest;

private long openStartTime = 0;
public long OpenStartTime => openStartTime;
public long OpenStartTime
{
get
{
lock (gameObjLock) return openStartTime;
}
}
private Character? whoOpen = null;
public Character? WhoOpen => whoOpen;
public Character? WhoOpen
{
get
{
lock (gameObjLock) return whoOpen;
}
}
public bool Open(Character character)
{
lock (gameObjLock)


+ 2
- 10
logic/GameClass/GameObj/Map/Door.cs View File

@@ -47,15 +47,7 @@ namespace GameClass.GameObj
}
}

private int lockDegree = 0;
public int LockDegree
{
get => Interlocked.CompareExchange(ref lockDegree, -1, -1);
}
public int AddLockDegree(int add)
{
return Interlocked.Add(ref lockDegree, add);
}
public AtomicInt LockDegree { get; } = new AtomicInt(0);

private long openStartTime = 0;
public long OpenStartTime
@@ -106,7 +98,7 @@ namespace GameClass.GameObj
{
if (!isOpen) return false;
if (whoLockOrOpen != null) return false;
Interlocked.Exchange(ref lockDegree, 0);
LockDegree.Set(0);
whoLockOrOpen = character;
return true;
}


+ 3
- 15
logic/GameClass/GameObj/Map/Doorway.cs View File

@@ -23,20 +23,7 @@ namespace GameClass.GameObj
return false;
}

private bool powerSupply = false;
public bool PowerSupply
{
get
{
lock (gameObjLock)
return powerSupply;
}
set
{
lock (gameObjLock)
powerSupply = value;
}
}
public AtomicBool PowerSupply { get; } = new(false);

private long openStartTime = 0;
public long OpenStartTime
@@ -49,9 +36,10 @@ namespace GameClass.GameObj
}
public bool TryToOpen()
{
if (!PowerSupply) return false;
lock (gameObjLock)
{
if (!powerSupply || openStartTime > 0) return false;
if (openStartTime > 0) return false;
openStartTime = Environment.TickCount64;
return true;
}


+ 2
- 12
logic/GameClass/GameObj/Map/EmergencyExit.cs View File

@@ -17,24 +17,14 @@ namespace GameClass.GameObj

public override bool IgnoreCollideExecutor(IGameObj targetObj)
{
if (!canOpen) return true;
if (!CanOpen) return true;
if (!IsOpen) return false;
if (targetObj.Type != GameObjType.Character)
return true; // 非玩家不碰撞
return false;
}


private bool canOpen = false;
public bool CanOpen
{
get => canOpen;
set
{
lock (gameObjLock)
canOpen = value;
}
}
public AtomicBool CanOpen { get; } = new(false);

private bool isOpen = false;
public bool IsOpen


+ 2
- 2
logic/GameClass/GameObj/Map/Map.cs View File

@@ -26,7 +26,7 @@ namespace GameClass.GameObj
{
Random r = new Random(Environment.TickCount);
EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]);
emergencyExit.CanOpen = true;
emergencyExit.CanOpen.Set(true);
Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString());
}
finally
@@ -41,7 +41,7 @@ namespace GameClass.GameObj
try
{
foreach (Doorway doorway in GameObjDict[GameObjType.Doorway])
doorway.PowerSupply = true;
doorway.PowerSupply.Set(true);
}
finally
{


+ 1
- 1
logic/Gaming/ActionManager.cs View File

@@ -513,7 +513,7 @@ namespace Gaming
{
if ((gameMap.PartInTheSameCell(doorToLock.Position, GameObjType.Character)) != null)
return false;
if (doorToLock.AddLockDegree(GameData.checkInterval * player.SpeedOfOpeningOrLocking) >= GameData.basicSpeedOfOpeningOrLocking)
if (doorToLock.LockDegree.Add(GameData.checkInterval * player.SpeedOfOpeningOrLocking) >= GameData.basicSpeedOfOpeningOrLocking)
return false;
return true;
},


+ 1
- 1
logic/Gaming/CharacterManager.cs View File

@@ -311,7 +311,7 @@ namespace Gaming

if (student.CharacterType == CharacterType.StraightAStudent)
{
((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation = 0;
((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.Set(0);
}
student.SetDegreeOfTreatment0();



+ 1
- 1
logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs View File

@@ -227,7 +227,7 @@ namespace Gaming
if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
gameMap.AddNumOfRepairedGenerators();
Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
((WriteAnswers)activeSkill).DegreeOfMeditation = 0;
((WriteAnswers)activeSkill).DegreeOfMeditation.Set(0);
}
},
() =>


+ 2
- 2
logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs View File

@@ -25,8 +25,8 @@ namespace Gaming // 被动技能开局时就释放,持续到游戏结束
() => gameMap.Timer.IsGaming && !player.IsRemoved,
() =>
{
if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation += learningDegree * GameData.frameDuration;
else activeSkill.DegreeOfMeditation = 0;
if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration);
else activeSkill.DegreeOfMeditation.Set(0);
//Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
},
timeInterval: GameData.frameDuration,


+ 1
- 6
logic/Preparation/Interface/ISkill.cs View File

@@ -174,12 +174,7 @@ namespace Preparation.Interface
public override int SkillCD => GameData.commonSkillCD;
public override int DurationTime => 0;

private int degreeOfMeditation = 0;
public int DegreeOfMeditation
{
get => Interlocked.CompareExchange(ref degreeOfMeditation, 0, 0);
set => Interlocked.Exchange(ref degreeOfMeditation, value);
}
public AtomicInt DegreeOfMeditation { get; } = new(0);
}

public class SummonGolem : ActiveSkill


+ 0
- 51
logic/Preparation/Utility/LockedValue.cs View File

@@ -1,51 +0,0 @@
using System.Threading;

namespace Preparation.Utility
{
//理论上结构体最好不可变,这里采用了可变结构。
public struct AtomicInt
{
private int v;
public AtomicInt(int x)
{
v = x;
}
public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString();
public int Get() => Interlocked.CompareExchange(ref v, -1, -1);
public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1);
public int Set(int value) => Interlocked.Exchange(ref v, value);

public int Add(int x) => Interlocked.Add(ref v, x);
public int Sub(int x) => Interlocked.Add(ref v, -x);
public int Inc() => Interlocked.Increment(ref v);
public int Dec() => Interlocked.Decrement(ref v);

public void CompareExchange(int b, int c) => Interlocked.CompareExchange(ref v, b, c);
/// <returns>返回操作前的值</returns>
public int CompareExReturnOri(int b, int c) => Interlocked.CompareExchange(ref v, b, c);
}
public struct AtomicBool
{
private int v;//v==0为false,v!=0(v==1或v==-1)为true
public AtomicBool(bool x)
{
v = x ? 1 : 0;
}
public override string ToString() => (Interlocked.CompareExchange(ref v, -1, -1) == 0) ? "false" : "true";
public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0);
public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0);

public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);

/// <returns>赋值前的值是否与将赋予的值不相同</returns>
public bool TrySet(bool value)
{
int ori = Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 1 : 0);
return value ? (ori == 0) : (ori != 0);
}

public bool Invert() => Interlocked.Add(ref v, -1) != 0;
public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0;
public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0;
}
}

+ 99
- 0
logic/Preparation/Utility/SafeValue.cs View File

@@ -0,0 +1,99 @@
using System;
using System.Threading;

namespace Preparation.Utility
{
//理论上结构体最好不可变,这里采用了可变结构。
//其对应属性不应当有set访问器,避免不安全的=赋值
public struct AtomicInt
{
private int v;
public AtomicInt(int x)
{
v = x;
}
public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString();
public int Get() => Interlocked.CompareExchange(ref v, -1, -1);
public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1);
public int Set(int value) => Interlocked.Exchange(ref v, value);

public int Add(int x) => Interlocked.Add(ref v, x);
public int Sub(int x) => Interlocked.Add(ref v, -x);
public int Inc() => Interlocked.Increment(ref v);
public int Dec() => Interlocked.Decrement(ref v);

public void CompareExchange(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
/// <returns>返回操作前的值</returns>
public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
}
public struct AtomicBool
{
private int v;//v==0为false,v!=0(v==1或v==-1)为true
public AtomicBool(bool x)
{
v = x ? 1 : 0;
}
public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true";
public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0);
public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0);

public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);

/// <returns>赋值前的值是否与将赋予的值不相同</returns>
public bool TrySet(bool value)
{
return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0;
}

public bool Invert() => Interlocked.Add(ref v, -1) != 0;
public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0;
public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0;
}
public struct IntProgressContinuously
{
private long endT = long.MaxValue;
private long needT;

public IntProgressContinuously(long needTime)
{
this.needT = needTime;
}
public long GetEndTime() => Interlocked.CompareExchange(ref endT, -2, -2);
public long GetNeedTime() => Interlocked.CompareExchange(ref needT, -2, -2);
public override string ToString() => "EndTime:" + Interlocked.CompareExchange(ref endT, -2, -2).ToString() + " ms, NeedTime:" + Interlocked.CompareExchange(ref needT, -2, -2).ToString() + " ms";
public long GetProgress()
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64;
if (cutime <= 0) return Interlocked.CompareExchange(ref needT, -2, -2);
return Interlocked.CompareExchange(ref needT, -2, -2) - cutime;
}
public double GetProgressDouble()
{
long cutime = Interlocked.CompareExchange(ref endT, -2, -2) - Environment.TickCount64;
if (cutime <= 0) return 1;
return 1.0 - ((double)cutime / Interlocked.CompareExchange(ref needT, -2, -2));
}

public bool Start(long needTime)
{
//规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁)
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
if (needTime <= 2) Debugger.Output("Warning:the field of IntProgressContinuously is " + needTime.ToString() + ",which is too small.");
Interlocked.Exchange(ref this.needT, needTime);
return true;
}
public bool Start()
{
long needTime = Interlocked.CompareExchange(ref needT, -2, -2);
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
return true;
}
public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue);
public void TryStop()
{
if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2))
Interlocked.Exchange(ref endT, long.MaxValue);
}
//增加新的写操作可能导致不安全
}
}

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