diff --git a/logic/GameClass/GameObj/Map/Chest.cs b/logic/GameClass/GameObj/Map/Chest.cs
index ddacde2..de67e89 100644
--- a/logic/GameClass/GameObj/Map/Chest.cs
+++ b/logic/GameClass/GameObj/Map/Chest.cs
@@ -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)
diff --git a/logic/GameClass/GameObj/Map/Door.cs b/logic/GameClass/GameObj/Map/Door.cs
index 0f03d72..8970e6c 100644
--- a/logic/GameClass/GameObj/Map/Door.cs
+++ b/logic/GameClass/GameObj/Map/Door.cs
@@ -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;
}
diff --git a/logic/GameClass/GameObj/Map/Doorway.cs b/logic/GameClass/GameObj/Map/Doorway.cs
index d5e70ca..82ac6be 100644
--- a/logic/GameClass/GameObj/Map/Doorway.cs
+++ b/logic/GameClass/GameObj/Map/Doorway.cs
@@ -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;
}
diff --git a/logic/GameClass/GameObj/Map/EmergencyExit.cs b/logic/GameClass/GameObj/Map/EmergencyExit.cs
index 5e51daf..f121391 100644
--- a/logic/GameClass/GameObj/Map/EmergencyExit.cs
+++ b/logic/GameClass/GameObj/Map/EmergencyExit.cs
@@ -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
diff --git a/logic/GameClass/GameObj/Map/Map.cs b/logic/GameClass/GameObj/Map/Map.cs
index 775681a..af3d9b1 100644
--- a/logic/GameClass/GameObj/Map/Map.cs
+++ b/logic/GameClass/GameObj/Map/Map.cs
@@ -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
{
diff --git a/logic/Gaming/ActionManager.cs b/logic/Gaming/ActionManager.cs
index b527ef3..e2961b6 100644
--- a/logic/Gaming/ActionManager.cs
+++ b/logic/Gaming/ActionManager.cs
@@ -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;
},
diff --git a/logic/Gaming/CharacterManager.cs b/logic/Gaming/CharacterManager.cs
index 4049841..86c8fef 100644
--- a/logic/Gaming/CharacterManager.cs
+++ b/logic/Gaming/CharacterManager.cs
@@ -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();
diff --git a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
index b049b2d..c4f4aa5 100644
--- a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
+++ b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
@@ -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);
}
},
() =>
diff --git a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
index 3cf26ab..b22254e 100644
--- a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
+++ b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
@@ -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,
diff --git a/logic/Preparation/Interface/ISkill.cs b/logic/Preparation/Interface/ISkill.cs
index 36c50a3..bc3f2d6 100644
--- a/logic/Preparation/Interface/ISkill.cs
+++ b/logic/Preparation/Interface/ISkill.cs
@@ -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
diff --git a/logic/Preparation/Utility/LockedValue.cs b/logic/Preparation/Utility/LockedValue.cs
deleted file mode 100644
index 7d6cc2b..0000000
--- a/logic/Preparation/Utility/LockedValue.cs
+++ /dev/null
@@ -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);
- /// 返回操作前的值
- 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);
-
- /// 赋值前的值是否与将赋予的值不相同
- 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;
- }
-}
diff --git a/logic/Preparation/Utility/SafeValue.cs b/logic/Preparation/Utility/SafeValue.cs
new file mode 100644
index 0000000..90b1f26
--- /dev/null
+++ b/logic/Preparation/Utility/SafeValue.cs
@@ -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);
+ /// 返回操作前的值
+ 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);
+
+ /// 赋值前的值是否与将赋予的值不相同
+ 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
+ }
+}