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  • 利用WCF的callback机制开发一个简单的多人游戏模型

    本文介绍了如何利用WCF和callback机制开发一个简单的多人在线游戏模型。

    运行过程如下:

    当game service 启动之后,若干个客户端便会自动连接到服务器。当某个客户端点击join game时,所有客户端同时更新。

    运行screenshot如下图所示:

    WCF service screenshot

    client1 screenshot:

    client2 screenshot:

    WCF service主要代码如下:

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.ServiceModel;

    namespace GameService
    {
        
    public class PlayerEventAgrs : EventArgs
        {
           
    public Player player;
           
    public GameDesk desk;
        }


        [ServiceBehavior(InstanceContextMode
    =InstanceContextMode.PerSession)]
        
    class GameService:IGameService
        {
            
    static List<Player> Players=new List<Player>();
            
    public delegate void PlayerEventHandler(object sender, PlayerEventAgrs e);
            
    public static event PlayerEventHandler OnJoinGame;
            
    public static event PlayerEventHandler OnStartGame;

            
    public IPlayerCallBack callback;
           
            
    public GameService()
            {
                callback 
    = System.ServiceModel.OperationContext.Current.GetCallbackChannel<IPlayerCallBack>();
                OnJoinGame 
    += new PlayerEventHandler(GameService_OnJoinGame);
                OnStartGame 
    += new PlayerEventHandler(GameService_OnStartGame);
                  
            }


            
    public List<Player> GetPlayerList()
            {
                System.Threading.Thread.Sleep(
    4000);
                
    return Players;
            }

            
    void GameService_OnJoinGame(object sender, PlayerEventAgrs e)
            {
                Console.WriteLine(
    "{0} is joining the game on desk NO {1}", e.player.PlayerName, e.desk.DeskNo);
                callback.OnJoin(e.player,e.desk);
            }

            
    void GameService_OnStartGame(object sender, PlayerEventAgrs e)
            {
                callback.OnStart(e.player);
            }
          
            
    public void BroadGameEvent(PlayerEventAgrs e, PlayerEventHandler temp)
            {
                
    if (OnJoinGame != null)
                {
                    
    foreach (PlayerEventHandler handler in temp.GetInvocationList())
                    {
                        handler.BeginInvoke(
    this, e, nullnull);
                    }
                }
            }

                  
            
    public void JoinToGame(Player player,GameDesk desk)
            {
                Players.Add(player);    

                PlayerEventAgrs e 
    = new PlayerEventAgrs();
                e.player 
    = player;
                e.player.PositionNO 
    = desk;
                e.desk 
    = desk;
                BroadGameEvent(e, OnJoinGame);
            }

            
    public void StartGame(Player player)
            {
                PlayerEventAgrs e 
    = new PlayerEventAgrs();
                e.player 
    = player;
                BroadGameEvent(e, OnStartGame);
            }
          
        }
    }

    callback interface如下:

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.ServiceModel;
    using System.Runtime.Serialization;

    namespace GameService
    {
        [ServiceContract]
        
    public interface IPlayerCallBack
        {
            [OperationContract(IsOneWay 
    = true)]
            
    void OnJoin(Player player,GameDesk gamedesk);
        
            [OperationContract(IsOneWay 
    = true)]
            
    void OnStart(Player player);
        }
    }

    客户端callback implementation如下:

     #region CallBack Implementation
            
    public void OnJoin(GameService.Player player, GameService.GameDesk desk)
            {           
                
    int deskNo = desk.DeskNo;
                StringBuilder show 
    = new StringBuilder();;
                show.AppendFormat(
    "Player Information\n");
                show.AppendFormat(
    "Player Name:{0}\n", player.PlayerName);
                show.AppendFormat(
    "Player Status: {0}\n",player.Action);
                show.AppendFormat(
    "Player Role: {0}\n", player.Role);

                img_Desktop.Image 
    = new System.Drawing.Bitmap(System.Drawing.Image.FromFile(@"image\active-desktop.bmp"));                   
                
    switch (deskNo)
                {
                    
    case 1:                   
                        lb_PlayerInfo1.Text 
    = show.ToString();
                        lb_PlayerInfo1.Refresh();
                        pic_Player1.Image
    =new System.Drawing.Bitmap(System.Drawing.Image.FromFile(@"image\acvite-icon.bmp"));                   
                        
    break;
                    
    case 2:
                        lb_PlayerInfo2.Text 
    = show.ToString();                  
                        pic_Player2.Image 
    = new System.Drawing.Bitmap(System.Drawing.Image.FromFile(@"image\acvite-icon.bmp"));
                        
    break;
                    
    case 3:
                        lb_PlayerInfo3.Text 
    = show.ToString();                   
                        pic_Player3.Image 
    = new System.Drawing.Bitmap(System.Drawing.Image.FromFile(@"image\acvite-icon.bmp"));
                        
    break;
                    
                }     
        
            }

            
    public void OnStart(GameService.Player player)
            {

            }
            
    #endregion

    有关本文完整源代码,请点击此处下载

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  • 原文地址:https://www.cnblogs.com/Winston/p/1324885.html
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