Lyn*_*nne 6 php event-loop reactphp
我有一个websocket应用程序,我正在构建一个游戏,基于Ratchet,它使用React事件循环.在这个脚本的开头,我已经想出了如何实现一个periodictimer,每秒向游戏发送一个脉冲,然后执行ticks和combat rounds.这非常有效.
但是,我最近意识到我还需要添加"滞后"客户端的功能,或者暂停在函数中执行.例如,如果玩家被击晕,或者我希望NPC在回复触发器之前等待1.5秒,以获得更"逼真"的会话感觉.
这个功能是内置在反应库中的,还是我必须通过其他方式实现的?经过一些研究,看起来我可能正在寻找pthreads,看看这个问题/答案:如何在PHP应用程序中使用多线程
为了更清楚我想要实现的目标,请以此代码为例:
function onSay($string)
{
global $world;
$trigger_words = array(
'hi',
'hello',
'greetings'
);
$triggered = false;
foreach($trigger_words as $trigger_word)
{
if(stristr($string, $trigger_word))
{
$triggered = true;
}
}
if($triggered)
{
foreach($world->players as $player)
{
if($player->pData->in_room === $this->mobile->in_room)
{
sleep(1);
$this->toChar($player, $this->mobile->short . " says '`kOh, hello!``'");
}
}
}
}
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显然,这不起作用,因为sleep(1)函数将暂停整个服务器进程.
任何见解将不胜感激.谢谢!
更新:我的服务器脚本:
require 'vendor/autoload.php';
require 'src/autoload.php';
use Ratchet\MessageComponentInterface;
use Ratchet\ConnectionInterface;
use Ratchet\Server\IoServer;
use Ratchet\Http\HttpServer;
use Ratchet\WebSocket\WsServer;
use React\Socket\Server as Reactor;
use React\EventLoop\Factory as LoopFactory;;
$world = new WorldInterface();
class Server implements MessageComponentInterface
{
public function __construct(React\EventLoop\LoopInterface $loop)
{
$update = new Update();
$update->doTick();
$loop->addPeriodicTimer(1, function()
{
$this->doBeat();
});
}
public function onOpen(ConnectionInterface $ch)
{
global $world;
$world->connecting[$ch->resourceId] = $ch;
$ch->CONN_STATE = "GET_NAME";
$ch->pData = new stdClass();
$ch->send("Who dares storm our wayward path? ");
}
public function onMessage(ConnectionInterface $ch, $args)
{
if($ch->CONN_STATE == "CONNECTED")
{
$ch->send("> " . $args . "\n");
$interpreter = new Interpreter($ch);
$interpreter->interpret($args);
}
else
{
$ch->send($args);
$login = new Login($ch, $args);
$login->start();
}
}
public function onClose(ConnectionInterface $ch)
{
global $world;
if(isset($ch->pData->name))
{
if(isset($world->players[$ch->pData->name]))
{
echo "Player {$ch->pData->name} has disconnected\n";
unset($world->players->{$ch->pData->name});
}
}
if(isset($world->connecting->{$ch->resourceId}))
{
echo "Connection " . $ch->resourceId . " has disconnected.";
unset($world->connecting->{$ch->resourceId});
}
}
public function onError(ConnectionInterface $conn, \Exception $e)
{
echo "An error has occurred: {$e->getMessage()}\n";
$conn->close();
}
public function doBeat()
{
global $world;
++$world->beats;
foreach($world->process_queue as $trigger_beat => $process_array)
{
// if the beat # that the function should fire on is less than,
// or equal to the current beat, fire the function.
if($trigger_beat <= $world->beats)
{
foreach($process_array as $process)
{
$class = new $process->class();
call_user_func_array(array($class, $process->function), $process->params);
}
// remove it from the queue
unset($world->process_queue[$trigger_beat]);
}
// else, the beat # the function should fire on is greater than the current beat,
// so break out of the loop.
else
{
break;
}
}
if($world->beats % 2 === 0)
{
$update = new Update();
$update->doBeat();
}
}
}
$loop = LoopFactory::create();
$socket = new Reactor($loop);
$socket->listen(9000, 'localhost');
$server = new IoServer(new HttpServer(new WsServer(new Server($loop))), $socket, $loop);
$server->run();
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好吧,所以我假设因为这个问题仍然没有答案,所以反应事件循环中没有“简单”的解决方案,尽管我很乐意在这一点上是错误的。在那之前,我想我应该发布我的解决方案。
注意:我不知道这样做的含义是什么。我不知道它的可扩展性如何。它未经在具有多个进程和参与者的实时环境中进行测试。
不过,我认为这是一个不错的解决方案。我的特定游戏面向的玩家群可能为 20 - 30 人,因此我认为我可能面临的唯一问题是一堆排队的操作是否在同一秒触发。
给代码!
我(不久前)做的第一件事是在服务器启动时添加一个定期计时器:
public function __construct(React\EventLoop\LoopInterface $loop)
{
$update = new Update();
$update->doTick();
$loop->addPeriodicTimer(1, function()
{
$this->doBeat();
});
}
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我的“世界”类上还有一些全局变量:
// things in the world
public $beats = 0;
public $next_tick = 45;
public $connecting = array();
public $players = array();
public $mobiles = array();
public $objects = array();
public $mobs_in_rooms = array();
public $mobs_in_areas = array();
public $in_combat = array(
'mobiles' => array(),
'players' => array()
);
public $process_queue;
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注意beats和process_queue。
我的 doBeat() 函数如下所示:
public function doBeat()
{
global $world;
++$world->beats;
foreach($world->process_queue as $trigger_beat => $process_array)
{
// if the beat # that the function should fire on is less than,
// or equal to the current beat, fire the function.
if($trigger_beat <= $world->beats)
{
foreach($process_array as $process)
{
$class = new $process->class();
call_user_func_array(array($class, $process->function), $process->params);
}
// remove it from the queue
unset($world->process_queue[$trigger_beat]);
}
// else, the beat # the function should fire on is greater than the current beat,
// so break out of the loop.
else
{
break;
}
}
print_r(array_keys($world->process_queue));
if($world->beats % 2 === 0)
{
$update = new Update();
$update->doBeat();
}
}
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现在,在我的全局“World”对象上,我还有其他几个函数:
function addToProcessQueue($process_obj)
{
//adds the process object to an array of the beat #
//when it should be triggered on process_queue.
$this->process_queue[(int)$process_obj->trigger_beat][] = $process_obj;
ksort($this->process_queue);
}
function createProcessObject($array)
{
$process_obj = new stdClass();
if(isset($array['function']))
{
$process_obj->function = $array['function'];
}
else
{
echo "All process requests must define a function to call defined as a key named 'function' on the array you pass.";
}
if(isset($array['class']))
{
$process_obj->class = $array['class'];
}
else
{
echo "All process requests must define a class to call defined as a key named 'class' on the array you pass.";
}
if(isset($array['params']))
{
$process_obj->params = $array['params'];
}
else
{
$process_obj->params = array();
}
if(isset($array['char']))
{
$process_obj->char = $array['char'];
}
else
{
$process_obj->char = false;
}
if(isset($array['trigger_beat']) && is_numeric($array['trigger_beat']))
{
$process_obj->trigger_beat = $array['trigger_beat'];
}
else
{
echo "All process requests must define a trigger_beat. \n"
. "Use world->beats to get current beat and add your wait time onto it. \n"
. "Trigger beat MUST be an integer. \n";
}
$this->addToProcessQueue($process_obj);
}
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现在要将进程添加到队列中,这是我的新移动“onSay()”命令:
function onSay($string)
{
global $world;
$trigger_words = array(
'hi',
'hello',
'greetings'
);
$triggered = false;
foreach($trigger_words as $trigger_word)
{
if(stristr($string, $trigger_word))
{
$triggered = true;
}
}
if($triggered)
{
$process_array = array(
'trigger_beat' => $world->beats + 2,
'function' => 'toRoom',
'class' => 'PlayerInterface',
'params' => array($this->mobile->in_room, $this->mobile->short . " says '`kOh, hello!``'")
);
$world->createProcessObject($process_array);
}
}
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因此,如果手机听到“hi”、“hello”或“greetings”,“toRoom”函数(向同一房间中的每个字符发送一个字符串)将被添加到进程队列中,并会在 2 秒后触发原来的函数被执行了。
我希望这一切都是有意义的,如果有人知道更好的方法来在 php 和事件循环内完成这样的事情,请回答/评论。我没有像上面所说的那样将其标记为“正确”,我不知道它在生产中的效率如何。
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