如何使用 OOP 运行存储在容器中的实际对象的函数?
背景:我正在编写一个游戏。有 4 间相连的房间。有两种不同的房间类型和两种不同的玩家类型。玩家应该作为线程运行。杀手应该在行动室中与普通玩家进行战斗。在第二种类型的房间里,不应该发生任何事情。简化了游戏逻辑和代码。
当线程启动时,void Player::operator()()
正在被执行。玩家进入房间,执行他的行动initializeAction()
,然后离开它。如果发生杀手,他的initializeAction()
导致room->actionInRoom(*this)
,它执行player.inActionRoom()
.
问题出在这段代码中void Killer::inActionRoom()
:
std::vector<Player> &playersWithoutKillers = room->getPlayersWithoutKillers();
auto it = playersWithoutKillers.begin();
std::advance(it, 0);
Player chosenPlayerForFight = *it;
...
chosenPlayerForFight.decreasePoints();
where chosenPlayerForFight.decreasePoints();
不会减少实际玩家的分数,但我认为它会减少对象的副本。
如果我运行代码,这个错误是可见的:OtherPlayer 的点数将始终重置为 1。如果我每次战斗发生时都减少它,则预期会出现负值。
-> Killer in Forth room Killer 11 vs OtherPlayer 1
Starting decreasing points from 1
Ending decreasing points from 0
我尝试修复代码,主要是通过确保传递对象的引用。
主要.cpp:
#include <iostream>
#include <memory>
#include <thread>
#include "Room.h"
#include "Player.h"
std::mutex globalMessageMutex;
int main() {
auto first = std::make_shared<RelaxRoom>("First room");
auto second = std::make_shared<ActionRoom>("Second room");
auto third = std::make_shared<RelaxRoom>("Third room");
auto forth = std::make_shared<ActionRoom>("Forth room");
first->setRoomPair(second, forth);
second->setRoomPair(third, first);
third->setRoomPair(forth, second);
forth->setRoomPair(first, third);
std::vector<std::thread> players;
players.emplace_back(OtherPlayer("OtherPlayer", first));
players.emplace_back(Killer("Killer", first));
for (auto &t : players) {
if (t.joinable()) {
t.join();
}
}
return 0;
}
Player.h
#ifndef HW03_PLAYER_H
#define HW03_PLAYER_H
#include <string>
#include <memory>
class Room;
class Player {
friend class Room;
public:
Player(const std::string &playerName, std::shared_ptr<Room> initialTargetRoom);
void operator()();
friend bool operator== ( const Player &lhs, const Player &rhs );
const std::string &getName() const;
virtual void inActionRoom() {};
virtual void inRelaxRoom(Room &pRoom) {};
virtual bool isKiller()const;
virtual bool isOtherPlayer();
int getPoints()const;
void increasePoints();
void decreasePoints();
int points;
protected:
std::shared_ptr<Room> room;
virtual void initializeAction();
private:
std::string name;
std::shared_ptr<Room> initialRoom;
};
class OtherPlayer : public Player {
public:
OtherPlayer(const std::string &playerName, const std::shared_ptr<Room> &initialTargetRoom);
void initializeAction() override;
void inActionRoom() override;
void inRelaxRoom(Room &pRoom) override;
bool isOtherPlayer() override;
};
class Killer : public Player {
public:
Killer(const std::string &playerName, const std::shared_ptr<Room> &initialTargetRoom);
void initializeAction() override;
void inActionRoom() override;
void inRelaxRoom(Room &pRoom) override;
bool isKiller() const override;
};
#endif //HW03_PLAYER_H
播放器.cpp
#include <iostream>
#include <chrono>
#include <thread>
#include <random>
#include "Player.h"
#include "Room.h"
extern std::mutex globalMessageMutex;
Player::Player(const std::string &playerName, std::shared_ptr<Room> initialTargetRoom) {
name = playerName;
initialRoom = initialTargetRoom;
room = initialTargetRoom;
points = 1;
}
void Player::operator()() {
room->enter(*this);
initializeAction();
std::this_thread::sleep_for(std::chrono::milliseconds(20));
room->leave(*this);
while (auto nextRoom = room->getNext()) {
room = nextRoom;
nextRoom->enter(*this);
initializeAction();
std::this_thread::sleep_for(std::chrono::milliseconds(20));
nextRoom->leave(*this);
}
}
void Player::initializeAction() {}
bool operator==(const Player &lhs, const Player &rhs) {
return lhs.name == rhs.name;
}
const std::string &Player::getName() const {
return name;
}
bool Player::isKiller() const {
return false;
}
bool Player::isOtherPlayer() {
return false;
}
int Player::getPoints() const {
return points;
}
void Player::increasePoints() {
points++;
}
void Player::decreasePoints() {
std::cout << "Starting decreasing points from " << points << std::endl;
points--;
std::cout << "Ending decreasing points from " << points << std::endl;
}
OtherPlayer::OtherPlayer(const std::string &playerName, const std::shared_ptr<Room> &initialTargetRoom) : Player(playerName,
initialTargetRoom) {}
void OtherPlayer::initializeAction() {
room->actionInRoom(*this);
}
void OtherPlayer::inActionRoom() {}
void OtherPlayer::inRelaxRoom(Room &pRoom) {}
bool OtherPlayer::isOtherPlayer() {
return true;
}
Killer::Killer(const std::string &playerName, const std::shared_ptr<Room> &initialTargetRoom) : Player(playerName,
initialTargetRoom) {}
void Killer::initializeAction() {
room->actionInRoom(*this);
}
void Killer::inActionRoom() {
std::lock_guard<std::mutex> ml(globalMessageMutex);
if (!room->getPlayersWithoutKillers().empty()) {
**std::vector<Player> &playersWithoutKillers = room->getPlayersWithoutKillers();**
**auto it = playersWithoutKillers.begin();
std::advance(it, 0);
Player chosenPlayerForFight = *it;**
auto killersVitality = this->getPoints();
auto othersPlayerPoints = chosenPlayerForFight.getPoints();
std::cout << "-> Killer in " << room->getName() << " " << this->getName() << " " << killersVitality
<< " vs " << chosenPlayerForFight.getName() << " " << othersPlayerPoints << std::endl;
this->increasePoints();
**chosenPlayerForFight.decreasePoints();**
}
}
void Killer::inRelaxRoom(Room &pRoom) {
}
bool Killer::isKiller() const {
return true;
}
Room.h
#ifndef HW03_ROOM_H
#define HW03_ROOM_H
#include <string>
#include <vector>
#include <condition_variable>
class Player;
class Room {
public:
Room(const std::string &roomName);
void setRoomPair(std::shared_ptr<Room> firstRoom, std::shared_ptr<Room> secondRoom);
std::shared_ptr<Room> getNext();
void enter(Player &player);
void leave(Player &player);
virtual void actionInRoom(Player &player)= 0;
const std::string &getName() const;
const std::vector<Player> &getPlayers();
std::vector<Player> &getPlayersWithoutKillers();
protected:
std::string name;
size_t killersCount;
size_t playersWithoutKillersCount;
private:
std::vector<Player> players;
std::vector<Player> playersWithoutKillers;
std::condition_variable cv;
std::mutex mutex;
std::pair<std::shared_ptr<Room>, std::shared_ptr<Room>> roomPair;
void updateCounterPlayerLeaves(Player &player);
void updateCounterPlayerEnters(Player &player);
};
class ActionRoom : public Room {
public:
ActionRoom(const std::string &roomName) : Room(roomName) {}
void actionInRoom(Player &player) override;
};
class RelaxRoom : public Room {
public:
RelaxRoom(const std::string &roomName) : Room(roomName) {}
void actionInRoom(Player &player) override;
};
#endif //HW03_ROOM_H
Room.cpp
#include <iostream>
#include <algorithm>
#include <random>
#include "Room.h"
#include "Player.h"
#include <mutex>
extern std::mutex globalMessageMutex;
Room::Room(const std::string &roomName) {
name = roomName;
}
const std::string &Room::getName() const {
return name;
}
std::shared_ptr<Room> Room::getNext() {
auto seed = std::chrono::high_resolution_clock::now().time_since_epoch().count();
std::mt19937 engine(seed);
std::uniform_int_distribution<int> randomGenerator(0, 1);
auto randomNumber = randomGenerator(engine);
if (randomNumber) {
return roomPair.second;
}
return roomPair.first;
}
void Room::enter(Player &player) {
std::unique_lock<std::mutex> lock(mutex);
cv.wait(lock, [this, &player] {
return true;
}
);
players.push_back(player);
updateCounterPlayerEnters(player);
std::lock_guard<std::mutex> ml(globalMessageMutex);
std::cout << name << ": killers: " << killersCount << ", other players: " << playersWithoutKillersCount <<
std::endl;
}
void Room::updateCounterPlayerEnters(Player &player) {
if (player.isKiller()) {
killersCount++;
} else {
playersWithoutKillersCount++;
playersWithoutKillers.push_back(player);
}
}
void Room::leave(Player &player) {
{
std::lock_guard<std::mutex> lock(mutex);
auto it = std::find(players.begin(), players.end(), player);
if (it == players.end()) {
return;
}
players.erase(it);
updateCounterPlayerLeaves(player);
}
cv.notify_all();
}
void Room::updateCounterPlayerLeaves(Player &player) {
if (player.isKiller()) {
killersCount--;
} else {
playersWithoutKillersCount--;
auto it = std::find(playersWithoutKillers.begin(), playersWithoutKillers.end(), player);
if (it == playersWithoutKillers.end()) {
return;
}
playersWithoutKillers.erase(it);
}
}
void Room::setRoomPair(std::shared_ptr<Room> firstRoom, std::shared_ptr<Room> secondRoom) {
roomPair.first = std::move(firstRoom);
roomPair.second = std::move(secondRoom);
}
const std::vector<Player> &Room::getPlayers() {
return players;
}
std::vector<Player> &Room::getPlayersWithoutKillers() {
return playersWithoutKillers;
}
void ActionRoom::actionInRoom(Player &player) {
player.inActionRoom();
}
void RelaxRoom::actionInRoom(Player &player) {
player.inRelaxRoom(*this);
}