我有一个MPClient和MultiplayerMatch类. MultiplayerMatch在其构造函数中创建一个MPClient可运行线程.
为了避免数据溢出,我在MultiplayerMatch中有一个名为“ moved”的布尔值,当播放器移动时,它会变为true.
在updateMatch方法中,如果有任何播放器移动,则“ moved”更改为true,这允许MPClient输入if语句(在while内).这样,MPClient仅在游戏发生更改时才将数据发送到服务器.
但是,当该标志为true时,则不会在MPClient中注册该更改!即使在MultiplayerMatch中更改了该标志,MPClient仍然“认为”移动等于假,结果没有任何内容发送到服务器…
经过几次测试后,我注意到如果以调试模式运行它,由于我有一些断点,因此将记录该更改,并且一切正常!
为什么通过调试模式只能“看到”布尔更改?由于存在断点,它是否与应用程序的“运行速度”有关?
这只是代码的重要部分:
MPClient:
public class MPClient {
static final int TIME_OUT = 5000;
Client client;
MultiPlayMatch match;
public MPClient(String name, int team, MultiPlayMatch match) {
this.match = match;
client = new Client();
client.start();
Network.registerPackets(client);
addListeners();
try {
client.connect(TIME_OUT, "127.0.0.1", Network.PORT);
} catch (IOException e) {
e.printStackTrace();
client.stop();
}
/*this comment is just to show that here is the place where the login information is sent to the server, instead of showing all the code*/
PlayerInfo playerInfo = new PlayerInfo();
Network.UpdatePlayer updatePlayer = new Network.UpdatePlayer();
updatePlayer.name = name;
updatePlayer.team = team;
while(true) {
if(match.moved) { //--> this is the variable that is always false
playerInfo.x = match.getClientPlayerX(team);
playerInfo.y = match.getClientPlayerY(team);
updatePlayer.x = playerInfo.x;
updatePlayer.y = playerInfo.y;
client.sendTCP(updatePlayer);
match.moved = false;
}
}
}
private void addListeners() {
client.addListener(new Listener.ThreadedListener(new Listener() {
@Override
public void received(Connection connection, Object object) {
if(object instanceof Network.UpdatePlayer) {
Network.UpdatePlayer updatePlayer = (Network.UpdatePlayer) object;
match.setPlayerPosition(updatePlayer.x, updatePlayer.y, updatePlayer.name, updatePlayer.team);
}
}
}));
}
}
MultiplayerMatch:
public class MultiPlayMatch extends Match {
public boolean moved;
public MultiPlayMatch(){
super(0);
Random r = new Random();
int aux = r.nextInt(2);
aux = 0;
if(aux == 0){
homeTeam = new Team("Benfica", Team.TeamState.Attacking, w);
visitorTeam = new Team("Porto", Team.TeamState.Defending, w);
} else{
homeTeam = new Team("Benfica", Team.TeamState.Defending, w);
visitorTeam = new Team("Porto", Team.TeamState.Attacking, w);
}
//homeTeam.controlPlayer(0);
numberOfPlayers = 0;
moved = false;
}
@Override
public void updateMatch(float x, float y, Rain rain, float dt) {
homeTeam.updateControlledPlayerOnline(x, y);
rain.update();
w.step(Constants.GAME_SIMULATION_SPEED, 6, 2);
if(x != 0 || y != 0) moved = true; //this is the place the variable is changed, but if it isn't in debug mode, MPClient thinks it's always false
}
public void setPlayerPosition(float x, float y, String name, int team) {
if(team == 0)
homeTeam.changePlayerPosition(x, y, name);
else
visitorTeam.changePlayerPosition(x, y, name);
}
}
解决方法:
这是因为它正在读取match.moved变量的缓存值,而不是最新值.为了避免这种情况,请将变量声明为volatile
public volatile boolean moved;
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