昨天看了LoveCherry的无废话C#设计模式之二:Singleton,自己测试学习一下,并把它贴到这里,对初学者应该有所帮助。
我们在做一个网络游戏的服务端程序,需要考虑怎么样才能承载大量的用户。在做WEB程序的时候有各种负载均衡的方案,不管是通过硬件实现还是软件实现,基本的思想就是有一个统一的入口,然后由它来分配用户到各个服务器上去。
需要考虑的问题是,即使在多线程的并发状态下,用户只能通过一个唯一的入口来分配,由此引入了Singleton 模式来实现这个唯一的入口。
以下代码
using
System;
using System.Collections.Generic;
using System.Threading;
namespace SingletonExample
... {
class Program
...{
static void Main(string[] args)
...{
ParameterizedThreadStart ts = new ParameterizedThreadStart(EnterPlayer);
for (int i = 0; i < 20; i++)
...{
Thread t = new Thread(ts);
t.Start("player" + i);
}
LoadBalanceServer.GetLoadBalanceServer().ShowServerInfo();
Thread.Sleep(90000);
}
static void EnterPlayer(object playerName)
...{
LoadBalanceServer lbs = LoadBalanceServer.GetLoadBalanceServer();
lbs.GetLobbyServer().EnterPlayer(playerName.ToString());
}
}
class LoadBalanceServer
...{
private const int SERVER_COUNT = 3;
private List<LobbyServer> serverList = new List<LobbyServer>();
private static volatile LoadBalanceServer lbs;
private static object syncLock = new object();
public LoadBalanceServer()
...{
for (int i = 0; i < SERVER_COUNT; i++)
...{
serverList.Add(new LobbyServer("LobbyServer" + i));
}
}
public static LoadBalanceServer GetLoadBalanceServer()
...{
if (lbs == null)
...{
lock (syncLock)
...{
if (lbs == null)
...{
Thread.Sleep(100);
lbs = new LoadBalanceServer();
}
}
}
return lbs;
}
public LobbyServer GetLobbyServer()
...{
LobbyServer ls = serverList[0];
for (int i = 1; i < SERVER_COUNT; i++)
...{
if (serverList[i].PlayerList.Count < ls.PlayerList.Count)
ls = serverList[i];
}
return ls;
}
public void ShowServerInfo()
...{
foreach (LobbyServer ls in serverList)
...{
Console.WriteLine("=================" + ls.ServerName + "=================");
foreach (string player in ls.PlayerList)
...{
Console.WriteLine(player);
}
}
}
}
class LobbyServer
...{
private List<string> playerList = new List<string>();
public List<string> PlayerList
...{
get ...{ return playerList; }
}
private string serverName;
public string ServerName
...{
get ...{ return serverName; }
}
public LobbyServer(string serverName)
...{
this.serverName = serverName;
}
public void EnterPlayer(string playerName)
...{
playerList.Add(playerName);
}
}
}
using System.Collections.Generic;
using System.Threading;
namespace SingletonExample
... {
class Program
...{
static void Main(string[] args)
...{
ParameterizedThreadStart ts = new ParameterizedThreadStart(EnterPlayer);
for (int i = 0; i < 20; i++)
...{
Thread t = new Thread(ts);
t.Start("player" + i);
}
LoadBalanceServer.GetLoadBalanceServer().ShowServerInfo();
Thread.Sleep(90000);
}
static void EnterPlayer(object playerName)
...{
LoadBalanceServer lbs = LoadBalanceServer.GetLoadBalanceServer();
lbs.GetLobbyServer().EnterPlayer(playerName.ToString());
}
}
class LoadBalanceServer
...{
private const int SERVER_COUNT = 3;
private List<LobbyServer> serverList = new List<LobbyServer>();
private static volatile LoadBalanceServer lbs;
private static object syncLock = new object();
public LoadBalanceServer()
...{
for (int i = 0; i < SERVER_COUNT; i++)
...{
serverList.Add(new LobbyServer("LobbyServer" + i));
}
}
public static LoadBalanceServer GetLoadBalanceServer()
...{
if (lbs == null)
...{
lock (syncLock)
...{
if (lbs == null)
...{
Thread.Sleep(100);
lbs = new LoadBalanceServer();
}
}
}
return lbs;
}
public LobbyServer GetLobbyServer()
...{
LobbyServer ls = serverList[0];
for (int i = 1; i < SERVER_COUNT; i++)
...{
if (serverList[i].PlayerList.Count < ls.PlayerList.Count)
ls = serverList[i];
}
return ls;
}
public void ShowServerInfo()
...{
foreach (LobbyServer ls in serverList)
...{
Console.WriteLine("=================" + ls.ServerName + "=================");
foreach (string player in ls.PlayerList)
...{
Console.WriteLine(player);
}
}
}
}
class LobbyServer
...{
private List<string> playerList = new List<string>();
public List<string> PlayerList
...{
get ...{ return playerList; }
}
private string serverName;
public string ServerName
...{
get ...{ return serverName; }
}
public LobbyServer(string serverName)
...{
this.serverName = serverName;
}
public void EnterPlayer(string playerName)
...{
playerList.Add(playerName);
}
}
}