命令模式
将一个请求封装为一个对象,从而让我们可用不同的请求对客户进行参数化;对请求排队而或者记录请求日志,以及支持可撤销的操作。命令模式是一种对象行为型模式,其别名为动作(Action)模式或事务(Transaction)模式。
命令模式可以将请求发送者和接收者完全解耦,发送者与接收者之间没有直接引用关系,发送请求的对象只需要知道如何发送请求,而不必知道如何完成请求。
客户端和服务器端进行通信,基于某种协议。所以服务器端要包含很多种协议,和不同客户端进行通信。
#include<iostream>
#include<queue>
#include<Windows.h>
using namespace std;
//协议处理类,将各种协议封装在这个类中
class HandleClientProtocol{
public:
//处理增加金币
void AddMoney(){
cout<<"给玩家增加金币!"<<endl;
}
//处理增加钻石
void AddDiamod(){
cout<<"给玩家增加钻石!"<<endl;
}
//处理玩家装备
void AddEquipment(){
cout<<"给玩家穿装备!"<<endl;
}
//处理玩家升级
void AddLevel(){
cout<<"给玩家升级!"<<endl;
}
};
//命令接口
class AbstractCommand{
public:
virtual void handle() = 0;//处理客户端请求的接口
};
//下面将上述协议封装为对象
//处理增加金币请求
class AddMoneyCommand : public AbstractCommand{
public:
AddMoneyCommand(HandleClientProtocol* protocol){
this->pProtocol = protocol;
}
virtual void handle(){
this->pProtocol->AddMoney();
}
public:
HandleClientProtocol* pProtocol;
};
//处理增加钻石请求
class AddDiamodCommand : public AbstractCommand{
public:
AddDiamodCommand(HandleClientProtocol* protocol){
this->pProtocol = protocol;
}
virtual void handle(){
this->pProtocol->AddDiamod();
}
public:
HandleClientProtocol* pProtocol;
};
//处理玩家装备请求
class AddEquipmentCommand : public AbstractCommand{
public:
AddEquipmentCommand(HandleClientProtocol* protocol){
this->pProtocol = protocol;
}
virtual void handle(){
this->pProtocol->AddEquipment();
}
public:
HandleClientProtocol* pProtocol;
};
//处理玩家升级请求
class AddLevelCommand : public AbstractCommand{
public:
AddLevelCommand(HandleClientProtocol* protocol){
this->pProtocol = protocol;
}
virtual void handle(){
this->pProtocol->AddLevel();
}
public:
HandleClientProtocol* pProtocol;
};
//服务器程序,考虑到上千玩家同时发送请求,所以进行排队,将请求处理函数丢到队列中
class Server{
public:
void addRequest(AbstractCommand* command){
mCommands.push(command);
}
void startHandle(){
while(!mCommands.empty()){
Sleep(2000);
AbstractCommand* command = mCommands.front();
command->handle();
mCommands.pop();
}
}
public:
queue<AbstractCommand*> mCommands;//把客户端发送过来的协议都放到这个队列中,让服务器一个个处理
};
void test01(){
HandleClientProtocol* protocol = new HandleClientProtocol;
//客户端增加金币的请求
AbstractCommand* addmoney = new AddMoneyCommand(protocol);
//客户端增加钻石的请求
AbstractCommand* adddiamod = new AddDiamodCommand(protocol);
//客户端穿装备的请求
AbstractCommand* addequipment = new AddEquipmentCommand(protocol);
//客户端升级的请求
AbstractCommand* addlevel = new AddLevelCommand(protocol);
Server* server = new Server;
//将客户端的请求加入到请求队列中
server->addRequest(addmoney);
server->addRequest(adddiamod);
server->addRequest(addequipment);
server->addRequest(addlevel);
//服务器开始处理请求
server->startHandle();
delete addlevel;
delete addequipment;
delete adddiamod;
delete addmoney;
delete protocol;
}
int main(void)
{
test01();
system("pause");
return 0;
}