SceneManager.java
Map<Long, SceneRole> allRolesMap = new ConcurrentHashMap();
Scene.java
Map<Long, SceneRole> humanObjects = new ConcurrentHashMap();
在每次玩家切换地图时,都会从全局的SceneManager中拷贝SceneRole到Scene中,之后的修改,也都是发的消息包装为Task到这个场景线程中,从而进行修改这个SceneRole上的普通的Set对象,因此不会有线程安全问题。
再看下面的例子:
package org.example.testHashSet;
import com.google.common.collect.Maps;
import lombok.Data;
import java.util.Map;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
public class Main2 {
public static Map<Integer, A> map = Maps.newConcurrentMap();
public static A getA() {
return map.get(1);
}
public static void main(String[] args) throws Exception {
final int NUM = 100;
map.put(1, new A());
ExecutorService logicThread = Executors.newFixedThreadPool(10);
for (int j = 0; j < 100000; j++) {
for (int i = 0; i < NUM; i++) {
// 模拟可以有多个线程访问,但是同一时刻只能有一个线程能访问到(比作是切换场景)
// 虽然num是一个普通的值,但是由于没有并发访问,因此依然是没啥问题
CountDownLatch lock = new CountDownLatch(1);
logicThread.submit(() -> {
getA().add();
lock.countDown();
int a = 0;
});
lock.await();
}
int r = getA().getValue() % NUM;
if (r != 0) {
System.err.println(r);
}
}
logicThread.shutdown();
}
@Data
public static class A {
private int num;
public void add() {
num++;
}
public int getValue() {
return num;
}
}
}