ET介绍——单线程异步
单线程异步前面几个例子都是多线程实现的异步,但是异步显然不仅仅是多线程的。我们在之前的例子中使用了Sleep来实现时间的等待,每一个计时器都需要使用一个线程,会导致线程切换频繁,这个实现效率很低,平常是不会这样做的。一般游戏逻辑中会设计一个单线程的计时器,我们这里做一个简单的实现,用来讲解单线程异步。
// example2_3
class Program
{
private static int loopCount = 0;
private static long time;
private static Action action;
static void Main(string[] args)
{
Console.WriteLine($"主线程: {Thread.CurrentThread.ManagedThreadId}");
Crontine();
while (true)
{
Thread.Sleep(1);
CheckTimerOut();
++loopCount;
if (loopCount % 10000 == 0)
{
Console.WriteLine($"loop count: {loopCount}");
}
}
}
private static void Crontine()
{
WaitTimeAsync(5000, WaitTimeAsyncCallback1);
}
private static void WaitTimeAsyncCallback1()
{
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
WaitTimeAsync(4000, WaitTimeAsyncCallback2);
}
private static void WaitTimeAsyncCallback2()
{
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
WaitTimeAsync(3000, WaitTimeAsyncCallback3);
}
private static void WaitTimeAsyncCallback3()
{
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
}
private static void CheckTimerOut()
{
if (time == 0)
{
return;
}
long nowTicks = DateTime.Now.Ticks / 10000;
if (time > nowTicks)
{
return;
}
time = 0;
action.Invoke();
}
private static void WaitTimeAsync(int waitTime, Action a)
{
time = DateTime.Now.Ticks / 10000 + waitTime;
action = a;
}
}
这个例子同样实现了一个简单的计时方法,WaitTimeAsync调用时会将回调方法跟时间记录下来,主线程每帧都会调用CheckTimerOut,CheckTimerOut里面判断计时器是否过期,过期了则调用回调方法。整个逻辑都在主线程中完成,同样是异步方法。所以异步并非多线程,单线程同样可以异步。上面的例子同样可以改成await的形式。
// example2_3_2
class Program
{
private static int loopCount = 0;
private static long time;
private static TaskCompletionSource<bool> tcs;
static void Main(string[] args)
{
Console.WriteLine($"主线程: {Thread.CurrentThread.ManagedThreadId}");
Crontine();
while (true)
{
Thread.Sleep(1);
CheckTimerOut();
++loopCount;
if (loopCount % 10000 == 0)
{
Console.WriteLine($"loop count: {loopCount}");
}
}
}
private static async void Crontine()
{
await WaitTimeAsync(5000);
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
await WaitTimeAsync(4000);
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
await WaitTimeAsync(3000);
Console.WriteLine($"当前线程: {Thread.CurrentThread.ManagedThreadId}, WaitTimeAsync finsih loopCount的值是: {loopCount}");
}
private static void CheckTimerOut()
{
if (time == 0)
{
return;
}
long nowTicks = DateTime.Now.Ticks / 10000;
if (time > nowTicks)
{
return;
}
time = 0;
tcs.SetResult(true);
}
private static Task WaitTimeAsync(int waitTime)
{
TaskCompletionSource<bool> t = new TaskCompletionSource<bool>();
time = DateTime.Now.Ticks / 10000 + waitTime;
tcs = t;
return t.Task;
}
}
上面这个例子所有调用全部在主线程中完成,并且使用了await,因此await并不会开启多线程,await具体用没用多线程完全取决于具体的实现
ET开源地址地址:egametang/ET: Unity3D Client And C# Server Framework (github.com) qq群:474643097
来源:https://www.cnblogs.com/flamesky/archive/2023/05/18/17413679.html
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