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扑克大堂建筑
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Stack Overflow用户
提问于 2012-01-11 03:03:27
回答 2查看 824关注 0票数 4

我已经创建了一个在线扑克系统使用WCF net.tcp和WPF的前端。它工作得很好,但我觉得当我将前端转换为Silverlight时,有一些地方我可以改进。

我对同行架构师的一个问题是,游戏大厅应该如何刷新?扑克游戏大厅不断更新统计数据,如玩家数量,每小时出手数和翻牌百分比。

由于在任何给定时间都可能有数百个正在进行的游戏,因此我不确定每5秒返回一次整个游戏列表(轮询)是否为最佳。我在考虑使用增量查询,因为许多游戏不会有状态更新(例如:桌面上没有玩家)。

我在考虑使用更新时间,这样每次客户端(可能是数百甚至数千个!)轮询,则只返回在5秒、10秒或更长时间内更新的记录。

当然,游戏大厅客户端将负责协调新数据,但我认为这可以帮助减轻游戏服务器的一些负担。

有什么想法吗?

EN

回答 2

Stack Overflow用户

回答已采纳

发布于 2012-04-27 23:21:15

代码语言:javascript
复制
<Window x:Class="TestListUpdate.Window1"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="Window1" Height="300" Width="300">
    <Grid>
        <ListView Name="listView1">
            <ListView.View>
                <GridView>
                    <GridViewColumn Width="140" Header="Name" DisplayMemberBinding="{Binding Value.Name}" />
                    <GridViewColumn Width="140" Header="Creator" DisplayMemberBinding="{Binding Value.Creator}" />
                    <GridViewColumn Width="140" Header="Publisher" DisplayMemberBinding="{Binding Value.Publisher}" />
                </GridView>
            </ListView.View>
        </ListView>
    </Grid>
</Window>


namespace TestListUpdate
{
    /// <summary>
    /// Interaction logic for Window1.xaml
    /// </summary>
    public partial class Window1 : Window
    {
        Dictionary<int, GameData> _gameData = null;

        // This is a test, real data will be retrieved via a web service
        List<GameData> _updates = null;

        public Window1()
        {
            InitializeComponent();

            // This is the original data bound to the ListView control
            this._gameData = new Dictionary<int, GameData>();
            this._gameData.Add(1, new GameData { Id = 1, Creator = "ABC", Name = "One", Publisher = "123" });
            this._gameData.Add(2, new GameData { Id = 2, Creator = "DEF", Name = "Two", Publisher = "456" });
            this._gameData.Add(3, new GameData { Id = 3, Creator = "GHI", Name = "Three", Publisher = "789" });
            this._gameData.Add(4, new GameData { Id = 4, Creator = "JKL", Name = "Four", Publisher = "abc" });
            this._gameData.Add(5, new GameData { Id = 5, Creator = "MNO", Name = "Five", Publisher = "def" });

            // This is test data, some Ids are duplicates of the original data above
            // other items represent new items
            this._updates = new List<GameData>();
            this._updates.Add(new GameData { Id = 2, Creator = "DDD", Name = "Two", Publisher = "123" });
            this._updates.Add(new GameData { Id = 3, Creator = "TTT", Name = "Three", Publisher = "456" });
            this._updates.Add(new GameData { Id = 5, Creator = "FFF", Name = "Five", Publisher = "789" });
            this._updates.Add(new GameData { Id = 6, Creator = "XXX", Name = "Six", Publisher = "abc" });
            this._updates.Add(new GameData { Id = 7, Creator = "VVV", Name = "Seven", Publisher = "def" });

            System.Windows.Threading.DispatcherTimer timer = new System.Windows.Threading.DispatcherTimer();
            timer.Interval = new TimeSpan(0, 0, 5);
            timer.Tick += new EventHandler(timer_Tick);
            timer.Start();
        }

        void timer_Tick(object sender, EventArgs e)
        {
            // Get a list of Ids from the new data
            var ids = (from l in this._updates
                       select l.Id);

            // Get a list of items that have matching Ids,
            // this data will be updated
            var updates = (from g in this._gameData
                           where ids.Contains(g.Value.Id)
                           select g);

            // Update the current items
            for (int i = 0; i < updates.Count(); ++i)
            {
                KeyValuePair<int, GameData> kvp = updates.ElementAt(i);
                kvp.Value.Publisher = DateTime.Now.ToLongTimeString();
            }

            // This represents new items to add
            this._gameData = this._gameData.Concat(
                    (from n in this._updates
                     where !this._gameData.ContainsKey(n.Id)
                     select n).ToDictionary(a => a.Id, a => a)
                 ).ToDictionary(q => q.Key, q => q.Value);

            // This is a simple trick to rebind the ListView control
            this.listView1.ItemsSource = null;
            this.listView1.ItemsSource = GameList;
        }

        // Databinding property
        public Dictionary<int, GameData> GameList
        {
            get { return this._gameData; }
        }
    }

    // Data class
    public class GameData
    {
        public int Id { get; set; }
        public string Name { get; set; }
        public string Creator { get; set; }
        public string Publisher { get; set; }
    }
}
票数 0
EN

Stack Overflow用户

发布于 2012-01-11 03:24:29

您可以选择一种客户端在服务器上注册以进行循环更新的方法。因此,服务器将提供具有回调合约(双工合约)的服务合约,客户端将必须实现该服务合约。详情请参见here

另一方面,从Silverlight客户端使用双工合约可能很困难(我根本不确定这是否可能),因此使用更新时间间隔轮询是一种合法的方法。服务器应该将当前时间戳与轮询周期的响应数据一起发送,客户端将在其下一个请求中发回该响应数据,以指示何时请求更新的数据。避免比较客户端和服务器的时间。

票数 2
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/8808956

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