我正在爲我的網絡課程製作多人冒險遊戲。我有一個客戶端和一個服務器,服務器是多線程的,並且每當新客戶端連接時就啓動一個新線程。我有一個數組列表,用於跟蹤玩家以確保不添加新玩家。出於某種原因,當一個新客戶連接時,它會取代舊客戶並填補一個新的空白。這是我對於這部分從線程訪問數組列表
public class ClientHandler implements Runnable{
private AsynchronousSocketChannel clientChannel;
private static String command[];
private static String name;
private static GameCharacter character;
public ClientHandler(AsynchronousSocketChannel clientChannel)
{
this.clientChannel = clientChannel;
}
public void run(){
try{
System.out.println("Client Handler started for " + this.clientChannel);
System.out.println("Messages from Client: ");
while ((clientChannel != null) && clientChannel.isOpen()) {
ByteBuffer buffer = ByteBuffer.allocate(32);
Future result = clientChannel.read(buffer);
//Wait until buffer is ready
result.get();
buffer.flip();
String message = new String(buffer.array()).trim();
if(message == null || message.equals(""))
{
break;
}
System.out.println(message);
clientChannel.write(buffer);
try {
//Add the character to the routing table and the character table
if (message.contains("connect")) {
System.out.println("I'm here too?");
command = message.split(" ");
name = command[1];
AdventureServer.userInfo.put(name, this);
//Check to see if this game character exists
GameCharacter test;
boolean exists = false;
for(int i=0; i < AdventureServer.characters.size(); i++)
{
test = AdventureServer.characters.get(i);
System.out.println(test.getName());
System.out.println(this.name);
if(this.name.equals(test.getName()))
{
System.out.println("already Here");
exists = true;
}
}
if (exists == true)
{
//This person has connected to the server before
}
else {
//Create a game character
System.out.println("didn't exist before");
character = new GameCharacter(this.name, World.getRow(), World.getCol());
AdventureServer.characters.add(AdventureServer.userInfo.size() - 1, character);
System.out.println(AdventureServer.characters.get(0).getName() + " " +AdventureServer.characters.get(1).getName());
}
}
據我所知,在底部的打印線將拋出一個錯誤連接第一客戶端代碼,但這不是問題的一部分。 這裏是服務器的聲明
public class AdventureServer {
public static Map<String, ClientHandler> userInfo = new HashMap<>();
public static World world;
public static List<GameCharacter> characters = Collections.synchronizedList(new ArrayList<>());
public static void main(String args[]) {
//Create the games map that all of the users will exist on
world = new World(args[0]);
System.out.println("Asynchronous Chat Server Started");
try {
AsynchronousServerSocketChannel serverChannel = AsynchronousServerSocketChannel.open();
InetSocketAddress hostAddress = new InetSocketAddress("192.168.1.7", 5000);
serverChannel.bind(hostAddress);
while (true)
{
System.out.println("Waiting for client to connect");
Future acceptResult = serverChannel.accept();
AsynchronousSocketChannel clientChannel = (AsynchronousSocketChannel) acceptResult.get();
new Thread (new ClientHandler(clientChannel)).start();
}
} catch (Exception e) {
System.out.println("error interrupted");
e.printStackTrace();
System.exit(0);
}
}
}
這裏是我的遊戲人物
public class GameCharacter {
public static int xpos;
public static int ypos;
private static String name;
private static int rowSize;
private static int columnSize;
static List<String> inventory = new ArrayList<>();
//Constructor
GameCharacter(String n, int rSize, int cSize)
{
xpos = 0;
ypos = 0;
name = n;
rowSize = rSize;
columnSize = cSize;
}
GameCharacter()
{
xpos = 0;
ypos = 0;
name = "billybob";
rowSize = 10;
columnSize = 10;
}
正是這條線代碼的東西搞砸了 dventureServer.characters.add(character); – Dean
你確定這不只是因爲'ClientHandler'中的字段是靜態的嗎?這意味着每個客戶端處理程序共享相同的字符,相同的名稱和相同的命令。 – immibis