玩家進程用gen_server來建模,我不直接使用 use GenServer, 而是使用exactor,該庫能夠去掉反鎖的接口定義。html
咱們新建一個 player_server_manager app吧, 使用 mix new player_server_manager --sup, 會給咱們增長sup。而後在mix.exs裏增長exactor的依賴以下:服務器
defp deps do [{:exactor, "~> 2.2"}] end
跑 mix deps.get,成功了依賴就準備好了。app
默認生成的player_server_manager.exsocket
defmodule PlayerServerManager do use Application # See http://elixir-lang.org/docs/stable/elixir/Application.html # for more information on OTP Applications def start(_type, _args) do import Supervisor.Spec, warn: false children = [ # Define workers and child supervisors to be supervised # worker(PlayerServerManager.Worker, [arg1, arg2, arg3]), ] # See http://elixir-lang.org/docs/stable/elixir/Supervisor.html # for other strategies and supported options opts = [strategy: :one_for_one, name: PlayerServerManager.Supervisor] Supervisor.start_link(children, opts) end end
玩家進程就叫player_server吧。把它改爲我須要的。分佈式
defmodule PlayerServerManager do use Application # See http://elixir-lang.org/docs/stable/elixir/Application.html # for more information on OTP Applications def start(_type, _args) do import Supervisor.Spec, warn: false children = [ # Define workers and child supervisors to be supervised worker(PlayerServer, [], restart: :temporary), ] # See http://elixir-lang.org/docs/stable/elixir/Supervisor.html # for other strategies and supported options opts = [strategy: :simple_one_for_one, name: PlayerServerManager.Supervisor] Supervisor.start_link(children, opts) end end
由於玩家進程是動態建立的,所以採用simple_one_for_one, 同時我不須要默認傳參數,還有我不須要重啓。測試
好了如今讓咱們編寫PlayerServer模塊(如今是簡單的,並且我還未知有什麼須要調整的,後續隨着服務器設計而演化吧)。spa
讓咱們先增長個查詢鑽石的接口吧。設計
defmodule PlayerServer do use ExActor.GenServer defstart start_link(player), do: initial_state(%{player: player, socket: nil}) defcall gem, state: state, do: reply(state.player.base_info.gem) end
咱們在PlayerServerManager裏增長啓動接口以下rest
def start_player_server(%Player{} = player) do Supervisor.start_child(PlayerServerManager.Supervisor, [player]) end
在player_server_manager_test.exs裏增長測試代碼code
defmodule PlayerServerManagerTest do use ExUnit.Case doctest PlayerServerManager setup do Application.stop(:player_server_manager) :ok = Application.start(:player_server_manager) end setup do player = Player.new(0) {:ok, player: player} end test "start player_server", %{player: player} do assert {:ok, pid} = PlayerServerManager.start_player_server(player) assert PlayerServer.gem(pid) == 0 end end
測試經過。
寫到這裏發現以前Player和BaseInfo @behavior 實際上應該爲@hehaviour, 既然以前沒報錯,我就把它去掉了,測試依然經過。說明其實可能只須要
defdelegate。
好了,這一章就到這。遺留的問題有,咱們一般須要給玩家進程一個名字,而不是經過pid,若是是單節點的話, local 註冊已經足夠,若是是跨服訪問,咱們須要一個分佈式的註冊機制(實際上分佈式註冊機制容易有坑,如無必要,千萬別)。好比gporc,好比syn。 前者比較有名,我之前在erlang用過,以前有碰到莫名奇妙的問題。因此下章試試syn吧。