如何等待WCF方法的所有响应

本文关键字:方法 响应 WCF 何等待 等待 | 更新日期: 2023-09-27 18:08:33

我有一个WCF方法,它可以获取所有玩家(客户端)的分数,并将它们添加到一个列表中进行排序。

但不幸的是,当第一个分数发送到服务器时,该函数将其添加到列表并将排序列表发送到客户端,而不是等待其他玩家的所有其他分数。我尝试使用async &等待,以延迟方法的继续,大约30秒,如下所示:

 public  List<Player>  GetListOfWinners(int SentScore , string _SentPlayerID )
    {
        List<Player> PlayersList = new List<Player>();
        //Add to the List 
        PlayersList.Add(new Player { PlayerID = _SentPlayerID, Score = SentScore });
        DelayMethod();
        //Order It
        List<Player> SortedList = PlayersList.OrderByDescending(p => p.Score).ToList(); 
        // sent fULL SORTHEDlist to the Clients
        return SortedList;
    }
    private async void DelayMethod()
    {
        await Task.Delay(30000);
    }

但是它不工作,所以我该怎么办呢?

如何等待WCF方法的所有响应

我创建了一个非常基本的服务作为示例,以展示如何实现一些目标。它是作为一种向您介绍lockManualResetEvent等结构的方法而提供的。

In my ISudokuConcurrentService.cs:

namespace SudokuTest
{
    using System.Collections.Generic;
    using System.Runtime.Serialization;
    using System.ServiceModel;
    [ServiceContract]
    public interface ISudokuConcurrentService
    {
        [OperationContract]
        SudokuGame ClientConnect();
        [OperationContract]
        List<Player> GetListOfWinners(int SentScore, string _SentPlayerID);
    }
    [DataContract]
    public class SudokuGame
    {
        [DataMember]
        public string PlayerID { get; set; }
        [DataMember]
        public int TimeLimitInSeconds { get; set; }
    }
    [DataContract]
    public class Player
    {
        [DataMember]
        public string PlayerID { get; set; }
        [DataMember]
        public int Score { get; set; }
    }
}

在我的SudokuConcurrentService.svc.cs:

namespace SudokuTest
{
    using System.Collections.Generic;
    using System.Linq;
    using System.Threading;
    public class SudokuConcurrentService : ISudokuConcurrentService
    {
        static int playerCount = 0;
        static List<Player> PlayersList = null;
        static object ListLock = new object();
        const int TimeLimit = 120;
        static ManualResetEvent AllPlayerResponseWait = new ManualResetEvent(false);
        public SudokuGame ClientConnect()
        {
            lock (ListLock)
            {
                if (PlayersList != null)
                {
                    // Already received a completed game response -- no new players.
                    return null;
                }
            }
            return new SudokuGame()
                {
                    PlayerID = "Player " + Interlocked.Increment(ref playerCount).ToString(),
                    TimeLimitInSeconds = TimeLimit
                };
        }
        public List<Player> GetListOfWinners(int SentScore, string _SentPlayerID)
        {
            lock (ListLock)
            {
                // Initialize the list.
                if (PlayersList == null) PlayersList = new List<Player>();
                //Add to the List 
                PlayersList.Add(new Player { PlayerID = _SentPlayerID, Score = SentScore });
            }
            // Now decrement through the list of players to await all responses.
            if (Interlocked.Decrement(ref playerCount) == 0)
            {
                // All responses received, unlock the wait.
                AllPlayerResponseWait.Set();
            }
            // Wait on all responses, as necessary, up to 150% the timeout (no new players allowed one responses received, 
            // so the 150% should allow time for the last player to receive game and send response, but if any players have 
            // disconnected, we don't want to wait indefinitely).
            AllPlayerResponseWait.WaitOne(TimeLimit * 1500);
            //Order It
            List<Player> SortedList = PlayersList.OrderByDescending(p => p.Score).ToList();
            // sent fULL SORTHEDlist to the Clients
            return SortedList;
        }
    }
}

请注意,这个示例的主要限制是它只允许在服务生命周期内玩一个游戏。我将把运行多款游戏作为练习留给你,但我要指出的是,你需要追踪每一款游戏现在所做的一切。您可能希望将列表和等待锁捆绑到对象中,然后可以以某种方式存储另一个列表,例如MemoryCache