上一篇《iOS APP 架构漫谈(一)》简单介绍了information flow的概念。这篇文章简单介绍另一个在编程中非常重要的思想或工具——状态机(State machine)。 对大多数计算机专业的家伙们来说,这应该是一门比较难学的课程,里面包含一大堆揪心的名字比如DFA,NFA,还有一大堆各种各样的数学符号,又是编译原理的基础。不过很遗憾,似乎在做完编译原理课程作业之后,很多人再也没有实现过或是用过状态机了。本文通过一个游戏demo来简单描述一下状态机在实践中的应用。demo code
背景
首先看下我们的使用场景,假如我们需要设计一套联网对战的小游戏。第一个难题可能是如何建立一个通道,让2个手机相互发送消息。这里我并不打算引入server端开发,希望只是通过客户端来实现这个逻辑,这里使用LeanCloud API来简化这个过程。这样我们可以暂时不考虑技术细节,直接站在业务角度去思考如何建立这个游戏。
业务场景–邀请
正式开始游戏之前,总会有一个邀请的环节。假如我们有2个用户,分别是Host,Guest。Host创建游戏,Guest加入游戏。游戏的整个流程和我们平时玩的对战游戏流程并没有多大不同。
1. Host创建游戏,他就相当于进入一个等待队列里面。
2. Guest加入游戏,他从等待队列中找到一个匹配,比如Host。然后对Host发送join message
3. Host会收到很多join message。由于我们只是选择1vs1。这里假定Host同意Guest加入游戏。Host向Guest发送join confirm message
4. Guest收到join confirm message, 向Host发送Go消息,表示Guest已经进入游戏
5. Host收到Go消息。也进入游戏。
具体实现业务逻辑
现在的构想的逻辑只有5步,但其实还会包含很多逻辑,比如超时机制,重发机制。由于中间状态很多,还可能有我们没有想到过的问题。在面对这种复杂逻辑时,会通过状态机来帮助我们理顺逻辑。这时,我们脑中思考的业务其实是一个状态到一个状态的图。 如下
上半部分是游戏的创建者,下半部分是游戏的加入者。
一开始,尽量简化模型,这里红色剪头表示我们的正确主流路线,黑色表现出错路线。也就是说,一旦错误,就回到原始Idle状态。
开始写代码
在想清楚所有逻辑,并考虑清楚正常路线和错误路线之后,就可以开始写代码了。为了方便,这里直接使用第三方的状态机框架TransitionKit。
定义State(HOST)
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TKState *idleState = [TKState stateWithName:@
"idle"
];
TKState *waitingJoinState = [TKState stateWithName:@
"waitingJoin"
];
TKState *waitingConfirmState = [TKState stateWithName:@
"waitingConfirm"
];
TKState *goState = [TKState stateWithName:@
"go"
];
[waitingConfirmState setDidEnterStateBlock:^(TKState *state, TKTransition *transition) {
[selfWeak sendJoinConfirm];
}];
[goState setDidEnterStateBlock:^(TKState *state, TKTransition *transition) {
NSLog(@
"happy ending"
);
[SVProgressHUD showSuccessWithStatus:@
"ok"
];
}];
|
定义Event(HOST)
Event 是建立State到State的路径
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TKEvent *waitingJoinEvent = [TKEvent eventWithName:CUHostGameManagerWaitingJoinEvent
transitioningFromStates:@[idleState]
toState:waitingJoinState];
TKEvent *receiveInviteEvent = [TKEvent eventWithName:CUHostGameManagerReceiveInviteEvent
transitioningFromStates:@[waitingJoinState]
toState:waitingConfirmState];
TKEvent *receiveConfirmEvent = [TKEvent eventWithName:CUHostGameManagerReceiveConfirmEvent
transitioningFromStates:@[waitingConfirmState]
toState:goState];
TKEvent *disconnectedEvent = [TKEvent eventWithName:CUHostGameManagerDisconnectedEvent
transitioningFromStates:nil
toState:idleState];
|
定义过程(HOST)
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- (void)startGame {
NSAssert(self.session.peerId != nil, @
""
);
//这里,如果不是idle,我们切换状态机到idle
if
(![self.stateMachine.currentState.name isEqual:@
"idle"
]) {
[self fireEvent:CUHostGameManagerDisconnectedEvent userInfo:nil];
}
//这里调用LeanCloud 入队
AVObject *waitingId = [AVObject objectWithClassName:@
"waiting_join_Ids"
];
[waitingId setObject:self.session.peerId forKey:@
"peerId"
];
[waitingId saveInBackgroundWithBlock:^(BOOL succeeded, NSError *error) {
//enqueue 之后,进入waitingJoin状态
[self fireEvent:CUHostGameManagerWaitingJoinEvent userInfo:nil];
}];
}
- (void)sendJoinConfirm {
//发送加入确认消息给Guest
AVMessage *message = [AVMessage messageForPeerWithSession:self.session
toPeerId:self.peerId
payload:@
"join_confirm"
];
[self.session sendMessage:message transient:YES];
}
- (void)session:(AVSession *)session didReceiveMessage:(AVMessage *)message
{
if
([message.payload isEqualToString:@
"join"
]) {
//收到Join(邀请)之后,发送确认消息
self.peerId = message.fromPeerId;
//因为LeanCloud的API比较挫,watch 之后才能发送消息,但是我们不知道什么时候才watch成功。。。。
//好在只是demo,我们只好用这种方式work around,延迟2s发送消息
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(sendInviteConfirmRequest:) object:nil];
[self performSelector:@selector(sendInviteConfirmRequest:)
withObject:@[message.fromPeerId]
afterDelay:2.0f];
}
else
if
([message.payload isEqualToString:@
"go"
]) {
//收到go消息,流程结束
[self fireEvent:CUHostGameManagerReceiveConfirmEvent userInfo:nil];
}
}
- (void)sendInviteConfirmRequest:(NSArray *)watchPeerIds {
[self.session watchPeerIds:watchPeerIds];
[self fireEvent:CUHostGameManagerReceiveInviteEvent userInfo:nil];
}
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定义State(Guest)
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TKState *idleState = [TKState stateWithName:@
"idle"
];
TKState *waitingReplyState = [TKState stateWithName:@
"waitingReply"
];
TKState *goState = [TKState stateWithName:@
"go"
];
[waitingReplyState setWillEnterStateBlock:^(TKState *state, TKTransition *transition) {
[selfWeak searchingGames];
}];
[goState setDidEnterStateBlock:^(TKState *state, TKTransition *transition) {
[selfWeak sendGo];
NSLog(@
"happy ending"
);
[SVProgressHUD showSuccessWithStatus:@
"ok"
];
}];
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定义Event(Guest)
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TKEvent *searchingEvent = [TKEvent eventWithName:CUGestGameManagerSearchingEvent
transitioningFromStates:@[idleState]
toState:waitingReplyState];
TKEvent *receiveConfirmEvent = [TKEvent eventWithName:CUGestGameManagerReceiveConfirmEvent
transitioningFromStates:@[waitingReplyState]
toState:goState];
TKEvent *disconnectedEvent = [TKEvent eventWithName:CUGestGameManagerDisconnectedEvent
transitioningFromStates:nil
toState:idleState];
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定义过程(Guest)
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- (void)joinGame {
if
(![self.stateMachine.currentState.name isEqual:@
"idle"
]) {
[self fireEvent:CUGestGameManagerDisconnectedEvent userInfo:nil];
}
[self fireEvent:CUGestGameManagerSearchingEvent userInfo:nil];
}
- (void)searchingGames {
AVQuery *query = [AVQuery queryWithClassName:@
"waiting_join_Ids"
];
[query orderByDescending:@
"updatedAt"
];
[query setLimit:1];
[query findObjectsInBackgroundWithBlock:^(NSArray *objects, NSError *error) {
NSMutableArray *installationIds = [[NSMutableArray alloc] init];
for
(AVObject *object
in
objects) {
if
([object objectForKey:@
"peerId"
]) {
[installationIds addObject:[object objectForKey:@
"peerId"
]];
}
}
[self.session watchPeerIds:installationIds];
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(sendJoinRequest) object:nil];
[self performSelector:@selector(sendJoinRequest)
withObject:nil
afterDelay:2.0f];
}];
}
- (void)sendJoinRequest {
for
(NSString *item
in
self.session.watchedPeerIds) {
AVMessage *message = [AVMessage messageForPeerWithSession:self.session
toPeerId:item
payload:@
"join"
];
[self.session sendMessage:message transient:YES];
}
}
- (void)sendGo{
AVMessage *message = [AVMessage messageForPeerWithSession:self.session
toPeerId:self.otherPeerId
payload:@
"go"
];
[self.session sendMessage:message transient:YES];
}
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最后
state machine 是一个蛮厉害的锤子,只要是一个工具,就肯定会被滥用。。。state machine最大的好处是在于,方便我们思考清楚所有细节,主线,和错误流程。避免因为考虑不周全而产生的bug。结合之前的information flow的思路,会让我们的软件设计更加清楚。