Using C# 5 async to wait for something that executes over a number of game frames

萝らか妹 提交于 2019-12-12 16:41:41

问题


My son is writing a simple RPG game that has a number of non-player characters (aka NPC's). Each NPC has an associated "script" that controls its behaviour. We were going to use a mini custom script language to write these behaviours but I'm now wondering if this would be better done in C#5/Async.

Taking a really simple example, suppose one of the NPC's just walks between two points I'm thinking it would be nice to write something like this:

while (true)
{
    await WalkTo(100,100);
    await WalkTo(200,200);
}

The WalkTo method would be an async method that handles everything to do with walking between the two points and does this over a number of frames from the game loop. It's not a blocking method that can be off-loaded to a background thread.

And this is where I'm stuck... I haven't been able to find any examples using async/await in this manner, but it seems it would be perfect for it.

Ideas?


Here's some very rough pseudo code for what I'd like to do:

class NpcBase
{

    // Called from game loop
    public void onUpdate(double elapsedTime)
    {
        // Move the NPC
        .
        .
        .


        // Arrived at destination?
        if (Arrived)
        {
            // How do I trigger that the task is finished?
            _currentTask.MarkComplete();        
        }

    }


    // Async method called by NPC "script"
    public async Task WalkTo(int x, int y)
    {
        // Store new target location


        // return a task object that will be "triggered" when the walk is finished
        _currentTask = <something??>
        return _currentTask;
    }

    Task _currentTask;

}

回答1:


Okay, it sounds like one option would be to have a TaskCompletionSource for each frame of the game. You can then await the Task from WalkTo, and set the result in OnUpdate:

private TaskCompletionSource<double> currentFrameSource;

// Called from game loop
public void OnUpdate(double elapsedTime)
{
    ...
    var previousFrameSource = currentFrameSource;
    currentFrameSource = new TaskCompletionSource<double>();
    // This will trigger all the continuations...
    previousFrameSource.SetResult(elapsedTime);
}

// Async method called by NPC "script"
public async Task WalkTo(int x, int y)
{
    // Store new target location
    while (/* we're not there yet */)
    {
        double currentTime = await currentFrameSource.Task;
        // Move
    }
}

I'm not sure how efficient this will be, admittedly... but it should work.




回答2:


I think I've figured it out in a simple test program

Firstly, I've got a base class for the NPC's like this:

EDIT: Updated NpcBase to use TaskCompletionSource:

public class NpcBase
{
    // Derived classes to call this when starting an async operation
    public Task BeginTask()
    {
        // Task already running?
        if (_tcs!= null)
        {
            throw new InvalidOperationException("busy");
        }

        _tcs = new TaskCompletionSource<int>();

        return _tcs.Task;
    }

    TaskCompletionSource<int> _tcs;

    // Derived class calls this when async operation complete
    public void EndTask()
    {
        if (_tcs != null)
        {
            var temp = _tcs;
            _tcs = null;
            temp.SetResult(0);
        }
    }

    // Is this NPC currently busy?
    public bool IsBusy
    {
        get
        {
            return _tcs != null;
        }
    }

}

For reference, here's the old version of NpcBase with custom IAsyncResult implementation instead of TaskCompletionSource:

// DONT USE THIS, OLD VERSION FOR REFERENCE ONLY
public class NpcBase
{
    // Derived classes to call this when starting an async operation
    public Task BeginTask()
    {
        // Task already running?
        if (_result != null)
        {
            throw new InvalidOperationException("busy");
        }

        // Create the async Task
        return Task.Factory.FromAsync(
            // begin method
            (ac, o) =>
            {
                return _result = new Result(ac, o);
            },

            // End method
            (r) =>
            {

            },

            // State object
            null

            );

    }

    // Derived class calls this when async operation complete
    public void EndTask()
    {
        if (_result != null)
        {
            var temp = _result;
            _result = null;
            temp.Finish();
        }
    }

    // Is this NPC currently busy?
    public bool IsBusy
    {
        get
        {
            return _result != null;
        }
    }

    // Result object for the current task
    private Result _result;

    // Simple AsyncResult class that stores the callback and the state object
    class Result : IAsyncResult
    {
        public Result(AsyncCallback callback, object AsyncState)
        {
            _callback = callback;
            _state = AsyncState;
        }


        private AsyncCallback _callback;
        private object _state;

        public object AsyncState
        {
            get { return _state; ; }
        }

        public System.Threading.WaitHandle AsyncWaitHandle
        {
            get { throw new NotImplementedException(); }
        }

        public bool CompletedSynchronously
        {
            get { return false; }
        }

        public bool IsCompleted
        {
            get { return _finished; }
        }

        public void Finish()
        {
            _finished = true;
            if (_callback != null)
                _callback(this);
        }

        bool _finished;
    }
}

Next, I've got a simple "NPC" that moves in one dimension. When a moveTo operation starts it calls BeginTask in the NpcBase. When arrived at the destination, it calls EndTask().

public class NpcTest : NpcBase
{
    public NpcTest()
    {
        _position = 0;
        _target = 0;
    }

    // Async operation to count
    public Task MoveTo(int newPosition)
    {
        // Store new target
        _target = newPosition;
        return BeginTask();
    }

    public int Position
    {
        get
        {
            return _position;
        }
    }

    public void onFrame()
    {
        if (_position == _target)
        {
            EndTask();
        }
        else if (_position < _target)
        {
            _position++;
        }
        else
        {
            _position--;
        }
    }

    private int _position;
    private int _target;
}

And finally, a simple WinForms app to drive it. It consists of a button and two labels. Clicking the button starts both NPC and their position is displayed on the labels.

public partial class Form1 : Form
{
    public Form1()
    {
        InitializeComponent();
    }

    private void onButtonClick(object sender, EventArgs e)
    {
        RunNpc1();
        RunNpc2();
    }

    public async void RunNpc1()
    {
        while (true)
        {
            await _npc1.MoveTo(20);
            await _npc1.MoveTo(10);
        }
    }

    public async void RunNpc2()
    {
        while (true)
        {
            await _npc2.MoveTo(80);
            await _npc2.MoveTo(70);
        }
    }


    NpcTest _npc1 = new NpcTest();
    NpcTest _npc2 = new NpcTest();

    private void timer1_Tick(object sender, EventArgs e)
    {
        _npc1.onFrame();
        _npc2.onFrame();

        label1.Text = _npc1.Position.ToString();
        label2.Text = _npc2.Position.ToString();
    }

}

And it works, all seems to be running on the main UI thread... which is what I wanted.

Of course it needs to be fixed to handle cancelling of operations, exceptions etc... but the basic idea is there.



来源:https://stackoverflow.com/questions/14952689/using-c-sharp-5-async-to-wait-for-something-that-executes-over-a-number-of-game

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