I'm developing a multiplayer api for Unity Engine. I have Room and RoomManager struct. When I want create room, I set room name, id (all of variable), after that I append this new room to allRoom array in RoomManager struct. After that when I modified to room variable, I can't change any variable. I dont know why ?
我正在为Unity Engine开发多人api。我有Room和RoomManager结构。当我想要创建空间时,我设置房间名称,id(所有变量),之后我将这个新房间附加到RoomManager结构中的allRoom数组。之后,当我修改为房间变量时,我无法更改任何变量。我不知道为什么?
Here is my structs and methods :
这是我的结构和方法:
RoomManager struct
type RoomManager struct {
allRooms []Room
roomCounter int
}
Room struct
type Room struct {
tag string
name string
password string
id int
cappacity int
maxVariableCount int
userList []User
roomVariables []RoomVariable
extensionHandlers []ExtensionRequest
InitializeMethod roomInitializeFunc
}
Room Create Method
房间创建方法
func (roomManager *RoomManager) CreateRoom(settings RoomSettings, arwServer *ARWServer) *Room {
var newRoom Room
newRoom.InitializeMethod = settings.InitializeMethod
newRoom.name = settings.name
newRoom.password = settings.password
newRoom.tag = settings.tag
newRoom.cappacity = settings.cappacity
newRoom.maxVariableCount = settings.maxRoomVariableCount
newRoom.id = roomManager.roomCounter
roomManager.roomCounter++
newRoom.userList = make([]User, 0, newRoom.cappacity)
newRoom.roomVariables = make([]RoomVariable, 0, newRoom.maxVariableCount)
if newRoom.InitializeMethod != nil {
newRoom.InitializeMethod(arwServer, &newRoom)
}
roomManager.allRooms = append(roomManager.allRooms, newRoom)
return &newRoom
}
Add User To Room
将用户添加到房间
func (room *Room) AddUserToRoom(arwServer *ARWServer, u User) {
room.userList = append(room.userList, u)
var arwObj ARWObject
arwObj.requestName = Join_Room
arwObj.eventParams.PutString("RoomName", room.name)
arwObj.eventParams.PutString("RoomTag", room.tag)
arwObj.eventParams.PutInt("RoomId", room.id)
arwObj.eventParams.PutInt("RoomCappacity", room.cappacity)
usersData := ""
for ii := 0; ii < len(room.userList); ii++ {
if room.userList[ii].name != u.name {
usersData += room.userList[ii].GetDataForOtherUser(u) + "''"
}
}
usersData = strings.TrimRight(usersData, "''")
arwObj.eventParams.PutString("Users", usersData)
arwServer.SendRequestToUser(u, arwObj)
var arwObjforTheOthers ARWObject
arwObjforTheOthers.requestName = User_Enter_Room
arwObjforTheOthers.eventParams.PutString("RoomName", room.name)
arwObjforTheOthers.eventParams.PutString("userName", u.name)
arwObjforTheOthers.eventParams.PutInt("userId", u.id)
arwObjforTheOthers.eventParams.PutString("isMe", "false")
room.SendRequestAllUserWithoutMe(*arwServer, arwObjforTheOthers, u)
fmt.Println("User join Room - User Name : ", u.name+" Room : "+u.lastRoom.name)
}
1 个解决方案
#1
3
Your issue is that your structs have non-pointer slices. In all of your structs define your slices as slices of pointers like so
您的问题是您的结构具有非指针切片。在所有结构中,将切片定义为指针切片
Rooms []*Room
You also need to define your functions to take pointer values, like so
您还需要定义函数以获取指针值,如下所示
func(room *Room) {}
To elaborate. Go is pass-by-value. Anytime you pull something out of one of your original slices and pass it to one of your functions, it gets a copy. Using pointers modifies the actual value in the slice.
详细说明。 Go是按值传递的。每当你从原始切片中取出一些东西并将其传递给你的一个函数时,它就会得到一份副本。使用指针修改切片中的实际值。
See this example. https://play.golang.org/p/ZThHrP0pds
看这个例子。 https://play.golang.org/p/ZThHrP0pds
package main
import (
"fmt"
)
type Thing struct {
Name string
}
func main() {
things := []Thing{}
thing := Thing{"thing1"}
// add to slice
// note that this is a function call
things = append(things, thing)
// attempt to change
thing.Name = "thing2"
fmt.Println(things[0].Name) // prints thing1
fmt.Println(thing.Name) // prints thing2
fmt.Println("------")
// try again
thing3 := things[0]
thing3.Name = "thing3"
// fail again
fmt.Println(things[0].Name) // prints thing1
fmt.Println(thing3.Name) // prints thing3
fmt.Println("------")
// do this instead
betterThings := []*Thing{} // slice of pointers
betterThing := &Thing{"thing2"} // betterThing is of type *Thing
// add to slice
betterThings = append(betterThings, betterThing)
// successfully change
betterThing.Name = "thing2"
fmt.Println(betterThings[0].Name) // prints thing2
fmt.Println(betterThing.Name) // prints thing2
}
#1
3
Your issue is that your structs have non-pointer slices. In all of your structs define your slices as slices of pointers like so
您的问题是您的结构具有非指针切片。在所有结构中,将切片定义为指针切片
Rooms []*Room
You also need to define your functions to take pointer values, like so
您还需要定义函数以获取指针值,如下所示
func(room *Room) {}
To elaborate. Go is pass-by-value. Anytime you pull something out of one of your original slices and pass it to one of your functions, it gets a copy. Using pointers modifies the actual value in the slice.
详细说明。 Go是按值传递的。每当你从原始切片中取出一些东西并将其传递给你的一个函数时,它就会得到一份副本。使用指针修改切片中的实际值。
See this example. https://play.golang.org/p/ZThHrP0pds
看这个例子。 https://play.golang.org/p/ZThHrP0pds
package main
import (
"fmt"
)
type Thing struct {
Name string
}
func main() {
things := []Thing{}
thing := Thing{"thing1"}
// add to slice
// note that this is a function call
things = append(things, thing)
// attempt to change
thing.Name = "thing2"
fmt.Println(things[0].Name) // prints thing1
fmt.Println(thing.Name) // prints thing2
fmt.Println("------")
// try again
thing3 := things[0]
thing3.Name = "thing3"
// fail again
fmt.Println(things[0].Name) // prints thing1
fmt.Println(thing3.Name) // prints thing3
fmt.Println("------")
// do this instead
betterThings := []*Thing{} // slice of pointers
betterThing := &Thing{"thing2"} // betterThing is of type *Thing
// add to slice
betterThings = append(betterThings, betterThing)
// successfully change
betterThing.Name = "thing2"
fmt.Println(betterThings[0].Name) // prints thing2
fmt.Println(betterThing.Name) // prints thing2
}