Go – 高性能的 goroutine 之间的通信?

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英文:

Go - high performance communication between goroutines?

问题

我正在尝试用Go语言编写一个小型游戏服务器。我基本上是从WebSocket库(https://github.com/gorilla/websocket)中复制了一个示例。

服务器每秒执行一次s.tick()函数,将当前时间发送给用户。当用户不执行任何操作时,这个功能正常工作。

当用户加入、离开或发送消息时,信息会通过三个通道之一发送,并执行相应的操作,但s.tick()要么被跳过,要么延迟。我注意到,如果用户一直执行操作,s.tick()将永远不会被调用。

以下是输出:

Mon, 05 Dec 2016 20:19:11 CET
Mon, 05 Dec 2016 20:19:12 CET
Mon, 05 Dec 2016 20:19:13 CET
Mon, 05 Dec 2016 20:19:15 CET
Mon, 05 Dec 2016 20:19:16 CET
Mon, 05 Dec 2016 20:19:17 CET

-- 用户加入和离开

Mon, 05 Dec 2016 20:19:25 CET
Mon, 05 Dec 2016 20:19:26 CET
Mon, 05 Dec 2016 20:19:27 CET
Mon, 05 Dec 2016 20:19:28 CET
Mon, 05 Dec 2016 20:19:29 CET

我试图检查是什么原因导致操作之间有这么大的延迟(这些操作都不需要很长时间),我唯一的想法是:

  • 我的代码可能有问题(很可能)
  • Go的通道速度较慢

我在循环开始和case子句开始时检查了时间,从通道接收数据通常需要超过200毫秒。话虽如此,我该如何提高这个解决方案的性能?我似乎无法让服务器以每秒一次的速度正常工作,更不用说每秒60次了。

以下是我的代码片段:

type GameServer struct {
    players map[*Player]bool

    register   chan *Player
    unregister chan *Player

    broadcast chan []byte
}

func (s *GameServer) broadcastMessage(msg []byte) {
    for player := range s.players {
        player.messages <- msg
    }
}

func (s *GameServer) tick() {
    s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}

// 问题主要与这个函数有关
func (s *GameServer) run() {
    for {
        select {
        case _ = <-time.NewTicker(time.Second).C:
            s.tick()
        case client := <-s.register:
            s.players[client] = true
        case client := <-s.unregister:
            delete(s.players, client)
        case msg := <-s.broadcast:
            s.broadcastMessage(msg)
        }
    }
}
英文:

I am trying to write a small game server in Go. I basically copied example from WebSocket library (https://github.com/gorilla/websocket).

Every second, servers executes function s.tick() which sends current time to the user. This works fine when users do not perform any actions.

When a user joins, leaves or sends a message, information is send over one of three channels (one for each action) and corresponding action is executed, however s.tick() is either skipping or delayed. I have noticed, that if users perform actions all the time, s.tick() will never be called.

Here's the output:

Mon, 05 Dec 2016 20:19:11 CET
Mon, 05 Dec 2016 20:19:12 CET
Mon, 05 Dec 2016 20:19:13 CET
Mon, 05 Dec 2016 20:19:15 CET
Mon, 05 Dec 2016 20:19:16 CET
Mon, 05 Dec 2016 20:19:17 CET

-- users joining and leaving

Mon, 05 Dec 2016 20:19:25 CET
Mon, 05 Dec 2016 20:19:26 CET
Mon, 05 Dec 2016 20:19:27 CET
Mon, 05 Dec 2016 20:19:28 CET
Mon, 05 Dec 2016 20:19:29 CET

I tried to check what is causing so much delay between the actions (none of these actions is taking long time) and my only thought is that:

  • my code is just bad (very likely)
  • Go's channels are slow

I checked time at the beginning of a loop and at the beginning of a case clause and it is often taking more than 200ms to even receive data from channel. Having said that, how can I improve the performance of this solution? I can't seem to be able to have server working well at one tick per second, let alone 60.

Below's snippet of my code:

type GameServer struct {
	players map[*Player]bool

	register   chan *Player
	unregister chan *Player

	broadcast chan []byte
}

func (s *GameServer) broadcastMessage(msg []byte) {
	for player := range s.players {
		player.messages &lt;- msg
	}
}

func (s *GameServer) tick() {
	s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}

// question is mostly related to this function
func (s *GameServer) run() {
	for {
		select {
		case _ = &lt;-time.NewTicker(time.Second).C:
			s.tick()
		case client := &lt;-s.register:
			s.players[client] = true
		case client := &lt;-s.unregister:
			delete(s.players, client)
		case msg := &lt;-s.broadcast:
			s.broadcastMessage(msg)
		}
	}
}

答案1

得分: 3

请尝试以下代码:

type GameServer struct {
    players map[*Player]bool

    register   chan *Player
    unregister chan *Player

    broadcast chan []byte

    ticker *time.Ticker // 使用一个“全局”的*time.Ticker
}

func (s *GameServer) broadcastMessage(msg []byte) {
    for player := range s.players {
        player.messages <- msg
    }
}

func (s *GameServer) tick() {
    s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}

// 问题主要与此函数相关
func (s *GameServer) run() {
    for {
        select {
        case _ = <-s.ticker.C: // 使用“全局”的*time.Ticker,而不是每次都创建一个新的
            s.tick()
        case client := <-s.register:
            s.players[client] = true
        case client := <-s.unregister:
            delete(s.players, client)
        case msg := <-s.broadcast:
            s.broadcastMessage(msg)
        }
    }
}

我认为你不希望在每次调用run时都创建一个新的time.Ticker。上述代码应该可以解决你的问题。

英文:

try this:

type GameServer struct {
    players map[*Player]bool

    register   chan *Player
    unregister chan *Player

    broadcast chan []byte

    ticker *time.Ticker //use a single &quot;global&quot; *time.Ticker

}

func (s *GameServer) broadcastMessage(msg []byte) {
    for player := range s.players {
        player.messages &lt;- msg
    }
}

func (s *GameServer) tick() {
    s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}

// question is mostly related to this function
func (s *GameServer) run() {
    for {
        select {
        case _ = &lt;- s.Ticker.C: //use the &quot;global&quot; *time.Ticker instead of creating a new one every time
            s.tick()
        case client := &lt;-s.register:
            s.players[client] = true
        case client := &lt;-s.unregister:
            delete(s.players, client)
        case msg := &lt;-s.broadcast:
            s.broadcastMessage(msg)
        }
    }
}

I don't think you want to be creating a new time.Ticker every call to run. The above should fix your problems.

huangapple
  • 本文由 发表于 2016年12月6日 03:37:38
  • 转载请务必保留本文链接:https://go.coder-hub.com/40981992.html
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