英文:
I cannot modify the item after appending to array
问题
我正在为Unity引擎开发一个多人游戏API。我有一个Room和RoomManager结构体。当我想创建房间时,我设置房间的名称、ID(所有变量),然后将这个新房间追加到RoomManager结构体的allRoom数组中。之后,当我修改房间变量时,我无法更改任何变量。我不知道为什么?
以下是我的结构体和方法:
RoomManager结构体
type RoomManager struct {
   allRooms    []Room
   roomCounter int
}
Room结构体
type Room struct {
   tag               string
   name              string
   password          string
   id                int
   capacity          int
   maxVariableCount  int
   userList          []User
   roomVariables     []RoomVariable
   extensionHandlers []ExtensionRequest
   InitializeMethod  roomInitializeFunc
}
创建房间的方法
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.capacity = settings.capacity
   newRoom.maxVariableCount = settings.maxRoomVariableCount
   newRoom.id = roomManager.roomCounter
   roomManager.roomCounter++
   newRoom.userList = make([]User, 0, newRoom.capacity)
   newRoom.roomVariables = make([]RoomVariable, 0, newRoom.maxVariableCount)
   if newRoom.InitializeMethod != nil {
     newRoom.InitializeMethod(arwServer, &newRoom)
   }
   roomManager.allRooms = append(roomManager.allRooms, newRoom)
   return &newRoom
}
将用户添加到房间的方法
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("RoomCapacity", room.capacity)
   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)
}
请注意,这只是代码的翻译部分,我无法回答关于代码功能的问题。
英文:
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 ?
Here is my structs and methods :
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
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
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)
}
答案1
得分: 3
你的问题是你的结构体中有非指针切片。在所有的结构体中,将切片定义为指针切片,像这样:
Rooms []*Room
你还需要将函数定义为接受指针值,像这样:
func(room *Room) {}
具体来说,Go 是按值传递的。每当你从原始切片中取出某个元素并将其传递给其中一个函数时,它会被复制。使用指针可以修改切片中的实际值。
参考这个示例:https://play.golang.org/p/ZThHrP0pds
package main
import (
	"fmt"
)
type Thing struct {
	Name string
}
func main() {
	things := []Thing{}
	thing := Thing{"thing1"}
	// 添加到切片
	// 注意这是一个函数调用
	things = append(things, thing)
	// 尝试修改
	thing.Name = "thing2"
	fmt.Println(things[0].Name) // 输出 thing1
	fmt.Println(thing.Name)     // 输出 thing2
	fmt.Println("------")
	
	// 再试一次
	thing3 := things[0]
	thing3.Name = "thing3"
	// 再次失败
	fmt.Println(things[0].Name) // 输出 thing1
	fmt.Println(thing3.Name)     // 输出 thing3
	
	fmt.Println("------")
	// 改为这样
	betterThings := []*Thing{} // 指针切片
	betterThing := &Thing{"thing2"} // betterThing 的类型是 *Thing
	// 添加到切片
	betterThings = append(betterThings, betterThing)
	// 成功修改
	betterThing.Name = "thing2"
	fmt.Println(betterThings[0].Name) // 输出 thing2
	fmt.Println(betterThing.Name)     // 输出 thing2
}
英文:
Your issue is that your structs have non-pointer slices. In all of your structs define your slices as slices of pointers like so
Rooms []*Room
You also need to define your functions to take pointer values, like so
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.
See this example. 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
}
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