问题描述
我对 akka 输入有点陌生,我试图发送需要在给定时间内得到答复的消息。
我发现带有 ask 的请求-响应模式看起来很有趣,但有没有办法在已经定义的 BehavIoUrs.receive 中实现它?
这里的想法是在每次玩家回答或超时后调用 nextPlayerTurn
override def refereeTurn(): Behavior[Msg] = Behaviors.receive {
case (_,msg: GuessMsg) =>
if(currentPlayer.isDefined && currentPlayer.get == msg.getSender) {
controller ! msg
} else {
println("Player tried to guess after Timeout")
}
Behaviors.same
case (context,msg: ReceivedResponseMsg) =>
if(currentPlayer.isDefined && currentPlayer.get == msg.getSender)
nextPlayerTurn(context)
Behaviors.same
...
}
...
/**
* Tells to a player to start his turn and sets a timer that defines time in which a player has to make a guess.
* If such guess isn't made,sends that user an end turn message,fails the promise of his turn and allows next
* player to play his turn
*/
override def nextPlayerTurn(ctx: ActorContext[Msg]): Unit = {
implicit val timeout: Timeout = Timeout.timeout
currentPlayer = Option(turnManager.nextPlayer)
ctx.ask[Msg,Msg](currentPlayer.get,ref => YourTurnMsg(ref)) {
case Success(msg: GuessMsg) => println("\n SUCCESS"); msg
case Failure(_) => println(currentPlayer.get +" didn't guess in time"); TurnEnd(currentPlayer.get)
case _ => TurnEnd(currentPlayer.get)
}
}
在这种情况下,在发送 YourTurnMsg 后,玩家应该以停止计时器的 GuessMsg 进行响应,这不会发生,因为在 refereeTurn BegavIoUr 中执行案例匹配而不是 Success(它总是在超时)。
我是否对询问模式有错误的想法,应该使用计时器创建一个新的行为?
解决方法
如果您想使用 ask
模式,那么处理结果的代码需要向主要参与者发送消息,而不是尝试直接进行任何处理。您可以根据结果发送不同的消息,或者只发送原始结果并在 Actor 中处理它,但您不能在该代码中执行任何依赖于 Actor 状态的操作,因为它可以在不同的线程上运行。
但是 ask
并不便宜,因此在这种情况下,最好设置一个计时器并查看哪个消息先返回。