意圖
保證一個類只有一個執行個體,並提供訪問它的全域訪問點。
情境
我們現在要做一個網路遊戲的服務端程式,需要考慮怎麼樣才能承載大量的使用者。在做WEB程式的時候有各種負載平衡的方案,不管是通過硬體實現還是軟體實現,基本的思想就是有一個統一的入口,然後由它來分配使用者到各個伺服器上去。
需要考慮的問題是,即使在多線程的並髮狀態下,使用者只能通過一個唯一的入口來分配,由此引入了Singleton模式來實現這個唯一的入口。
範例程式碼
using System;
using System.Collections.Generic;
using System.Threading;
namespace SingletonExample
{
class Program
{
static void Main(string[] args)
{
ParameterizedThreadStart ts = new ParameterizedThreadStart(EnterPlayer);
for (int i = 0; i < 20; i++)
{
Thread t = new Thread(ts);
t.Start("player" + i);
}
LoadBalanceServer.GetLoadBalanceServer().ShowServerInfo();
}
static void EnterPlayer(object playerName)
{
LoadBalanceServer lbs = LoadBalanceServer.GetLoadBalanceServer();
lbs.GetLobbyServer().EnterPlayer(playerName.ToString());
}
}
class LoadBalanceServer
{
private const int SERVER_COUNT = 3;
private List<LobbyServer> serverList = new List<LobbyServer>();
private static volatile LoadBalanceServer lbs;
private static object syncLock = new object();
private LoadBalanceServer()
{
for (int i = 0; i < SERVER_COUNT; i++)
{
serverList.Add(new LobbyServer("LobbyServer" + i));
}
}
public static LoadBalanceServer GetLoadBalanceServer()
{
if (lbs == null )
{
lock (syncLock)
{
if (lbs == null )
{
Thread.Sleep(100);
lbs = new LoadBalanceServer();
}
}
}
return lbs;
}
public LobbyServer GetLobbyServer()
{
LobbyServer ls = serverList[0];
for (int i = 1; i < SERVER_COUNT; i++)
{
if (serverList[i].PlayerList.Count < ls.PlayerList.Count)
ls = serverList[i];
}
return ls;
}
public void ShowServerInfo()
{
foreach (LobbyServer ls in serverList)
{
Console.WriteLine("=================" + ls.ServerName + "=================");
foreach (string player in ls.PlayerList)
{
Console.WriteLine(player);
}
}
}
}
class LobbyServer
{
private List<string> playerList = new List<string>();
public List<string> PlayerList
{
get { return playerList; }
}
private string serverName;
public string ServerName
{
get { return serverName; }
}
public LobbyServer(string serverName)
{
this.serverName = serverName;
}
public void EnterPlayer(string playerName)
{
playerList.Add(playerName);
}
}
}