Reputation: 91
I've created a game and I want a player to be removed after sitting out for a length of time. A runnable PlayerRemover class contains an instance of a runnable GameTimer class. The PlayerRemover creates a GameTimer thread which times down or is stopped manually, after which it notifies the PlayerRemover thread continue.
I was concerned that a signal could be missed if notify() is called before wait(), so I decided to make the GameTimer thread notify until PlayerRemover thread sets a boolean variable in GameTimer to false.
I looked for a couple of solutions to missed signal online and this wasn't mentioned, and using while loops with atomic blocks of code is making me wonder if there's a good reason for that.
My code is running fine but will problems arise from this method? Is there a better more standard way to do this?
Appreciate the help, thanks!
public class PlayerRemover implements Runnable
{
private final GameTimer timer;
private final int seat;
private final BlackjackPlayer p;
private boolean wasSignalled;
public PlayerRemover(TableFrame gui, GameTimer t)
{
timer = t;
seat = gui.getTablePanel().getSeatIndex() ;
p = gui.getTablePanel().getBlackjackPlayer();
wasSignalled = false;
}
@Override
public void run()
{
Thread timerThread = new Thread(timer);
timerThread.start();
synchronized(timerThread)
{
while (g[seat] != null && p.getState() == State.SITTING_OUT && timer.getSecondsLeft() > 0)
{
try {
timerThread.wait();
} catch (InterruptedException ex) {
Logger.getLogger(TableCoord.class.getName()).log(Level.SEVERE, null, ex);
}
}
}
timer.setSignalRecieved();
timer.stopTimer();
if (g[seat] != null && timer.getSecondsLeft() == 0)
{
removePlayer(p,seat);
updateAllGUIs();
}
}
}
public class GameTimer implements Runnable {
private int secondsLeft;
private boolean timerStop;
private boolean doNotify;
private boolean signalReceived;
/**
* Creates a timer with a given number of seconds on the clock.
*/
public GameTimer(int seconds,boolean notifyThis)
{
secondsLeft = seconds;
timerStop = false;
doNotify = notifyThis;
signalReceived = false;
}
public GameTimer(int seconds)
{
secondsLeft = seconds;
timerStop = false;
doNotify = false;
}
/**
* Stops timer permanently
*/
public void stopTimer()
{
timerStop = true;
}
public int getSecondsLeft()
{
return secondsLeft;
}
public boolean getTimerStop()
{
return timerStop;
}
public void setSignalRecieved()
{
signalReceived = true;
}
@Override
public void run()
{
// While there timer is still counting down or all players finish
// their actions.
while (!timerStop)
{
// Wait 1 second
try
{
Thread.sleep(1000);
}
catch (Exception e)
{
System.out.println("Error: " + e.toString());
}
//decrement timer 1 second
secondsLeft--;
if (secondsLeft <= 0)
{
timerStop = true;
}
}
timerStop= true;
if (doNotify)
{
while (!signalReceived)
{
synchronized(this)
{
notify();
try
{
Thread.sleep(100);
}
catch (Exception e)
{
System.out.println("Error: " + e.getMessage());
}
}
}
}
}
}
Upvotes: 2
Views: 132
Reputation: 344
For the majority of tasks wait() and notify() methods are usually too low-level and error prone. One of the easy and high-level ways to schedule tasks is the ScheduledExecutorService
An example from its JavaDoc demonstrates both fixed rate repeatable task and one shot task:
Here is a class with a method that sets up a ScheduledExecutorService to beep every ten seconds for an hour:
import static java.util.concurrent.TimeUnit.*;
class BeeperControl {
private final ScheduledExecutorService scheduler =
Executors.newScheduledThreadPool(1);
public void beepForAnHour() {
final Runnable beeper = new Runnable() {
public void run() { System.out.println("beep"); }
};
final ScheduledFuture<?> beeperHandle =
scheduler.scheduleAtFixedRate(beeper, 10, 10, SECONDS);
scheduler.schedule(new Runnable() {
public void run() { beeperHandle.cancel(true); }
}, 60 * 60, SECONDS);
}
}
Upvotes: 1