Dictionary Golang致命错误:并发映射读取和映射写入
我在Go中编写minecraft服务器,当服务器受到2000多个连接的压力时,我遇到了以下崩溃: 致命错误:并发映射读取和映射写入/root/work/src/github.com/user/imoobler/limbo.go:78+0x351 由main.main/root/work/src/github.com/user/imoobler/limbo.go创建:33+0x368 我的代码:Dictionary Golang致命错误:并发映射读取和映射写入,dictionary,go,Dictionary,Go,我在Go中编写minecraft服务器,当服务器受到2000多个连接的压力时,我遇到了以下崩溃: 致命错误:并发映射读取和映射写入/root/work/src/github.com/user/imoobler/limbo.go:78+0x351 由main.main/root/work/src/github.com/user/imoobler/limbo.go创建:33+0x368 我的代码: package main import ( "log" "net" "buf
package main
import (
"log"
"net"
"bufio"
"time"
"math/rand"
"fmt"
)
var (
connCounter = 0
)
func main() {
InitConfig()
InitPackets()
port := int(config["port"].(float64))
ln, err := net.Listen("tcp", fmt.Sprintf(":%d", port))
if err != nil {
log.Fatal(err)
}
log.Println("Server launched on port", port)
go KeepAlive()
for {
conn, err := ln.Accept()
if err != nil {
log.Print(err)
} else {
connCounter+=1
go HandleConnection(conn, connCounter)
}
}
}
func KeepAlive() {
r := rand.New(rand.NewSource(15768735131534))
keepalive := &PacketPlayKeepAlive{
id: 0,
}
for {
for _, player := range players {
if player.state == PLAY {
id := int(r.Uint32())
keepalive.id = id
player.keepalive = id
player.WritePacket(keepalive)
}
}
time.Sleep(20000000000)
}
}
func HandleConnection(conn net.Conn, id int) {
log.Printf("%s connected.", conn.RemoteAddr().String())
player := &Player {
id: id,
conn: conn,
state: HANDSHAKING,
protocol: V1_10,
io: &ConnReadWrite{
rdr: bufio.NewReader(conn),
wtr: bufio.NewWriter(conn),
},
inaddr: InAddr{
"",
0,
},
name: "",
uuid: "d979912c-bb24-4f23-a6ac-c32985a1e5d3",
keepalive: 0,
}
for {
packet, err := player.ReadPacket()
if err != nil {
break
}
CallEvent("packetReceived", packet)
}
player.unregister()
conn.Close()
log.Printf("%s disconnected.", conn.RemoteAddr().String())
}
目前,服务器只是一个“边缘”。一般来说(没有访问出错代码的权限),您有几个选项。以下是其中两个:
sync.RWMutex
使用sync.RWMutex{}
控制对映射的访问。如果在映射上有单个读取和写入,而不是循环,请使用此选项。看
这里是一个通过someMapMutex
访问someMap
的示例:
var (
someMap = map[string]string{}
someMapMutex = sync.RWMutex{}
)
go func() {
someMapMutex.Lock()
someMap["key"] = "value"
someMapMutex.Unlock()
}()
someMapMutex.RLock()
v, ok := someMap["key"]
someMapMutex.RUnlock()
if !ok {
fmt.Println("key missing")
return
}
fmt.Println(v)
syncmap.Map
使用syncmap.Map{}
而不是普通的Map
。此地图已经解决了种族问题,但根据您的使用情况,速度可能会较慢