如何让异步同步函数都能运行

服务器端代码

import asyncio
import websockets



# 初始化游戏
board = [" " for _ in range(9)]  # 初始为空格
current_player = "X"  # 当前玩家
clients = {}  # 存储客户端连接


# 处理客户端连接

async def handle_client(websocket, path):
    print("Client connected")
    try:
        global current_player
        player = current_player
        clients[player] = websocket
        current_player = "O" if current_player == "X" else "X"

  
        await websocket.send("You are player " + player)
        await broadcast_board()
        
        async for message in websocket:
            await handle_message(player, message)

    except websockets.exceptions.ConnectionClosed:
        pass
    except Exception as e:
        print("An error occurred:", e, flush=True)
    finally:
        del clients[player]


# 处理客户端发送的消息
async def handle_message(player, message):
    if message.startswith("move"):
        _, _, index = message.split()
        index = int(index)
        
        if board[index] == " " and player == current_player:
            board[index] = player
            await broadcast_board()

            if check_winner():
                await broadcast_message(f"move {player} {index}")
                await broadcast_message(f"win {player}")
                await reset_board()
            elif " " not in board:
                await broadcast_message("draw")
                await reset_board()
            else:
                await broadcast_message(f"move {player} {index}")

# 广播游戏板给所有客户端
async def broadcast_board():
    board_message = "board " + " ".join(board)
    await asyncio.gather(*[client.send(board_message) for client in clients.values()])

# 广播消息给所有客户端
async def broadcast_message(message):
    await asyncio.gather(*[client.send(message) for client in clients.values()])

# 检查游戏是否结束
def check_winner():
    # 检查行、列和对角线
    for i in range(3):
        if board[i] == board[i + 3] == board[i + 6] != " ":
            return True
        if board[i * 3] == board[i * 3 + 1] == board[i * 3 + 2] != " ":
            return True
    if board[0] == board[4] == board[8] != " " or board[2] == board[4] == board[6] != " ":
        return True
    return False

# 重置游戏板
async def reset_board():
    global board, current_player
    board = [" " for _ in range(9)]
    current_player = "X"
    await broadcast_board()

# 启动WebSocket服务器

start_server = websockets.serve(handle_client, "localhost", 8888)
print("WebSocket server is running on ws://localhost:8888")
asyncio.get_event_loop().run_forever()



客户端代码

import tkinter as tk
from tkinter import messagebox
import asyncio
import websockets
import threading
import concurrent.futures


# 初始化游戏
root = tk.Tk()
root.title("井字游戏")

# 创建井字游戏板
board = [" " for _ in range(9)]  # 初始为空格
current_player = "X"  # 当前玩家
player_X_score = 0
player_O_score = 0
game_mode = "双人游戏"

# WebSocket服务器地址
websocket_server = "ws://localhost:8888/ws"  # 根据实际地址设置



# 检查游戏是否结束
def check_winner():
    # 检查行、列和对角线
    for i in range(3):
        if board[i] == board[i + 3] == board[i + 6] != " ":
            return True
        if board[i * 3] == board[i * 3 + 1] == board[i * 3 + 2] != " ":
            return True
    if board[0] == board[4] == board[8] != " " or board[2] == board[4] == board[6] != " ":
        return True
    return False

# 异步函数,处理服务器或其他玩家发送的消息
async def handle_message(message):
    global board, current_player, player_X_score, player_O_score

    if message.startswith("move"):
        _, player, index = message.split()
        index = int(index)
        board[index] = player
        buttons[index].config(text=player)
        if check_winner():
            if player == "X":
                player_X_score += 1
            else:
                player_O_score += 1
            update_score()
            await show_game_result(f"玩家 {player} 赢了!")
        elif " " not in board:
            await show_game_result("平局!")
        else:
            current_player = "O" if player == "X" else "X"

# 异步函数,弹出游戏结果信息
async def show_game_result(message):
    messagebox.showinfo("游戏结束", message)
    
# 处理玩家点击事件
async def handle_click(index):
    global current_player, game_mode, player_X_score, player_O_score

    if board[index] == " " and not check_winner():
        board[index] = current_player
        buttons[index].config(text=current_player)
        if check_winner():
            if current_player == "X":
                player_X_score += 1
            else:
                player_O_score += 1
            update_score()
            await show_game_result(f"玩家 {current_player} 赢了!")
        elif " " not in board:
            await show_game_result("平局!")
        else:
            current_player = "O" if current_player == "X" else "X"
            if game_mode == "单人游戏" and not check_winner():
                await computer_move()

        move_message = f"move {current_player} {index}"
        await send_message(move_message)  # 使用await调用send_message函数



# 发送消息到服务器
async def send_message(message):
    uri = websocket_server
    async with websockets.connect(uri) as websocket:
        await websocket.send(message)

# 计算机下棋(简单随机选择空白位置)
def computer_move():
    import random
    empty_cells = [i for i, cell in enumerate(board) if cell == " "]
    if empty_cells:
        random_index = random.choice(empty_cells)
        handle_click(random_index)

# 更新分数显示
def update_score():
    player_X_score_label.config(text=f"玩家 X 分数: {player_X_score}")
    player_O_score_label.config(text=f"玩家 O 分数: {player_O_score}")

# 切换游戏模式
def change_game_mode():
    global game_mode
    game_mode = game_mode_var.get()
    messagebox.showinfo("切换游戏模式", f"已切换到{game_mode}。")
    reset_board()

# 重新开始游戏
def reset_board():
    global board, current_player
    board = [" " for _ in range(9)]
    current_player = "X"
    for button in buttons:
        button.config(text=" ")
    update_score()

# 创建按钮
buttons = []
for i in range(9):
    button = tk.Button(root, text=" ", font=("Arial", 24), width=3, height=1,
                       command=lambda i=i: handle_click(i))  # 在线程中运行异步函数
    button.grid(row=i // 3, column=i % 3)
    buttons.append(button)



# 游戏模式选择
game_mode_var = tk.StringVar()
game_mode_var.set("双人游戏")
game_mode_label = tk.Label(root, text="选择游戏模式:")
game_mode_label.grid(row=3, column=0, columnspan=2)
single_player_button = tk.Radiobutton(root, text="单人游戏", variable=game_mode_var, value="单人游戏", command=change_game_mode)
single_player_button.grid(row=3, column=2)
two_player_button = tk.Radiobutton(root, text="双人游戏", variable=game_mode_var, value="双人游戏", command=change_game_mode)
two_player_button.grid(row=3, column=3)

# 分数显示
player_X_score_label = tk.Label(root, text=f"玩家 X 分数: {player_X_score}")
player_X_score_label.grid(row=4, column=0, columnspan=2)
player_O_score_label = tk.Label(root, text=f"玩家 O 分数: {player_O_score}")
player_O_score_label.grid(row=4, column=2, columnspan=2)

async def connect_to_server():
    uri = websocket_server
    async with websockets.connect(uri) as websocket:
        while True:  # 不再需要退出条件
            message = await websocket.recv()
            await handle_message(message)



async def main():
    loop = asyncio.get_event_loop()
    
    # 异步运行 connect_to_server(),不会阻塞事件循环
    asyncio.create_task(connect_to_server())
    
    root.mainloop()

if __name__ == "__main__":
    asyncio.run(main())


怎样修改代码让我的客户端能够正常运行

题主,这个问题我来替你解决(参考结合AI智能、文心一言),若有帮助,还望采纳,点击回答右侧采纳即可。


可以使用协程(coroutine)来实现。协程是一种比线程更轻量级的并发执行机制,可以在同一线程内实现多个任务的切换执行,从而实现异步和同步函数的并发执行。

在 Python 中,可以使用 asyncio 模块来实现协程并发执行。通过 asyncio 的提供的 event loop(事件循环)机制,我们可以将多个异步任务注册到事件循环中,并且在需要的时候,通过 await 关键字来切换执行不同的任务。

同时,我们可以使用 asyncio 同步函数来包装原本的同步函数,从而将其转化为可以在协程中执行的异步函数。例如,可以使用 asyncio 的 run_in_executor 函数来将同步函数在一个线程池中执行,从而避免阻塞事件循环。

总之,通过协程的机制,可以很方便地实现异步和同步函数的并发执行。

【以下回答由 GPT 生成】

要实现同时处理异步和同步函数,可以使用run_until_complete()函数在主线程中运行异步函数,并使用run_in_executor()将同步函数转换为异步函数。以下是修改后的代码示例:

import asyncio
import websockets
import concurrent.futures

# 初始化游戏
board = [" " for _ in range(9)]  # 初始为空格
current_player = "X"  # 当前玩家
clients = {}  # 存储客户端连接

# 处理客户端连接
async def handle_client(websocket, path):
    print("Client connected")
    try:
        global current_player
        player = current_player
        clients[player] = websocket
        current_player = "O" if current_player == "X" else "X"

        await websocket.send("You are player " + player)
        await broadcast_board()

        async for message in websocket:
            await handle_message(player, message)

    except websockets.exceptions.ConnectionClosed:
        pass
    except Exception as e:
        print("An error occurred:", e, flush=True)
    finally:
        del clients[player]

# 处理客户端发送的消息
async def handle_message(player, message):
    if message.startswith("move"):
        _, _, index = message.split()
        index = int(index)

        if board[index] == " " and player == current_player:
            board[index] = player
            await broadcast_board()

            # 异步调用同步函数
            await asyncio.get_event_loop().run_in_executor(None, check_and_handle_game_result)

# 检查游戏结果并处理
def check_and_handle_game_result():
    if check_winner():
        asyncio.run_coroutine_threadsafe(broadcast_message(f"move {player} {index}"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(broadcast_message(f"win {player}"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
    elif " " not in board:
        asyncio.run_coroutine_threadsafe(broadcast_message("draw"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())

# 广播游戏盘面信息给所有客户端
async def broadcast_board():
    message = "board " + " ".join(board)
    await asyncio.wait([client.send(message) for client in clients.values()])

# 广播消息给所有客户端
async def broadcast_message(message):
    await asyncio.wait([client.send(message) for client in clients.values()])

# 重置游戏盘面和玩家
async def reset_board():
    global board, current_player
    board = [" " for _ in range(9)]
    current_player = "X"

# 检查是否有玩家获胜
def check_winner():
    # 判断胜利的逻辑...
    pass

# 主函数
def main():
    start_server = websockets.serve(handle_client, "localhost", 8765)

    # 创建一个线程池执行器,用于运行同步函数
    executor = concurrent.futures.ThreadPoolExecutor()

    async def run_server():
        async with start_server:
            await start_server.serve_forever()

    # 在主线程中运行异步函数,并等待其完成
    loop = asyncio.get_event_loop()
    loop.run_until_complete(run_server())
    loop.shutdown_asyncgens()
    executor.shutdown(wait=True)

if __name__ == "__main__":
    main()

在修改后的代码中,首先创建了一个线程池执行器executor,用于在check_and_handle_game_result同步函数中执行异步调用。然后,在异步处理消息时,调用了asyncio.get_event_loop().run_in_executor()函数将check_and_handle_game_result同步函数转换为异步函数。最后,在主函数中,使用run_until_complete()函数在主线程中运行异步函数run_server(),并将线程池执行器和异步事件循环关闭。这样,就实现了同时处理异步和同步函数的需求。



【相关推荐】



如果你已经解决了该问题, 非常希望你能够分享一下解决方案, 写成博客, 将相关链接放在评论区, 以帮助更多的人 ^-^

提供参考实例:https://blog.csdn.net/qq_35491275/article/details/129778965

结合GPT给出回答如下请题主参考
要让异步和同步函数都能运行,可以使用asyncio.run()函数来运行异步代码,并在其中调用同步函数。具体可以按以下步骤操作:

  1. 将同步函数封装为异步函数,可以使用asyncio.to_thread()函数实现。例如:
import asyncio
import threading

def sync_function():
    # 同步函数的代码
    ...

async def async_function():
    result = await asyncio.to_thread(sync_function)
    # 异步函数的代码
    ...
  1. 在异步函数中使用websockets库提供的异步函数,例如websockets.serve(),websockets.recv()等。

  2. 在主函数中使用asyncio.run()函数来运行异步代码并调用同步函数。例如:

if __name__ == "__main__":
    # 启动服务器的代码
    server = asyncio.run(start_server())

其中start_server()是一个异步函数,其代码类似于以下示例:

async def start_server():
    async with websockets.serve(handle_connection, "localhost", 8000):
        await asyncio.Future()  # 无限等待,直到程序结束

注意在主函数中使用asyncio.run()来运行异步代码后,程序会一直等待异步代码运行完毕才退出,因此需要在异步函数中使用无限等待(例如使用await asyncio.Future())来保证程序不会退出。

引用 皆我百晓生 小程序回复内容作答:

您的代码看起来基本上是正确的,但是您需要注意几点以确保您的客户端正常运行:

  1. 将handle_click函数中的异步调用改为使用await关键字调用异步函数handle_click。例如:await handle_click(random_index)

  2. 将handle_click函数中的send_message函数调用改为异步调用await send_message。例如:await send_message(move_message)

  3. 在connect_to_server函数中使用无限循环来接收服务器发送的消息。可以使用一个while True循环,每次循环调用recv函数接收一条消息,并调用handle_message函数处理接收到的消息。例如:

    async with websockets.connect(uri) as websocket:
     while True:
         message = await websocket.recv()
         await handle_message(message)
    

通过对代码的这些修改,您应该能够让您的客户端正常运行了。


import asyncio
import websockets
import concurrent.futures
# 初始化游戏
board = [" " for _ in range(9)]  # 初始为空格
current_player = "X"  # 当前玩家
clients = {}  # 存储客户端连接
# 处理客户端连接
async def handle_client(websocket, path):
    print("Client connected")
    try:
        global current_player
        player = current_player
        clients[player] = websocket
        current_player = "O" if current_player == "X" else "X"
        await websocket.send("You are player " + player)
        await broadcast_board()
        async for message in websocket:
            await handle_message(player, message)
    except websockets.exceptions.ConnectionClosed:
        pass
    except Exception as e:
        print("An error occurred:", e, flush=True)
    finally:
        del clients[player]
# 处理客户端发送的消息
async def handle_message(player, message):
    if message.startswith("move"):
        _, _, index = message.split()
        index = int(index)
        if board[index] == " " and player == current_player:
            board[index] = player
            await broadcast_board()
            # 异步调用同步函数
            await asyncio.get_event_loop().run_in_executor(None, check_and_handle_game_result)
# 检查游戏结果并处理
def check_and_handle_game_result():
    if check_winner():
        asyncio.run_coroutine_threadsafe(broadcast_message(f"move {player} {index}"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(broadcast_message(f"win {player}"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
    elif " " not in board:
        asyncio.run_coroutine_threadsafe(broadcast_message("draw"), asyncio.get_event_loop())
        asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
# 广播游戏盘面信息给所有客户端
async def broadcast_board():
    message = "board " + " ".join(board)
    await asyncio.wait([client.send(message) for client in clients.values()])
# 广播消息给所有客户端
async def broadcast_message(message):
    await asyncio.wait([client.send(message) for client in clients.values()])
# 重置游戏盘面和玩家
async def reset_board():
    global board, current_player
    board = [" " for _ in range(9)]
    current_player = "X"
# 检查是否有玩家获胜
def check_winner():
    # 判断胜利的逻辑...
    pass
# 主函数
def main():
    start_server = websockets.serve(handle_client, "localhost", 8765)
    # 创建一个线程池执行器,用于运行同步函数
    executor = concurrent.futures.ThreadPoolExecutor()
    async def run_server():
        async with start_server:
            await start_server.serve_forever()
    # 在主线程中运行异步函数,并等待其完成
    loop = asyncio.get_event_loop()
    loop.run_until_complete(run_server())
    loop.shutdown_asyncgens()
    executor.shutdown(wait=True)
if __name__ == "__main__":
    main()

async def handle_click(index):
    global current_player, game_mode, player_X_score, player_O_score

    if board[index] == " " and not check_winner():
        board[index] = current_player
        buttons[index].config(text=current_player)
        if check_winner():
            if current_player == "X":
                player_X_score += 1
            else:
                player_O_score += 1
            update_score()
            await show_game_result(f"玩家 {current_player} 赢了!")
        elif " " not in board:
            await show_game_result("平局!")
        else:
            current_player = "O" if current_player == "X" else "X"
            if game_mode == "单人游戏" and not check_winner():
                await computer_move()

    move_message = f"move {current_player} {index}"
    await send_message(move_message)  # 发送移动消息给服务器


async def connect_to_server():
    uri = websocket_server
    async with websockets.connect(uri) as websocket:
        async for message in websocket:  # 接收服务器发送的消息
            await handle_message(message)

有什么报错吗,贴出来

如何在 Python 中混合使用同步和异步函数?
可以参考下

如何在 Python 中混合使用同步和异步函数?_python同步异步_mkdir700的博客-CSDN博客 异步编程可以提高应用程序的性能和吞吐量,因为它可以充分利用 CPU 和 I/O 资源。当某个任务被阻塞时,事件循环可以切换到另一个任务,从而避免浪费 CPU 时间。此外,异步编程还可以简化代码,使其更易于维护和调试。我们最常用的是同步编程,在同步场景中,某个任务被阻塞时,整个线程都会被挂起,直到该任务完成,所以为了避免整个程序被阻塞的情况,又引入了多线程和锁。同步编程通常需要使用锁和其他同步原语来确保线程安全。混合编写的场景在实际开发过程中,通常会遇到同时进行异步和同步操作的场景。_python同步异步 https://blog.csdn.net/qq_35491275/article/details/129778965

Python 异步程序和同步程序的交互_python 异步转同步_土谷祠房客的博客-CSDN博客 本文介绍了Python语言异步程序和同步程序之间的交互。_python 异步转同步 https://blog.csdn.net/luhanhua/article/details/130451953

参考gpt:
结合自己分析给你如下建议:
使用线程异步,创建一个新的线程来执行异步任务,或者使用线程池来管理多个异步任务。这种方法比较简单,但是需要手动管理线程的创建和销毁,以及线程间的通信和同步。
使用Future异步,将异步任务封装成一个Future对象,然后通过get()方法来阻塞等待或轮询获取异步结果。这种方法可以获取异步任务的返回值,但是性能比较差,因为get()方法会阻塞当前线程。
使用CompletableFuture异步,这是JDK1.8提供的一个类,它是基于异步函数式编程的。它可以通过回调的方式来处理异步结果,实现了真正的异步非阻塞。它还提供了多种组合和转换异步结果的方法,如supplyAsync, runAsync, thenApplyAsync等。
使用SpringBoot @Async异步,这是一个注解,可以用在任何public方法上,表示该方法是一个异步方法。SpringBoot会自动为该方法创建一个新的线程来执行,并且可以使用Future或CompletableFuture来获取异步结果。这种方法比较简洁,但是需要配置@EnableAsync注解和自定义线程池。
使用Guava异步,这是一个Google提供的Java库,它提供了ListenableFuture和Futures类来实现异步编程。ListenableFuture是对Future的扩展,它可以添加监听器来处理异步结果。Futures类提供了多种工具方法来操作和转换ListenableFuture。

在Python的asyncio库中,通常使用asyncio.gather()函数来并行运行多个异步函数。

# 广播消息给所有客户端
async def broadcast_message(message):
    await asyncio.gather(
        *[client.send(message) for client in clients.values()]
    )

服务器端代码已经使用了async/await关键字,表明它是一个异步函数,要确保所有的异步函数都能运行,需要在一个事件循环中进行调度