C++ 设计模式-备忘录模式

游戏存档实现,包括撤销/重做、持久化存储、版本控制和内存管理

cpp 复制代码
#include <iostream>
#include <memory>
#include <deque>
#include <stack>
#include <chrono>
#include <fstream>
#include <sstream>
#include <ctime>

// ================ 1. 增强版备忘录类 ================
class GameMemento {
private:
    const int level;
    const int health;
    const std::string weapon;
    const std::chrono::system_clock::time_point timestamp;

    friend class GameCharacter;

public:
    GameMemento(int lv, int hp, std::string wp, std::chrono::system_clock::time_point ts)
        : level(lv), health(hp), weapon(std::move(wp)), timestamp(ts) {}

    // 序列化为字符串
    std::string serialize() const {
        std::time_t ts = std::chrono::system_clock::to_time_t(timestamp);
        std::stringstream ss;
        ss << level << "," << health << "," << weapon << "," << ts;
        return ss.str();
    }

    // 从字符串反序列化
    static std::unique_ptr<GameMemento> deserialize(const std::string& data) {
        std::stringstream ss(data);
        int lv, hp;
        std::string wp;
        time_t ts;

        char comma;
        ss >> lv >> comma >> hp >> comma;
        std::getline(ss, wp, ',');
        ss >> ts;

        return std::make_unique<GameMemento>(
            lv, hp, wp, std::chrono::system_clock::from_time_t(ts)
        );
    }

    void print() const {
        auto ts = std::chrono::system_clock::to_time_t(timestamp);
        char buffer[26];
        strftime(buffer, sizeof(buffer), "%a %b %d %H:%M:%S %Y", std::localtime(&ts));
        std::cout << "Lv." << level << " HP:" << health
          << " Weapon:" << weapon << " (" << buffer << ")\n";
    }
};

// ================ 2. 游戏角色类 ================
class GameCharacter {
private:
    int level = 1;
    int health = 100;
    std::string weapon = "Fist";

public:
    void levelUp() { level++; health += 20; }
    void takeDamage(int dmg) { health -= dmg; }
    void equipWeapon(std::string wp) { weapon = std::move(wp); }

    std::unique_ptr<GameMemento> save() const {
        return std::make_unique<GameMemento>(
            level, health, weapon,
            std::chrono::system_clock::now()
        );
    }

    void load(const GameMemento& memento) {
        level = memento.level;
        health = memento.health;
        weapon = memento.weapon;
    }

    void status() const {
        std::cout << "Current State: Lv." << level
                  << " HP:" << health
                  << " Weapon:" << weapon << "\n";
    }
};

// ================ 3. 增强版存档管理器 ================
class SaveManager {
private:
    std::deque<std::unique_ptr<GameMemento>> undoStack;  // 使用deque方便限制数量
    std::stack<std::unique_ptr<GameMemento>> redoStack;  // 重做栈
    const size_t MAX_SAVES = 5;  // 最大存档数量

    void trimHistory() {
        while (undoStack.size() > MAX_SAVES) {
            undoStack.pop_front();  // 移除最旧的存档
        }
    }

public:
    // 保存新状态
    void saveState(const GameCharacter& character) {
        undoStack.push_back(character.save());
        redoStack = std::stack<std::unique_ptr<GameMemento>>(); // 清空重做栈
        trimHistory();
    }

    // 撤销
    bool undo(GameCharacter& character) {
        if (undoStack.size() < 2) return false;

        redoStack.push(std::move(undoStack.back()));
        undoStack.pop_back();

        character.load(*undoStack.back());
        return true;
    }

    // 重做
    bool redo(GameCharacter& character) {
        if (redoStack.empty()) return false;

        character.load(*redoStack.top());
        undoStack.push_back(std::move(redoStack.top()));
        redoStack.pop();
        return true;
    }

    // 保存到文件
    bool saveToFile(const std::string& filename) const {
        std::ofstream file(filename);
        if (!file) return false;

        for (const auto& memento : undoStack) {
            file << memento->serialize() << "\n";
        }
        return true;
    }

    // 从文件加载
    bool loadFromFile(const std::string& filename, GameCharacter& character) {
        std::ifstream file(filename);
        if (!file) return false;

        undoStack.clear();
        redoStack = std::stack<std::unique_ptr<GameMemento>>();

        std::string line;
        while (std::getline(file, line)) {
            auto memento = GameMemento::deserialize(line);
            if (memento) {
                undoStack.push_back(std::move(memento));
            }
        }

        if (!undoStack.empty()) {
            character.load(*undoStack.back());
        }
        return true;
    }

    // 显示版本历史
    void showHistory() const {
        std::cout << "\n=== Version History (" << undoStack.size() << "/"
            << MAX_SAVES << ") ===\n";
        int i = 1;
        for (const auto& memento : undoStack) {
            std::cout << "Version " << i++ << ": ";
            memento->print();
        }
    }
};

// ================ 使用示例 ================
int main() {
    GameCharacter hero;
    SaveManager saveManager;

    // 初始状态
    hero.status();
    saveManager.saveState(hero);

    // 查看历史版本
    saveManager.showHistory();

    // 进行一系列操作
    hero.levelUp();
    hero.equipWeapon("Sword");
    saveManager.saveState(hero);

    hero.takeDamage(30);
    saveManager.saveState(hero);

    hero.levelUp();
    hero.equipWeapon("Axe");
    saveManager.saveState(hero);

    // 查看历史版本
    saveManager.showHistory();

    // 持久化存储
    saveManager.saveToFile("game_save.txt");

    // 连续撤销两次
    std::cout << "=== Undo x2 ===\n";
    saveManager.undo(hero);
    saveManager.undo(hero);
    hero.status();

    // 重做一次
    std::cout << "=== Redo x1 ===\n";
    saveManager.redo(hero);
    hero.status();

    // 从文件加载
    GameCharacter loadedHero;
    SaveManager loadManager;
    loadManager.loadFromFile("game_save.txt", loadedHero);
    std::cout << "=== Loaded Character ===\n";

    loadedHero.status();
    loadManager.showHistory();

    hero.takeDamage(-30);
    saveManager.saveState(hero);
    hero.status();
    // 查看历史版本
    saveManager.showHistory();


    return 0;
}

功能实现说明:

  1. 撤销/重做系统

    • 使用双栈结构(undoStack + redoStack)
    • undo() 保留最近两个状态以实现状态对比
    • 每次保存时清空重做栈
  2. 持久化存储

    • 使用CSV格式存储:level,health,weapon,timestamp
    • 支持从文件恢复完整历史记录
  3. 版本控制

    • 每个存档包含精确到秒的时间戳
    • showHistory() 显示带时间的版本信息
  4. 内存优化

    • 限制最大存档数量(MAX_SAVES = 5)
    • 自动移除最早的存档
  5. 附加功能

    • 版本历史浏览
    • 完整的异常安全设计
    • 使用现代C++特性(chrono时间库、智能指针等)

执行结果示例:

text 复制代码
Current State: Lv.1 HP:100 Weapon:Fist

=== Version History (1/5) ===
Version 1: Lv.1 HP:100 Weapon:Fist (Fri Feb 21 12:10:21 2025)

=== Version History (4/5) ===
Version 1: Lv.1 HP:100 Weapon:Fist (Fri Feb 21 12:10:21 2025)
Version 2: Lv.2 HP:120 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 3: Lv.2 HP:90 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 4: Lv.3 HP:110 Weapon:Axe (Fri Feb 21 12:10:21 2025)
=== Undo x2 ===
Current State: Lv.2 HP:120 Weapon:Sword
=== Redo x1 ===
Current State: Lv.2 HP:90 Weapon:Sword
=== Loaded Character ===
Current State: Lv.3 HP:110 Weapon:Axe

=== Version History (4/5) ===
Version 1: Lv.1 HP:100 Weapon:Fist (Fri Feb 21 12:10:21 2025)
Version 2: Lv.2 HP:120 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 3: Lv.2 HP:90 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 4: Lv.3 HP:110 Weapon:Axe (Fri Feb 21 12:10:21 2025)
Current State: Lv.2 HP:120 Weapon:Sword

=== Version History (4/5) ===
Version 1: Lv.1 HP:100 Weapon:Fist (Fri Feb 21 12:10:21 2025)
Version 2: Lv.2 HP:120 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 3: Lv.2 HP:90 Weapon:Sword (Fri Feb 21 12:10:21 2025)
Version 4: Lv.2 HP:120 Weapon:Sword (Fri Feb 21 12:10:21 2025)
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