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docs(generators): 添加 Priority 和 Context Get 生成器文档
- 新增 Priority 生成器文档,介绍自动实现 IPrioritized 接口的功能 - 新增 Context Get 注入生成器文档,说明自动注入架构组件的特性 - 更新索引页面,添加新生成器的导航链接和功能描述 - 补充 EnumGenerator 配置选项说明,列出已实现和未实现的选项 - 添加完整的诊断信息说明,涵盖新生成器的所有错误场景
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docs/zh-CN/source-generators/context-get-generator.md
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docs/zh-CN/source-generators/context-get-generator.md
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# Context Get 注入生成器
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> 自动注入架构组件,消除样板代码
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Context Get 注入生成器提供自动注入架构组件的能力,通过源代码生成器在编译时自动生成依赖注入代码,无需手动调用
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GetModel/GetSystem 等方法。
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## 概述
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### 核心功能
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- **自动注入**:自动注入 Model、System、Utility 和 Service 实例
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- **集合注入**:支持注入多个同类型组件的集合
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- **智能推断**:`[GetAll]` 特性可自动识别字段类型并注入
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- **零运行时开销**:编译时生成代码,无反射或动态调用
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### 与 ContextAware 的关系
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Context Get 注入依赖 `[ContextAware]` 特性提供的上下文访问能力。使用注入特性前,类必须:
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- 标记 `[ContextAware]` 特性,或
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- 实现 `IContextAware` 接口,或
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- 继承 `ContextAwareBase` 类
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## 注入特性
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### 支持的9个特性
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| 特性 | 应用目标 | 功能描述 | 类型约束 |
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|------------------|------|------------------|------------------------------------|
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| `[GetModel]` | 字段 | 注入单个 Model 实例 | 必须实现 IModel |
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| `[GetModels]` | 字段 | 注入 Model 集合 | IReadOnlyList\<IModel\> |
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| `[GetSystem]` | 字段 | 注入单个 System 实例 | 必须实现 ISystem |
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| `[GetSystems]` | 字段 | 注入 System 集合 | IReadOnlyList\<ISystem\> |
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| `[GetUtility]` | 字段 | 注入单个 Utility 实例 | 必须实现 IUtility |
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| `[GetUtilities]` | 字段 | 注入 Utility 集合 | IReadOnlyList\<IUtility\> |
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| `[GetService]` | 字段 | 注入单个服务实例 | 必须是引用类型 |
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| `[GetServices]` | 字段 | 注入服务集合 | IReadOnlyList\<T\> where T : class |
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| `[GetAll]` | 类 | 自动推断并注入所有符合类型的字段 | 智能推断 |
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## 基础使用
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### 单实例注入
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使用 `[GetModel]`、`[GetSystem]`、`[GetUtility]` 和 `[GetService]` 注入单个实例:
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```csharp
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using GFramework.SourceGenerators.Abstractions.Rule;
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using GFramework.Core.Abstractions.Model;
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using GFramework.Core.Abstractions.Systems;
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using GFramework.Core.Abstractions.Utility;
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[ContextAware]
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public partial class PlayerController
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{
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[GetModel]
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private IPlayerModel _playerModel = null!;
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[GetSystem]
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private ICombatSystem _combatSystem = null!;
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[GetUtility]
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private IPathFinder _pathFinder = null!;
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[GetService]
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private IAudioService _audioService = null!;
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public void Initialize()
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{
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// 字段已自动注入,可直接使用
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_combatSystem.Attack(_playerModel);
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}
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}
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```
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### 集合注入
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使用 `[GetModels]`、`[GetSystems]`、`[GetUtilities]` 和 `[GetServices]` 注入多个实例:
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```csharp
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using GFramework.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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public partial class StrategyManager
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{
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[GetModels]
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private IReadOnlyList<IPlayerModel> _playerModels = null!;
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[GetSystems]
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private IReadOnlyList<IGameSystem> _gameSystems = null!;
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public void ProcessAll()
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{
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foreach (var system in _gameSystems)
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{
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system.Initialize();
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}
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}
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}
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```
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### 智能推断注入 `[GetAll]`
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`[GetAll]` 特性标记在类上,自动推断所有符合类型的字段并注入:
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```csharp
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using GFramework.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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[GetAll]
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public partial class GameManager
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{
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// 自动推断为 Model 注入
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private IPlayerModel _playerModel = null!;
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// 自动推断为 System 注入
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private ICombatSystem _combatSystem = null!;
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// 自动推断为 Utility 注入
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private IPathFinder _pathFinder = null!;
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// 自动推断为集合注入
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private IReadOnlyList<IStrategy> _strategies = null!;
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// Service 不会被自动推断(需要显式标记)
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[GetService]
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private IExternalService _externalService = null!;
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}
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```
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## 生成代码解析
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### 注入方法生成
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生成器会为每个注入字段生成一个私有方法:
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```csharp
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// <auto-generated />
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#nullable enable
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using GFramework.Core.Extensions;
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namespace YourNamespace;
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partial class PlayerController
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{
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private void __InjectContextBindings_Generated()
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{
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_playerModel = this.GetModel<global::IPlayerModel>();
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_combatSystem = this.GetSystem<global::ICombatSystem>();
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_pathFinder = this.GetUtility<global::IPathFinder>();
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_audioService = this.GetService<global::IAudioService>();
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}
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}
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```
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### 调用时机
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注入方法需要在适当的时机手动调用:
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```csharp
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[ContextAware]
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[GetAll]
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public partial class GameController
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{
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private IPlayerModel _player = null!;
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private ICombatSystem _combat = null!;
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public GameController()
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{
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// 在构造函数后调用注入方法
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__InjectContextBindings_Generated();
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}
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public void Initialize()
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{
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// 此时字段已注入,可以安全使用
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_combat.Initialize(_player);
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}
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}
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```
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## 智能推断规则
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### 自动推断的类型
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`[GetAll]` 会自动识别并注入以下类型:
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| 字段类型 | 注入方式 | 生成代码示例 |
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|---------------------------|-------|--------------------------|
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| IModel 及其子类型 | 单实例注入 | `this.GetModel<T>()` |
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| ISystem 及其子类型 | 单实例注入 | `this.GetSystem<T>()` |
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| IUtility 及其子类型 | 单实例注入 | `this.GetUtility<T>()` |
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| IReadOnlyList\<IModel\> | 集合注入 | `this.GetModels<T>()` |
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| IReadOnlyList\<ISystem\> | 集合注入 | `this.GetSystems<T>()` |
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| IReadOnlyList\<IUtility\> | 集合注入 | `this.GetUtilities<T>()` |
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### 不自动推断的类型
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以下类型不会自动推断,需要显式标记特性:
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- **Service 类型**:任意引用类型太宽泛,需要使用 `[GetService]` 或 `[GetServices]` 显式标记
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- **Godot.Node 及其子类**:避免与 Godot 引擎的节点注入冲突
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```csharp
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[ContextAware]
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[GetAll]
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public partial class GameNode : Node
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{
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// ✅ 自动注入
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private IPlayerModel _model = null!;
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// ✅ 自动注入
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private IGameSystem _system = null!;
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// ❌ 不会自动注入(Service 需要显式标记)
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[GetService]
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private IAudioService _audio = null!;
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// ❌ 不会自动注入(Godot.Node 被排除)
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private Node _otherNode = null!;
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}
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```
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## 使用场景
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### 控制器依赖注入
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```csharp
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using GFramework.Core.Abstractions.Controller;
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using GFramework.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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[GetAll]
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public partial class GameController : IController
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{
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private IPlayerModel _player = null!;
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private IEnemyModel _enemy = null!;
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private ICombatSystem _combat = null!;
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private IAudioSystem _audio = null!;
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public void Initialize()
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{
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_combat.Initialize(_player, _enemy);
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}
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public void Attack()
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{
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_combat.Attack(_player, _enemy);
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_audio.PlayAttackSound();
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}
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}
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```
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### 策略模式实现
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```csharp
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[ContextAware]
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public partial class StrategyManager
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{
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[GetServices]
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private IReadOnlyList<IStrategy> _strategies = null!;
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public IStrategy SelectBestStrategy()
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{
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return _strategies.FirstOrDefault(s => s.CanExecute())
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?? throw new InvalidOperationException("No strategy available");
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}
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}
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```
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### Godot 节点集成
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```csharp
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using Godot;
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using GFramework.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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[GetAll]
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public partial class PlayerNode : Node
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{
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private IPlayerModel _model = null!;
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private IMovementSystem _movement = null!;
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public override void _Ready()
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{
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__InjectContextBindings_Generated();
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_movement.Initialize(_model);
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}
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}
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```
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## 诊断信息
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### GF_ContextGet_001 - 不支持嵌套类
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**错误信息**:`Class '{ClassName}' cannot use context Get injection inside a nested type`
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**场景**:在嵌套类中使用注入特性
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```csharp
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[ContextAware]
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public partial class OuterClass
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{
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[GetModel] // ❌ 错误
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private IModel _model = null!;
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public partial class InnerClass // 嵌套类
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{
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[GetModel]
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private IModel _innerModel = null!;
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}
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}
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```
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**解决方案**:避免在嵌套类中使用注入特性,将其提取为独立的类
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### GF_ContextGet_002 - 不支持静态字段
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**错误信息**:`Field '{FieldName}' cannot be static when using generated context Get injection`
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**场景**:标记静态字段进行注入
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private static IPlayerModel _playerModel = null!; // ❌ 错误
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}
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```
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**解决方案**:改为实例字段
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private IPlayerModel _playerModel = null!; // ✅ 正确
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}
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```
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### GF_ContextGet_003 - 不支持只读字段
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**错误信息**:`Field '{FieldName}' cannot be readonly when using generated context Get injection`
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**场景**:标记只读字段进行注入
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private readonly IPlayerModel _playerModel = null!; // ❌ 错误
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}
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```
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**解决方案**:移除 `readonly` 关键字
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private IPlayerModel _playerModel = null!; // ✅ 正确
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}
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```
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### GF_ContextGet_004 - 字段类型不匹配
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**错误信息**:`Field '{FieldName}' type '{FieldType}' is not valid for [{AttributeName}]`
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**场景**:字段类型与注入特性要求的类型不匹配
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private ISystem _system = null!; // ❌ 错误:ISystem 不实现 IModel
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}
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```
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**解决方案**:确保字段类型符合特性要求
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private IPlayerModel _model = null!; // ✅ 正确
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[GetSystem]
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private ISystem _system = null!; // ✅ 正确
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}
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```
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### GF_ContextGet_005 - 必须是上下文感知类型
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**错误信息**:`Class '{ClassName}' must be context-aware to use generated context Get injection`
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**场景**:类未标记 `[ContextAware]` 或未实现 `IContextAware`
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```csharp
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public partial class GameController // ❌ 缺少 [ContextAware]
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{
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[GetModel]
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private IPlayerModel _model = null!;
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}
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```
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**解决方案**:添加 `[ContextAware]` 特性或实现 `IContextAware` 接口
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```csharp
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[ContextAware] // ✅ 正确
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public partial class GameController
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{
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[GetModel]
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private IPlayerModel _model = null!;
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}
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```
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### GF_ContextGet_006 - 不支持多个注入特性
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**错误信息**:`Field '{FieldName}' cannot declare multiple generated context Get attributes`
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**场景**:同一字段标记了多个注入特性
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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[GetSystem] // ❌ 错误:多个特性冲突
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private IPlayerModel _model = null!;
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}
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```
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**解决方案**:每个字段只标记一个注入特性
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```csharp
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[ContextAware]
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public partial class GameController
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{
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[GetModel]
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private IPlayerModel _model = null!; // ✅ 正确
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[GetSystem]
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private ISystem _system = null!; // ✅ 正确
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}
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```
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## 最佳实践
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### 1. 优先使用 [GetAll]
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使用 `[GetAll]` 可以减少特性标记,保持代码简洁:
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```csharp
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// ✅ 推荐:简洁
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[ContextAware]
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[GetAll]
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public partial class Controller
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{
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private ICoreModel _core = null!;
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private ICoreSystem _system = null!;
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private ICoreUtility _utility = null!;
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}
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// ❌ 不推荐:冗余
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[ContextAware]
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||||
public partial class Controller
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{
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[GetModel]
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private ICoreModel _core = null!;
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||||
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||||
[GetSystem]
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||||
private ICoreSystem _system = null!;
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||||
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||||
[GetUtility]
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||||
private ICoreUtility _utility = null!;
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||||
}
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```
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### 2. 为字段提供默认值
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使用 `= null!` 或其他默认值避免编译警告:
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```csharp
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[ContextAware]
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||||
[GetAll]
|
||||
public partial class Controller
|
||||
{
|
||||
// ✅ 推荐:明确提供默认值
|
||||
private IPlayerModel _player = null!;
|
||||
|
||||
// ❌ 不推荐:会产生编译警告
|
||||
private IPlayerModel _player;
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 避免过度注入
|
||||
|
||||
只注入真正需要的依赖,保持类的职责单一:
|
||||
|
||||
```csharp
|
||||
// ✅ 推荐:只注入必需的依赖
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class CombatController
|
||||
{
|
||||
private ICombatModel _combat = null!;
|
||||
private ICombatSystem _system = null!;
|
||||
}
|
||||
|
||||
// ❌ 不推荐:注入过多依赖
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class MegaController
|
||||
{
|
||||
private IModel1 _m1 = null!;
|
||||
private IModel2 _m2 = null!;
|
||||
private IModel3 _m3 = null!;
|
||||
// ... 10+ 个依赖,职责不清
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 显式标记 Service 注入
|
||||
|
||||
Service 类型不会自动推断,需要显式标记以保持意图清晰:
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class ServiceManager
|
||||
{
|
||||
// 自动推断
|
||||
private IPlayerModel _model = null!;
|
||||
private IGameSystem _system = null!;
|
||||
|
||||
// Service 必须显式标记
|
||||
[GetService]
|
||||
private IExternalService _external = null!;
|
||||
}
|
||||
```
|
||||
|
||||
### 5. 在构造函数或初始化方法中调用注入
|
||||
|
||||
确保在使用字段前调用注入方法:
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class GameController
|
||||
{
|
||||
private IPlayerModel _player = null!;
|
||||
|
||||
public GameController()
|
||||
{
|
||||
// ✅ 在构造函数中调用
|
||||
__InjectContextBindings_Generated();
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
// ✅ 此时字段已注入
|
||||
_player.Reset();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 高级场景
|
||||
|
||||
### 泛型类型支持
|
||||
|
||||
注入支持泛型类型字段:
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class GenericController<TModel> where TModel : IModel
|
||||
{
|
||||
[GetModel]
|
||||
private TModel _model = null!;
|
||||
}
|
||||
```
|
||||
|
||||
### 接口与实现类型
|
||||
|
||||
字段类型应使用接口而非具体实现:
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class Controller
|
||||
{
|
||||
// ✅ 推荐:使用接口类型
|
||||
private IPlayerModel _player = null!;
|
||||
|
||||
// ❌ 不推荐:使用具体实现类型
|
||||
private PlayerModel _player = null!;
|
||||
}
|
||||
```
|
||||
|
||||
### 多架构场景
|
||||
|
||||
在多架构场景中,可以通过 `SetContextProvider` 切换架构:
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class GameController
|
||||
{
|
||||
private IPlayerModel _player = null!;
|
||||
|
||||
public static void SetArchitecture(IArchitecture architecture)
|
||||
{
|
||||
// 切换架构提供者
|
||||
SetContextProvider(new CustomContextProvider(architecture));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 为什么 Service 不会自动推断?
|
||||
|
||||
**A**: Service 可以是任意引用类型,自动推断可能导致误注入。显式标记确保意图清晰,避免意外行为。
|
||||
|
||||
### Q: 可以在构造函数中使用注入的字段吗?
|
||||
|
||||
**A**: 不可以。注入方法需要在构造函数中调用,字段在调用后才被注入。推荐在单独的初始化方法中使用。
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
[GetAll]
|
||||
public partial class Controller
|
||||
{
|
||||
private IPlayerModel _player = null!;
|
||||
|
||||
public Controller()
|
||||
{
|
||||
__InjectContextBindings_Generated();
|
||||
// ❌ 不推荐:在这里使用 _player
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
// ✅ 推荐:在初始化方法中使用
|
||||
_player.Reset();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Q: GetAll 会注入所有字段吗?
|
||||
|
||||
**A**: 不会。`[GetAll]` 只注入符合类型约束的字段:
|
||||
|
||||
- 实现 IModel、ISystem、IUtility 接口的类型
|
||||
- 上述类型的 `IReadOnlyList<T>` 集合
|
||||
- 排除 Godot.Node 类型
|
||||
- 排除 Service 类型
|
||||
|
||||
### Q: 集合注入可以是 List\<T\> 吗?
|
||||
|
||||
**A**: 不可以。集合注入只支持 `IReadOnlyList<T>` 类型,这是为了保证注入集合的不可变性。
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class Controller
|
||||
{
|
||||
// ✅ 正确
|
||||
[GetModels]
|
||||
private IReadOnlyList<IPlayerModel> _players = null!;
|
||||
|
||||
// ❌ 错误:不支持
|
||||
[GetModels]
|
||||
private List<IPlayerModel> _players = null!;
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 如何在测试中模拟注入?
|
||||
|
||||
**A**: 配合 `[ContextAware]` 的 `SetContextProvider` 方法,使用测试架构:
|
||||
|
||||
```csharp
|
||||
[Test]
|
||||
public void TestController()
|
||||
{
|
||||
var testArchitecture = new TestArchitecture();
|
||||
testArchitecture.RegisterModel<IPlayerModel>(new MockPlayerModel());
|
||||
|
||||
GameController.SetContextProvider(new TestContextProvider(testArchitecture));
|
||||
|
||||
try
|
||||
{
|
||||
var controller = new GameController();
|
||||
controller.__InjectContextBindings_Generated();
|
||||
controller.Initialize();
|
||||
// 测试逻辑...
|
||||
}
|
||||
finally
|
||||
{
|
||||
GameController.ResetContextProvider();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 相关文档
|
||||
|
||||
- [Source Generators 概述](./index.md)
|
||||
- [ContextAware 生成器](./context-aware-generator.md)
|
||||
- [架构组件](../core/architecture.md)
|
||||
- [依赖注入](../core/ioc.md)
|
||||
@ -86,6 +86,42 @@ public enum GameState
|
||||
}
|
||||
```
|
||||
|
||||
### 配置选项说明
|
||||
|
||||
#### 实际支持的选项
|
||||
|
||||
当前版本只支持以下配置选项:
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|--------------------|------|------|-------------------|
|
||||
| GenerateIsMethods | bool | true | 是否为每个枚举值生成 IsX 方法 |
|
||||
| GenerateIsInMethod | bool | true | 是否生成 IsIn 方法 |
|
||||
|
||||
#### 未实现的选项
|
||||
|
||||
以下选项在属性定义中存在,但生成器当前版本**未实现**:
|
||||
|
||||
- `GenerateHasMethod`:未实现 HasX 方法生成
|
||||
- `IncludeToString`:未实现 ToString 扩展方法
|
||||
|
||||
```csharp
|
||||
// ❌ 以下选项不会生效
|
||||
[GenerateEnumExtensions(
|
||||
GenerateIsMethods = true,
|
||||
GenerateIsInMethod = true,
|
||||
GenerateHasMethod = true, // 未实现,参数会被忽略
|
||||
IncludeToString = true // 未实现,参数会被忽略
|
||||
)]
|
||||
public enum GameState
|
||||
{
|
||||
Normal,
|
||||
Paused,
|
||||
GameOver
|
||||
}
|
||||
```
|
||||
|
||||
**注意**:这些选项计划在后续版本中实现,届时会更新文档说明。
|
||||
|
||||
### 只生成 IsX 方法
|
||||
|
||||
```csharp
|
||||
|
||||
@ -12,6 +12,8 @@ GFramework.SourceGenerators 是 GFramework 框架的源代码生成器包,通
|
||||
- [Log 属性生成器](#log-属性生成器)
|
||||
- [ContextAware 属性生成器](#contextaware-属性生成器)
|
||||
- [GenerateEnumExtensions 属性生成器](#generateenumextensions-属性生成器)
|
||||
- [Priority 属性生成器](#priority-属性生成器)
|
||||
- [Context Get 注入生成器](#context-get-注入生成器)
|
||||
- [诊断信息](#诊断信息)
|
||||
- [性能优势](#性能优势)
|
||||
- [使用示例](#使用示例)
|
||||
@ -36,6 +38,8 @@ GFramework.SourceGenerators 利用 Roslyn 源代码生成器技术,在编译
|
||||
- **[Log] 属性**:自动生成 ILogger 字段和日志方法
|
||||
- **[ContextAware] 属性**:自动实现 IContextAware 接口
|
||||
- **[GenerateEnumExtensions] 属性**:自动生成枚举扩展方法
|
||||
- **[Priority] 属性**:自动实现 IPrioritized 接口,为类添加优先级标记
|
||||
- **Context Get 注入特性**:自动注入架构组件(GetModel/GetSystem/GetUtility/GetService/GetAll)
|
||||
|
||||
### 🔧 高级特性
|
||||
|
||||
@ -43,6 +47,8 @@ GFramework.SourceGenerators 利用 Roslyn 源代码生成器技术,在编译
|
||||
- **增量编译**:只生成修改过的代码,提高编译速度
|
||||
- **命名空间控制**:灵活控制生成代码的命名空间
|
||||
- **可访问性控制**:支持不同的访问修饰符
|
||||
- **智能推断注入**:[GetAll] 自动推断字段类型并注入架构组件
|
||||
- **优先级排序建议**:分析器自动建议使用 GetAllByPriority 确保正确排序
|
||||
|
||||
## 安装配置
|
||||
|
||||
@ -453,6 +459,313 @@ public enum ConflictEnum
|
||||
}
|
||||
```
|
||||
|
||||
### Priority 生成器诊断
|
||||
|
||||
#### GF_Priority_001 - Priority 只能应用于类
|
||||
|
||||
**错误信息**: `Priority attribute can only be applied to classes`
|
||||
|
||||
**场景**:将 `[Priority]` 特性应用于非类类型
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public interface IMyInterface // ❌ 错误
|
||||
{
|
||||
}
|
||||
|
||||
[Priority(10)]
|
||||
public struct MyStruct // ❌ 错误
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:只在类上使用 `[Priority]` 特性
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MyClass // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_Priority_002 - 已实现 IPrioritized 接口
|
||||
|
||||
**错误信息**: `Type already implements IPrioritized interface`
|
||||
|
||||
**场景**:类已手动实现 `IPrioritized` 接口,同时使用了 `[Priority]` 特性
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MyClass : IPrioritized // ❌ 冲突
|
||||
{
|
||||
public int Priority => 10;
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:移除 `[Priority]` 特性或移除手动实现
|
||||
|
||||
```csharp
|
||||
// 方案1:移除特性
|
||||
public partial class MyClass : IPrioritized
|
||||
{
|
||||
public int Priority => 10;
|
||||
}
|
||||
|
||||
// 方案2:移除手动实现
|
||||
[Priority(10)]
|
||||
public partial class MyClass
|
||||
{
|
||||
// 自动生成 IPrioritized 实现
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_Priority_003 - 必须声明为 partial
|
||||
|
||||
**错误信息**: `Class must be declared as partial when using Priority attribute`
|
||||
|
||||
**场景**:使用 `[Priority]` 特性的类未声明为 `partial`
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public class MyClass // ❌ 缺少 partial
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:添加 `partial` 关键字
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MyClass // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_Priority_004 - 优先级值无效
|
||||
|
||||
**错误信息**: `Priority value is invalid`
|
||||
|
||||
**场景**:`[Priority]` 特性未提供有效的优先级值
|
||||
|
||||
```csharp
|
||||
[Priority] // ❌ 缺少参数
|
||||
public partial class MyClass
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:提供有效的优先级值
|
||||
|
||||
```csharp
|
||||
[Priority(10)] // ✅ 正确
|
||||
public partial class MyClass
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_Priority_005 - 不支持嵌套类
|
||||
|
||||
**错误信息**: `Nested class is not supported`
|
||||
|
||||
**场景**:在嵌套类中使用 `[Priority]` 特性
|
||||
|
||||
```csharp
|
||||
public partial class OuterClass
|
||||
{
|
||||
[Priority(10)]
|
||||
public partial class InnerClass // ❌ 错误
|
||||
{
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:将嵌套类提取为独立的类
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class InnerClass // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
### Context Get 生成器诊断
|
||||
|
||||
#### GF_ContextGet_001 - 不支持嵌套类
|
||||
|
||||
**错误信息**: `Class '{ClassName}' cannot use context Get injection inside a nested type`
|
||||
|
||||
**场景**:在嵌套类中使用注入特性
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class OuterClass
|
||||
{
|
||||
public partial class InnerClass
|
||||
{
|
||||
[GetModel] // ❌ 错误
|
||||
private IModel _model = null!;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:避免在嵌套类中使用注入特性
|
||||
|
||||
#### GF_ContextGet_002 - 不支持静态字段
|
||||
|
||||
**错误信息**: `Field '{FieldName}' cannot be static when using generated context Get injection`
|
||||
|
||||
**场景**:标记静态字段进行注入
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private static IModel _model = null!; // ❌ 错误
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:改为实例字段
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!; // ✅ 正确
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_ContextGet_003 - 不支持只读字段
|
||||
|
||||
**错误信息**: `Field '{FieldName}' cannot be readonly when using generated context Get injection`
|
||||
|
||||
**场景**:标记只读字段进行注入
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private readonly IModel _model = null!; // ❌ 错误
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:移除 `readonly` 关键字
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!; // ✅ 正确
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_ContextGet_004 - 字段类型不匹配
|
||||
|
||||
**错误信息**: `Field '{FieldName}' type '{FieldType}' is not valid for [{AttributeName}]`
|
||||
|
||||
**场景**:字段类型与注入特性要求的类型不匹配
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private ISystem _system = null!; // ❌ 错误:ISystem 不实现 IModel
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:确保字段类型符合特性要求
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!; // ✅ 正确
|
||||
|
||||
[GetSystem]
|
||||
private ISystem _system = null!; // ✅ 正确
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_ContextGet_005 - 必须是上下文感知类型
|
||||
|
||||
**错误信息**: `Class '{ClassName}' must be context-aware to use generated context Get injection`
|
||||
|
||||
**场景**:类未标记 `[ContextAware]` 或未实现 `IContextAware`
|
||||
|
||||
```csharp
|
||||
public partial class MyClass // ❌ 缺少 [ContextAware]
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!;
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:添加 `[ContextAware]` 特性
|
||||
|
||||
```csharp
|
||||
[ContextAware] // ✅ 正确
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!;
|
||||
}
|
||||
```
|
||||
|
||||
#### GF_ContextGet_006 - 不支持多个注入特性
|
||||
|
||||
**错误信息**: `Field '{FieldName}' cannot declare multiple generated context Get attributes`
|
||||
|
||||
**场景**:同一字段标记了多个注入特性
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
[GetSystem] // ❌ 错误:多个特性冲突
|
||||
private IModel _model = null!;
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:每个字段只标记一个注入特性
|
||||
|
||||
```csharp
|
||||
[ContextAware]
|
||||
public partial class MyClass
|
||||
{
|
||||
[GetModel]
|
||||
private IModel _model = null!; // ✅ 正确
|
||||
|
||||
[GetSystem]
|
||||
private ISystem _system = null!; // ✅ 正确
|
||||
}
|
||||
```
|
||||
|
||||
### Priority 使用分析器诊断
|
||||
|
||||
#### GF_Priority_Usage_001 - 建议使用 GetAllByPriority
|
||||
|
||||
**错误信息**: `Consider using GetAllByPriority<T>() instead of GetAll<T>() for types implementing IPrioritized`
|
||||
|
||||
**场景**:获取实现了 `IPrioritized` 的类型时使用 `GetAll<T>()` 而非 `GetAllByPriority<T>()`
|
||||
|
||||
```csharp
|
||||
// ❌ 不推荐:可能未按优先级排序
|
||||
var systems = context.GetAll<ISystem>();
|
||||
```
|
||||
|
||||
**解决方案**:使用 `GetAllByPriority<T>()` 确保按优先级排序
|
||||
|
||||
```csharp
|
||||
// ✅ 推荐:确保按优先级排序
|
||||
var systems = context.GetAllByPriority<ISystem>();
|
||||
```
|
||||
|
||||
## 性能优势
|
||||
|
||||
### 编译时 vs 运行时对比
|
||||
|
||||
747
docs/zh-CN/source-generators/priority-generator.md
Normal file
747
docs/zh-CN/source-generators/priority-generator.md
Normal file
@ -0,0 +1,747 @@
|
||||
# Priority 生成器
|
||||
|
||||
> 自动实现 IPrioritized 接口,为类添加优先级标记
|
||||
|
||||
Priority 生成器通过源代码生成器自动实现 `IPrioritized` 接口,简化优先级标记和排序逻辑的实现。
|
||||
|
||||
## 概述
|
||||
|
||||
### 核心功能
|
||||
|
||||
- **自动实现接口**:自动实现 `IPrioritized` 接口的 `Priority` 属性
|
||||
- **优先级标记**:通过特性参数指定优先级值
|
||||
- **编译时生成**:在编译时生成代码,零运行时开销
|
||||
- **类型安全**:编译时类型检查,避免运行时错误
|
||||
|
||||
### 适用场景
|
||||
|
||||
- 系统初始化顺序控制
|
||||
- 事件处理器优先级排序
|
||||
- 服务注册顺序管理
|
||||
- 需要按优先级排序的任何场景
|
||||
|
||||
## 基础使用
|
||||
|
||||
### 标记优先级
|
||||
|
||||
使用 `[Priority]` 特性为类标记优先级:
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Abstractions.Bases;
|
||||
|
||||
[Priority(10)]
|
||||
public partial class MySystem
|
||||
{
|
||||
// 自动生成 IPrioritized 接口实现
|
||||
}
|
||||
```
|
||||
|
||||
### 生成代码
|
||||
|
||||
编译器会自动生成如下代码:
|
||||
|
||||
```csharp
|
||||
// <auto-generated/>
|
||||
#nullable enable
|
||||
|
||||
namespace YourNamespace;
|
||||
|
||||
partial class MySystem : global::GFramework.Core.Abstractions.Bases.IPrioritized
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取优先级值: 10
|
||||
/// </summary>
|
||||
public int Priority => 10;
|
||||
}
|
||||
```
|
||||
|
||||
### 使用生成的优先级
|
||||
|
||||
生成的 `Priority` 属性可用于排序:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Bases;
|
||||
|
||||
// 获取所有实现了 IPrioritized 的系统
|
||||
var systems = new List<IPrioritized> { system1, system2, system3 };
|
||||
|
||||
// 按优先级排序(值越小,优先级越高)
|
||||
var sorted = systems.OrderBy(s => s.Priority).ToList();
|
||||
|
||||
// 依次初始化
|
||||
foreach (var system in sorted)
|
||||
{
|
||||
system.Initialize();
|
||||
}
|
||||
```
|
||||
|
||||
## 优先级值语义
|
||||
|
||||
### 值的含义
|
||||
|
||||
| 优先级值范围 | 含义 | 使用场景 |
|
||||
|--------|-------|------------------|
|
||||
| 负数 | 高优先级 | 核心系统、关键事件处理器 |
|
||||
| 0 | 默认优先级 | 普通系统、一般事件处理器 |
|
||||
| 正数 | 低优先级 | 可延迟初始化的系统、非关键处理器 |
|
||||
|
||||
### PriorityGroup 常量
|
||||
|
||||
推荐使用 `PriorityGroup` 预定义常量来标记优先级:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Bases;
|
||||
using GFramework.SourceGenerators.Abstractions.Bases;
|
||||
|
||||
[Priority(PriorityGroup.Critical)] // -100
|
||||
public partial class InputSystem : AbstractSystem { }
|
||||
|
||||
[Priority(PriorityGroup.High)] // -50
|
||||
public partial class PhysicsSystem : AbstractSystem { }
|
||||
|
||||
[Priority(PriorityGroup.Normal)] // 0
|
||||
public partial class GameplaySystem : AbstractSystem { }
|
||||
|
||||
[Priority(PriorityGroup.Low)] // 50
|
||||
public partial class AudioSystem : AbstractSystem { }
|
||||
|
||||
[Priority(PriorityGroup.Deferred)] // 100
|
||||
public partial class CleanupSystem : AbstractSystem { }
|
||||
```
|
||||
|
||||
**PriorityGroup 常量定义**:
|
||||
|
||||
```csharp
|
||||
namespace GFramework.Core.Abstractions.Bases;
|
||||
|
||||
public static class PriorityGroup
|
||||
{
|
||||
public const int Critical = -100; // 关键:输入、网络等
|
||||
public const int High = -50; // 高:物理、碰撞等
|
||||
public const int Normal = 0; // 正常:游戏逻辑等
|
||||
public const int Low = 50; // 低:音频、特效等
|
||||
public const int Deferred = 100; // 延迟:清理、统计等
|
||||
}
|
||||
```
|
||||
|
||||
## 使用场景
|
||||
|
||||
### 系统初始化顺序
|
||||
|
||||
控制系统初始化的顺序,确保依赖关系正确:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Systems;
|
||||
using GFramework.SourceGenerators.Abstractions.Bases;
|
||||
using GFramework.Core.Abstractions.Bases;
|
||||
|
||||
// 输入系统最先初始化
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
public partial class InputSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 初始化输入处理
|
||||
}
|
||||
}
|
||||
|
||||
// 物理系统次之
|
||||
[Priority(PriorityGroup.High)]
|
||||
public partial class PhysicsSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 初始化物理引擎
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏逻辑系统在中间
|
||||
[Priority(PriorityGroup.Normal)]
|
||||
public partial class GameplaySystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 初始化游戏逻辑
|
||||
}
|
||||
}
|
||||
|
||||
// 音频系统可以稍后
|
||||
[Priority(PriorityGroup.Low)]
|
||||
public partial class AudioSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 初始化音频引擎
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
在架构中按优先级初始化:
|
||||
|
||||
```csharp
|
||||
public class GameArchitecture : Architecture
|
||||
{
|
||||
protected override void InitSystems()
|
||||
{
|
||||
// 获取所有系统并按优先级排序
|
||||
var systems = this.GetAllByPriority<ISystem>();
|
||||
|
||||
foreach (var system in systems)
|
||||
{
|
||||
system.Init();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 事件处理器优先级
|
||||
|
||||
控制事件处理器的执行顺序:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Events;
|
||||
|
||||
// 关键事件处理器最先执行
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
public partial class CriticalEventHandler : IEventHandler<CriticalEvent>
|
||||
{
|
||||
public void Handle(CriticalEvent e)
|
||||
{
|
||||
// 处理关键事件
|
||||
}
|
||||
}
|
||||
|
||||
// 普通处理器在中间执行
|
||||
[Priority(PriorityGroup.Normal)]
|
||||
public partial class NormalEventHandler : IEventHandler<CriticalEvent>
|
||||
{
|
||||
public void Handle(CriticalEvent e)
|
||||
{
|
||||
// 处理普通逻辑
|
||||
}
|
||||
}
|
||||
|
||||
// 日志记录器最后执行
|
||||
[Priority(PriorityGroup.Deferred)]
|
||||
public partial class EventLogger : IEventHandler<CriticalEvent>
|
||||
{
|
||||
public void Handle(CriticalEvent e)
|
||||
{
|
||||
// 记录日志
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
事件总线按优先级调用处理器:
|
||||
|
||||
```csharp
|
||||
public class EventBus : IEventBus
|
||||
{
|
||||
public void Send<TEvent>(TEvent e) where TEvent : IEvent
|
||||
{
|
||||
// 获取所有处理器并按优先级排序
|
||||
var handlers = this.GetAllByPriority<IEventHandler<TEvent>>();
|
||||
|
||||
foreach (var handler in handlers)
|
||||
{
|
||||
handler.Handle(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 服务排序
|
||||
|
||||
控制多个服务实现的优先级:
|
||||
|
||||
```csharp
|
||||
// 高优先级服务
|
||||
[Priority(PriorityGroup.High)]
|
||||
public partial class PremiumService : IService
|
||||
{
|
||||
public void Execute()
|
||||
{
|
||||
// 优先执行
|
||||
}
|
||||
}
|
||||
|
||||
// 默认服务
|
||||
[Priority(PriorityGroup.Normal)]
|
||||
public partial class DefaultService : IService
|
||||
{
|
||||
public void Execute()
|
||||
{
|
||||
// 默认执行
|
||||
}
|
||||
}
|
||||
|
||||
// 后备服务
|
||||
[Priority(PriorityGroup.Low)]
|
||||
public partial class FallbackService : IService
|
||||
{
|
||||
public void Execute()
|
||||
{
|
||||
// 最后备选
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 与 PriorityUsageAnalyzer 集成
|
||||
|
||||
### GF_Priority_Usage_001 诊断
|
||||
|
||||
`PriorityUsageAnalyzer` 分析器会检测应该使用 `GetAllByPriority<T>()` 而非 `GetAll<T>()` 的场景:
|
||||
|
||||
**错误示例**:
|
||||
|
||||
```csharp
|
||||
// ❌ 不推荐:可能未按优先级排序
|
||||
var systems = context.GetAll<ISystem>();
|
||||
```
|
||||
|
||||
**正确示例**:
|
||||
|
||||
```csharp
|
||||
// ✅ 推荐:确保按优先级排序
|
||||
var systems = context.GetAllByPriority<ISystem>();
|
||||
```
|
||||
|
||||
### 分析器规则
|
||||
|
||||
当满足以下条件时,分析器会报告 `GF_Priority_Usage_001` 诊断:
|
||||
|
||||
1. 类型实现了 `IPrioritized` 接口
|
||||
2. 使用了 `GetAll<T>()` 方法
|
||||
3. 建议改用 `GetAllByPriority<T>()` 方法
|
||||
|
||||
## 诊断信息
|
||||
|
||||
### GF_Priority_001 - 只能应用于类
|
||||
|
||||
**错误信息**:`Priority attribute can only be applied to classes`
|
||||
|
||||
**场景**:将 `[Priority]` 特性应用于非类类型
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public interface IMyInterface // ❌ 错误
|
||||
{
|
||||
}
|
||||
|
||||
[Priority(10)]
|
||||
public struct MyStruct // ❌ 错误
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:只在类上使用 `[Priority]` 特性
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MyClass // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
### GF_Priority_002 - 已实现 IPrioritized 接口
|
||||
|
||||
**错误信息**:`Type '{ClassName}' already implements IPrioritized interface`
|
||||
|
||||
**场景**:类已手动实现 `IPrioritized` 接口
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MySystem : IPrioritized // ❌ 冲突
|
||||
{
|
||||
public int Priority => 10; // 手动实现
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:移除 `[Priority]` 特性或移除手动实现
|
||||
|
||||
```csharp
|
||||
// 方案1:移除特性,使用手动实现
|
||||
public partial class MySystem : IPrioritized
|
||||
{
|
||||
public int Priority => 10;
|
||||
}
|
||||
|
||||
// 方案2:移除手动实现,使用生成器
|
||||
[Priority(10)]
|
||||
public partial class MySystem
|
||||
{
|
||||
// 生成器自动实现
|
||||
}
|
||||
```
|
||||
|
||||
### GF_Priority_003 - 必须声明为 partial
|
||||
|
||||
**错误信息**:`Class '{ClassName}' must be declared as partial`
|
||||
|
||||
**场景**:类未声明为 `partial`
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public class MySystem // ❌ 缺少 partial
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:添加 `partial` 关键字
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class MySystem // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
### GF_Priority_004 - 优先级值无效
|
||||
|
||||
**错误信息**:`Priority value is invalid`
|
||||
|
||||
**场景**:特性参数无效或未提供
|
||||
|
||||
```csharp
|
||||
[Priority] // ❌ 缺少参数
|
||||
public partial class MySystem
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:提供有效的优先级值
|
||||
|
||||
```csharp
|
||||
[Priority(10)] // ✅ 正确
|
||||
public partial class MySystem
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
### GF_Priority_005 - 不支持嵌套类
|
||||
|
||||
**错误信息**:`Nested class '{ClassName}' is not supported`
|
||||
|
||||
**场景**:在嵌套类中使用 `[Priority]` 特性
|
||||
|
||||
```csharp
|
||||
public partial class OuterClass
|
||||
{
|
||||
[Priority(10)]
|
||||
public partial class InnerClass // ❌ 错误
|
||||
{
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**解决方案**:将嵌套类提取为独立的类
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class InnerClass // ✅ 正确
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 使用 PriorityGroup 常量
|
||||
|
||||
避免使用魔法数字,优先使用预定义常量:
|
||||
|
||||
```csharp
|
||||
// ✅ 推荐:使用常量
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
public partial class InputSystem { }
|
||||
|
||||
// ❌ 不推荐:魔法数字
|
||||
[Priority(-100)]
|
||||
public partial class InputSystem { }
|
||||
```
|
||||
|
||||
### 2. 预留优先级间隔
|
||||
|
||||
为未来扩展预留间隔:
|
||||
|
||||
```csharp
|
||||
public static class SystemPriority
|
||||
{
|
||||
public const int Input = -100;
|
||||
public const int PrePhysics = -90; // 预留扩展
|
||||
public const int Physics = -80;
|
||||
public const int PostPhysics = -70; // 预留扩展
|
||||
public const int Gameplay = 0;
|
||||
public const int PostGameplay = 10; // 预留扩展
|
||||
public const int Audio = 50;
|
||||
public const int Cleanup = 100;
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 文档化优先级语义
|
||||
|
||||
为自定义优先级值添加注释:
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 输入系统,优先级 -100,需要最先初始化以接收输入事件
|
||||
/// </summary>
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
public partial class InputSystem : AbstractSystem
|
||||
{
|
||||
}
|
||||
```
|
||||
|
||||
### 4. 避免优先级冲突
|
||||
|
||||
当多个类有相同优先级时,执行顺序不确定。应避免依赖特定顺序:
|
||||
|
||||
```csharp
|
||||
// ❌ 不推荐:相同优先级,顺序不确定
|
||||
[Priority(0)]
|
||||
public partial class SystemA { }
|
||||
|
||||
[Priority(0)]
|
||||
public partial class SystemB { }
|
||||
|
||||
// ✅ 推荐:明确区分优先级
|
||||
[Priority(-10)]
|
||||
public partial class SystemA { }
|
||||
|
||||
[Priority(0)]
|
||||
public partial class SystemB { }
|
||||
```
|
||||
|
||||
### 5. 只在真正需要排序的场景使用
|
||||
|
||||
不要滥用优先级特性,只在确实需要排序的场景使用:
|
||||
|
||||
```csharp
|
||||
// ✅ 推荐:需要排序的系统
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
public partial class InputSystem : AbstractSystem { }
|
||||
|
||||
// ❌ 不推荐:不需要排序的工具类
|
||||
[Priority(10)]
|
||||
public static partial class MathHelper // 静态工具类无需优先级
|
||||
{
|
||||
public static int Add(int a, int b) => a + b;
|
||||
}
|
||||
```
|
||||
|
||||
## 高级场景
|
||||
|
||||
### 泛型类支持
|
||||
|
||||
Priority 特性支持泛型类:
|
||||
|
||||
```csharp
|
||||
[Priority(20)]
|
||||
public partial class GenericSystem<T> : ISystem
|
||||
{
|
||||
public void Init()
|
||||
{
|
||||
// 泛型系统的初始化
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 与其他特性组合
|
||||
|
||||
Priority 可以与其他源代码生成器特性组合使用:
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Abstractions.Bases;
|
||||
using GFramework.SourceGenerators.Abstractions.Logging;
|
||||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||||
|
||||
[Priority(PriorityGroup.High)]
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class HighPrioritySystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("High priority system initialized");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 运行时优先级查询
|
||||
|
||||
可以在运行时查询优先级值:
|
||||
|
||||
```csharp
|
||||
public void ProcessSystems()
|
||||
{
|
||||
var systems = this.GetAllByPriority<ISystem>();
|
||||
|
||||
foreach (var system in systems)
|
||||
{
|
||||
if (system is IPrioritized prioritized)
|
||||
{
|
||||
Console.WriteLine($"System: {system.GetType().Name}, Priority: {prioritized.Priority}");
|
||||
}
|
||||
|
||||
system.Init();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 优先级值可以是任意整数吗?
|
||||
|
||||
**A**: 是的,优先级值可以是任何 `int` 类型的值。推荐使用 `PriorityGroup` 预定义常量或在项目中定义自己的优先级常量。
|
||||
|
||||
### Q: 多个类有相同优先级会怎样?
|
||||
|
||||
**A**: 当多个类有相同的优先级值时,它们的相对顺序是不确定的。建议为每个类设置不同的优先级值,或在文档中明确说明相同优先级类的执行顺序不保证。
|
||||
|
||||
### Q: 可以在运行时改变优先级吗?
|
||||
|
||||
**A**: 不可以。`Priority` 属性是只读的,值在编译时确定。如果需要运行时改变优先级,应手动实现 `IPrioritized` 接口。
|
||||
|
||||
```csharp
|
||||
public class DynamicPrioritySystem : IPrioritized
|
||||
{
|
||||
private int _priority;
|
||||
|
||||
public int Priority => _priority;
|
||||
|
||||
public void SetPriority(int value)
|
||||
{
|
||||
_priority = value;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 优先级支持继承吗?
|
||||
|
||||
**A**: `[Priority]` 特性标记为 `Inherited = false`,不会被子类继承。每个子类需要独立标记优先级。
|
||||
|
||||
```csharp
|
||||
[Priority(10)]
|
||||
public partial class BaseSystem { }
|
||||
|
||||
public partial class DerivedSystem : BaseSystem // 不会继承 Priority = 10
|
||||
{
|
||||
// 需要重新标记
|
||||
// [Priority(20)]
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 如何在不使用特性的情况下实现优先级?
|
||||
|
||||
**A**: 可以手动实现 `IPrioritized` 接口:
|
||||
|
||||
```csharp
|
||||
public class ManualPrioritySystem : IPrioritized
|
||||
{
|
||||
public int Priority => 10;
|
||||
|
||||
// 手动实现提供更大的灵活性
|
||||
public int Priority => _config.Enabled ? 10 : 100;
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 负数优先级和正数优先级的区别是什么?
|
||||
|
||||
**A**: 优先级值用于排序,通常值越小优先级越高:
|
||||
|
||||
- 负数(-100):高优先级,最先执行
|
||||
- 零(0):默认优先级
|
||||
- 正数(100):低优先级,最后执行
|
||||
|
||||
具体含义取决于使用场景,但推荐遵循 `PriorityGroup` 定义的语义。
|
||||
|
||||
## 实际应用示例
|
||||
|
||||
### 游戏系统架构
|
||||
|
||||
完整的游戏系统初始化示例:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Systems;
|
||||
using GFramework.SourceGenerators.Abstractions.Bases;
|
||||
using GFramework.Core.Abstractions.Bases;
|
||||
|
||||
// 输入系统(最先初始化)
|
||||
[Priority(PriorityGroup.Critical)]
|
||||
[Log]
|
||||
public partial class InputSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("Input system initialized");
|
||||
}
|
||||
}
|
||||
|
||||
// 物理系统
|
||||
[Priority(PriorityGroup.High)]
|
||||
[Log]
|
||||
public partial class PhysicsSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("Physics system initialized");
|
||||
}
|
||||
}
|
||||
|
||||
// 游戏逻辑系统
|
||||
[Priority(PriorityGroup.Normal)]
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class GameplaySystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("Gameplay system initialized");
|
||||
}
|
||||
}
|
||||
|
||||
// 音频系统
|
||||
[Priority(PriorityGroup.Low)]
|
||||
[Log]
|
||||
public partial class AudioSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("Audio system initialized");
|
||||
}
|
||||
}
|
||||
|
||||
// 清理系统(最后执行)
|
||||
[Priority(PriorityGroup.Deferred)]
|
||||
[Log]
|
||||
public partial class CleanupSystem : AbstractSystem
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
Logger.Info("Cleanup system initialized");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
在架构中初始化:
|
||||
|
||||
```csharp
|
||||
public class GameArchitecture : Architecture
|
||||
{
|
||||
protected override async Task InitAsync()
|
||||
{
|
||||
// 获取所有系统并按优先级排序
|
||||
var systems = this.GetAllByPriority<ISystem>();
|
||||
|
||||
foreach (var system in systems)
|
||||
{
|
||||
await system.InitAsync();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 相关文档
|
||||
|
||||
- [Source Generators 概述](./index.md)
|
||||
- [ContextAware 生成器](./context-aware-generator.md)
|
||||
- [系统初始化](../core/system.md)
|
||||
Loading…
x
Reference in New Issue
Block a user