mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-22 10:34:30 +08:00
docs(coroutine): 更新协程系统文档内容
- 重新描述协程系统功能,强调基于 IEnumerator<IYieldInstruction> 的调度能力 - 更新核心概念介绍,明确协程系统的组成部分和架构设计 - 修改 CoroutineScheduler 使用示例,添加统计信息启用说明 - 完善 CoroutineHandle 的控制方法说明,包括暂停、恢复和终止操作 - 优化协程状态控制示例代码,展示标签和分组管理功能 - 重构等待指令说明,按时间帧、条件等待、Task桥接等方式分类 - 更新事件等待相关示例,改进超时处理和多事件等待功能 - 完善协程组合功能说明,包括子协程等待和多句柄等待 - 优化扩展方法介绍,按组合扩展、协程生成扩展、Task扩展等分类 - 更新命令、查询和Mediator扩展使用说明 - 修订异常处理机制说明,明确调度器异常处理方式 - 更新常见问题解答,澄清协程执行时机和线程模型概念 - 精简相关文档链接,移除冗余的系统集成说明
This commit is contained in:
parent
4156839bd9
commit
1c30149ebd
@ -1,63 +1,63 @@
|
||||
---
|
||||
title: 协程系统
|
||||
description: 协程系统提供了轻量级的异步操作管理机制,支持时间延迟、事件等待、任务等待等多种场景。
|
||||
description: 协程系统提供基于 IEnumerator<IYieldInstruction> 的调度、等待和组合能力,可与事件、Task、命令与查询集成。
|
||||
---
|
||||
|
||||
# 协程系统
|
||||
|
||||
## 概述
|
||||
|
||||
协程系统是 GFramework 中用于管理异步操作的核心机制。通过协程,你可以编写看起来像同步代码的异步逻辑,避免回调地狱,使代码更加清晰易读。
|
||||
GFramework 的 Core 协程系统基于 `IEnumerator<IYieldInstruction>` 构建,通过 `CoroutineScheduler`
|
||||
统一推进协程执行。它适合处理分帧逻辑、时间等待、条件等待、Task 桥接,以及事件驱动的异步流程。
|
||||
|
||||
协程系统基于 C# 的迭代器(IEnumerator)实现,提供了丰富的等待指令(YieldInstruction),可以轻松处理时间延迟、事件等待、任务等待等各种异步场景。
|
||||
协程系统主要由以下部分组成:
|
||||
|
||||
**主要特性**:
|
||||
|
||||
- 轻量级协程调度器
|
||||
- 丰富的等待指令(30+ 种)
|
||||
- 支持协程嵌套和组合
|
||||
- 协程标签和批量管理
|
||||
- 与事件系统、命令系统、CQRS 深度集成
|
||||
- 异常处理和错误恢复
|
||||
- `CoroutineScheduler`:负责运行、更新和控制协程
|
||||
- `CoroutineHandle`:用于标识协程实例并控制其状态
|
||||
- `IYieldInstruction`:定义等待行为的统一接口
|
||||
- `Instructions`:内置等待指令集合
|
||||
- `CoroutineHelper`:提供常用等待与生成器辅助方法
|
||||
- `Extensions`:提供 Task、组合、命令、查询和 Mediator 场景下的扩展方法
|
||||
|
||||
## 核心概念
|
||||
|
||||
### 协程调度器
|
||||
### CoroutineScheduler
|
||||
|
||||
`CoroutineScheduler` 是协程系统的核心,负责管理和执行所有协程:
|
||||
`CoroutineScheduler` 是协程系统的核心调度器。构造时需要提供 `ITimeSource`,调度器会在每次 `Update()` 时读取时间增量并推进所有活跃协程。
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Coroutine;
|
||||
using GFramework.Core.Coroutine;
|
||||
|
||||
// 创建调度器(通常由架构自动管理)
|
||||
ITimeSource timeSource = /* 你的时间源实现 */;
|
||||
var scheduler = new CoroutineScheduler(timeSource);
|
||||
|
||||
// 运行协程
|
||||
var handle = scheduler.Run(MyCoroutine());
|
||||
|
||||
// 每帧更新
|
||||
// 在你的主循环中推进协程
|
||||
scheduler.Update();
|
||||
```
|
||||
|
||||
### 协程句柄
|
||||
如果需要统计信息,可以启用构造函数的 `enableStatistics` 参数。
|
||||
|
||||
`CoroutineHandle` 用于标识和控制协程:
|
||||
### CoroutineHandle
|
||||
|
||||
`CoroutineHandle` 用于引用具体协程,并配合调度器进行控制:
|
||||
|
||||
```csharp
|
||||
// 运行协程并获取句柄
|
||||
var handle = scheduler.Run(MyCoroutine());
|
||||
var handle = scheduler.Run(MyCoroutine(), tag: "gameplay", group: "battle");
|
||||
|
||||
// 检查协程是否存活
|
||||
if (scheduler.IsCoroutineAlive(handle))
|
||||
{
|
||||
// 停止协程
|
||||
scheduler.Stop(handle);
|
||||
scheduler.Pause(handle);
|
||||
scheduler.Resume(handle);
|
||||
scheduler.Kill(handle);
|
||||
}
|
||||
```
|
||||
|
||||
### 等待指令
|
||||
### IYieldInstruction
|
||||
|
||||
等待指令(YieldInstruction)定义了协程的等待行为:
|
||||
协程通过 `yield return IYieldInstruction` 表达等待逻辑:
|
||||
|
||||
```csharp
|
||||
public interface IYieldInstruction
|
||||
@ -79,172 +79,160 @@ public IEnumerator<IYieldInstruction> SimpleCoroutine()
|
||||
{
|
||||
Console.WriteLine("开始");
|
||||
|
||||
// 等待 2 秒
|
||||
yield return new Delay(2.0);
|
||||
|
||||
Console.WriteLine("2 秒后");
|
||||
|
||||
// 等待 1 帧
|
||||
yield return new WaitOneFrame();
|
||||
|
||||
Console.WriteLine("下一帧");
|
||||
}
|
||||
```
|
||||
|
||||
### 使用协程辅助方法
|
||||
### 使用 CoroutineHelper
|
||||
|
||||
`CoroutineHelper` 提供了一组常用等待和生成器辅助方法:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Coroutine;
|
||||
|
||||
public IEnumerator<IYieldInstruction> HelperCoroutine()
|
||||
{
|
||||
// 等待指定秒数
|
||||
yield return CoroutineHelper.WaitForSeconds(1.5);
|
||||
|
||||
// 等待一帧
|
||||
yield return CoroutineHelper.WaitForOneFrame();
|
||||
|
||||
// 等待多帧
|
||||
yield return CoroutineHelper.WaitForFrames(10);
|
||||
|
||||
// 等待条件满足
|
||||
yield return CoroutineHelper.WaitUntil(() => isReady);
|
||||
|
||||
// 等待条件不满足
|
||||
yield return CoroutineHelper.WaitWhile(() => isLoading);
|
||||
}
|
||||
```
|
||||
|
||||
### 在架构组件中使用
|
||||
除了直接返回等待指令,`CoroutineHelper` 也可以直接生成可运行的协程枚举器:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Model;
|
||||
using GFramework.Core.Extensions;
|
||||
scheduler.Run(CoroutineHelper.DelayedCall(2.0, () => Console.WriteLine("延迟执行")));
|
||||
scheduler.Run(CoroutineHelper.RepeatCall(1.0, 5, () => Console.WriteLine("重复执行")));
|
||||
|
||||
public class PlayerModel : AbstractModel
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 启动协程
|
||||
this.StartCoroutine(RegenerateHealth());
|
||||
}
|
||||
|
||||
private IEnumerator<IYieldInstruction> RegenerateHealth()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// 每秒恢复 1 点生命值
|
||||
yield return CoroutineHelper.WaitForSeconds(1.0);
|
||||
Health = Math.Min(Health + 1, MaxHealth);
|
||||
}
|
||||
}
|
||||
}
|
||||
using var cts = new CancellationTokenSource();
|
||||
scheduler.Run(CoroutineHelper.RepeatCallForever(1.0, () => Console.WriteLine("持续执行"), cts.Token));
|
||||
```
|
||||
|
||||
## 高级用法
|
||||
### 控制协程状态
|
||||
|
||||
```csharp
|
||||
var handle = scheduler.Run(LoadResources(), tag: "loading", group: "bootstrap");
|
||||
|
||||
scheduler.Pause(handle);
|
||||
scheduler.Resume(handle);
|
||||
scheduler.Kill(handle);
|
||||
|
||||
scheduler.KillByTag("loading");
|
||||
scheduler.PauseGroup("bootstrap");
|
||||
scheduler.ResumeGroup("bootstrap");
|
||||
scheduler.KillGroup("bootstrap");
|
||||
|
||||
var cleared = scheduler.Clear();
|
||||
```
|
||||
|
||||
## 常用等待指令
|
||||
|
||||
### 时间与帧
|
||||
|
||||
```csharp
|
||||
yield return new Delay(1.0);
|
||||
yield return new WaitForSecondsRealtime(1.0);
|
||||
yield return new WaitOneFrame();
|
||||
yield return new WaitForNextFrame();
|
||||
yield return new WaitForFrames(5);
|
||||
yield return new WaitForEndOfFrame();
|
||||
yield return new WaitForFixedUpdate();
|
||||
```
|
||||
|
||||
### 条件等待
|
||||
|
||||
```csharp
|
||||
yield return new WaitUntil(() => health > 0);
|
||||
yield return new WaitWhile(() => isLoading);
|
||||
yield return new WaitForPredicate(() => hp >= maxHp);
|
||||
yield return new WaitForPredicate(() => isBusy, waitForTrue: false);
|
||||
yield return new WaitUntilOrTimeout(() => connected, timeoutSeconds: 5.0);
|
||||
yield return new WaitForConditionChange(() => isPaused, waitForTransitionTo: true);
|
||||
```
|
||||
|
||||
### Task 桥接
|
||||
|
||||
```csharp
|
||||
using System.Threading.Tasks;
|
||||
using GFramework.Core.Coroutine.Extensions;
|
||||
|
||||
Task loadTask = LoadDataAsync();
|
||||
yield return loadTask.AsCoroutineInstruction();
|
||||
```
|
||||
|
||||
也可以将 `Task` 转成协程枚举器后直接交给调度器:
|
||||
|
||||
```csharp
|
||||
var coroutine = LoadDataAsync().ToCoroutineEnumerator();
|
||||
var handle1 = scheduler.Run(coroutine);
|
||||
|
||||
var handle2 = scheduler.StartTaskAsCoroutine(LoadDataAsync());
|
||||
```
|
||||
|
||||
### 等待事件
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Events;
|
||||
using GFramework.Core.Coroutine.Instructions;
|
||||
|
||||
public IEnumerator<IYieldInstruction> WaitForEventExample()
|
||||
public IEnumerator<IYieldInstruction> WaitForEventExample(IEventBus eventBus)
|
||||
{
|
||||
Console.WriteLine("等待玩家死亡事件...");
|
||||
|
||||
// 等待事件触发
|
||||
var waitEvent = new WaitForEvent<PlayerDiedEvent>(eventBus);
|
||||
using var waitEvent = new WaitForEvent<PlayerDiedEvent>(eventBus);
|
||||
yield return waitEvent;
|
||||
|
||||
// 获取事件数据
|
||||
var eventData = waitEvent.EventData;
|
||||
Console.WriteLine($"玩家 {eventData.PlayerId} 死亡");
|
||||
Console.WriteLine($"玩家 {eventData!.PlayerId} 死亡");
|
||||
}
|
||||
```
|
||||
|
||||
### 等待事件(带超时)
|
||||
为事件等待附加超时:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitForEventWithTimeout()
|
||||
public IEnumerator<IYieldInstruction> WaitForEventWithTimeoutExample(IEventBus eventBus)
|
||||
{
|
||||
var waitEvent = new WaitForEventWithTimeout<PlayerJoinedEvent>(
|
||||
eventBus,
|
||||
timeout: 5.0
|
||||
);
|
||||
using var waitEvent = new WaitForEvent<PlayerJoinedEvent>(eventBus);
|
||||
var timeoutWait = new WaitForEventWithTimeout<PlayerJoinedEvent>(waitEvent, 5.0f);
|
||||
|
||||
yield return waitEvent;
|
||||
yield return timeoutWait;
|
||||
|
||||
if (waitEvent.IsTimeout)
|
||||
{
|
||||
if (timeoutWait.IsTimeout)
|
||||
Console.WriteLine("等待超时");
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine($"玩家加入: {waitEvent.EventData.PlayerName}");
|
||||
}
|
||||
Console.WriteLine($"玩家加入: {timeoutWait.EventData!.PlayerName}");
|
||||
}
|
||||
```
|
||||
|
||||
### 等待 Task
|
||||
等待两个事件中的任意一个:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitForTaskExample()
|
||||
public IEnumerator<IYieldInstruction> WaitForEitherEvent(IEventBus eventBus)
|
||||
{
|
||||
// 创建异步任务
|
||||
var task = LoadDataAsync();
|
||||
using var wait = new WaitForMultipleEvents<PlayerReadyEvent, PlayerQuitEvent>(eventBus);
|
||||
yield return wait;
|
||||
|
||||
// 在协程中等待 Task 完成
|
||||
var waitTask = new WaitForTask(task);
|
||||
yield return waitTask;
|
||||
|
||||
// 检查异常
|
||||
if (waitTask.Exception != null)
|
||||
{
|
||||
Console.WriteLine($"任务失败: {waitTask.Exception.Message}");
|
||||
}
|
||||
if (wait.TriggeredBy == 1)
|
||||
Console.WriteLine($"Ready: {wait.FirstEventData}");
|
||||
else
|
||||
{
|
||||
Console.WriteLine("任务完成");
|
||||
}
|
||||
}
|
||||
|
||||
private async Task LoadDataAsync()
|
||||
{
|
||||
await Task.Delay(1000);
|
||||
// 加载数据...
|
||||
Console.WriteLine($"Quit: {wait.SecondEventData}");
|
||||
}
|
||||
```
|
||||
|
||||
### 等待多个协程
|
||||
### 协程组合
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitForMultipleCoroutines()
|
||||
{
|
||||
var coroutine1 = LoadTexture();
|
||||
var coroutine2 = LoadAudio();
|
||||
var coroutine3 = LoadModel();
|
||||
|
||||
// 等待所有协程完成
|
||||
yield return new WaitForAllCoroutines(
|
||||
scheduler,
|
||||
coroutine1,
|
||||
coroutine2,
|
||||
coroutine3
|
||||
);
|
||||
|
||||
Console.WriteLine("所有资源加载完成");
|
||||
}
|
||||
```
|
||||
|
||||
### 协程嵌套
|
||||
等待子协程完成:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> ParentCoroutine()
|
||||
{
|
||||
Console.WriteLine("父协程开始");
|
||||
|
||||
// 等待子协程完成
|
||||
yield return new WaitForCoroutine(scheduler, ChildCoroutine());
|
||||
yield return new WaitForCoroutine(ChildCoroutine());
|
||||
|
||||
Console.WriteLine("子协程完成");
|
||||
}
|
||||
@ -256,251 +244,175 @@ private IEnumerator<IYieldInstruction> ChildCoroutine()
|
||||
}
|
||||
```
|
||||
|
||||
### 带进度的等待
|
||||
等待多个句柄全部完成:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitForMultipleCoroutines(CoroutineScheduler scheduler)
|
||||
{
|
||||
var handles = new List<CoroutineHandle>
|
||||
{
|
||||
scheduler.Run(LoadTexture()),
|
||||
scheduler.Run(LoadAudio()),
|
||||
scheduler.Run(LoadModel())
|
||||
};
|
||||
|
||||
yield return new WaitForAllCoroutines(scheduler, handles);
|
||||
|
||||
Console.WriteLine("所有资源加载完成");
|
||||
}
|
||||
```
|
||||
|
||||
### 进度等待
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> LoadingWithProgress()
|
||||
{
|
||||
Console.WriteLine("开始加载...");
|
||||
|
||||
yield return CoroutineHelper.WaitForProgress(
|
||||
duration: 3.0,
|
||||
onProgress: progress =>
|
||||
{
|
||||
Console.WriteLine($"加载进度: {progress * 100:F0}%");
|
||||
}
|
||||
);
|
||||
|
||||
Console.WriteLine("加载完成");
|
||||
onProgress: progress => Console.WriteLine($"加载进度: {progress * 100:F0}%"));
|
||||
}
|
||||
```
|
||||
|
||||
### 协程标签管理
|
||||
## 扩展方法
|
||||
|
||||
```csharp
|
||||
// 使用标签运行协程
|
||||
var handle1 = scheduler.Run(Coroutine1(), tag: "gameplay");
|
||||
var handle2 = scheduler.Run(Coroutine2(), tag: "gameplay");
|
||||
var handle3 = scheduler.Run(Coroutine3(), tag: "ui");
|
||||
### 组合扩展
|
||||
|
||||
// 停止所有带特定标签的协程
|
||||
scheduler.StopAllWithTag("gameplay");
|
||||
|
||||
// 获取标签下的所有协程
|
||||
var gameplayCoroutines = scheduler.GetCoroutinesByTag("gameplay");
|
||||
```
|
||||
|
||||
### 延迟调用和重复调用
|
||||
|
||||
```csharp
|
||||
// 延迟 2 秒后执行
|
||||
scheduler.Run(CoroutineHelper.DelayedCall(2.0, () =>
|
||||
{
|
||||
Console.WriteLine("延迟执行");
|
||||
}));
|
||||
|
||||
// 每隔 1 秒执行一次,共执行 5 次
|
||||
scheduler.Run(CoroutineHelper.RepeatCall(1.0, 5, () =>
|
||||
{
|
||||
Console.WriteLine("重复执行");
|
||||
}));
|
||||
|
||||
// 无限重复,直到条件不满足
|
||||
scheduler.Run(CoroutineHelper.RepeatCallWhile(1.0, () => isRunning, () =>
|
||||
{
|
||||
Console.WriteLine("条件重复");
|
||||
}));
|
||||
```
|
||||
|
||||
### 与命令系统集成
|
||||
`CoroutineComposeExtensions` 提供链式顺序组合能力:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Coroutine.Extensions;
|
||||
|
||||
public IEnumerator<IYieldInstruction> ExecuteCommandInCoroutine()
|
||||
{
|
||||
// 在协程中执行命令
|
||||
var command = new LoadSceneCommand();
|
||||
yield return command.ExecuteAsCoroutine(this);
|
||||
var chained =
|
||||
LoadConfig()
|
||||
.Then(() => Console.WriteLine("配置加载完成"))
|
||||
.Then(StartBattle());
|
||||
|
||||
Console.WriteLine("场景加载完成");
|
||||
scheduler.Run(chained);
|
||||
```
|
||||
|
||||
### 协程生成扩展
|
||||
|
||||
`CoroutineExtensions` 提供了一些常用的协程生成器:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Coroutine.Extensions;
|
||||
|
||||
var delayed = CoroutineExtensions.ExecuteAfter(2.0, () => Console.WriteLine("延迟执行"));
|
||||
var repeated = CoroutineExtensions.RepeatEvery(1.0, () => Console.WriteLine("tick"), count: 5);
|
||||
var progress = CoroutineExtensions.WaitForSecondsWithProgress(3.0, p => Console.WriteLine(p));
|
||||
|
||||
scheduler.Run(delayed);
|
||||
scheduler.Run(repeated);
|
||||
scheduler.Run(progress);
|
||||
```
|
||||
|
||||
顺序或并行组合多个协程:
|
||||
|
||||
```csharp
|
||||
var sequence = CoroutineExtensions.Sequence(LoadConfig(), LoadScene(), StartBattle());
|
||||
scheduler.Run(sequence);
|
||||
|
||||
var parallel = scheduler.ParallelCoroutines(LoadTexture(), LoadAudio(), LoadModel());
|
||||
scheduler.Run(parallel);
|
||||
```
|
||||
|
||||
### Task 扩展
|
||||
|
||||
`TaskCoroutineExtensions` 提供了三类扩展:
|
||||
|
||||
- `AsCoroutineInstruction()`:把 `Task` / `Task<T>` 包装成等待指令
|
||||
- `ToCoroutineEnumerator()`:把 `Task` / `Task<T>` 转成协程枚举器
|
||||
- `StartTaskAsCoroutine()`:直接通过调度器启动 Task 协程
|
||||
|
||||
### 命令、查询与 Mediator 扩展
|
||||
|
||||
这些扩展都定义在 `GFramework.Core.Coroutine.Extensions` 命名空间中。
|
||||
|
||||
### 命令协程
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Coroutine.Extensions;
|
||||
|
||||
public IEnumerator<IYieldInstruction> ExecuteCommand(IContextAware contextAware)
|
||||
{
|
||||
yield return contextAware.SendCommandCoroutineWithErrorHandler(
|
||||
new LoadSceneCommand(),
|
||||
ex => Console.WriteLine(ex.Message));
|
||||
}
|
||||
```
|
||||
|
||||
### 与 CQRS 集成
|
||||
如果命令执行后需要等待事件:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> QueryInCoroutine()
|
||||
public IEnumerator<IYieldInstruction> ExecuteCommandAndWaitEvent(IContextAware contextAware)
|
||||
{
|
||||
// 在协程中执行查询
|
||||
var query = new GetPlayerDataQuery { PlayerId = 1 };
|
||||
var waitQuery = query.SendAsCoroutine<GetPlayerDataQuery, PlayerData>(this);
|
||||
|
||||
yield return waitQuery;
|
||||
|
||||
var playerData = waitQuery.Result;
|
||||
Console.WriteLine($"玩家名称: {playerData.Name}");
|
||||
yield return contextAware.SendCommandAndWaitEventCoroutine<LoadSceneCommand, SceneLoadedEvent>(
|
||||
new LoadSceneCommand(),
|
||||
evt => Console.WriteLine($"场景加载完成: {evt.SceneName}"),
|
||||
timeout: 5.0f);
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
### 查询协程
|
||||
|
||||
1. **使用扩展方法启动协程**:通过架构组件的扩展方法启动协程更简洁
|
||||
```csharp
|
||||
✓ this.StartCoroutine(MyCoroutine());
|
||||
✗ scheduler.Run(MyCoroutine());
|
||||
```
|
||||
|
||||
2. **合理使用协程标签**:为相关协程添加标签,便于批量管理
|
||||
```csharp
|
||||
this.StartCoroutine(BattleCoroutine(), tag: "battle");
|
||||
this.StartCoroutine(EffectCoroutine(), tag: "battle");
|
||||
|
||||
// 战斗结束时停止所有战斗相关协程
|
||||
this.StopCoroutinesWithTag("battle");
|
||||
```
|
||||
|
||||
3. **避免在协程中执行耗时操作**:协程在主线程执行,不要阻塞
|
||||
```csharp
|
||||
✗ public IEnumerator<IYieldInstruction> BadCoroutine()
|
||||
{
|
||||
Thread.Sleep(1000); // 阻塞主线程
|
||||
yield return null;
|
||||
}
|
||||
|
||||
✓ public IEnumerator<IYieldInstruction> GoodCoroutine()
|
||||
{
|
||||
yield return CoroutineHelper.WaitForSeconds(1.0); // 非阻塞
|
||||
}
|
||||
```
|
||||
|
||||
4. **正确处理协程异常**:使用 try-catch 捕获异常
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> SafeCoroutine()
|
||||
{
|
||||
var waitTask = new WaitForTask(riskyTask);
|
||||
yield return waitTask;
|
||||
|
||||
if (waitTask.Exception != null)
|
||||
{
|
||||
// 处理异常
|
||||
Logger.Error($"任务失败: {waitTask.Exception.Message}");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
5. **及时停止不需要的协程**:避免资源泄漏
|
||||
```csharp
|
||||
private CoroutineHandle? _healthRegenHandle;
|
||||
|
||||
public void StartHealthRegen()
|
||||
{
|
||||
_healthRegenHandle = this.StartCoroutine(RegenerateHealth());
|
||||
}
|
||||
|
||||
public void StopHealthRegen()
|
||||
{
|
||||
if (_healthRegenHandle.HasValue)
|
||||
{
|
||||
this.StopCoroutine(_healthRegenHandle.Value);
|
||||
_healthRegenHandle = null;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
6. **使用 WaitForEvent 时记得释放资源**:避免内存泄漏
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitEventExample()
|
||||
{
|
||||
using var waitEvent = new WaitForEvent<GameEvent>(eventBus);
|
||||
yield return waitEvent;
|
||||
// using 确保资源被释放
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 问题:协程什么时候执行?
|
||||
|
||||
**解答**:
|
||||
协程在调度器的 `Update()` 方法中执行。在 GFramework 中,架构会自动在每帧调用调度器的更新方法。
|
||||
|
||||
### 问题:协程是多线程的吗?
|
||||
|
||||
**解答**:
|
||||
不是。协程在主线程中执行,是单线程的。它们通过分帧执行来实现异步效果,不会阻塞主线程。
|
||||
|
||||
### 问题:如何在协程中等待异步方法?
|
||||
|
||||
**解答**:
|
||||
使用 `WaitForTask` 等待 Task 完成:
|
||||
`SendQueryCoroutine` 会同步执行查询,并通过回调返回结果:
|
||||
|
||||
```csharp
|
||||
public IEnumerator<IYieldInstruction> WaitAsyncMethod()
|
||||
public IEnumerator<IYieldInstruction> QueryPlayer(IContextAware contextAware)
|
||||
{
|
||||
var task = SomeAsyncMethod();
|
||||
yield return new WaitForTask(task);
|
||||
yield return contextAware.SendQueryCoroutine<GetPlayerDataQuery, PlayerData>(
|
||||
new GetPlayerDataQuery { PlayerId = 1 },
|
||||
playerData => Console.WriteLine($"玩家名称: {playerData.Name}"));
|
||||
}
|
||||
```
|
||||
|
||||
### 问题:协程可以返回值吗?
|
||||
### Mediator 协程
|
||||
|
||||
**解答**:
|
||||
协程本身不能直接返回值,但可以通过闭包或类成员变量传递结果:
|
||||
如果项目使用 `Mediator.IMediator`,还可以使用 `MediatorCoroutineExtensions`:
|
||||
|
||||
```csharp
|
||||
private int _result;
|
||||
|
||||
public IEnumerator<IYieldInstruction> CoroutineWithResult()
|
||||
public IEnumerator<IYieldInstruction> ExecuteMediatorCommand(IContextAware contextAware)
|
||||
{
|
||||
yield return CoroutineHelper.WaitForSeconds(1.0);
|
||||
_result = 42;
|
||||
yield return contextAware.SendCommandCoroutine(
|
||||
new SaveArchiveCommand(),
|
||||
ex => Console.WriteLine(ex.Message));
|
||||
}
|
||||
|
||||
// 使用
|
||||
this.StartCoroutine(CoroutineWithResult());
|
||||
// 稍后访问 _result
|
||||
```
|
||||
|
||||
### 问题:如何停止所有协程?
|
||||
## 异常处理
|
||||
|
||||
**解答**:
|
||||
使用调度器的 `StopAll()` 方法:
|
||||
|
||||
```csharp
|
||||
// 停止所有协程
|
||||
scheduler.StopAll();
|
||||
|
||||
// 或通过扩展方法
|
||||
this.StopAllCoroutines();
|
||||
```
|
||||
|
||||
### 问题:协程中的异常会怎样?
|
||||
|
||||
**解答**:
|
||||
协程中未捕获的异常会触发 `OnCoroutineException` 事件,并停止该协程:
|
||||
调度器会在协程抛出未捕获异常时触发 `OnCoroutineException`:
|
||||
|
||||
```csharp
|
||||
scheduler.OnCoroutineException += (handle, exception) =>
|
||||
{
|
||||
Logger.Error($"协程异常: {exception.Message}");
|
||||
Console.WriteLine($"协程 {handle} 异常: {exception.Message}");
|
||||
};
|
||||
```
|
||||
|
||||
### 问题:WaitForSeconds 和 Delay 有什么区别?
|
||||
如果协程等待的是 `Task`,也可以通过 `WaitForTask` / `WaitForTask<T>` 检查任务异常。
|
||||
|
||||
**解答**:
|
||||
它们是相同的,`WaitForSeconds` 是辅助方法,内部创建 `Delay` 实例:
|
||||
## 常见问题
|
||||
|
||||
```csharp
|
||||
// 两者等价
|
||||
yield return CoroutineHelper.WaitForSeconds(1.0);
|
||||
yield return new Delay(1.0);
|
||||
```
|
||||
### 协程什么时候执行?
|
||||
|
||||
协程在调度器的 `Update()` 中推进。调度器每次更新都会先更新 `ITimeSource`,再推进所有活跃协程。
|
||||
|
||||
### 协程是多线程的吗?
|
||||
|
||||
不是。协程本身仍由调用 `Update()` 的线程推进,通常用于主线程上的分帧流程控制。
|
||||
|
||||
### `Delay` 和 `CoroutineHelper.WaitForSeconds()` 有什么区别?
|
||||
|
||||
两者表达的是同一类等待语义。`CoroutineHelper.WaitForSeconds()` 只是 `Delay` 的辅助构造方法。
|
||||
|
||||
### 如何等待异步方法?
|
||||
|
||||
可以直接 `yield return task.AsCoroutineInstruction()`,也可以使用 `scheduler.StartTaskAsCoroutine(task)` 启动一个以 Task
|
||||
为主体的协程。
|
||||
|
||||
## 相关文档
|
||||
|
||||
- [事件系统](/zh-CN/core/events) - 协程与事件系统集成
|
||||
- [命令系统](/zh-CN/core/command) - 在协程中执行命令
|
||||
- [CQRS](/zh-CN/core/cqrs) - 在协程中执行查询和命令
|
||||
- [协程系统教程](/zh-CN/tutorials/coroutine-tutorial) - 分步教程
|
||||
- [事件系统](/zh-CN/core/events)
|
||||
- [CQRS](/zh-CN/core/cqrs)
|
||||
- [协程系统教程](/zh-CN/tutorials/coroutine-tutorial)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user