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Merge pull request #110 from GeWuYou/docs/remove-migration-guide
Docs/remove migration guide
This commit is contained in:
commit
2d89efa4b7
@ -59,7 +59,6 @@ export default defineConfig({
|
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{ text: 'API 参考', link: '/zh-CN/api-reference' },
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{ text: '常见问题', link: '/zh-CN/faq' },
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||||
{ text: '故障排查', link: '/zh-CN/troubleshooting' },
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||||
{ text: '迁移指南', link: '/zh-CN/migration-guide' },
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||||
{ text: '贡献指南', link: '/zh-CN/contributing' }
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]
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||||
}
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|
||||
@ -1,950 +0,0 @@
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# 版本迁移指南
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||||
|
||||
本文档提供 GFramework 不同版本之间的迁移指导,帮助开发者平滑升级到新版本。
|
||||
|
||||
## 概述
|
||||
|
||||
### 迁移指南的使用
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||||
|
||||
本迁移指南旨在帮助开发者:
|
||||
|
||||
- **了解版本间的重大变更**:明确不同版本之间的 API 变化和行为差异
|
||||
- **规划迁移路径**:根据项目实际情况选择合适的迁移策略
|
||||
- **减少迁移风险**:通过详细的步骤说明和代码示例降低升级风险
|
||||
- **快速定位问题**:提供常见问题的解决方案和回滚策略
|
||||
|
||||
### 阅读建议
|
||||
|
||||
1. **确认当前版本**:查看项目中使用的 GFramework 版本号
|
||||
2. **查看目标版本**:确定要升级到的目标版本
|
||||
3. **阅读相关章节**:重点关注涉及的版本迁移章节
|
||||
4. **测试验证**:在测试环境中完成迁移并充分测试
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||||
5. **逐步升级**:对于跨多个大版本的升级,建议分步进行
|
||||
|
||||
## 版本兼容性
|
||||
|
||||
### 版本号说明
|
||||
|
||||
GFramework 遵循 [语义化版本](https://semver.org/lang/zh-CN/) 规范:
|
||||
|
||||
```
|
||||
主版本号.次版本号.修订号 (MAJOR.MINOR.PATCH)
|
||||
```
|
||||
|
||||
- **主版本号(MAJOR)**:不兼容的 API 变更
|
||||
- **次版本号(MINOR)**:向后兼容的功能新增
|
||||
- **修订号(PATCH)**:向后兼容的问题修正
|
||||
|
||||
### 兼容性矩阵
|
||||
|
||||
| 源版本 | 目标版本 | 兼容性 | 迁移难度 | 说明 |
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||||
|-------|-------|---------|------|---------------|
|
||||
| 0.0.x | 0.0.y | ✅ 完全兼容 | 低 | 修订版本,直接升级 |
|
||||
| 0.0.x | 1.0.0 | ⚠️ 部分兼容 | 中 | 需要代码调整 |
|
||||
| 0.x.x | 1.x.x | ❌ 不兼容 | 高 | 重大变更,需要重构 |
|
||||
| 1.x.x | 1.y.y | ✅ 向后兼容 | 低 | 次版本升级,可能有废弃警告 |
|
||||
| 1.x.x | 2.0.0 | ❌ 不兼容 | 高 | 重大变更,需要重构 |
|
||||
|
||||
### .NET 版本支持
|
||||
|
||||
| GFramework 版本 | .NET 8.0 | .NET 9.0 | .NET 10.0 |
|
||||
|---------------|----------|----------|-----------|
|
||||
| 0.0.x | ✅ | ✅ | ✅ |
|
||||
| 1.0.x | ✅ | ✅ | ✅ |
|
||||
| 2.0.x | ❌ | ✅ | ✅ |
|
||||
|
||||
### Godot 版本支持
|
||||
|
||||
| GFramework 版本 | Godot 4.3 | Godot 4.4 | Godot 4.5 | Godot 4.6+ |
|
||||
|---------------|-----------|-----------|-----------|------------|
|
||||
| 0.0.x | ✅ | ✅ | ✅ | ✅ |
|
||||
| 1.0.x | ❌ | ✅ | ✅ | ✅ |
|
||||
| 2.0.x | ❌ | ❌ | ✅ | ✅ |
|
||||
|
||||
## 从 0.x 迁移到 1.x
|
||||
|
||||
### 重大变更概述
|
||||
|
||||
1.0 版本是 GFramework 的第一个稳定版本,引入了多项重大变更以提升框架的稳定性、性能和可维护性。
|
||||
|
||||
#### 架构层面变更
|
||||
|
||||
- **架构初始化方式变更**:统一使用异步初始化
|
||||
- **生命周期阶段调整**:简化阶段流程,移除冗余阶段
|
||||
- **IOC 容器增强**:支持作用域和生命周期管理
|
||||
- **模块系统重构**:引入新的模块注册机制
|
||||
|
||||
#### API 变更
|
||||
|
||||
- **命名空间调整**:部分类型移动到新的命名空间
|
||||
- **接口签名变更**:部分接口方法签名调整
|
||||
- **废弃 API 移除**:移除 0.x 中标记为废弃的 API
|
||||
- **泛型约束调整**:部分泛型方法增加或调整约束
|
||||
|
||||
#### 行为变更
|
||||
|
||||
- **事件传播机制**:优化事件传播逻辑
|
||||
- **协程调度策略**:改进协程调度算法
|
||||
- **资源管理策略**:引入新的资源释放策略
|
||||
|
||||
### 迁移前准备
|
||||
|
||||
#### 1. 备份项目
|
||||
|
||||
```bash
|
||||
# 创建项目备份
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||||
git checkout -b backup-before-migration
|
||||
git push origin backup-before-migration
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||||
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||||
# 或使用文件系统备份
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||||
cp -r YourProject YourProject-backup
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||||
```
|
||||
|
||||
#### 2. 检查当前版本
|
||||
|
||||
```bash
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||||
# 查看当前使用的 GFramework 版本
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||||
dotnet list package | grep GFramework
|
||||
```
|
||||
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||||
#### 3. 更新依赖工具
|
||||
|
||||
```bash
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||||
# 更新 .NET SDK
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||||
dotnet --version
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||||
|
||||
# 更新 NuGet 客户端
|
||||
dotnet nuget --version
|
||||
```
|
||||
|
||||
#### 4. 运行现有测试
|
||||
|
||||
```bash
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||||
# 确保所有测试通过
|
||||
dotnet test
|
||||
|
||||
# 记录测试结果作为基准
|
||||
dotnet test --logger "trx;LogFileName=baseline-tests.trx"
|
||||
```
|
||||
|
||||
### 迁移步骤
|
||||
|
||||
#### 步骤 1:更新 NuGet 包
|
||||
|
||||
```bash
|
||||
# 更新核心包
|
||||
dotnet add package GeWuYou.GFramework.Core --version 1.0.0
|
||||
dotnet add package GeWuYou.GFramework.Core.Abstractions --version 1.0.0
|
||||
|
||||
# 更新游戏扩展包
|
||||
dotnet add package GeWuYou.GFramework.Game --version 1.0.0
|
||||
dotnet add package GeWuYou.GFramework.Game.Abstractions --version 1.0.0
|
||||
|
||||
# 更新 Godot 集成包(如果使用)
|
||||
dotnet add package GeWuYou.GFramework.Godot --version 1.0.0
|
||||
|
||||
# 更新源码生成器
|
||||
dotnet add package GeWuYou.GFramework.SourceGenerators --version 1.0.0
|
||||
```
|
||||
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||||
#### 步骤 2:更新命名空间引用
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
using GFramework.Core;
|
||||
using GFramework.Core.Architecture;
|
||||
using GFramework.Core.Events;
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
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||||
using GFramework.Core.Abstractions.Architecture;
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||||
using GFramework.Core.Abstractions.Events;
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||||
using GFramework.Core.Architecture;
|
||||
using GFramework.Core.Events;
|
||||
```
|
||||
|
||||
#### 步骤 3:更新架构初始化代码
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
public class GameArchitecture : Architecture
|
||||
{
|
||||
protected override void Init()
|
||||
{
|
||||
RegisterModel(new PlayerModel());
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||||
RegisterSystem(new GameplaySystem());
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||||
}
|
||||
}
|
||||
|
||||
// 同步初始化
|
||||
var architecture = new GameArchitecture();
|
||||
architecture.Initialize();
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
public class GameArchitecture : Architecture
|
||||
{
|
||||
protected override void Init()
|
||||
{
|
||||
RegisterModel(new PlayerModel());
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||||
RegisterSystem(new GameplaySystem());
|
||||
}
|
||||
}
|
||||
|
||||
// 推荐使用异步初始化
|
||||
var architecture = new GameArchitecture();
|
||||
await architecture.InitializeAsync();
|
||||
|
||||
// 或者使用同步初始化(不推荐)
|
||||
// architecture.Initialize();
|
||||
```
|
||||
|
||||
#### 步骤 4:更新事件注册代码
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 注册事件
|
||||
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
|
||||
|
||||
// 发送事件
|
||||
this.SendEvent(new PlayerDiedEvent());
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 注册事件(API 保持兼容)
|
||||
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
|
||||
|
||||
// 发送事件(API 保持兼容)
|
||||
this.SendEvent(new PlayerDiedEvent());
|
||||
|
||||
// 新增:带优先级的事件注册
|
||||
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied, priority: 100);
|
||||
```
|
||||
|
||||
#### 步骤 5:更新命令和查询代码
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
public class MovePlayerCommand : AbstractCommand
|
||||
{
|
||||
public Vector2 Direction { get; set; }
|
||||
|
||||
protected override void OnDo()
|
||||
{
|
||||
// 执行逻辑
|
||||
}
|
||||
}
|
||||
|
||||
// 发送命令
|
||||
this.SendCommand(new MovePlayerCommand { Direction = direction });
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 命令 API 保持兼容
|
||||
public class MovePlayerCommand : AbstractCommand
|
||||
{
|
||||
public Vector2 Direction { get; set; }
|
||||
|
||||
protected override void OnDo()
|
||||
{
|
||||
// 执行逻辑
|
||||
}
|
||||
}
|
||||
|
||||
// 发送命令(API 保持兼容)
|
||||
this.SendCommand(new MovePlayerCommand { Direction = direction });
|
||||
|
||||
// 新增:异步命令支持
|
||||
public class LoadDataCommand : AbstractAsyncCommand
|
||||
{
|
||||
protected override async Task OnDoAsync()
|
||||
{
|
||||
await Task.Delay(100);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 步骤 6:更新 IOC 容器使用
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 注册服务
|
||||
RegisterUtility(new StorageUtility());
|
||||
|
||||
// 获取服务
|
||||
var storage = this.GetUtility<StorageUtility>();
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 注册服务(API 保持兼容)
|
||||
RegisterUtility(new StorageUtility());
|
||||
|
||||
// 获取服务(API 保持兼容)
|
||||
var storage = this.GetUtility<StorageUtility>();
|
||||
|
||||
// 新增:按优先级获取服务
|
||||
var storages = this.GetUtilities<IStorageUtility>();
|
||||
var primaryStorage = storages.FirstOrDefault();
|
||||
```
|
||||
|
||||
#### 步骤 7:更新协程代码
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 启动协程
|
||||
var handle = CoroutineHelper.Start(MyCoroutine());
|
||||
|
||||
// 等待协程
|
||||
yield return new WaitForCoroutine(handle);
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 启动协程(API 保持兼容)
|
||||
var handle = CoroutineHelper.Start(MyCoroutine());
|
||||
|
||||
// 等待协程(API 保持兼容)
|
||||
yield return new WaitForCoroutine(handle);
|
||||
|
||||
// 新增:协程分组和优先级
|
||||
var handle = CoroutineHelper.Start(
|
||||
MyCoroutine(),
|
||||
group: "gameplay",
|
||||
priority: CoroutinePriority.High
|
||||
);
|
||||
```
|
||||
|
||||
### API 变更详解
|
||||
|
||||
#### 废弃的 API
|
||||
|
||||
以下 API 在 1.0 版本中已被移除:
|
||||
|
||||
##### 1. 同步命令查询扩展(已废弃)
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 这些方法在 1.0 中已移除
|
||||
this.SendCommandSync(command);
|
||||
this.SendQuerySync(query);
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 使用标准方法
|
||||
this.SendCommand(command);
|
||||
this.SendQuery(query);
|
||||
|
||||
// 或使用异步方法
|
||||
await this.SendCommandAsync(command);
|
||||
await this.SendQueryAsync(query);
|
||||
```
|
||||
|
||||
##### 2. 旧版事件 API(已废弃)
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 旧版事件注册方式
|
||||
EventBus.Register<MyEvent>(handler);
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 使用新的事件注册方式
|
||||
this.RegisterEvent<MyEvent>(handler);
|
||||
|
||||
// 或使用事件总线
|
||||
this.GetEventBus().Register<MyEvent>(handler);
|
||||
```
|
||||
|
||||
##### 3. 直接访问 IOC 容器(已限制)
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 直接访问容器
|
||||
var container = architecture.Container;
|
||||
container.Register<IService, ServiceImpl>();
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 使用架构提供的注册方法
|
||||
architecture.RegisterUtility<IService>(new ServiceImpl());
|
||||
|
||||
// 或在 Init 方法中注册
|
||||
protected override void Init()
|
||||
{
|
||||
RegisterUtility<IService>(new ServiceImpl());
|
||||
}
|
||||
```
|
||||
|
||||
#### 新增的 API
|
||||
|
||||
##### 1. 优先级支持
|
||||
|
||||
```csharp
|
||||
// 事件优先级
|
||||
this.RegisterEvent<MyEvent>(handler, priority: 100);
|
||||
|
||||
// 服务优先级
|
||||
RegisterUtility<IService>(service, priority: 10);
|
||||
|
||||
// 协程优先级
|
||||
CoroutineHelper.Start(routine, priority: CoroutinePriority.High);
|
||||
```
|
||||
|
||||
##### 2. 异步初始化增强
|
||||
|
||||
```csharp
|
||||
// 异步初始化架构
|
||||
await architecture.InitializeAsync();
|
||||
|
||||
// 等待架构就绪
|
||||
await architecture.WaitUntilReadyAsync();
|
||||
|
||||
// 异步初始化组件
|
||||
public class MyModel : AbstractModel, IAsyncInitializable
|
||||
{
|
||||
public async Task InitializeAsync()
|
||||
{
|
||||
await LoadDataAsync();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
##### 3. 事件过滤和统计
|
||||
|
||||
```csharp
|
||||
// 事件过滤
|
||||
this.RegisterEvent<MyEvent>(handler, filter: e => e.IsValid);
|
||||
|
||||
// 事件统计
|
||||
var stats = eventBus.GetStatistics();
|
||||
Console.WriteLine($"Total events: {stats.TotalEventsSent}");
|
||||
```
|
||||
|
||||
##### 4. 协程分组管理
|
||||
|
||||
```csharp
|
||||
// 创建协程组
|
||||
var handle = CoroutineHelper.Start(
|
||||
routine,
|
||||
group: "ui-animations"
|
||||
);
|
||||
|
||||
// 暂停协程组
|
||||
CoroutineHelper.PauseGroup("ui-animations");
|
||||
|
||||
// 恢复协程组
|
||||
CoroutineHelper.ResumeGroup("ui-animations");
|
||||
|
||||
// 停止协程组
|
||||
CoroutineHelper.StopGroup("ui-animations");
|
||||
```
|
||||
|
||||
### 配置变更
|
||||
|
||||
#### 架构配置
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
var architecture = new GameArchitecture();
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 使用配置对象
|
||||
var config = new ArchitectureConfiguration
|
||||
{
|
||||
ArchitectureProperties = new ArchitectureProperties
|
||||
{
|
||||
StrictPhaseValidation = true,
|
||||
AllowLateRegistration = false
|
||||
},
|
||||
LoggerProperties = new LoggerProperties
|
||||
{
|
||||
MinimumLevel = LogLevel.Information
|
||||
}
|
||||
};
|
||||
|
||||
var architecture = new GameArchitecture(configuration: config);
|
||||
```
|
||||
|
||||
#### 日志配置
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 使用默认日志
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
// 配置日志系统
|
||||
var logConfig = new LoggingConfiguration
|
||||
{
|
||||
MinimumLevel = LogLevel.Debug,
|
||||
Appenders = new List<ILogAppender>
|
||||
{
|
||||
new ConsoleAppender(),
|
||||
new FileAppender("logs/game.log")
|
||||
},
|
||||
Filters = new List<ILogFilter>
|
||||
{
|
||||
new LogLevelFilter(LogLevel.Warning),
|
||||
new NamespaceFilter("GFramework.*")
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### 依赖变更
|
||||
|
||||
#### NuGet 包更新
|
||||
|
||||
| 包名 | 0.x 版本 | 1.x 版本 | 变更说明 |
|
||||
|------------------------------------------|--------|--------|----------|
|
||||
| Microsoft.Extensions.DependencyInjection | 8.0.0 | 10.0.3 | 升级到最新版本 |
|
||||
| Arch | 1.x | 2.1.0 | ECS 框架升级 |
|
||||
| Arch.System | 1.0.x | 1.1.0 | 系统组件升级 |
|
||||
|
||||
#### 包拆分
|
||||
|
||||
1.0 版本对包结构进行了优化:
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```xml
|
||||
<PackageReference Include="GeWuYou.GFramework" Version="0.0.200" />
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```xml
|
||||
<!-- 推荐按需引用 -->
|
||||
<PackageReference Include="GeWuYou.GFramework.Core" Version="1.0.0" />
|
||||
<PackageReference Include="GeWuYou.GFramework.Core.Abstractions" Version="1.0.0" />
|
||||
<PackageReference Include="GeWuYou.GFramework.Game" Version="1.0.0" />
|
||||
<PackageReference Include="GeWuYou.GFramework.Godot" Version="1.0.0" />
|
||||
```
|
||||
|
||||
### 代码迁移工具
|
||||
|
||||
#### 自动化迁移工具
|
||||
|
||||
GFramework 提供了迁移工具来自动化部分迁移工作:
|
||||
|
||||
```bash
|
||||
# 安装迁移工具
|
||||
dotnet tool install -g GFramework.MigrationTool
|
||||
|
||||
# 运行迁移分析
|
||||
gframework-migrate analyze --project YourProject.csproj
|
||||
|
||||
# 执行自动迁移
|
||||
gframework-migrate apply --project YourProject.csproj --target-version 1.0.0
|
||||
|
||||
# 生成迁移报告
|
||||
gframework-migrate report --output migration-report.html
|
||||
```
|
||||
|
||||
#### 手动迁移检查清单
|
||||
|
||||
使用以下清单确保完整迁移:
|
||||
|
||||
- [ ] 更新所有 NuGet 包到 1.0.0
|
||||
- [ ] 更新命名空间引用
|
||||
- [ ] 替换废弃的 API
|
||||
- [ ] 更新架构初始化代码
|
||||
- [ ] 更新配置代码
|
||||
- [ ] 运行所有单元测试
|
||||
- [ ] 运行集成测试
|
||||
- [ ] 执行性能测试
|
||||
- [ ] 更新文档和注释
|
||||
- [ ] 代码审查
|
||||
|
||||
### 测试迁移
|
||||
|
||||
#### 单元测试更新
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
[Test]
|
||||
public void TestArchitectureInit()
|
||||
{
|
||||
var architecture = new TestArchitecture();
|
||||
architecture.Initialize();
|
||||
|
||||
Assert.That(architecture.CurrentPhase, Is.EqualTo(ArchitecturePhase.Ready));
|
||||
}
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
[Test]
|
||||
public async Task TestArchitectureInit()
|
||||
{
|
||||
var architecture = new TestArchitecture();
|
||||
await architecture.InitializeAsync();
|
||||
|
||||
Assert.That(architecture.CurrentPhase, Is.EqualTo(ArchitecturePhase.Ready));
|
||||
}
|
||||
```
|
||||
|
||||
#### 集成测试更新
|
||||
|
||||
**0.x 版本:**
|
||||
|
||||
```csharp
|
||||
[Test]
|
||||
public void TestGameFlow()
|
||||
{
|
||||
var game = new GameArchitecture();
|
||||
game.Initialize();
|
||||
|
||||
game.SendCommand(new StartGameCommand());
|
||||
var score = game.SendQuery(new GetScoreQuery());
|
||||
|
||||
Assert.That(score, Is.EqualTo(0));
|
||||
}
|
||||
```
|
||||
|
||||
**1.x 版本:**
|
||||
|
||||
```csharp
|
||||
[Test]
|
||||
public async Task TestGameFlow()
|
||||
{
|
||||
var game = new GameArchitecture();
|
||||
await game.InitializeAsync();
|
||||
|
||||
await game.SendCommandAsync(new StartGameCommand());
|
||||
var score = await game.SendQueryAsync(new GetScoreQuery());
|
||||
|
||||
Assert.That(score, Is.EqualTo(0));
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### 编译错误
|
||||
|
||||
#### 问题 1:命名空间找不到
|
||||
|
||||
**错误信息:**
|
||||
|
||||
```
|
||||
error CS0246: The type or namespace name 'IArchitecture' could not be found
|
||||
```
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 添加正确的命名空间引用
|
||||
using GFramework.Core.Abstractions.Architecture;
|
||||
```
|
||||
|
||||
#### 问题 2:方法签名不匹配
|
||||
|
||||
**错误信息:**
|
||||
|
||||
```
|
||||
error CS1501: No overload for method 'RegisterEvent' takes 1 arguments
|
||||
```
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 0.x 版本
|
||||
this.RegisterEvent<MyEvent>(handler);
|
||||
|
||||
// 1.x 版本(兼容)
|
||||
this.RegisterEvent<MyEvent>(handler);
|
||||
|
||||
// 1.x 版本(带优先级)
|
||||
this.RegisterEvent<MyEvent>(handler, priority: 100);
|
||||
```
|
||||
|
||||
#### 问题 3:泛型约束不满足
|
||||
|
||||
**错误信息:**
|
||||
|
||||
```
|
||||
error CS0311: The type 'MyType' cannot be used as type parameter 'T'
|
||||
in the generic type or method. There is no implicit reference conversion
|
||||
from 'MyType' to 'GFramework.Core.Abstractions.IModel'.
|
||||
```
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 确保类型实现了正确的接口
|
||||
public class MyModel : AbstractModel, IModel
|
||||
{
|
||||
// 实现
|
||||
}
|
||||
```
|
||||
|
||||
### 运行时错误
|
||||
|
||||
#### 问题 1:架构未初始化
|
||||
|
||||
**错误信息:**
|
||||
|
||||
```
|
||||
InvalidOperationException: Architecture is not initialized
|
||||
```
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 确保在使用前初始化架构
|
||||
var architecture = new GameArchitecture();
|
||||
await architecture.InitializeAsync();
|
||||
await architecture.WaitUntilReadyAsync();
|
||||
|
||||
// 然后再使用
|
||||
this.SendCommand(new MyCommand());
|
||||
```
|
||||
|
||||
#### 问题 2:服务未注册
|
||||
|
||||
**错误信息:**
|
||||
|
||||
```
|
||||
InvalidOperationException: Service of type 'IMyService' is not registered
|
||||
```
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 在 Init 方法中注册服务
|
||||
protected override void Init()
|
||||
{
|
||||
RegisterUtility<IMyService>(new MyServiceImpl());
|
||||
}
|
||||
```
|
||||
|
||||
#### 问题 3:事件处理器未触发
|
||||
|
||||
**问题描述:**
|
||||
事件发送后,注册的处理器没有被调用。
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 确保事件处理器正确注册
|
||||
var unregister = this.RegisterEvent<MyEvent>(OnMyEvent);
|
||||
|
||||
// 确保在对象销毁时注销
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
unregister?.UnRegister();
|
||||
}
|
||||
|
||||
// 检查事件类型是否匹配
|
||||
this.SendEvent(new MyEvent()); // 确保类型完全一致
|
||||
```
|
||||
|
||||
### 性能问题
|
||||
|
||||
#### 问题 1:初始化时间过长
|
||||
|
||||
**问题描述:**
|
||||
架构初始化耗时明显增加。
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 使用异步初始化
|
||||
await architecture.InitializeAsync();
|
||||
|
||||
// 对于耗时的初始化操作,使用异步方法
|
||||
public class MyModel : AbstractModel, IAsyncInitializable
|
||||
{
|
||||
public async Task InitializeAsync()
|
||||
{
|
||||
// 异步加载数据
|
||||
await LoadDataAsync();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 问题 2:事件处理性能下降
|
||||
|
||||
**问题描述:**
|
||||
事件处理速度变慢。
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```csharp
|
||||
// 使用事件过滤减少不必要的处理
|
||||
this.RegisterEvent<MyEvent>(
|
||||
handler,
|
||||
filter: e => e.ShouldProcess
|
||||
);
|
||||
|
||||
// 使用优先级控制处理顺序
|
||||
this.RegisterEvent<MyEvent>(
|
||||
criticalHandler,
|
||||
priority: 100
|
||||
);
|
||||
```
|
||||
|
||||
### 兼容性问题
|
||||
|
||||
#### 问题 1:Godot 版本不兼容
|
||||
|
||||
**问题描述:**
|
||||
升级后在 Godot 4.3 中无法运行。
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```bash
|
||||
# GFramework 1.0 要求 Godot 4.4+
|
||||
# 升级 Godot 到 4.4 或更高版本
|
||||
```
|
||||
|
||||
#### 问题 2:.NET 版本不兼容
|
||||
|
||||
**问题描述:**
|
||||
项目使用 .NET 7.0,无法使用 GFramework 1.0。
|
||||
|
||||
**解决方案:**
|
||||
|
||||
```xml
|
||||
<!-- 升级项目到 .NET 8.0 或更高版本 -->
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
```
|
||||
|
||||
## 回滚方案
|
||||
|
||||
如果迁移过程中遇到无法解决的问题,可以按以下步骤回滚:
|
||||
|
||||
### 步骤 1:恢复包版本
|
||||
|
||||
```bash
|
||||
# 回滚到 0.x 版本
|
||||
dotnet add package GeWuYou.GFramework.Core --version 0.0.200
|
||||
dotnet add package GeWuYou.GFramework.Core.Abstractions --version 0.0.200
|
||||
dotnet add package GeWuYou.GFramework.Game --version 0.0.200
|
||||
dotnet add package GeWuYou.GFramework.Godot --version 0.0.200
|
||||
```
|
||||
|
||||
### 步骤 2:恢复代码
|
||||
|
||||
```bash
|
||||
# 从备份分支恢复
|
||||
git checkout backup-before-migration
|
||||
|
||||
# 或从文件系统备份恢复
|
||||
rm -rf YourProject
|
||||
cp -r YourProject-backup YourProject
|
||||
```
|
||||
|
||||
### 步骤 3:验证回滚
|
||||
|
||||
```bash
|
||||
# 清理构建缓存
|
||||
dotnet clean
|
||||
rm -rf bin obj
|
||||
|
||||
# 重新构建
|
||||
dotnet build
|
||||
|
||||
# 运行测试
|
||||
dotnet test
|
||||
```
|
||||
|
||||
### 步骤 4:记录问题
|
||||
|
||||
创建问题报告,包含:
|
||||
|
||||
- 遇到的具体错误
|
||||
- 错误发生的环境信息
|
||||
- 复现步骤
|
||||
- 相关代码片段
|
||||
|
||||
提交到 [GitHub Issues](https://github.com/GeWuYou/GFramework/issues)。
|
||||
|
||||
## 获取帮助
|
||||
|
||||
### 官方资源
|
||||
|
||||
- **文档中心**:[https://gewuyou.github.io/GFramework/](https://gewuyou.github.io/GFramework/)
|
||||
- **GitHub 仓库**:[https://github.com/GeWuYou/GFramework](https://github.com/GeWuYou/GFramework)
|
||||
- **问题追踪**:[https://github.com/GeWuYou/GFramework/issues](https://github.com/GeWuYou/GFramework/issues)
|
||||
- **讨论区**:[https://github.com/GeWuYou/GFramework/discussions](https://github.com/GeWuYou/GFramework/discussions)
|
||||
|
||||
### 社区支持
|
||||
|
||||
- 在 GitHub Discussions 中提问
|
||||
- 查看已有的 Issues 和 Pull Requests
|
||||
- 参考示例项目和教程
|
||||
|
||||
### 商业支持
|
||||
|
||||
如需专业的迁移支持服务,请联系项目维护团队。
|
||||
|
||||
## 附录
|
||||
|
||||
### A. 完整的 API 对照表
|
||||
|
||||
| 0.x API | 1.x API | 说明 |
|
||||
|-----------------------------|----------------------------------------|------------|
|
||||
| `architecture.Initialize()` | `await architecture.InitializeAsync()` | 推荐使用异步初始化 |
|
||||
| `this.SendCommandSync()` | `this.SendCommand()` | 移除 Sync 后缀 |
|
||||
| `this.SendQuerySync()` | `this.SendQuery()` | 移除 Sync 后缀 |
|
||||
| `EventBus.Register()` | `this.RegisterEvent()` | 使用扩展方法 |
|
||||
| `Container.Register()` | `RegisterUtility()` | 使用架构方法 |
|
||||
|
||||
### B. 迁移时间估算
|
||||
|
||||
| 项目规模 | 预估时间 | 说明 |
|
||||
|---------------|-------|--------------|
|
||||
| 小型(<10k 行) | 1-2 天 | 主要是包更新和测试 |
|
||||
| 中型(10k-50k 行) | 3-5 天 | 需要代码审查和重构 |
|
||||
| 大型(>50k 行) | 1-2 周 | 需要分模块迁移和充分测试 |
|
||||
|
||||
### C. 相关资源
|
||||
|
||||
- [架构设计文档](./core/architecture.md)
|
||||
- [事件系统文档](./core/events.md)
|
||||
- [命令查询文档](./core/command.md)
|
||||
- [协程系统文档](./core/coroutine.md)
|
||||
- [最佳实践](./best-practices/architecture-patterns.md)
|
||||
|
||||
---
|
||||
|
||||
**文档版本**:1.0.0
|
||||
**最后更新**:2026-03-07
|
||||
**许可证**:Apache 2.0
|
||||
Loading…
x
Reference in New Issue
Block a user