refactor(setting): 重构设置系统异步操作实现

- 移除原有的重置设置命令相关文件和方法
- 添加异步命令发送接口的默认实现
- 实现设置系统的异步应用功能
- 优化设置应用逻辑并添加泛型支持
- 统一任务完成状态返回方式
This commit is contained in:
GeWuYou 2026-01-17 19:26:38 +08:00
parent e29b6da9e1
commit 3137c85449
6 changed files with 78 additions and 108 deletions

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@ -250,6 +250,17 @@ public class TestArchitectureContextV3 : IArchitectureContext
}
public TResult SendCommand<TResult>(ICommand<TResult> command) => default!;
public Task SendCommandAsync(IAsyncCommand command)
{
return Task.CompletedTask;
}
public Task<TResult> SendCommandAsync<TResult>(IAsyncCommand<TResult> command)
{
return (Task<TResult>)Task.CompletedTask;
}
public TResult SendQuery<TResult>(IQuery<TResult> query) => default!;
public IEnvironment GetEnvironment() => _environment;
}

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@ -327,6 +327,16 @@ public class TestArchitectureContext : IArchitectureContext
/// <returns>命令执行结果</returns>
public TResult SendCommand<TResult>(ICommand<TResult> command) => default!;
public Task SendCommandAsync(IAsyncCommand command)
{
return Task.CompletedTask;
}
public Task<TResult> SendCommandAsync<TResult>(IAsyncCommand<TResult> command)
{
return (Task<TResult>)Task.CompletedTask;
}
/// <summary>
/// 发送查询请求
/// </summary>

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@ -28,23 +28,5 @@ public interface ISettingsSystem : ISystem
/// <summary>
/// 批量应用多个设置类型
/// </summary>
/// <param name="settingsTypes">设置配置类型集合</param>
Task Apply(IEnumerable<Type> settingsTypes);
/// <summary>
/// 重置指定类型的设置
/// </summary>
/// <param name="settingsType">设置类型</param>
Task ResetAsync(Type settingsType);
/// <summary>
/// 重置指定类型的设置(泛型版本)
/// </summary>
/// <typeparam name="T">设置类型</typeparam>
Task ResetAsync<T>() where T : class, ISettingsData, new();
/// <summary>
/// 重置所有设置
/// </summary>
Task ResetAllAsync();
}

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@ -1,7 +1,6 @@
using GFramework.Core.extensions;
using GFramework.Core.system;
using GFramework.Game.Abstractions.setting;
using GFramework.Game.setting.commands;
using GFramework.Game.setting.events;
namespace GFramework.Game.setting;
@ -28,43 +27,73 @@ public class SettingsSystem : AbstractSystem, ISettingsSystem
return Task.CompletedTask;
}
public Task ResetAsync(Type settingsType)
/// <summary>
/// 应用指定类型的设置配置
/// </summary>
/// <typeparam name="T">设置配置类型必须是类且实现ISettingsSection接口</typeparam>
/// <returns>完成的任务</returns>
public Task Apply<T>() where T : class, ISettingsSection
=> Apply(typeof(T));
/// <summary>
/// 应用指定类型的设置配置
/// </summary>
/// <param name="settingsType">设置配置类型</param>
/// <returns>完成的任务</returns>
public Task Apply(Type settingsType)
{
return this.SendCommandAsync(new ResetSettingsCommand(new ResetSettingsInput
if (!_model.TryGet(settingsType, out var section))
return Task.CompletedTask;
TryApply(section);
return Task.CompletedTask;
}
/// <summary>
/// 应用指定类型集合的设置配置
/// </summary>
/// <param name="settingsTypes">设置配置类型集合</param>
/// <returns>完成的任务</returns>
public Task Apply(IEnumerable<Type> settingsTypes)
{
// 去重后遍历设置类型,获取并应用对应的设置配置
foreach (var type in settingsTypes.Distinct())
{
SettingsType = settingsType
}));
if (_model.TryGet(type, out var section))
{
TryApply(section);
}
}
return Task.CompletedTask;
}
public Task ResetAsync<T>() where T : class, ISettingsData, new()
/// <summary>
/// 初始化设置系统,获取设置模型实例
/// </summary>
protected override void OnInit()
{
return ResetAsync(typeof(T));
}
public Task ResetAllAsync()
{
return this.SendCommandAsync(new ResetSettingsCommand(new ResetSettingsInput
{
SettingsType = null
}));
_model = this.GetModel<ISettingsModel>()!;
}
/// <summary>
/// 尝试应用可应用的设置配置
/// </summary>
/// <param name="section">设置配置对象</param>
private void TryApply(ISettingsSection section)
{
if (section is IApplyAbleSettings applyable)
{
this.SendEvent(new SettingsApplyingEvent<ISettingsSection>(section));
if (section is not IApplyAbleSettings applyAbleSettings) return;
this.SendEvent(new SettingsApplyingEvent<ISettingsSection>(section));
try
{
applyable.Apply();
this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, true));
}
catch (Exception ex)
{
this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, false, ex));
throw;
}
try
{
applyAbleSettings.Apply();
this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, true));
}
catch (Exception ex)
{
this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, false, ex));
throw;
}
}
}

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@ -1,54 +0,0 @@
using GFramework.Core.command;
using GFramework.Game.Abstractions.setting;
using GFramework.Game.setting.events;
namespace GFramework.Game.setting.commands;
public sealed class ResetSettingsCommand : AbstractAsyncCommand<ResetSettingsInput>
{
private ISettingsModel _model = null!;
private ISettingsPersistence _persistence = null!;
protected override void OnContextReady()
{
base.OnContextReady();
_model = this.GetModel<ISettingsModel>()!;
_persistence = this.GetUtility<ISettingsPersistence>()!;
}
protected override async Task OnExecuteAsync(ResetSettingsInput input)
{
if (input.SettingsType == null)
await ResetAll();
else
await ResetSingle(input.SettingsType);
}
private async Task ResetSingle(Type settingsType)
{
if (!_model.TryGet(settingsType, out var section))
throw new InvalidOperationException($"Settings {settingsType.Name} not found");
if (section is not ISettingsData settingsData)
throw new InvalidOperationException($"Settings {settingsType.Name} is not ISettingsData");
settingsData.Reset();
await _persistence.SaveAsync(settingsData);
this.SendEvent(new SettingsResetEvent<ISettingsSection>(settingsData));
}
private async Task ResetAll()
{
var allSettings = _model.All()
.OfType<ISettingsData>()
.ToList();
foreach (var settings in allSettings)
{
settings.Reset();
await _persistence.SaveAsync(settings);
}
this.SendEvent(new SettingsResetAllEvent(allSettings));
}
}

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@ -1,8 +0,0 @@
using GFramework.Core.Abstractions.command;
namespace GFramework.Game.setting.commands;
public sealed class ResetSettingsInput : ICommandInput
{
public Type? SettingsType { get; init; }
}