refactor(architecture): 重构架构初始化逻辑并添加异步支持

- 修改模块安装日志格式,添加.Module后缀
- 重命名_mInited字段为_mInitialized以提高语义清晰度
- 将EnterPhase方法设为protected virtual以支持继承扩展
- 将阶段变更通知的日志级别从Debug调整为Trace
- 为NotifyPhase方法添加生命周期钩子的日志记录
- 实现同步和异步初始化方法(Initialize和InitializeAsync)
- 创建InitializeComponentAsync方法统一处理组件初始化逻辑
- 重构InitializeInternalAsync方法实现完整的异步初始化流程
- 重命名测试架构类TestArchitecture为SyncTestArchitecture
- 添加异步测试模型AsyncTestModel用于验证异步初始化功能
- 添加失败模型FailingModel用于测试异常处理机制
- 重命名系统测试类的初始化和销毁状态属性
- 创建新的同步架构测试类SyncArchitectureTests替代原有测试
- 删除已过时的ArchitectureInitializationTests测试类
This commit is contained in:
GwWuYou 2026-01-02 10:39:52 +08:00
parent 6475d2c421
commit 67b0e83da4
7 changed files with 379 additions and 159 deletions

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@ -1,15 +1,18 @@
using GFramework.Core.architecture;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.architecture;
using GFramework.Core.events;
using GFramework.Core.Tests.model;
using GFramework.Core.Tests.system;
namespace GFramework.Core.Tests.architecture;
public sealed class TestArchitecture : Architecture
public sealed class SyncTestArchitecture : Architecture
{
public bool ReadyEventFired { get; private set; }
public bool InitCalled { get; private set; }
public List<ArchitecturePhase> PhaseHistory { get; } = new();
protected override void Init()
{
InitCalled = true;
@ -18,4 +21,10 @@ public sealed class TestArchitecture : Architecture
RegisterSystem(new TestSystem());
Context.RegisterEvent<ArchitectureEvents.ArchitectureLifecycleReadyEvent>(_ => { ReadyEventFired = true; });
}
protected override void EnterPhase(ArchitecturePhase next)
{
base.EnterPhase(next);
PhaseHistory.Add(next);
}
}

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@ -0,0 +1,61 @@
using GFramework.Core.Abstractions.architecture;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.Abstractions.model;
namespace GFramework.Core.Tests.model;
/// <summary>
/// 异步测试模型类实现了IModel和IAsyncInitializable接口
/// </summary>
public sealed class AsyncTestModel : IModel, IAsyncInitializable
{
private IArchitectureContext _context = null!;
/// <summary>
/// 获取模型是否已初始化的标志
/// </summary>
public bool Inited { get; private set; }
/// <summary>
/// 异步初始化方法,模拟异步初始化过程
/// </summary>
/// <returns>表示异步操作的Task</returns>
public async Task InitializeAsync()
{
await Task.Delay(10);
Inited = true;
}
/// <summary>
/// 同步初始化方法,该方法不应该被调用
/// </summary>
/// <exception cref="InvalidOperationException">当该方法被调用时抛出异常</exception>
public void Init()
{
// sync Init 不应该被调用
throw new InvalidOperationException("Sync Init should not be called");
}
/// <summary>
/// 设置架构上下文
/// </summary>
/// <param name="context">架构上下文对象</param>
public void SetContext(IArchitectureContext context)
{
_context = context;
}
/// <summary>
/// 获取架构上下文
/// </summary>
/// <returns>架构上下文对象</returns>
public IArchitectureContext GetContext() => _context;
/// <summary>
/// 处理架构阶段事件
/// </summary>
/// <param name="phase">架构阶段枚举值</param>
public void OnArchitecturePhase(ArchitecturePhase phase)
{
}
}

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@ -0,0 +1,51 @@
using GFramework.Core.Abstractions.architecture;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.Abstractions.model;
namespace GFramework.Core.Tests.model;
/// <summary>
/// 一个用于测试的失败模型类实现IModel接口
/// 该模型在初始化时会故意抛出异常,用于测试异常处理机制
/// </summary>
public sealed class FailingModel : IModel
{
/// <summary>
/// 初始化模型
/// 该方法会故意抛出InvalidOperationException异常
/// </summary>
/// <exception cref="InvalidOperationException">总是抛出此异常以模拟初始化失败</exception>
public void Init()
{
throw new InvalidOperationException("Model init failed intentionally");
}
/// <summary>
/// 设置架构上下文
/// 该方法为空实现,不执行任何操作
/// </summary>
/// <param name="context">架构上下文对象</param>
public void SetContext(IArchitectureContext context)
{
}
/// <summary>
/// 获取架构上下文
/// 该方法会抛出NotSupportedException异常
/// </summary>
/// <returns>不返回任何值,总是抛出异常</returns>
/// <exception cref="NotSupportedException">总是抛出此异常</exception>
public IArchitectureContext GetContext()
{
throw new NotSupportedException();
}
/// <summary>
/// 处理架构阶段事件
/// 该方法为空实现,不执行任何操作
/// </summary>
/// <param name="phase">当前架构阶段</param>
public void OnArchitecturePhase(ArchitecturePhase phase)
{
}
}

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@ -17,12 +17,12 @@ public sealed class TestSystem : ISystem
/// <summary>
/// 获取系统是否已初始化的状态
/// </summary>
public bool Inited { get; private set; }
public bool Initialized { get; private set; }
/// <summary>
/// 获取系统是否已销毁的状态
/// </summary>
public bool Destroyed { get; private set; }
public bool DestroyCalled { get; private set; }
/// <summary>
/// 设置架构上下文
@ -47,7 +47,7 @@ public sealed class TestSystem : ISystem
/// </summary>
public void Init()
{
Inited = true;
Initialized = true;
}
/// <summary>
@ -55,7 +55,7 @@ public sealed class TestSystem : ISystem
/// </summary>
public void Destroy()
{
Destroyed = true;
DestroyCalled = true;
}
public void OnArchitecturePhase(ArchitecturePhase phase)

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@ -1,75 +0,0 @@
using System.Reflection;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.architecture;
using GFramework.Core.Tests.architecture;
using GFramework.Core.Tests.model;
using GFramework.Core.Tests.system;
using NUnit.Framework;
namespace GFramework.Core.Tests.tests;
[TestFixture]
[NonParallelizable]
public class ArchitectureInitializationTests
{
[SetUp]
public void SetUp()
{
GameContext.Clear();
_architecture = new TestArchitecture();
}
[TearDown]
public void TearDown()
{
try
{
_architecture?.Destroy();
}
finally
{
GameContext.Clear();
_architecture = null;
}
}
private TestArchitecture? _architecture;
[Test]
public void Architecture_Should_Initialize_All_Components_Correctly()
{
// Act
_architecture!.Initialize();
// Assert
Assert.That(_architecture.InitCalled, Is.True);
Assert.That(_architecture.Runtime, Is.Not.Null);
var phaseProperty = typeof(Architecture)
.GetProperty("CurrentPhase", BindingFlags.Instance | BindingFlags.NonPublic);
var phase = (ArchitecturePhase)phaseProperty!.GetValue(_architecture)!;
Assert.That(phase, Is.EqualTo(ArchitecturePhase.Ready));
var context = _architecture.Context;
var model = context.GetModel<TestModel>();
Assert.That(model, Is.Not.Null);
Assert.That(model!.Inited, Is.True);
var system = context.GetSystem<TestSystem>();
Assert.That(system, Is.Not.Null);
Assert.That(system!.Inited, Is.True);
}
[Test]
public void Architecture_Should_Register_Context_By_Type()
{
// Act
_architecture!.Initialize();
var ctx = GameContext.GetByType(_architecture!.GetType());
Assert.That(ctx, Is.Not.Null);
}
}

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@ -0,0 +1,170 @@
using System.Reflection;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.architecture;
using GFramework.Core.Tests.architecture;
using GFramework.Core.Tests.model;
using GFramework.Core.Tests.system;
using NUnit.Framework;
using NUnit.Framework.Legacy;
namespace GFramework.Core.Tests.tests;
/// <summary>
/// 同步架构测试类,用于测试同步架构的初始化、生命周期和组件注册等功能
/// </summary>
[TestFixture]
[NonParallelizable]
public class SyncArchitectureTests
{
/// <summary>
/// 测试初始化方法,清理游戏上下文并创建同步测试架构实例
/// </summary>
[SetUp]
public void SetUp()
{
GameContext.Clear();
_architecture = new SyncTestArchitecture();
}
/// <summary>
/// 测试清理方法,销毁架构实例并清理游戏上下文
/// </summary>
[TearDown]
public void TearDown()
{
try
{
_architecture?.Destroy();
}
finally
{
GameContext.Clear();
_architecture = null;
}
}
private SyncTestArchitecture? _architecture;
/// <summary>
/// 测试架构是否正确初始化所有组件
/// 验证初始化调用、运行时状态、架构阶段和模型系统注册
/// </summary>
[Test]
public void Architecture_Should_Initialize_All_Components_Correctly()
{
// Act
_architecture!.Initialize();
// Assert
Assert.That(_architecture.InitCalled, Is.True);
Assert.That(_architecture.Runtime, Is.Not.Null);
// 通过反射获取当前架构阶段
var phaseProperty = typeof(Architecture)
.GetProperty("CurrentPhase", BindingFlags.Instance | BindingFlags.NonPublic);
var phase = (ArchitecturePhase)phaseProperty!.GetValue(_architecture)!;
Assert.That(phase, Is.EqualTo(ArchitecturePhase.Ready));
var context = _architecture.Context;
var model = context.GetModel<TestModel>();
Assert.That(model, Is.Not.Null);
Assert.That(model!.Inited, Is.True);
var system = context.GetSystem<TestSystem>();
Assert.That(system, Is.Not.Null);
Assert.That(system!.Initialized, Is.True);
}
/// <summary>
/// 测试架构是否按类型正确注册上下文
/// </summary>
[Test]
public void Architecture_Should_Register_Context_By_Type()
{
// Act
_architecture!.Initialize();
var ctx = GameContext.GetByType(_architecture!.GetType());
Assert.That(ctx, Is.Not.Null);
}
/// <summary>
/// 测试架构是否按正确顺序进入各个阶段
/// 验证架构初始化过程中各阶段的执行顺序
/// </summary>
[Test]
public void Architecture_Should_Enter_Phases_In_Correct_Order()
{
_architecture!.Initialize();
var phases = _architecture.PhaseHistory;
CollectionAssert.AreEqual(
new[]
{
ArchitecturePhase.BeforeModelInit,
ArchitecturePhase.AfterModelInit,
ArchitecturePhase.BeforeSystemInit,
ArchitecturePhase.AfterSystemInit,
ArchitecturePhase.Ready
},
phases
);
}
/// <summary>
/// 测试在架构就绪后注册系统是否抛出异常(当不允许时)
/// </summary>
[Test]
public void RegisterSystem_AfterReady_Should_Throw_When_NotAllowed()
{
_architecture!.Initialize();
Assert.Throws<InvalidOperationException>(() => { _architecture.RegisterSystem(new TestSystem()); });
}
/// <summary>
/// 测试在架构就绪后注册模型是否抛出异常(当不允许时)
/// </summary>
[Test]
public void RegisterModel_AfterReady_Should_Throw_When_NotAllowed()
{
_architecture!.Initialize();
Assert.Throws<InvalidOperationException>(() => { _architecture.RegisterModel(new TestModel()); });
}
/// <summary>
/// 测试架构销毁功能,验证销毁后系统被正确销毁且架构进入销毁阶段
/// </summary>
[Test]
public void Architecture_Destroy_Should_Destroy_All_Systems_And_Enter_Destroyed()
{
_architecture!.Initialize();
_architecture.Destroy();
var system = _architecture.Context.GetSystem<TestSystem>();
Assert.That(system!.DestroyCalled, Is.True);
// 通过反射获取当前架构阶段
var phaseProperty = typeof(Architecture)
.GetProperty("CurrentPhase", BindingFlags.Instance | BindingFlags.NonPublic);
var phase = (ArchitecturePhase)phaseProperty!.GetValue(_architecture)!;
Assert.That(phase, Is.EqualTo(ArchitecturePhase.Destroyed));
}
/// <summary>
/// 测试当模型初始化失败时架构是否停止初始化
/// </summary>
[Test]
public void Architecture_Should_Stop_Initialization_When_Model_Init_Fails()
{
_architecture!.RegisterModel(new FailingModel());
Assert.Throws<InvalidOperationException>(() => { _architecture!.Initialize(); });
}
}

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@ -73,11 +73,11 @@ public abstract class Architecture(
{
var logger =
LoggerFactoryResolver.Provider.CreateLogger(nameof(GetType));
logger.Debug($"Installing module: {module.GetType().Name}");
logger.Debug($"Installing module: {module.GetType().Name}.Module");
RegisterLifecycleHook(module);
Container.RegisterPlurality(module);
module.Install(this);
logger.Info($"Module installed: {module.GetType().Name}");
logger.Info($"Module installed: {module.GetType().Name}.Module");
}
#endregion
@ -102,7 +102,7 @@ public abstract class Architecture(
/// <summary>
/// 标记架构是否已初始化完成
/// </summary>
private bool _mInited;
private bool _mInitialized;
/// <summary>
/// 生命周期感知对象列表
@ -132,7 +132,7 @@ public abstract class Architecture(
/// </summary>
/// <param name="next">要进入的下一个架构阶段</param>
/// <exception cref="InvalidOperationException">当阶段转换不被允许时抛出异常</exception>
private void EnterPhase(ArchitecturePhase next)
protected virtual void EnterPhase(ArchitecturePhase next)
{
if (Configuration.ArchitectureProperties.StrictPhaseValidation &&
(!ArchitectureConstants.PhaseTransitions.TryGetValue(CurrentPhase, out var allowed) ||
@ -154,7 +154,7 @@ public abstract class Architecture(
// 通知所有架构阶段感知对象阶段变更
foreach (var obj in Container.GetAll<IArchitecturePhaseAware>())
{
_logger.Debug($"Notifying phase-aware object {obj.GetType().Name} of phase change to {next}");
_logger.Trace($"Notifying phase-aware object {obj.GetType().Name} of phase change to {next}");
obj.OnArchitecturePhase(next);
}
}
@ -166,7 +166,10 @@ public abstract class Architecture(
private void NotifyPhase(ArchitecturePhase phase)
{
foreach (var hook in _lifecycleHooks)
{
hook.OnPhase(phase, this);
_logger.Trace($"Notifying lifecycle hook {hook.GetType().Name} of phase {phase}");
}
}
/// <summary>
@ -228,78 +231,79 @@ public abstract class Architecture(
#region Component Registration
/// <summary>
/// 同步初始化方法,阻塞当前线程直到初始化完成
/// </summary>
public void Initialize()
{
// 设置日志工厂提供程序,用于创建日志记录器
LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider;
_logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name);
_context ??= new ArchitectureContext(Container, TypeEventSystem);
GameContext.Bind(GetType(), _context);
// 创建架构运行时实例
Runtime = new ArchitectureRuntime(_context);
((ArchitectureContext)_context).Runtime = Runtime;
// 设置服务的上下文
Services.SetContext(_context);
// 调用用户实现的初始化
Init();
// == Model Init ==
EnterPhase(ArchitecturePhase.BeforeModelInit);
_logger.Info($"Initializing {_mModels.Count} models");
// 初始化所有已注册但尚未初始化的模型
foreach (var model in _mModels)
{
_logger.Debug($"Initializing model: {model.GetType().Name}");
model.Init();
}
_mModels.Clear();
EnterPhase(ArchitecturePhase.AfterModelInit);
_logger.Info("All models initialized");
// == System Init ==
EnterPhase(ArchitecturePhase.BeforeSystemInit);
_logger.Info($"Initializing {_mSystems.Count} systems");
// 初始化所有已注册但尚未初始化的系统
foreach (var system in _mSystems)
{
_logger.Debug($"Initializing system: {system.GetType().Name}");
system.Init();
}
_mSystems.Clear();
EnterPhase(ArchitecturePhase.AfterSystemInit);
_logger.Info("All systems initialized");
// == Finalize ==
// 冻结IOC容器不允许 anymore
Container.Freeze();
_mInited = true;
EnterPhase(ArchitecturePhase.Ready);
// 发送架构生命周期就绪事件
TypeEventSystem.Send(new ArchitectureEvents.ArchitectureLifecycleReadyEvent());
_logger.Info($"Architecture {GetType().Name} is ready - all components initialized");
InitializeInternalAsync(asyncMode: false).GetAwaiter().GetResult();
}
public async Task InitializeAsync()
/// <summary>
/// 异步初始化方法返回Task以便调用者可以等待初始化完成
/// </summary>
/// <returns>表示异步初始化操作的Task</returns>
public Task InitializeAsync()
{
// 设置日志工厂提供程序,用于创建日志记录器
return InitializeInternalAsync(asyncMode: true);
}
/// <summary>
/// 异步初始化组件
/// </summary>
/// <param name="component">要初始化的组件对象</param>
/// <param name="asyncMode">是否启用异步模式</param>
/// <returns>表示异步操作的任务</returns>
private static async Task InitializeComponentAsync(object component, bool asyncMode)
{
// 根据组件类型和异步模式选择相应的初始化方法
if (asyncMode && component is IAsyncInitializable asyncInit)
{
await asyncInit.InitializeAsync();
}
else if (component is IModel model)
{
model.Init();
}
else if (component is ISystem system)
{
system.Init();
}
}
/// <summary>
/// 异步初始化架构内部组件,包括上下文、模型和系统的初始化
/// </summary>
/// <param name="asyncMode">是否启用异步模式进行组件初始化</param>
/// <returns>异步任务,表示初始化操作的完成</returns>
private async Task InitializeInternalAsync(bool asyncMode)
{
// === 基础上下文 & Logger ===
// 设置日志工厂提供程序
LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider;
// 创建日志记录器
// 创建日志记录器实例
_logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name);
// 初始化架构上下文(如果尚未初始化)
_context ??= new ArchitectureContext(Container, TypeEventSystem);
// 将当前架构类型与上下文绑定到游戏上下文
GameContext.Bind(GetType(), _context);
// 创建架构运行时实例
Runtime = new ArchitectureRuntime(_context);
// 设置上下文中的运行时引用
((ArchitectureContext)_context).Runtime = Runtime;
// 设置服务的上下文
// 为服务设置上下文
Services.SetContext(_context);
// 调用用户实现的初始化
Init();
// == Model Init ==
// === 用户 Init ===
// 调用子类实现的初始化方法
_logger.Debug("Calling user Init()");
Init();
_logger.Debug("User Init() completed");
// === 模型初始化阶段 ===
// 在此阶段初始化所有注册的模型组件
EnterPhase(ArchitecturePhase.BeforeModelInit);
_logger.Info($"Initializing {_mModels.Count} models");
@ -307,17 +311,15 @@ public abstract class Architecture(
foreach (var model in _mModels)
{
_logger.Debug($"Initializing model: {model.GetType().Name}");
if (model is IAsyncInitializable asyncModel)
await asyncModel.InitializeAsync();
else
model.Init();
await InitializeComponentAsync(model, asyncMode);
}
_mModels.Clear();
EnterPhase(ArchitecturePhase.AfterModelInit);
_logger.Info("All models initialized");
// == System Init ==
// === 系统初始化阶段 ===
// 在此阶段初始化所有注册的系统组件
EnterPhase(ArchitecturePhase.BeforeSystemInit);
_logger.Info($"Initializing {_mSystems.Count} systems");
@ -325,24 +327,26 @@ public abstract class Architecture(
foreach (var system in _mSystems)
{
_logger.Debug($"Initializing system: {system.GetType().Name}");
if (system is IAsyncInitializable asyncSystem)
await asyncSystem.InitializeAsync();
else
system.Init();
await InitializeComponentAsync(system, asyncMode);
}
_mSystems.Clear();
EnterPhase(ArchitecturePhase.AfterSystemInit);
_logger.Info("All systems initialized");
// == Finalize ==
// === 初始化完成阶段 ===
// 冻结IOC容器并标记架构为就绪状态
Container.Freeze();
_mInited = true;
_logger.Info("IOC container frozen");
_mInitialized = true;
EnterPhase(ArchitecturePhase.Ready);
TypeEventSystem.Send(new ArchitectureEvents.ArchitectureLifecycleReadyEvent());
_logger.Info($"Architecture {GetType().Name} is ready - all components initialized");
}
/// <summary>
/// 注册一个系统到架构中。
/// 若当前未初始化,则暂存至待初始化列表;否则立即初始化该系统。
@ -362,13 +366,13 @@ public abstract class Architecture(
system.SetContext(Context);
Container.RegisterPlurality(system);
_allSystems.Add(system);
if (!_mInited)
if (!_mInitialized)
{
_mSystems.Add(system);
}
else
{
_logger.Debug($"Immediately initializing system: {typeof(TSystem).Name}");
_logger.Trace($"Immediately initializing system: {typeof(TSystem).Name}");
system.Init();
}
@ -396,13 +400,13 @@ public abstract class Architecture(
setArchitectureMethod?.Invoke(model, [this]);
Container.RegisterPlurality(model);
if (!_mInited)
if (!_mInitialized)
{
_mModels.Add(model);
}
else
{
_logger.Debug($"Immediately initializing model: {typeof(TModel).Name}");
_logger.Trace($"Immediately initializing model: {typeof(TModel).Name}");
model.Init();
}