feat(state): 添加状态机异步操作支持

- 实现了异步注销状态功能 UnregisterAsync
- 添加了异步状态切换检查 CanChangeToAsync
- 实现了异步状态切换功能 ChangeToAsync
- 添加了异步回退到上一状态 GoBackAsync
- 支持同步状态(IState)和异步状态(IAsyncState)的统一管理
- 提供了异步状态转换过程中的回调机制
- 完善了异步状态切换的核心逻辑处理
- [release ci]
This commit is contained in:
GeWuYou 2026-02-15 18:23:41 +08:00 committed by gewuyou
parent 1f724103bd
commit a5daadea96
2 changed files with 262 additions and 0 deletions

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@ -2,6 +2,7 @@ namespace GFramework.Core.Abstractions.state;
/// <summary> /// <summary>
/// 状态机接口,用于管理状态的注册、切换和验证 /// 状态机接口,用于管理状态的注册、切换和验证
/// 支持同步和异步状态操作
/// </summary> /// </summary>
public interface IStateMachine public interface IStateMachine
{ {
@ -22,6 +23,12 @@ public interface IStateMachine
/// <typeparam name="T">要注销的状态类型必须实现IState接口</typeparam> /// <typeparam name="T">要注销的状态类型必须实现IState接口</typeparam>
IStateMachine Unregister<T>() where T : IState; IStateMachine Unregister<T>() where T : IState;
/// <summary>
/// 异步从状态机中注销指定类型的状态
/// </summary>
/// <typeparam name="T">要注销的状态类型必须实现IState接口</typeparam>
Task<IStateMachine> UnregisterAsync<T>() where T : IState;
/// <summary> /// <summary>
/// 检查是否可以切换到指定类型的状态 /// 检查是否可以切换到指定类型的状态
/// </summary> /// </summary>
@ -29,6 +36,13 @@ public interface IStateMachine
/// <returns>如果可以切换则返回true否则返回false</returns> /// <returns>如果可以切换则返回true否则返回false</returns>
bool CanChangeTo<T>() where T : IState; bool CanChangeTo<T>() where T : IState;
/// <summary>
/// 异步检查是否可以切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型必须实现IState接口</typeparam>
/// <returns>如果可以切换则返回true否则返回false</returns>
Task<bool> CanChangeToAsync<T>() where T : IState;
/// <summary> /// <summary>
/// 切换到指定类型的状态 /// 切换到指定类型的状态
/// </summary> /// </summary>
@ -36,6 +50,13 @@ public interface IStateMachine
/// <returns>如果成功切换则返回true否则返回false</returns> /// <returns>如果成功切换则返回true否则返回false</returns>
bool ChangeTo<T>() where T : IState; bool ChangeTo<T>() where T : IState;
/// <summary>
/// 异步切换到指定类型的状态
/// </summary>
/// <typeparam name="T">要切换到的状态类型必须实现IState接口</typeparam>
/// <returns>如果成功切换则返回true否则返回false</returns>
Task<bool> ChangeToAsync<T>() where T : IState;
/// <summary> /// <summary>
/// 检查指定类型的状态是否已注册 /// 检查指定类型的状态是否已注册
/// </summary> /// </summary>
@ -74,6 +95,12 @@ public interface IStateMachine
/// <returns>如果成功回退则返回true否则返回false</returns> /// <returns>如果成功回退则返回true否则返回false</returns>
bool GoBack(); bool GoBack();
/// <summary>
/// 异步回退到上一个状态
/// </summary>
/// <returns>如果成功回退则返回true否则返回false</returns>
Task<bool> GoBackAsync();
/// <summary> /// <summary>
/// 清空状态历史记录 /// 清空状态历史记录
/// </summary> /// </summary>

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@ -4,6 +4,7 @@ namespace GFramework.Core.state;
/// <summary> /// <summary>
/// 状态机实现类,用于管理状态的注册、切换和生命周期 /// 状态机实现类,用于管理状态的注册、切换和生命周期
/// 同时支持同步状态(IState)和异步状态(IAsyncState)
/// </summary> /// </summary>
public class StateMachine(int maxHistorySize = 10) : IStateMachine public class StateMachine(int maxHistorySize = 10) : IStateMachine
{ {
@ -63,6 +64,45 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
return this; return this;
} }
/// <summary>
/// 异步注销指定类型的状态
/// </summary>
/// <typeparam name="T">要注销的状态类型</typeparam>
public async Task<IStateMachine> UnregisterAsync<T>() where T : IState
{
IState? stateToUnregister;
lock (_lock)
{
var type = typeof(T);
if (!States.TryGetValue(type, out stateToUnregister)) return this;
}
// 如果当前状态是要注销的状态,则先执行退出逻辑
if (Current == stateToUnregister)
{
if (Current is IAsyncState asyncState)
await asyncState.OnExitAsync(null);
else
Current.OnExit(null);
Current = null;
}
lock (_lock)
{
// 从历史记录中移除该状态的所有引用
var tempStack = new Stack<IState>(_stateHistory.Reverse());
_stateHistory.Clear();
foreach (var historyState in tempStack.Where(s => s != stateToUnregister))
_stateHistory.Push(historyState);
States.Remove(typeof(T));
}
return this;
}
/// <summary> /// <summary>
/// 检查是否可以切换到指定类型的状态 /// 检查是否可以切换到指定类型的状态
/// </summary> /// </summary>
@ -76,6 +116,26 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
return Current?.CanTransitionTo(target) ?? true; return Current?.CanTransitionTo(target) ?? true;
} }
/// <summary>
/// 异步检查是否可以切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <returns>如果可以切换则返回true否则返回false</returns>
public async Task<bool> CanChangeToAsync<T>() where T : IState
{
if (!States.TryGetValue(typeof(T), out var target))
return false;
if (Current == null) return true;
// 如果当前状态是异步状态,使用异步方法
if (Current is IAsyncState asyncState)
return await asyncState.CanTransitionToAsync(target);
// 否则使用同步方法
return Current.CanTransitionTo(target);
}
/// <summary> /// <summary>
/// 切换到指定类型的状态 /// 切换到指定类型的状态
/// </summary> /// </summary>
@ -102,6 +162,43 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
} }
} }
/// <summary>
/// 异步切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <returns>如果成功切换则返回true否则返回false</returns>
/// <exception cref="InvalidOperationException">当目标状态未注册时抛出</exception>
public async Task<bool> ChangeToAsync<T>() where T : IState
{
IState target;
lock (_lock)
{
// 检查目标状态是否已注册
if (!States.TryGetValue(typeof(T), out target!))
throw new InvalidOperationException("State not registered.");
}
// 验证当前状态是否可以转换到目标状态(异步)
if (Current != null)
{
bool canTransition;
if (Current is IAsyncState asyncState)
canTransition = await asyncState.CanTransitionToAsync(target);
else
canTransition = Current.CanTransitionTo(target);
if (!canTransition)
{
await OnTransitionRejectedAsync(Current, target);
return false;
}
}
await ChangeInternalAsync(target);
return true;
}
/// <summary> /// <summary>
/// 检查指定类型的状态是否已注册 /// 检查指定类型的状态是否已注册
/// </summary> /// </summary>
@ -178,6 +275,38 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
} }
} }
/// <summary>
/// 异步回退到上一个状态
/// </summary>
/// <returns>如果成功回退则返回true否则返回false</returns>
public async Task<bool> GoBackAsync()
{
IState? previousState = null;
// 循环查找有效的历史状态
while (previousState == null)
{
lock (_lock)
{
if (_stateHistory.Count == 0)
return false;
var candidate = _stateHistory.Pop();
// 检查状态是否仍然注册
if (States.ContainsValue(candidate))
{
previousState = candidate;
}
// 如果状态已被注销,继续循环尝试更早的状态
}
}
// 回退时不添加到历史记录
await ChangeInternalWithoutHistoryAsync(previousState);
return true;
}
/// <summary> /// <summary>
/// 清空状态历史记录 /// 清空状态历史记录
/// </summary> /// </summary>
@ -207,6 +336,32 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
OnStateChanged(old, Current); OnStateChanged(old, Current);
} }
/// <summary>
/// 异步内部状态切换方法(不记录历史),用于回退操作
/// </summary>
/// <param name="next">下一个状态实例</param>
protected virtual async Task ChangeInternalWithoutHistoryAsync(IState next)
{
if (Current == next) return;
var old = Current;
await OnStateChangingAsync(old, next);
if (old is IAsyncState asyncOld)
await asyncOld.OnExitAsync(next);
else
old?.OnExit(next);
Current = next;
if (Current is IAsyncState asyncCurrent)
await asyncCurrent.OnEnterAsync(old);
else
Current.OnEnter(old);
await OnStateChangedAsync(old, Current);
}
/// <summary> /// <summary>
/// 内部状态切换方法,处理状态切换的核心逻辑 /// 内部状态切换方法,处理状态切换的核心逻辑
/// </summary> /// </summary>
@ -248,6 +403,53 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
OnStateChanged(old, Current); OnStateChanged(old, Current);
} }
/// <summary>
/// 异步内部状态切换方法,处理状态切换的核心逻辑
/// </summary>
/// <param name="next">下一个状态实例</param>
protected virtual async Task ChangeInternalAsync(IState next)
{
// 检查是否为相同状态,避免不必要的切换
if (Current == next) return;
var old = Current;
await OnStateChangingAsync(old, next);
// 将当前状态添加到历史记录
lock (_lock)
{
if (Current != null)
{
_stateHistory.Push(Current);
// 限制历史记录大小
if (_stateHistory.Count > maxHistorySize)
{
// 移除最旧的记录(栈底元素)
var tempStack = new Stack<IState>(_stateHistory.Reverse().Skip(1));
_stateHistory.Clear();
foreach (var state in tempStack.Reverse()) _stateHistory.Push(state);
}
}
}
// 执行退出逻辑(异步或同步)
if (old is IAsyncState asyncOld)
await asyncOld.OnExitAsync(next);
else
old?.OnExit(next);
Current = next;
// 执行进入逻辑(异步或同步)
if (Current is IAsyncState asyncCurrent)
await asyncCurrent.OnEnterAsync(old);
else
Current.OnEnter(old);
await OnStateChangedAsync(old, Current);
}
/// <summary> /// <summary>
/// 当状态转换被拒绝时的回调方法 /// 当状态转换被拒绝时的回调方法
/// </summary> /// </summary>
@ -257,6 +459,17 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
{ {
} }
/// <summary>
/// 当状态转换被拒绝时的异步回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual Task OnTransitionRejectedAsync(IState from, IState to)
{
OnTransitionRejected(from, to);
return Task.CompletedTask;
}
/// <summary> /// <summary>
/// 当状态即将发生改变时的回调方法 /// 当状态即将发生改变时的回调方法
/// </summary> /// </summary>
@ -266,6 +479,17 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
{ {
} }
/// <summary>
/// 当状态即将发生改变时的异步回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual Task OnStateChangingAsync(IState? from, IState to)
{
OnStateChanging(from, to);
return Task.CompletedTask;
}
/// <summary> /// <summary>
/// 当状态改变完成后的回调方法 /// 当状态改变完成后的回调方法
/// </summary> /// </summary>
@ -274,4 +498,15 @@ public class StateMachine(int maxHistorySize = 10) : IStateMachine
protected virtual void OnStateChanged(IState? from, IState? to) protected virtual void OnStateChanged(IState? from, IState? to)
{ {
} }
/// <summary>
/// 当状态改变完成后的异步回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual Task OnStateChangedAsync(IState? from, IState? to)
{
OnStateChanged(from, to);
return Task.CompletedTask;
}
} }