Merge pull request #132 from GeWuYou/feat/state-management-core

Feat/state management core
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@ -12,6 +12,7 @@ GFramework 框架的抽象层定义模块,包含所有核心组件的接口定
- 事件系统接口 (IEvent, IEventBus)
- 依赖注入容器接口 (IIocContainer)
- 可绑定属性接口 (IBindableProperty)
- 状态管理接口 (IStore, IReducer, IStateSelector, IStoreBuilder)
- 日志系统接口 (ILogger)
## 设计原则

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using GFramework.Core.Abstractions.Events;
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 只读状态容器接口,用于暴露应用状态快照和订阅能力。
/// 该抽象适用于 Controller、Query、ViewModel 等只需要观察状态的调用方,
/// 使其无需依赖写入能力即可响应复杂状态树的变化。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IReadonlyStore<out TState>
{
/// <summary>
/// 获取当前状态快照。
/// Store 负责保证返回值与最近一次成功分发后的状态一致。
/// </summary>
TState State { get; }
/// <summary>
/// 订阅状态变化通知。
/// 仅当 Store 判断状态发生有效变化时,才会调用该监听器。
/// </summary>
/// <param name="listener">状态变化时的监听器,参数为新的状态快照。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister Subscribe(Action<TState> listener);
/// <summary>
/// 订阅状态变化通知,并立即以当前状态调用一次监听器。
/// 该方法适合在 UI 初始化或 ViewModel 首次绑定时建立同步视图。
/// </summary>
/// <param name="listener">状态变化时的监听器,参数为新的状态快照。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister SubscribeWithInitValue(Action<TState> listener);
/// <summary>
/// 取消订阅指定的状态监听器。
/// </summary>
/// <param name="listener">需要移除的监听器。</param>
void UnSubscribe(Action<TState> listener);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义状态归约器接口。
/// Reducer 应保持纯函数风格:根据当前状态和 action 计算下一状态,
/// 不直接产生副作用,也不依赖外部可变环境。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
public interface IReducer<TState, in TAction>
{
/// <summary>
/// 根据当前状态和 action 计算下一状态。
/// </summary>
/// <param name="currentState">当前状态快照。</param>
/// <param name="action">触发本次归约的 action。</param>
/// <returns>归约后的下一状态。</returns>
TState Reduce(TState currentState, TAction action);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义状态选择器接口,用于从整棵状态树中投影出局部状态视图。
/// 该抽象适用于复用复杂选择逻辑,避免在 UI 或 Controller 中重复编写投影代码。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">投影后的局部状态类型。</typeparam>
public interface IStateSelector<in TState, out TSelected>
{
/// <summary>
/// 从给定状态中选择目标片段。
/// </summary>
/// <param name="state">当前完整状态。</param>
/// <returns>投影后的局部状态。</returns>
TSelected Select(TState state);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 可写状态容器接口,提供统一的状态分发入口。
/// 所有状态变更都应通过分发 action 触发,以保持单向数据流和可测试性。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStore<out TState> : IReadonlyStore<TState>
{
/// <summary>
/// 分发一个 action 以触发状态演进。
/// Store 会按注册顺序执行与该 action 类型匹配的 reducer并在状态变化后通知订阅者。
/// </summary>
/// <typeparam name="TAction">action 的具体类型。</typeparam>
/// <param name="action">要分发的 action 实例。</param>
void Dispatch<TAction>(TAction action);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义 Store 构建器接口,用于在创建 Store 之前完成 reducer、中间件和比较器配置。
/// 该抽象适用于模块化注册、依赖注入装配和测试工厂,避免调用方必须依赖具体 Store 类型进行配置。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreBuilder<TState>
{
/// <summary>
/// 配置用于判断状态是否真正变化的比较器。
/// </summary>
/// <param name="comparer">状态比较器。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> WithComparer(IEqualityComparer<TState> comparer);
/// <summary>
/// 添加一个强类型 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">要添加的 reducer。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> AddReducer<TAction>(IReducer<TState, TAction> reducer);
/// <summary>
/// 使用委托快速添加一个 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">执行归约的委托。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> AddReducer<TAction>(Func<TState, TAction, TState> reducer);
/// <summary>
/// 添加一个 Store 中间件。
/// </summary>
/// <param name="middleware">要添加的中间件。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> UseMiddleware(IStoreMiddleware<TState> middleware);
/// <summary>
/// 基于给定初始状态创建一个新的 Store。
/// </summary>
/// <param name="initialState">Store 的初始状态。</param>
/// <returns>已应用当前构建器配置的 Store 实例。</returns>
IStore<TState> Build(TState initialState);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 暴露 Store 的诊断信息。
/// 该接口用于调试、监控和后续时间旅行能力的扩展,不参与状态写入流程。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreDiagnostics<TState>
{
/// <summary>
/// 获取当前已注册的订阅者数量。
/// </summary>
int SubscriberCount { get; }
/// <summary>
/// 获取最近一次分发的 action 类型。
/// 即使该次分发未引起状态变化,该值也会更新。
/// </summary>
Type? LastActionType { get; }
/// <summary>
/// 获取最近一次真正改变状态的时间戳。
/// 若尚未发生状态变化,则返回 <see langword="null"/>。
/// </summary>
DateTimeOffset? LastStateChangedAt { get; }
/// <summary>
/// 获取最近一次分发记录。
/// </summary>
StoreDispatchRecord<TState>? LastDispatchRecord { get; }
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义 Store 分发中间件接口。
/// 中间件用于在 action 分发前后插入日志、诊断、审计或拦截逻辑,
/// 同时保持核心 Store 实现专注于状态归约与订阅通知。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreMiddleware<TState>
{
/// <summary>
/// 执行一次分发管线节点。
/// 实现通常应调用 <paramref name="next"/> 继续后续处理;若选择短路,
/// 需要自行保证上下文状态对调用方仍然是可解释的。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">继续执行后续中间件或 reducer 的委托。</param>
void Invoke(StoreDispatchContext<TState> context, Action next);
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 表示一次 Store 分发流程中的上下文数据。
/// 中间件和 Store 实现通过该对象共享当前 action、分发时间以及归约结果。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreDispatchContext<TState>
{
/// <summary>
/// 初始化一个新的分发上下文。
/// </summary>
/// <param name="action">当前分发的 action。</param>
/// <param name="previousState">分发前的状态快照。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public StoreDispatchContext(object action, TState previousState)
{
Action = action ?? throw new ArgumentNullException(nameof(action));
PreviousState = previousState;
NextState = previousState;
DispatchedAt = DateTimeOffset.UtcNow;
}
/// <summary>
/// 获取当前分发的 action 实例。
/// </summary>
public object Action { get; }
/// <summary>
/// 获取当前分发的 action 运行时类型。
/// </summary>
public Type ActionType => Action.GetType();
/// <summary>
/// 获取分发前的状态快照。
/// </summary>
public TState PreviousState { get; }
/// <summary>
/// 获取或设置归约后的下一状态。
/// Store 会在 reducer 执行完成后使用该值更新内部状态。
/// </summary>
public TState NextState { get; set; }
/// <summary>
/// 获取或设置本次分发是否导致状态发生变化。
/// 中间件可读取该值进行日志和诊断,但通常应由 Store 负责最终判定。
/// </summary>
public bool HasStateChanged { get; set; }
/// <summary>
/// 获取本次分发创建时的时间戳。
/// </summary>
public DateTimeOffset DispatchedAt { get; }
}

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namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 记录最近一次 Store 分发的结果。
/// 该结构为调试和诊断提供稳定的只读视图,避免调用方直接依赖 Store 的内部状态。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreDispatchRecord<TState>
{
/// <summary>
/// 初始化一条分发记录。
/// </summary>
/// <param name="action">本次分发的 action。</param>
/// <param name="previousState">分发前状态。</param>
/// <param name="nextState">分发后状态。</param>
/// <param name="hasStateChanged">是否发生了有效状态变化。</param>
/// <param name="dispatchedAt">分发时间。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public StoreDispatchRecord(
object action,
TState previousState,
TState nextState,
bool hasStateChanged,
DateTimeOffset dispatchedAt)
{
Action = action ?? throw new ArgumentNullException(nameof(action));
PreviousState = previousState;
NextState = nextState;
HasStateChanged = hasStateChanged;
DispatchedAt = dispatchedAt;
}
/// <summary>
/// 获取本次分发的 action 实例。
/// </summary>
public object Action { get; }
/// <summary>
/// 获取本次分发的 action 运行时类型。
/// </summary>
public Type ActionType => Action.GetType();
/// <summary>
/// 获取分发前状态。
/// </summary>
public TState PreviousState { get; }
/// <summary>
/// 获取分发后状态。
/// </summary>
public TState NextState { get; }
/// <summary>
/// 获取本次分发是否产生了有效状态变化。
/// </summary>
public bool HasStateChanged { get; }
/// <summary>
/// 获取分发时间。
/// </summary>
public DateTimeOffset DispatchedAt { get; }
}

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using GFramework.Core.Abstractions.Property;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.Extensions;
using GFramework.Core.Property;
using GFramework.Core.StateManagement;
namespace GFramework.Core.Tests.StateManagement;
/// <summary>
/// Store 状态管理能力的单元测试。
/// 这些测试覆盖集中式状态容器的核心职责:状态归约、订阅通知、选择器桥接和诊断行为。
/// </summary>
[TestFixture]
public class StoreTests
{
/// <summary>
/// 测试 Store 在创建后能够暴露初始状态。
/// </summary>
[Test]
public void State_Should_Return_Initial_State()
{
var store = CreateStore(new CounterState(1, "Player"));
Assert.That(store.State.Count, Is.EqualTo(1));
Assert.That(store.State.Name, Is.EqualTo("Player"));
}
/// <summary>
/// 测试 Dispatch 能够执行 reducer 并向订阅者广播新状态。
/// </summary>
[Test]
public void Dispatch_Should_Update_State_And_Notify_Subscribers()
{
var store = CreateStore();
var receivedStates = new List<CounterState>();
store.Subscribe(receivedStates.Add);
store.Dispatch(new IncrementAction(2));
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(receivedStates.Count, Is.EqualTo(1));
Assert.That(receivedStates[0].Count, Is.EqualTo(2));
}
/// <summary>
/// 测试当 reducer 返回逻辑相等状态时不会触发通知。
/// </summary>
[Test]
public void Dispatch_Should_Not_Notify_When_State_Does_Not_Change()
{
var store = CreateStore();
var notifyCount = 0;
store.Subscribe(_ => notifyCount++);
store.Dispatch(new RenameAction("Player"));
Assert.That(store.State.Name, Is.EqualTo("Player"));
Assert.That(notifyCount, Is.EqualTo(0));
}
/// <summary>
/// 测试同一 action 类型的多个 reducer 会按注册顺序执行。
/// </summary>
[Test]
public void Dispatch_Should_Run_Multiple_Reducers_In_Registration_Order()
{
var store = CreateStore();
store.RegisterReducer<IncrementAction>((state, action) =>
state with { Count = state.Count + action.Amount * 10 });
store.Dispatch(new IncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(11));
}
/// <summary>
/// 测试 SubscribeWithInitValue 会立即回放当前状态并继续接收后续变化。
/// </summary>
[Test]
public void SubscribeWithInitValue_Should_Replay_Current_State_And_Future_Changes()
{
var store = CreateStore(new CounterState(5, "Player"));
var receivedCounts = new List<int>();
store.SubscribeWithInitValue(state => receivedCounts.Add(state.Count));
store.Dispatch(new IncrementAction(3));
Assert.That(receivedCounts, Is.EqualTo(new[] { 5, 8 }));
}
/// <summary>
/// 测试 Store 的 SubscribeWithInitValue 在初始化回放期间不会漏掉后续状态变化。
/// </summary>
[Test]
public void SubscribeWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
{
var store = CreateStore();
var receivedCounts = new List<int>();
store.SubscribeWithInitValue(state =>
{
receivedCounts.Add(state.Count);
if (receivedCounts.Count == 1)
{
store.Dispatch(new IncrementAction(1));
}
});
Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
}
/// <summary>
/// 测试注销订阅后不会再收到后续通知。
/// </summary>
[Test]
public void UnRegister_Handle_Should_Stop_Future_Notifications()
{
var store = CreateStore();
var notifyCount = 0;
var unRegister = store.Subscribe(_ => notifyCount++);
store.Dispatch(new IncrementAction(1));
unRegister.UnRegister();
store.Dispatch(new IncrementAction(1));
Assert.That(notifyCount, Is.EqualTo(1));
}
/// <summary>
/// 测试选择器仅在所选状态片段变化时触发通知。
/// </summary>
[Test]
public void Select_Should_Only_Notify_When_Selected_Slice_Changes()
{
var store = CreateStore();
var selectedCounts = new List<int>();
var selection = store.Select(state => state.Count);
selection.Register(selectedCounts.Add);
store.Dispatch(new RenameAction("Renamed"));
store.Dispatch(new IncrementAction(2));
Assert.That(selectedCounts, Is.EqualTo(new[] { 2 }));
}
/// <summary>
/// 测试选择器支持自定义比较器,从而抑制无意义的局部状态通知。
/// </summary>
[Test]
public void Select_Should_Respect_Custom_Selected_Value_Comparer()
{
var store = CreateStore();
var selectedCounts = new List<int>();
var selection = store.Select(
state => state.Count,
new TensBucketEqualityComparer());
selection.Register(selectedCounts.Add);
store.Dispatch(new IncrementAction(5));
store.Dispatch(new IncrementAction(6));
Assert.That(selectedCounts, Is.EqualTo(new[] { 11 }));
}
/// <summary>
/// 测试 StoreSelection 的 RegisterWithInitValue 在初始化回放期间不会漏掉后续局部状态变化。
/// </summary>
[Test]
public void Selection_RegisterWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
{
var store = CreateStore();
var selection = store.Select(state => state.Count);
var receivedCounts = new List<int>();
selection.RegisterWithInitValue(value =>
{
receivedCounts.Add(value);
if (receivedCounts.Count == 1)
{
store.Dispatch(new IncrementAction(1));
}
});
Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
}
/// <summary>
/// 测试 ToBindableProperty 可桥接到现有 BindableProperty 风格用法,并与旧属性系统共存。
/// </summary>
[Test]
public void ToBindableProperty_Should_Work_With_Existing_BindableProperty_Pattern()
{
var store = CreateStore();
var mirror = new BindableProperty<int>(0);
IReadonlyBindableProperty<int> bindableProperty = store.ToBindableProperty(state => state.Count);
bindableProperty.Register(value => mirror.Value = value);
store.Dispatch(new IncrementAction(3));
Assert.That(mirror.Value, Is.EqualTo(3));
}
/// <summary>
/// 测试 IStateSelector 接口重载能够复用显式选择逻辑。
/// </summary>
[Test]
public void Select_With_IStateSelector_Should_Project_Selected_Value()
{
var store = CreateStore();
var selection = store.Select(new CounterNameSelector());
Assert.That(selection.Value, Is.EqualTo("Player"));
}
/// <summary>
/// 测试 Store 在中间件内部发生同一实例的嵌套分发时会抛出异常。
/// </summary>
[Test]
public void Dispatch_Should_Throw_When_Nested_Dispatch_Happens_On_Same_Store()
{
var store = CreateStore();
store.UseMiddleware(new NestedDispatchMiddleware(store));
Assert.That(
() => store.Dispatch(new IncrementAction(1)),
Throws.InvalidOperationException.With.Message.Contain("Nested dispatch"));
}
/// <summary>
/// 测试中间件链执行顺序和 Store 诊断信息更新。
/// </summary>
[Test]
public void Dispatch_Should_Run_Middlewares_In_Order_And_Update_Diagnostics()
{
var store = CreateStore();
var logs = new List<string>();
store.UseMiddleware(new RecordingMiddleware(logs, "first"));
store.UseMiddleware(new RecordingMiddleware(logs, "second"));
store.Dispatch(new IncrementAction(2));
Assert.That(logs, Is.EqualTo(new[]
{
"first:before",
"second:before",
"second:after",
"first:after"
}));
Assert.That(store.LastActionType, Is.EqualTo(typeof(IncrementAction)));
Assert.That(store.LastStateChangedAt, Is.Not.Null);
Assert.That(store.LastDispatchRecord, Is.Not.Null);
Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.True);
Assert.That(store.LastDispatchRecord.NextState.Count, Is.EqualTo(2));
}
/// <summary>
/// 测试未命中的 action 仍会记录诊断信息,但不会改变状态。
/// </summary>
[Test]
public void Dispatch_Without_Matching_Reducer_Should_Update_Record_Without_Changing_State()
{
var store = CreateStore();
store.Dispatch(new NoopAction());
Assert.That(store.State.Count, Is.EqualTo(0));
Assert.That(store.LastActionType, Is.EqualTo(typeof(NoopAction)));
Assert.That(store.LastDispatchRecord, Is.Not.Null);
Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.False);
Assert.That(store.LastStateChangedAt, Is.Null);
}
/// <summary>
/// 测试 Store 能够复用同一个缓存选择视图实例。
/// </summary>
[Test]
public void GetOrCreateSelection_Should_Return_Cached_Instance_For_Same_Key()
{
var store = CreateStore();
var first = store.GetOrCreateSelection("count", state => state.Count);
var second = store.GetOrCreateSelection("count", state => state.Count);
Assert.That(second, Is.SameAs(first));
}
/// <summary>
/// 测试 StoreBuilder 能够应用 reducer、中间件和状态比较器配置。
/// </summary>
[Test]
public void StoreBuilder_Should_Apply_Configured_Reducers_Middlewares_And_Comparer()
{
var logs = new List<string>();
var store = (Store<CounterState>)Store<CounterState>
.CreateBuilder()
.WithComparer(new CounterStateNameInsensitiveComparer())
.AddReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount })
.AddReducer<RenameAction>((state, action) => state with { Name = action.Name })
.UseMiddleware(new RecordingMiddleware(logs, "builder"))
.Build(new CounterState(0, "Player"));
var notifyCount = 0;
store.Subscribe(_ => notifyCount++);
store.Dispatch(new RenameAction("player"));
store.Dispatch(new IncrementAction(2));
Assert.That(notifyCount, Is.EqualTo(1));
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(logs, Is.EqualTo(new[] { "builder:before", "builder:after", "builder:before", "builder:after" }));
}
/// <summary>
/// 测试长时间运行的 middleware 不会长时间占用状态锁,
/// 使读取状态和新增订阅仍能在 dispatch 进行期间完成。
/// </summary>
[Test]
public void Dispatch_Should_Not_Block_State_Read_Or_Subscribe_While_Middleware_Is_Running()
{
using var entered = new ManualResetEventSlim(false);
using var release = new ManualResetEventSlim(false);
var store = CreateStore();
store.UseMiddleware(new BlockingMiddleware(entered, release));
var dispatchTask = Task.Run(() => store.Dispatch(new IncrementAction(1)));
Assert.That(entered.Wait(TimeSpan.FromSeconds(2)), Is.True, "middleware 未按预期进入阻塞阶段");
var stateReadTask = Task.Run(() => store.State.Count);
Assert.That(stateReadTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "State 读取被 dispatch 长时间阻塞");
Assert.That(stateReadTask.Result, Is.EqualTo(0), "middleware 执行期间应仍能读取到提交前的状态快照");
var subscribeTask = Task.Run(() =>
{
var unRegister = store.Subscribe(_ => { });
unRegister.UnRegister();
});
Assert.That(subscribeTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "Subscribe 被 dispatch 长时间阻塞");
release.Set();
Assert.That(dispatchTask.Wait(TimeSpan.FromSeconds(2)), Is.True, "dispatch 未在释放 middleware 后完成");
Assert.That(store.State.Count, Is.EqualTo(1));
}
/// <summary>
/// 创建一个带有基础 reducer 的测试 Store。
/// </summary>
/// <param name="initialState">可选初始状态。</param>
/// <returns>已配置基础 reducer 的 Store 实例。</returns>
private static Store<CounterState> CreateStore(CounterState? initialState = null)
{
var store = new Store<CounterState>(initialState ?? new CounterState(0, "Player"));
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
store.RegisterReducer<RenameAction>((state, action) => state with { Name = action.Name });
return store;
}
/// <summary>
/// 用于测试的计数器状态。
/// 使用 record 保持逻辑不可变语义,便于 Store 基于状态快照进行比较和断言。
/// </summary>
/// <param name="Count">当前计数值。</param>
/// <param name="Name">当前名称。</param>
private sealed record CounterState(int Count, string Name);
/// <summary>
/// 表示增加计数的 action。
/// </summary>
/// <param name="Amount">要增加的数量。</param>
private sealed record IncrementAction(int Amount);
/// <summary>
/// 表示修改名称的 action。
/// </summary>
/// <param name="Name">新的名称。</param>
private sealed record RenameAction(string Name);
/// <summary>
/// 表示没有匹配 reducer 的 action用于验证无变更分发路径。
/// </summary>
private sealed record NoopAction;
/// <summary>
/// 显式选择器实现,用于验证 IStateSelector 重载。
/// </summary>
private sealed class CounterNameSelector : IStateSelector<CounterState, string>
{
/// <summary>
/// 从状态中选择名称字段。
/// </summary>
/// <param name="state">完整状态。</param>
/// <returns>名称字段。</returns>
public string Select(CounterState state)
{
return state.Name;
}
}
/// <summary>
/// 将计数值按十位分桶比较的测试比较器。
/// 该比较器用于验证选择器只在局部状态“语义变化”时才触发通知。
/// </summary>
private sealed class TensBucketEqualityComparer : IEqualityComparer<int>
{
/// <summary>
/// 判断两个值是否落在同一个十位分桶中。
/// </summary>
/// <param name="x">左侧值。</param>
/// <param name="y">右侧值。</param>
/// <returns>若位于同一分桶则返回 <see langword="true"/>,否则返回 <see langword="false"/>。</returns>
public bool Equals(int x, int y)
{
return x / 10 == y / 10;
}
/// <summary>
/// 返回基于十位分桶的哈希码。
/// </summary>
/// <param name="obj">目标值。</param>
/// <returns>分桶哈希码。</returns>
public int GetHashCode(int obj)
{
return obj / 10;
}
}
/// <summary>
/// 用于测试 StoreBuilder 自定义状态比较器的比较器实现。
/// 该比较器忽略名称字段的大小写差异,并保持计数字段严格比较。
/// </summary>
private sealed class CounterStateNameInsensitiveComparer : IEqualityComparer<CounterState>
{
/// <summary>
/// 判断两个状态是否在业务语义上相等。
/// </summary>
/// <param name="x">左侧状态。</param>
/// <param name="y">右侧状态。</param>
/// <returns>若两个状态在计数相同且名称仅大小写不同,则返回 <see langword="true"/>。</returns>
public bool Equals(CounterState? x, CounterState? y)
{
if (ReferenceEquals(x, y))
{
return true;
}
if (x is null || y is null)
{
return false;
}
return x.Count == y.Count &&
string.Equals(x.Name, y.Name, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// 返回与业务语义一致的哈希码。
/// </summary>
/// <param name="obj">目标状态。</param>
/// <returns>忽略名称大小写后的哈希码。</returns>
public int GetHashCode(CounterState obj)
{
return HashCode.Combine(obj.Count, StringComparer.OrdinalIgnoreCase.GetHashCode(obj.Name));
}
}
/// <summary>
/// 记录中间件调用顺序的测试中间件。
/// </summary>
private sealed class RecordingMiddleware(List<string> logs, string name) : IStoreMiddleware<CounterState>
{
/// <summary>
/// 记录当前中间件在分发前后的调用顺序。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
logs.Add($"{name}:before");
next();
logs.Add($"{name}:after");
}
}
/// <summary>
/// 用于验证 dispatch 管线在 middleware 执行期间不会占用状态锁的测试中间件。
/// </summary>
private sealed class BlockingMiddleware(ManualResetEventSlim entered, ManualResetEventSlim release)
: IStoreMiddleware<CounterState>
{
/// <summary>
/// 通知测试线程 middleware 已进入阻塞点,并等待释放信号后继续执行。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
entered.Set();
release.Wait(TimeSpan.FromSeconds(2));
next();
}
}
/// <summary>
/// 在中间件阶段尝试二次分发的测试中间件,用于验证重入保护。
/// </summary>
private sealed class NestedDispatchMiddleware(Store<CounterState> store) : IStoreMiddleware<CounterState>
{
/// <summary>
/// 标记是否已经触发过一次嵌套分发,避免因测试实现本身导致无限递归。
/// </summary>
private bool _hasTriggered;
/// <summary>
/// 在第一次进入中间件时执行嵌套分发。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
if (!_hasTriggered)
{
_hasTriggered = true;
store.Dispatch(new IncrementAction(1));
}
next();
}
}
}

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@ -0,0 +1,90 @@
using GFramework.Core.Abstractions.Property;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.StateManagement;
namespace GFramework.Core.Extensions;
/// <summary>
/// 为 Store 提供选择器和 BindableProperty 风格桥接扩展。
/// 这些扩展用于在集中式状态容器和现有 Property/UI 生态之间建立最小侵入的互操作层。
/// </summary>
public static class StoreExtensions
{
/// <summary>
/// 从 Store 中选择一个局部状态视图。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择委托。</param>
/// <returns>可用于订阅局部状态变化的只读绑定视图。</returns>
public static StoreSelection<TState, TSelected> Select<TState, TSelected>(
this IReadonlyStore<TState> store,
Func<TState, TSelected> selector)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(selector);
return new StoreSelection<TState, TSelected>(store, selector);
}
/// <summary>
/// 从 Store 中选择一个局部状态视图,并指定局部状态比较器。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择委托。</param>
/// <param name="comparer">用于比较局部状态是否变化的比较器。</param>
/// <returns>可用于订阅局部状态变化的只读绑定视图。</returns>
public static StoreSelection<TState, TSelected> Select<TState, TSelected>(
this IReadonlyStore<TState> store,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(selector);
return new StoreSelection<TState, TSelected>(store, selector, comparer);
}
/// <summary>
/// 使用显式选择器对象从 Store 中选择一个局部状态视图。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择器实例。</param>
/// <param name="comparer">用于比较局部状态是否变化的比较器。</param>
/// <returns>可用于订阅局部状态变化的只读绑定视图。</returns>
public static StoreSelection<TState, TSelected> Select<TState, TSelected>(
this IReadonlyStore<TState> store,
IStateSelector<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(selector);
return new StoreSelection<TState, TSelected>(store, selector.Select, comparer);
}
/// <summary>
/// 将 Store 中选中的局部状态桥接为 IReadonlyBindableProperty 风格接口。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择委托。</param>
/// <param name="comparer">用于比较局部状态是否变化的比较器。</param>
/// <returns>只读绑定属性视图。</returns>
public static IReadonlyBindableProperty<TSelected> ToBindableProperty<TState, TSelected>(
this IReadonlyStore<TState> store,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(selector);
return new StoreSelection<TState, TSelected>(store, selector, comparer);
}
}

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@ -13,6 +13,7 @@ GFramework 框架的核心模块提供MVC架构的基础设施。
- **Events** - 事件系统,实现组件间松耦合通信
- **IoC** - 轻量级依赖注入容器
- **Property** - 可绑定属性,支持数据绑定和响应式编程
- **StateManagement** - 集中式状态容器,支持状态归约、选择器和诊断
- **Utility** - 无状态工具类
- **Pool** - 对象池系统减少GC压力
- **Extensions** - 框架扩展方法

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@ -0,0 +1,691 @@
using GFramework.Core.Abstractions.Events;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.Events;
namespace GFramework.Core.StateManagement;
/// <summary>
/// 集中式状态容器的默认实现,用于统一管理复杂状态树的读取、归约和订阅通知。
/// 该类型定位于现有 BindableProperty 之上的可选能力,适合跨模块共享、需要统一变更入口
/// 或需要中间件/诊断能力的状态场景,而不是替代所有简单字段级响应式属性。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class Store<TState> : IStore<TState>, IStoreDiagnostics<TState>
{
/// <summary>
/// Dispatch 串行化门闩。
/// 该锁保证任意时刻只有一个 action 管线在运行,从而保持状态演进顺序确定,
/// 同时避免让耗时 middleware / reducer 长时间占用状态锁。
/// </summary>
private readonly object _dispatchGate = new();
/// <summary>
/// 当前状态变化订阅者列表。
/// 使用显式订阅对象而不是委托链,便于处理原子初始化订阅、挂起补发和精确解绑。
/// </summary>
private readonly List<ListenerSubscription> _listeners = [];
/// <summary>
/// Store 内部所有可变状态的同步锁。
/// 该锁仅保护状态快照、订阅集合、缓存选择视图和注册表本身的短临界区访问。
/// </summary>
private readonly object _lock = new();
/// <summary>
/// 已注册的中间件链,按添加顺序执行。
/// Dispatch 开始时会抓取快照,因此运行中的分发不会受到后续注册变化影响。
/// </summary>
private readonly List<IStoreMiddleware<TState>> _middlewares = [];
/// <summary>
/// 按 action 具体运行时类型组织的 reducer 注册表。
/// Store 采用精确类型匹配策略,保证 reducer 执行顺序和行为保持确定性。
/// Dispatch 开始时会抓取对应 action 类型的 reducer 快照。
/// </summary>
private readonly Dictionary<Type, List<IStoreReducerAdapter>> _reducers = [];
/// <summary>
/// 已缓存的局部状态选择视图。
/// 该缓存用于避免高频访问的 Model 属性在每次 getter 调用时都创建新的选择对象。
/// </summary>
private readonly Dictionary<string, object> _selectionCache = [];
/// <summary>
/// 用于判断状态是否发生有效变化的比较器。
/// </summary>
private readonly IEqualityComparer<TState> _stateComparer;
/// <summary>
/// 标记当前 Store 是否正在执行分发。
/// 该标记用于阻止同一 Store 的重入分发,避免产生难以推导的执行顺序和状态回滚问题。
/// </summary>
private bool _isDispatching;
/// <summary>
/// 最近一次分发的 action 类型。
/// </summary>
private Type? _lastActionType;
/// <summary>
/// 最近一次分发记录。
/// </summary>
private StoreDispatchRecord<TState>? _lastDispatchRecord;
/// <summary>
/// 最近一次真正改变状态的时间戳。
/// </summary>
private DateTimeOffset? _lastStateChangedAt;
/// <summary>
/// 当前 Store 持有的状态快照。
/// </summary>
private TState _state;
/// <summary>
/// 初始化一个新的 Store。
/// </summary>
/// <param name="initialState">Store 的初始状态。</param>
/// <param name="comparer">状态比较器;未提供时使用 <see cref="EqualityComparer{T}.Default"/>。</param>
public Store(TState initialState, IEqualityComparer<TState>? comparer = null)
{
_state = initialState;
_stateComparer = comparer ?? EqualityComparer<TState>.Default;
}
/// <summary>
/// 获取最近一次分发的 action 类型。
/// </summary>
public Type? LastActionType
{
get
{
lock (_lock)
{
return _lastActionType;
}
}
}
/// <summary>
/// 获取最近一次真正改变状态的时间戳。
/// </summary>
public DateTimeOffset? LastStateChangedAt
{
get
{
lock (_lock)
{
return _lastStateChangedAt;
}
}
}
/// <summary>
/// 获取当前状态快照。
/// </summary>
public TState State
{
get
{
lock (_lock)
{
return _state;
}
}
}
/// <summary>
/// 分发一个 action 并按顺序执行匹配的 reducer。
/// </summary>
/// <typeparam name="TAction">action 的具体类型。</typeparam>
/// <param name="action">要分发的 action。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
/// <exception cref="InvalidOperationException">当同一 Store 发生重入分发时抛出。</exception>
public void Dispatch<TAction>(TAction action)
{
ArgumentNullException.ThrowIfNull(action);
Action<TState>[] listenersSnapshot = Array.Empty<Action<TState>>();
IStoreMiddleware<TState>[] middlewaresSnapshot = Array.Empty<IStoreMiddleware<TState>>();
IStoreReducerAdapter[] reducersSnapshot = Array.Empty<IStoreReducerAdapter>();
IEqualityComparer<TState> stateComparerSnapshot = _stateComparer;
StoreDispatchContext<TState>? context = null;
var enteredDispatchScope = false;
lock (_dispatchGate)
{
try
{
lock (_lock)
{
EnsureNotDispatching();
_isDispatching = true;
enteredDispatchScope = true;
context = new StoreDispatchContext<TState>(action!, _state);
stateComparerSnapshot = _stateComparer;
middlewaresSnapshot = _middlewares.Count > 0
? _middlewares.ToArray()
: Array.Empty<IStoreMiddleware<TState>>();
reducersSnapshot = CreateReducerSnapshot(context.ActionType);
}
// middleware 和 reducer 可能包含较重的同步逻辑,因此仅持有 dispatch 串行门,
// 不占用状态锁,让读取、订阅和注册操作只在需要访问共享状态时短暂阻塞。
ExecuteDispatchPipeline(context, middlewaresSnapshot, reducersSnapshot, stateComparerSnapshot);
lock (_lock)
{
_lastActionType = context.ActionType;
_lastDispatchRecord = new StoreDispatchRecord<TState>(
context.Action,
context.PreviousState,
context.NextState,
context.HasStateChanged,
context.DispatchedAt);
if (!context.HasStateChanged)
{
return;
}
_state = context.NextState;
_lastStateChangedAt = context.DispatchedAt;
listenersSnapshot = SnapshotListenersForNotification(context.NextState);
}
}
finally
{
if (enteredDispatchScope)
{
lock (_lock)
{
_isDispatching = false;
}
}
}
}
// 始终在锁外通知订阅者,避免监听器内部读取 Store 或执行额外逻辑时产生死锁。
foreach (var listener in listenersSnapshot)
{
listener(context!.NextState);
}
}
/// <summary>
/// 获取当前订阅者数量。
/// </summary>
public int SubscriberCount
{
get
{
lock (_lock)
{
return _listeners.Count;
}
}
}
/// <summary>
/// 获取最近一次分发记录。
/// </summary>
public StoreDispatchRecord<TState>? LastDispatchRecord
{
get
{
lock (_lock)
{
return _lastDispatchRecord;
}
}
}
/// <summary>
/// 订阅状态变化通知。
/// </summary>
/// <param name="listener">状态变化时的监听器。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="listener"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister Subscribe(Action<TState> listener)
{
ArgumentNullException.ThrowIfNull(listener);
var subscription = new ListenerSubscription(listener);
lock (_lock)
{
_listeners.Add(subscription);
}
return new DefaultUnRegister(() => UnSubscribe(subscription));
}
/// <summary>
/// 订阅状态变化通知,并立即回放当前状态。
/// </summary>
/// <param name="listener">状态变化时的监听器。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="listener"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister SubscribeWithInitValue(Action<TState> listener)
{
ArgumentNullException.ThrowIfNull(listener);
var subscription = new ListenerSubscription(listener)
{
IsActive = false
};
TState currentState;
TState? pendingState = default;
var hasPendingState = false;
lock (_lock)
{
currentState = _state;
_listeners.Add(subscription);
}
try
{
listener(currentState);
}
catch
{
UnSubscribe(subscription);
throw;
}
lock (_lock)
{
if (!subscription.IsSubscribed)
{
return new DefaultUnRegister(() => { });
}
subscription.IsActive = true;
if (subscription.HasPendingState)
{
pendingState = subscription.PendingState;
hasPendingState = true;
subscription.HasPendingState = false;
subscription.PendingState = default!;
}
}
if (hasPendingState)
{
listener(pendingState!);
}
return new DefaultUnRegister(() => UnSubscribe(subscription));
}
/// <summary>
/// 取消订阅指定监听器。
/// </summary>
/// <param name="listener">需要移除的监听器。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="listener"/> 为 <see langword="null"/> 时抛出。</exception>
public void UnSubscribe(Action<TState> listener)
{
ArgumentNullException.ThrowIfNull(listener);
lock (_lock)
{
var index = _listeners.FindIndex(subscription => subscription.Listener == listener);
if (index < 0)
{
return;
}
_listeners[index].IsSubscribed = false;
_listeners.RemoveAt(index);
}
}
/// <summary>
/// 创建一个用于当前状态类型的 Store 构建器。
/// </summary>
/// <returns>新的 Store 构建器实例。</returns>
public static StoreBuilder<TState> CreateBuilder()
{
return new StoreBuilder<TState>();
}
/// <summary>
/// 注册一个强类型 reducer。
/// 同一 action 类型可注册多个 reducer它们会按照注册顺序依次归约状态。
/// </summary>
/// <typeparam name="TAction">reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">要注册的 reducer 实例。</param>
/// <returns>当前 Store 实例,便于链式配置。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="reducer"/> 为 <see langword="null"/> 时抛出。</exception>
public Store<TState> RegisterReducer<TAction>(IReducer<TState, TAction> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
lock (_lock)
{
var actionType = typeof(TAction);
if (!_reducers.TryGetValue(actionType, out var reducers))
{
reducers = [];
_reducers[actionType] = reducers;
}
reducers.Add(new ReducerAdapter<TAction>(reducer));
}
return this;
}
/// <summary>
/// 使用委托快速注册一个 reducer。
/// </summary>
/// <typeparam name="TAction">reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">执行归约的委托。</param>
/// <returns>当前 Store 实例,便于链式配置。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="reducer"/> 为 <see langword="null"/> 时抛出。</exception>
public Store<TState> RegisterReducer<TAction>(Func<TState, TAction, TState> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
return RegisterReducer(new DelegateReducer<TAction>(reducer));
}
/// <summary>
/// 添加一个 Store 中间件。
/// 中间件按添加顺序包裹 reducer 执行,可用于日志、审计或调试。
/// </summary>
/// <param name="middleware">要添加的中间件实例。</param>
/// <returns>当前 Store 实例,便于链式配置。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="middleware"/> 为 <see langword="null"/> 时抛出。</exception>
public Store<TState> UseMiddleware(IStoreMiddleware<TState> middleware)
{
ArgumentNullException.ThrowIfNull(middleware);
lock (_lock)
{
_middlewares.Add(middleware);
}
return this;
}
/// <summary>
/// 获取或创建一个带缓存的局部状态选择视图。
/// 对于会被频繁读取的 Model 只读属性,推荐使用该方法复用同一个选择实例。
/// </summary>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="key">缓存键,调用方应保证同一个键始终表示同一局部状态语义。</param>
/// <param name="selector">状态选择委托。</param>
/// <param name="comparer">用于比较局部状态是否变化的比较器。</param>
/// <returns>稳定复用的选择视图实例。</returns>
public StoreSelection<TState, TSelected> GetOrCreateSelection<TSelected>(
string key,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
ArgumentNullException.ThrowIfNull(key);
ArgumentNullException.ThrowIfNull(selector);
lock (_lock)
{
if (_selectionCache.TryGetValue(key, out var existing))
{
if (existing is StoreSelection<TState, TSelected> cachedSelection)
{
return cachedSelection;
}
throw new InvalidOperationException(
$"A cached selection with key '{key}' already exists with a different selected type.");
}
var selection = new StoreSelection<TState, TSelected>(this, selector, comparer);
_selectionCache[key] = selection;
return selection;
}
}
/// <summary>
/// 获取或创建一个带缓存的只读 BindableProperty 风格视图。
/// </summary>
/// <typeparam name="TSelected">局部状态类型。</typeparam>
/// <param name="key">缓存键,调用方应保证同一个键始终表示同一局部状态语义。</param>
/// <param name="selector">状态选择委托。</param>
/// <param name="comparer">用于比较局部状态是否变化的比较器。</param>
/// <returns>稳定复用的只读绑定视图。</returns>
public StoreSelection<TState, TSelected> GetOrCreateBindableProperty<TSelected>(
string key,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
return GetOrCreateSelection(key, selector, comparer);
}
/// <summary>
/// 执行一次完整分发管线。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="middlewares">本次分发使用的中间件快照。</param>
/// <param name="reducers">本次分发使用的 reducer 快照。</param>
/// <param name="stateComparer">本次分发使用的状态比较器快照。</param>
private static void ExecuteDispatchPipeline(
StoreDispatchContext<TState> context,
IReadOnlyList<IStoreMiddleware<TState>> middlewares,
IReadOnlyList<IStoreReducerAdapter> reducers,
IEqualityComparer<TState> stateComparer)
{
Action pipeline = () => ApplyReducers(context, reducers, stateComparer);
for (var i = middlewares.Count - 1; i >= 0; i--)
{
var middleware = middlewares[i];
var next = pipeline;
pipeline = () => middleware.Invoke(context, next);
}
pipeline();
}
/// <summary>
/// 对当前 action 应用所有匹配的 reducer。
/// reducer 使用 action 的精确运行时类型进行查找,以保证匹配结果和执行顺序稳定。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="reducers">本次分发使用的 reducer 快照。</param>
/// <param name="stateComparer">本次分发使用的状态比较器快照。</param>
private static void ApplyReducers(
StoreDispatchContext<TState> context,
IReadOnlyList<IStoreReducerAdapter> reducers,
IEqualityComparer<TState> stateComparer)
{
if (reducers.Count == 0)
{
context.NextState = context.PreviousState;
context.HasStateChanged = false;
return;
}
var nextState = context.PreviousState;
// 多个 reducer 共享同一 action 类型时,后一个 reducer 以前一个 reducer 的输出作为输入,
// 从而支持按模块拆分归约逻辑,同时保持总体状态演进顺序明确。
foreach (var reducer in reducers)
{
nextState = reducer.Reduce(nextState, context.Action);
}
context.NextState = nextState;
context.HasStateChanged = !stateComparer.Equals(context.PreviousState, nextState);
}
/// <summary>
/// 确保当前 Store 没有发生重入分发。
/// </summary>
/// <exception cref="InvalidOperationException">当检测到重入分发时抛出。</exception>
private void EnsureNotDispatching()
{
if (_isDispatching)
{
throw new InvalidOperationException("Nested dispatch on the same store is not allowed.");
}
}
/// <summary>
/// 从当前订阅集合中提取需要立即通知的监听器快照,并为尚未激活的初始化订阅保存待补发状态。
/// </summary>
/// <param name="nextState">本次分发后的最新状态。</param>
/// <returns>需要在锁外立即调用的监听器快照。</returns>
private Action<TState>[] SnapshotListenersForNotification(TState nextState)
{
if (_listeners.Count == 0)
{
return Array.Empty<Action<TState>>();
}
var activeListeners = new List<Action<TState>>(_listeners.Count);
foreach (var subscription in _listeners)
{
if (!subscription.IsSubscribed)
{
continue;
}
if (subscription.IsActive)
{
activeListeners.Add(subscription.Listener);
continue;
}
subscription.PendingState = nextState;
subscription.HasPendingState = true;
}
return activeListeners.Count > 0 ? activeListeners.ToArray() : Array.Empty<Action<TState>>();
}
/// <summary>
/// 为当前 action 类型创建 reducer 快照。
/// Dispatch 在离开状态锁前复制列表,以便后续在锁外执行稳定、不可变的 reducer 序列。
/// </summary>
/// <param name="actionType">当前分发的 action 类型。</param>
/// <returns>对应 action 类型的 reducer 快照;若未注册则返回空数组。</returns>
private IStoreReducerAdapter[] CreateReducerSnapshot(Type actionType)
{
if (!_reducers.TryGetValue(actionType, out var reducers) || reducers.Count == 0)
{
return Array.Empty<IStoreReducerAdapter>();
}
return reducers.ToArray();
}
/// <summary>
/// 解绑一个精确的订阅对象。
/// </summary>
/// <param name="subscription">要解绑的订阅对象。</param>
private void UnSubscribe(ListenerSubscription subscription)
{
lock (_lock)
{
subscription.IsSubscribed = false;
_listeners.Remove(subscription);
}
}
/// <summary>
/// 适配不同 action 类型 reducer 的内部统一接口。
/// Store 通过该接口在运行时按 action 具体类型执行 reducer而不暴露内部装配细节。
/// </summary>
private interface IStoreReducerAdapter
{
/// <summary>
/// 使用当前 action 对状态进行一次归约。
/// </summary>
/// <param name="currentState">当前状态。</param>
/// <param name="action">分发中的 action。</param>
/// <returns>归约后的下一状态。</returns>
TState Reduce(TState currentState, object action);
}
/// <summary>
/// 基于强类型 reducer 的适配器实现。
/// 该适配器仅负责安全地完成 object 到 action 类型的转换,然后委托给真实 reducer。
/// </summary>
/// <typeparam name="TAction">当前适配器负责处理的 action 类型。</typeparam>
private sealed class ReducerAdapter<TAction>(IReducer<TState, TAction> reducer) : IStoreReducerAdapter
{
/// <summary>
/// 包装后的强类型 reducer 实例。
/// </summary>
private readonly IReducer<TState, TAction> _reducer =
reducer ?? throw new ArgumentNullException(nameof(reducer));
/// <summary>
/// 将运行时 action 转换为强类型 action 后执行归约。
/// </summary>
/// <param name="currentState">当前状态。</param>
/// <param name="action">运行时 action。</param>
/// <returns>归约后的下一状态。</returns>
public TState Reduce(TState currentState, object action)
{
return _reducer.Reduce(currentState, (TAction)action);
}
}
/// <summary>
/// 基于委托的 reducer 适配器实现,便于快速在测试和应用代码中声明 reducer。
/// </summary>
/// <typeparam name="TAction">当前适配器负责处理的 action 类型。</typeparam>
private sealed class DelegateReducer<TAction>(Func<TState, TAction, TState> reducer) : IReducer<TState, TAction>
{
/// <summary>
/// 真正执行归约的委托。
/// </summary>
private readonly Func<TState, TAction, TState> _reducer =
reducer ?? throw new ArgumentNullException(nameof(reducer));
/// <summary>
/// 执行一次委托归约。
/// </summary>
/// <param name="currentState">当前状态。</param>
/// <param name="action">当前 action。</param>
/// <returns>归约后的下一状态。</returns>
public TState Reduce(TState currentState, TAction action)
{
return _reducer(currentState, action);
}
}
/// <summary>
/// 表示一个 Store 状态监听订阅。
/// 该对象用于支持初始化回放与正式订阅之间的原子衔接,避免 SubscribeWithInitValue 漏掉状态变化。
/// </summary>
private sealed class ListenerSubscription(Action<TState> listener)
{
/// <summary>
/// 获取订阅回调。
/// </summary>
public Action<TState> Listener { get; } = listener;
/// <summary>
/// 获取或设置订阅是否已激活。
/// 非激活状态表示正在执行初始化回放,此时新的状态变化会被暂存为待补发值。
/// </summary>
public bool IsActive { get; set; } = true;
/// <summary>
/// 获取或设置订阅是否仍然有效。
/// </summary>
public bool IsSubscribed { get; set; } = true;
/// <summary>
/// 获取或设置是否存在待补发的最新状态。
/// </summary>
public bool HasPendingState { get; set; }
/// <summary>
/// 获取或设置初始化阶段积累的最新状态。
/// </summary>
public TState PendingState { get; set; } = default!;
}
}

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using GFramework.Core.Abstractions.StateManagement;
namespace GFramework.Core.StateManagement;
/// <summary>
/// Store 构建器的默认实现。
/// 该类型用于在 Store 创建之前集中配置比较器、reducer 和中间件,适合模块安装和测试工厂场景。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreBuilder<TState> : IStoreBuilder<TState>
{
/// <summary>
/// 延迟应用到 Store 的配置操作列表。
/// 采用延迟配置而不是直接缓存 reducer 适配器,可复用 Store 自身的注册和验证逻辑。
/// </summary>
private readonly List<Action<Store<TState>>> _configurators = [];
/// <summary>
/// 状态比较器。
/// </summary>
private IEqualityComparer<TState>? _comparer;
/// <summary>
/// 添加一个 Store 中间件。
/// </summary>
/// <param name="middleware">要添加的中间件。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> UseMiddleware(IStoreMiddleware<TState> middleware)
{
ArgumentNullException.ThrowIfNull(middleware);
_configurators.Add(store => store.UseMiddleware(middleware));
return this;
}
/// <summary>
/// 基于给定初始状态创建一个新的 Store。
/// </summary>
/// <param name="initialState">Store 的初始状态。</param>
/// <returns>已应用当前构建器配置的 Store 实例。</returns>
public IStore<TState> Build(TState initialState)
{
var store = new Store<TState>(initialState, _comparer);
foreach (var configurator in _configurators)
{
configurator(store);
}
return store;
}
/// <summary>
/// 添加一个强类型 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">要添加的 reducer。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> AddReducer<TAction>(IReducer<TState, TAction> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
_configurators.Add(store => store.RegisterReducer(reducer));
return this;
}
/// <summary>
/// 配置状态比较器。
/// </summary>
/// <param name="comparer">状态比较器。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> WithComparer(IEqualityComparer<TState> comparer)
{
_comparer = comparer ?? throw new ArgumentNullException(nameof(comparer));
return this;
}
/// <summary>
/// 使用委托快速添加一个 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">执行归约的委托。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> AddReducer<TAction>(Func<TState, TAction, TState> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
_configurators.Add(store => store.RegisterReducer(reducer));
return this;
}
}

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using GFramework.Core.Abstractions.Events;
using GFramework.Core.Abstractions.Property;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.Events;
namespace GFramework.Core.StateManagement;
/// <summary>
/// Store 选择结果的只读绑定视图。
/// 该类型将整棵状态树上的订阅转换为局部状态片段的订阅,
/// 使现有依赖 IReadonlyBindableProperty 的 UI 代码能够平滑复用到 Store 场景中。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">投影后的局部状态类型。</typeparam>
public sealed class StoreSelection<TState, TSelected> : IReadonlyBindableProperty<TSelected>
{
/// <summary>
/// 用于判断选择结果是否真正变化的比较器。
/// </summary>
private readonly IEqualityComparer<TSelected> _comparer;
/// <summary>
/// 当前监听器列表。
/// </summary>
private readonly List<SelectionListenerSubscription> _listeners = [];
/// <summary>
/// 保护监听器集合和底层 Store 订阅句柄的同步锁。
/// </summary>
private readonly object _lock = new();
/// <summary>
/// 负责从完整状态中投影出局部状态的选择器。
/// </summary>
private readonly Func<TState, TSelected> _selector;
/// <summary>
/// 源 Store。
/// </summary>
private readonly IReadonlyStore<TState> _store;
/// <summary>
/// 当前已缓存的选择结果。
/// 该缓存仅在存在监听器时用于变化比较和事件通知,直接读取 Value 时始终以 Store 当前状态为准。
/// </summary>
private TSelected _currentValue = default!;
/// <summary>
/// 连接到底层 Store 的订阅句柄。
/// 仅当当前存在至少一个监听器时才会建立该订阅,以减少长期闲置对象造成的引用链。
/// </summary>
private IUnRegister? _storeSubscription;
/// <summary>
/// 初始化一个新的 Store 选择视图。
/// </summary>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择器。</param>
/// <param name="comparer">选择结果比较器;未提供时使用 <see cref="EqualityComparer{T}.Default"/>。</param>
/// <exception cref="ArgumentNullException">
/// 当 <paramref name="store"/> 或 <paramref name="selector"/> 为 <see langword="null"/> 时抛出。
/// </exception>
public StoreSelection(
IReadonlyStore<TState> store,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
_store = store ?? throw new ArgumentNullException(nameof(store));
_selector = selector ?? throw new ArgumentNullException(nameof(selector));
_comparer = comparer ?? EqualityComparer<TSelected>.Default;
}
/// <summary>
/// 获取当前选择结果。
/// </summary>
public TSelected Value => _selector(_store.State);
/// <summary>
/// 将无参事件监听适配为带选择结果参数的监听。
/// </summary>
/// <param name="onEvent">无参事件监听器。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister IEvent.Register(Action onEvent)
{
ArgumentNullException.ThrowIfNull(onEvent);
return Register(_ => onEvent());
}
/// <summary>
/// 注册选择结果变化监听器。
/// </summary>
/// <param name="onValueChanged">选择结果变化时的回调。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="onValueChanged"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister Register(Action<TSelected> onValueChanged)
{
ArgumentNullException.ThrowIfNull(onValueChanged);
var subscription = new SelectionListenerSubscription(onValueChanged);
var shouldAttach = false;
lock (_lock)
{
if (_listeners.Count == 0)
{
_currentValue = Value;
shouldAttach = true;
}
_listeners.Add(subscription);
}
if (shouldAttach)
{
AttachToStore();
}
return new DefaultUnRegister(() => UnRegister(subscription));
}
/// <summary>
/// 注册选择结果变化监听器,并立即回放当前值。
/// </summary>
/// <param name="action">选择结果变化时的回调。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister RegisterWithInitValue(Action<TSelected> action)
{
ArgumentNullException.ThrowIfNull(action);
var subscription = new SelectionListenerSubscription(action)
{
IsActive = false
};
var currentValue = Value;
TSelected? pendingValue = default;
var hasPendingValue = false;
lock (_lock)
{
if (_listeners.Count == 0)
{
_currentValue = currentValue;
}
_listeners.Add(subscription);
}
EnsureAttached();
try
{
action(currentValue);
}
catch
{
UnRegister(subscription);
throw;
}
lock (_lock)
{
if (!subscription.IsSubscribed)
{
return new DefaultUnRegister(() => { });
}
subscription.IsActive = true;
if (subscription.HasPendingValue)
{
pendingValue = subscription.PendingValue;
hasPendingValue = true;
subscription.PendingValue = default!;
subscription.HasPendingValue = false;
}
}
if (hasPendingValue)
{
action(pendingValue!);
}
return new DefaultUnRegister(() => UnRegister(subscription));
}
/// <summary>
/// 取消注册选择结果变化监听器。
/// </summary>
/// <param name="onValueChanged">需要移除的监听器。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="onValueChanged"/> 为 <see langword="null"/> 时抛出。</exception>
public void UnRegister(Action<TSelected> onValueChanged)
{
ArgumentNullException.ThrowIfNull(onValueChanged);
SelectionListenerSubscription? subscriptionToRemove = null;
lock (_lock)
{
var index = _listeners.FindIndex(subscription => subscription.Listener == onValueChanged);
if (index < 0)
{
return;
}
subscriptionToRemove = _listeners[index];
}
if (subscriptionToRemove != null)
{
UnRegister(subscriptionToRemove);
}
}
/// <summary>
/// 确保当前选择视图已连接到底层 Store。
/// </summary>
private void EnsureAttached()
{
var shouldAttach = false;
lock (_lock)
{
shouldAttach = _listeners.Count > 0 && _storeSubscription == null;
}
if (shouldAttach)
{
AttachToStore();
}
}
/// <summary>
/// 取消注册一个精确的选择结果监听器。
/// </summary>
/// <param name="subscriptionToRemove">需要移除的订阅对象。</param>
private void UnRegister(SelectionListenerSubscription subscriptionToRemove)
{
IUnRegister? storeSubscription = null;
lock (_lock)
{
subscriptionToRemove.IsSubscribed = false;
_listeners.Remove(subscriptionToRemove);
if (_listeners.Count == 0 && _storeSubscription != null)
{
storeSubscription = _storeSubscription;
_storeSubscription = null;
}
}
storeSubscription?.UnRegister();
}
/// <summary>
/// 将当前选择视图连接到底层 Store。
/// </summary>
private void AttachToStore()
{
var subscription = _store.Subscribe(OnStoreChanged);
Action<TSelected>[] listenersSnapshot = Array.Empty<Action<TSelected>>();
var latestValue = Value;
var shouldNotify = false;
lock (_lock)
{
// 如果在建立底层订阅期间所有监听器都已被移除,则立即释放刚刚建立的订阅,
// 避免选择视图在无人监听时继续被 Store 保持引用。
if (_listeners.Count == 0)
{
subscription.UnRegister();
return;
}
if (_storeSubscription != null)
{
subscription.UnRegister();
return;
}
_storeSubscription = subscription;
if (!_comparer.Equals(_currentValue, latestValue))
{
_currentValue = latestValue;
foreach (var listener in _listeners)
{
if (!listener.IsSubscribed)
{
continue;
}
if (listener.IsActive)
{
continue;
}
listener.PendingValue = latestValue;
listener.HasPendingValue = true;
}
listenersSnapshot = _listeners
.Where(listener => listener.IsSubscribed && listener.IsActive)
.Select(listener => listener.Listener)
.ToArray();
shouldNotify = listenersSnapshot.Length > 0;
}
}
if (!shouldNotify)
{
return;
}
foreach (var listener in listenersSnapshot)
{
listener(latestValue);
}
}
/// <summary>
/// 响应底层 Store 的状态变化,并在选中片段真正变化时通知监听器。
/// </summary>
/// <param name="state">新的完整状态。</param>
private void OnStoreChanged(TState state)
{
var selectedValue = _selector(state);
Action<TSelected>[] listenersSnapshot = Array.Empty<Action<TSelected>>();
lock (_lock)
{
if (_listeners.Count == 0 || _comparer.Equals(_currentValue, selectedValue))
{
return;
}
_currentValue = selectedValue;
foreach (var listener in _listeners)
{
if (!listener.IsSubscribed)
{
continue;
}
if (listener.IsActive)
{
continue;
}
listener.PendingValue = selectedValue;
listener.HasPendingValue = true;
}
listenersSnapshot = _listeners
.Where(listener => listener.IsSubscribed && listener.IsActive)
.Select(listener => listener.Listener)
.ToArray();
}
foreach (var listener in listenersSnapshot)
{
listener(selectedValue);
}
}
/// <summary>
/// 表示一个选择结果监听订阅。
/// 该对象用于保证 RegisterWithInitValue 在初始化回放与后续状态变化之间不会漏掉最近一次更新。
/// </summary>
private sealed class SelectionListenerSubscription(Action<TSelected> listener)
{
/// <summary>
/// 获取订阅回调。
/// </summary>
public Action<TSelected> Listener { get; } = listener;
/// <summary>
/// 获取或设置订阅是否已激活。
/// </summary>
public bool IsActive { get; set; } = true;
/// <summary>
/// 获取或设置订阅是否仍然有效。
/// </summary>
public bool IsSubscribed { get; set; } = true;
/// <summary>
/// 获取或设置是否存在待补发的局部状态值。
/// </summary>
public bool HasPendingValue { get; set; }
/// <summary>
/// 获取或设置初始化阶段积累的最新局部状态值。
/// </summary>
public TSelected PendingValue { get; set; } = default!;
}
}

View File

@ -109,7 +109,7 @@ public class UISystem : AbstractSystem
}
```
## 命令的生命周期
## 命令的生命周期
1. **创建命令**:实例化命令对象,传入必要的参数
2. **执行命令**:调用 `Execute()` 方法,内部委托给 `OnExecute()`
@ -118,9 +118,33 @@ public class UISystem : AbstractSystem
**注意事项:**
- 命令应该是无状态的,执行完即可丢弃
- 避免在命令中保存长期引用
- 命令执行应该是原子操作
- 命令应该是无状态的,执行完即可丢弃
- 避免在命令中保存长期引用
- 命令执行应该是原子操作
### 与 Store 配合使用
当某个 Model 内部使用 `Store<TState>` 管理复杂聚合状态时Command 依然是推荐的写入口。
```csharp
public sealed class DamagePlayerCommand(int amount) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new DamagePlayerAction(amount));
}
}
```
这样可以保持现有职责边界不变:
- Controller 发送命令
- Command 执行操作
- Model 承载状态
- Store 负责统一归约状态变化
完整示例见 [`state-management`](./state-management)。
## CommandBus - 命令总线
@ -448,4 +472,4 @@ public class LoadLevelCommand : AbstractCommand
---
**许可证**Apache 2.0
**许可证**Apache 2.0

View File

@ -105,7 +105,7 @@ Any → FailedInitialization
- 初始化/销毁 - Utility 注册
```
这种设计遵循单一职责原则,使代码更易维护和测试。
这种设计遵循单一职责原则,使代码更易维护和测试。
```
┌──────────────────┐
@ -398,30 +398,31 @@ public class PlayerController : IController
4. **易于扩展**: 添加新功能更容易
5. **代码安全**: 消除了 `null!` 断言,所有字段在构造后立即可用
详细的设计决策已在架构实现重构中落地。
详细的设计决策已在架构实现重构中落地。
---
## 包说明
| 包名 | 职责 | 文档 |
|------------------|-----------------|----------------------|
| **architecture** | 架构核心,管理所有组件生命周期 | [查看](./architecture) |
| **constants** | 框架常量定义 | 本文档 |
| **model** | 数据模型层,存储状态 | [查看](./model) |
| **system** | 业务逻辑层,处理业务规则 | [查看](./system) |
| **controller** | 控制器层,连接视图和逻辑 | (在 Abstractions 中) |
| **utility** | 工具类层,提供无状态工具 | [查看](./utility) |
| **command** | 命令模式,封装写操作 | [查看](./command) |
| **query** | 查询模式,封装读操作 | [查看](./query) |
| **events** | 事件系统,组件间通信 | [查看](./events) |
| **property** | 可绑定属性,响应式编程 | [查看](./property) |
| **ioc** | IoC 容器,依赖注入 | [查看](./ioc) |
| **rule** | 规则接口,定义组件约束 | [查看](./rule) |
| **extensions** | 扩展方法,简化 API 调用 | [查看](./extensions) |
| **logging** | 日志系统,记录运行日志 | [查看](./logging) |
| **environment** | 环境接口,提供运行环境信息 | [查看](./environment) |
| **localization** | 本地化系统,多语言支持 | [查看](./localization) |
| 包名 | 职责 | 文档 |
|----------------------|-----------------|--------------------------|
| **architecture** | 架构核心,管理所有组件生命周期 | [查看](./architecture) |
| **constants** | 框架常量定义 | 本文档 |
| **model** | 数据模型层,存储状态 | [查看](./model) |
| **system** | 业务逻辑层,处理业务规则 | [查看](./system) |
| **controller** | 控制器层,连接视图和逻辑 | (在 Abstractions 中) |
| **utility** | 工具类层,提供无状态工具 | [查看](./utility) |
| **command** | 命令模式,封装写操作 | [查看](./command) |
| **query** | 查询模式,封装读操作 | [查看](./query) |
| **events** | 事件系统,组件间通信 | [查看](./events) |
| **property** | 可绑定属性,响应式编程 | [查看](./property) |
| **state-management** | 集中式状态容器与选择器 | [查看](./state-management) |
| **ioc** | IoC 容器,依赖注入 | [查看](./ioc) |
| **rule** | 规则接口,定义组件约束 | [查看](./rule) |
| **extensions** | 扩展方法,简化 API 调用 | [查看](./extensions) |
| **logging** | 日志系统,记录运行日志 | [查看](./logging) |
| **environment** | 环境接口,提供运行环境信息 | [查看](./environment) |
| **localization** | 本地化系统,多语言支持 | [查看](./localization) |
## 组件联动

View File

@ -2,9 +2,13 @@
## 概述
Property 包提供了可绑定属性BindableProperty的实现支持属性值的监听和响应式编程。这是实现数据绑定和响应式编程的核心组件。
BindableProperty 是 GFramework 中 Model 层数据管理的基础,通过事件机制实现属性变化的通知。
Property 包提供了可绑定属性BindableProperty的实现支持属性值的监听和响应式编程。这是实现数据绑定和响应式编程的核心组件。
BindableProperty 是 GFramework 中 Model 层数据管理的基础,通过事件机制实现属性变化的通知。
> 对于简单字段和局部 UI 绑定,`BindableProperty<T>` 仍然是首选方案。
> 如果你需要统一管理复杂状态树、通过 action / reducer 演进状态,或复用局部状态选择器,
> 请同时参考 [`state-management`](./state-management)。
## 核心接口
@ -136,7 +140,44 @@ BindableProperty 基于事件系统实现属性变化通知:
3. **事件触发**:如果值发生变化,调用所有注册的回调函数
4. **内存管理**:通过 `IUnRegister` 机制管理监听器的生命周期
## 在 Model 中使用
## 在 Model 中使用
### 什么时候继续使用 BindableProperty
以下场景仍然优先推荐 `BindableProperty<T>`
- 单个字段变化就能驱动视图更新
- 状态范围局限在单个 Model 内
- 不需要统一的 action / reducer 写入入口
- 不需要从聚合状态树中复用局部选择逻辑
如果你的状态已经演化为“多个字段必须一起更新”或“多个模块共享同一聚合状态”,
可以在 Model 内部组合 `Store<TState>`,而不是把所有字段都继续拆成独立属性。
### 与 Store / StateMachine 的边界
- `BindableProperty<T>`:字段级响应式值
- `Store<TState>`:聚合状态容器,负责统一归约状态变化
- `StateMachine`:流程状态切换,不负责数据状态归约
一个复杂 Model 可以同时持有 Store 和 BindableProperty
```csharp
public class PlayerStateModel : AbstractModel
{
public Store<PlayerState> Store { get; } = new(new PlayerState(100, "Player"));
public BindableProperty<bool> IsDirty { get; } = new(false);
protected override void OnInit()
{
Store.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) });
}
}
public sealed record PlayerState(int Health, string Name);
public sealed record DamageAction(int Amount);
```
### 定义可绑定属性
@ -416,18 +457,20 @@ _mOnValueChanged?.Invoke(value);
## 最佳实践
1. **在 Model 中定义属性** - BindableProperty 主要用于 Model 层
2. **使用只读接口暴露** - 防止外部随意修改
3. **及时注销监听** - 使用 UnRegisterList 或 UnRegisterWhenNodeExitTree
4. **使用 RegisterWithInitValue** - UI 绑定时立即获取初始值
5. **避免循环依赖** - 属性监听器中修改其他属性要小心
6. **使用自定义比较器** - 对于浮点数等需要精度控制的属性
1. **在 Model 中定义属性** - BindableProperty 主要用于 Model 层
2. **使用只读接口暴露** - 防止外部随意修改
3. **及时注销监听** - 使用 UnRegisterList 或 UnRegisterWhenNodeExitTree
4. **使用 RegisterWithInitValue** - UI 绑定时立即获取初始值
5. **避免循环依赖** - 属性监听器中修改其他属性要小心
6. **使用自定义比较器** - 对于浮点数等需要精度控制的属性
7. **复杂聚合状态使用 Store** - 当多个字段必须统一演进时,使用 Store 管理聚合状态更清晰
## 相关包
- [`model`](./model.md) - Model 中大量使用 BindableProperty
- [`events`](./events.md) - BindableProperty 基于事件系统实现
- [`extensions`](./extensions.md) - 提供便捷的注销扩展方法
- [`model`](./model.md) - Model 中大量使用 BindableProperty
- [`events`](./events.md) - BindableProperty 基于事件系统实现
- [`state-management`](./state-management) - 复杂状态树的集中式管理方案
- [`extensions`](./extensions.md) - 提供便捷的注销扩展方法
---

View File

@ -0,0 +1,353 @@
# State Management 包使用说明
## 概述
State Management 提供一个可选的集中式状态容器方案,用于补足 `BindableProperty<T>` 在复杂状态树场景下的能力。
当你的状态具有以下特征时,推荐使用 `Store<TState>`
- 多个字段需要在一次业务操作中协同更新
- 多个模块或 UI 片段共享同一聚合状态
- 希望所有状态写入都经过统一的 action / reducer 入口
- 需要对整棵状态树做局部选择和按片段订阅
这套能力不会替代现有 Property 机制,而是与其并存:
- `BindableProperty<T>`:字段级响应式值
- `Store<TState>`:聚合状态容器
- `StateMachine`:流程状态切换
## 核心接口
### IReadonlyStore`<TState>`
只读状态容器接口,提供:
- `State`:读取当前状态快照
- `Subscribe()`:订阅状态变化
- `SubscribeWithInitValue()`:订阅并立即回放当前状态
- `UnSubscribe()`:取消订阅
### IStore`<TState>`
在只读能力上增加:
- `Dispatch<TAction>()`:统一分发 action
### IReducer`<TState, TAction>`
定义状态归约逻辑:
```csharp
public interface IReducer<TState, in TAction>
{
TState Reduce(TState currentState, TAction action);
}
```
### IStateSelector`<TState, TSelected>`
从整棵状态树中投影局部视图,便于 UI 和 Controller 复用选择逻辑。
## Store`<TState>`
`Store<TState>` 是默认实现,支持:
- 初始状态快照
- reducer 注册
- middleware 分发管线
- 只在状态真正变化时通知订阅者
- 基础诊断信息(最近一次 action、最近一次分发记录、最近一次状态变化时间
## 基本示例
```csharp
using GFramework.Core.StateManagement;
public sealed record PlayerState(int Health, string Name);
public sealed record DamageAction(int Amount);
public sealed record RenameAction(string Name);
var store = new Store<PlayerState>(new PlayerState(100, "Player"))
.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) })
.RegisterReducer<RenameAction>((state, action) =>
state with { Name = action.Name });
store.SubscribeWithInitValue(state =>
{
Console.WriteLine($"{state.Name}: {state.Health}");
});
store.Dispatch(new DamageAction(25));
store.Dispatch(new RenameAction("Knight"));
```
## 选择器和 Bindable 风格桥接
Store 可以通过扩展方法把聚合状态投影成局部只读绑定视图:
```csharp
using GFramework.Core.Extensions;
var healthSelection = store.Select(state => state.Health);
healthSelection.RegisterWithInitValue(health =>
{
Console.WriteLine($"Current HP: {health}");
});
```
如果现有 UI 代码已经依赖 `IReadonlyBindableProperty<T>`,可以直接桥接:
```csharp
IReadonlyBindableProperty<int> healthProperty =
store.ToBindableProperty(state => state.Health);
```
## 在 Model 中使用
推荐把 Store 作为 Model 的内部状态容器,由 Model 暴露领域友好的业务方法:
```csharp
public class PlayerStateModel : AbstractModel
{
public Store<PlayerState> Store { get; } = new(new PlayerState(100, "Player"));
protected override void OnInit()
{
Store.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) });
}
public void TakeDamage(int amount)
{
Store.Dispatch(new DamageAction(amount));
}
}
```
这样可以保留 Model 的生命周期和领域边界,同时获得统一状态入口。
## 使用 StoreBuilder 组织配置
当一个 Store 需要在模块安装、测试工厂或 DI 装配阶段统一配置时,可以使用 `StoreBuilder<TState>`
```csharp
var store = (Store<PlayerState>)Store<PlayerState>
.CreateBuilder()
.AddReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) })
.Build(new PlayerState(100, "Player"));
```
适合以下场景:
- 模块启动时集中注册 reducer 和 middleware
- 测试里快速组装不同配置的 Store
- 不希望把 Store 的装配细节散落在多个调用点
## 官方示例:角色面板状态
下面给出一个更贴近 GFramework 实战的完整示例,展示如何把 `Store<TState>` 放进 Model
再通过 Command 修改状态,并在 Controller 中使用 selector 做 UI 绑定。
### 1. 定义状态和 action
```csharp
public sealed record PlayerPanelState(
string Name,
int Health,
int MaxHealth,
int Level);
public sealed record DamagePlayerAction(int Amount);
public sealed record HealPlayerAction(int Amount);
public sealed record RenamePlayerAction(string Name);
```
### 2. 在 Model 中承载 Store
```csharp
using GFramework.Core.Abstractions.Property;
using GFramework.Core.Model;
using GFramework.Core.Extensions;
using GFramework.Core.StateManagement;
public class PlayerPanelModel : AbstractModel
{
public Store<PlayerPanelState> Store { get; } =
new(new PlayerPanelState("Player", 100, 100, 1));
// 使用带缓存的选择视图,避免属性 getter 每次访问都创建新的 StoreSelection 实例。
public IReadonlyBindableProperty<int> Health =>
Store.GetOrCreateBindableProperty("health", state => state.Health);
public IReadonlyBindableProperty<string> Name =>
Store.GetOrCreateBindableProperty("name", state => state.Name);
public IReadonlyBindableProperty<float> HealthPercent =>
Store.GetOrCreateBindableProperty("health_percent",
state => (float)state.Health / state.MaxHealth);
protected override void OnInit()
{
Store
.RegisterReducer<DamagePlayerAction>((state, action) =>
state with
{
Health = Math.Max(0, state.Health - action.Amount)
})
.RegisterReducer<HealPlayerAction>((state, action) =>
state with
{
Health = Math.Min(state.MaxHealth, state.Health + action.Amount)
})
.RegisterReducer<RenamePlayerAction>((state, action) =>
state with
{
Name = action.Name
});
}
}
```
这个写法的关键点是:
- 状态结构集中定义在 `PlayerPanelState`
- 所有状态修改都经过 reducer
- 高频访问的局部状态通过缓存选择视图复用实例
- Controller 只消费局部只读视图,不直接修改 Store
### 3. 通过 Command 修改状态
```csharp
using GFramework.Core.Command;
public sealed class DamagePlayerCommand(int amount) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new DamagePlayerAction(amount));
}
}
public sealed class RenamePlayerCommand(string name) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new RenamePlayerAction(name));
}
}
```
这里仍然遵循 GFramework 现有分层:
- Controller 负责转发用户意图
- Command 负责执行业务操作
- Model 持有状态
- Store 负责统一归约状态变化
### 4. 在 Controller 中绑定局部状态
```csharp
using GFramework.Core.Abstractions.Controller;
using GFramework.Core.Abstractions.Events;
using GFramework.Core.Events;
using GFramework.Core.Extensions;
using GFramework.SourceGenerators.Abstractions.Rule;
[ContextAware]
public partial class PlayerPanelController : IController
{
private readonly IUnRegisterList _unRegisterList = new UnRegisterList();
public void Initialize()
{
var model = this.GetModel<PlayerPanelModel>();
model.Name
.RegisterWithInitValue(name =>
{
Console.WriteLine($"Player Name: {name}");
})
.AddToUnregisterList(_unRegisterList);
model.Health
.RegisterWithInitValue(health =>
{
Console.WriteLine($"Health: {health}");
})
.AddToUnregisterList(_unRegisterList);
model.HealthPercent
.RegisterWithInitValue(percent =>
{
Console.WriteLine($"Health Percent: {percent:P0}");
})
.AddToUnregisterList(_unRegisterList);
}
public void OnDamageButtonClicked()
{
this.SendCommand(new DamagePlayerCommand(15));
}
public void OnRenameButtonClicked(string newName)
{
this.SendCommand(new RenamePlayerCommand(newName));
}
}
```
### 5. 什么时候这个示例比 BindableProperty 更合适
如果你只需要:
- `Health`
- `Name`
- `Level`
分别独立通知,那么多个 `BindableProperty<T>` 就足够了。
如果你很快会遇到以下问题,这个 Store 方案会更稳:
- 一次操作要同时修改多个字段
- 同一个业务操作要在多个界面复用
- 希望把“状态结构”和“状态变化规则”集中在一起
- 未来要加入 middleware、调试记录或撤销/重做能力
### 6. 推荐的落地方式
在实际项目里,建议按这个顺序引入:
1. 先把复杂聚合状态封装到某个 Model 内部
2. 再把修改入口逐步迁移到 Command
3. 最后在 Controller 层使用 selector 或 `ToBindableProperty()` 做局部绑定
这样不会破坏现有 `BindableProperty<T>` 的轻量工作流,也能让复杂状态逐步收敛到统一入口。
## 什么时候不用 Store
以下情况继续优先使用 `BindableProperty<T>`
- 单一字段直接绑定 UI
- 状态规模很小,不需要聚合归约
- 没有跨模块共享状态树的需求
- 你只需要“值变化通知”,不需要“统一状态演进入口”
## 最佳实践
1. 优先把 `TState` 设计为不可变状态(如 `record`
2. 让 reducer 保持纯函数风格,不在 reducer 内执行副作用
3. 使用 selector 暴露局部状态,而不是让 UI 自己解析整棵状态树
4. 需要日志或诊断时,优先通过 middleware 扩展,而不是把横切逻辑塞进 reducer
## 相关文档
- [`property`](./property) - 字段级响应式属性
- [`model`](./model) - Store 常见承载位置
- [`events`](./events) - 组件间事件通信
- [`state-machine-tutorial`](../tutorials/state-machine-tutorial) - 流程状态切换能力