refactor(GodotResourceRepository): 重构资源仓库路径加载功能

- 添加ILogger用于日志记录替换GD.PushWarning
- 修改GetAll方法返回ToArray()副本而非直接Values引用
- 分离路径加载方法为非递归和递归两个独立接口
- 新增LoadFromPath和LoadFromPathRecursive的重载方法
- 提取内部处理逻辑到ProcessEntry私有方法
- 优化目录遍历逻辑并改进错误处理机制
- 添加重复键检测和资源加载失败的日志记录
This commit is contained in:
GeWuYou 2026-02-23 22:25:29 +08:00 committed by gewuyou
parent 4fd90e45a1
commit f8a1c99b99
2 changed files with 108 additions and 56 deletions

View File

@ -12,6 +12,8 @@
// limitations under the License.
using GFramework.Core.Abstractions.bases;
using GFramework.Core.Abstractions.logging;
using GFramework.Core.logging;
using Godot;
namespace GFramework.Godot.data;
@ -27,6 +29,9 @@ public class GodotResourceRepository<TKey, TResource>
where TResource : Resource, IHasKey<TKey>
where TKey : notnull
{
private static readonly ILogger Log =
LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotResourceRepository<TKey, TResource>));
/// <summary>
/// 内部存储字典,用于保存键值对形式的资源
/// </summary>
@ -72,7 +77,7 @@ public class GodotResourceRepository<TKey, TResource>
/// </summary>
/// <returns>包含所有资源的只读集合</returns>
public IReadOnlyCollection<TResource> GetAll()
=> _storage.Values;
=> _storage.Values.ToArray();
/// <summary>
/// 检查是否包含指定键的资源
@ -100,11 +105,47 @@ public class GodotResourceRepository<TKey, TResource>
=> _storage.Clear();
/// <summary>
/// 从指定路径集合加载资源到仓储中
/// 从指定路径集合加载资源(非递归)
/// </summary>
/// <param name="paths">资源文件路径的集合</param>
/// <param name="paths">资源文件路径集合</param>
public void LoadFromPath(IEnumerable<string> paths)
{
LoadFromPathInternal(paths, recursive: false);
}
/// <summary>
/// 从指定路径数组加载资源(非递归)
/// </summary>
/// <param name="paths">资源文件路径数组</param>
public void LoadFromPath(params string[] paths)
{
LoadFromPathInternal(paths, recursive: false);
}
/// <summary>
/// 递归从指定路径集合加载资源
/// </summary>
/// <param name="paths">资源文件路径集合</param>
public void LoadFromPathRecursive(IEnumerable<string> paths)
{
LoadFromPathInternal(paths, recursive: true);
}
/// <summary>
/// 递归从指定路径数组加载资源
/// </summary>
/// <param name="paths">资源文件路径数组</param>
public void LoadFromPathRecursive(params string[] paths)
{
LoadFromPathInternal(paths, recursive: true);
}
/// <summary>
/// 内部方法,根据路径集合和递归标志加载资源
/// </summary>
/// <param name="paths">资源文件路径集合</param>
/// <param name="recursive">是否递归加载子目录中的资源</param>
public void LoadFromPath(IEnumerable<string> paths, bool recursive = false)
private void LoadFromPathInternal(IEnumerable<string> paths, bool recursive)
{
foreach (var path in paths)
{
@ -112,17 +153,6 @@ public class GodotResourceRepository<TKey, TResource>
}
}
/// <summary>
/// 从指定路径数组加载资源到仓储中
/// 提供便捷的参数数组重载方法
/// </summary>
/// <param name="recursive">是否递归加载子目录中的资源</param>
/// <param name="paths">资源文件路径的参数数组</param>
public void LoadFromPath(bool recursive = false, params string[] paths)
{
LoadFromPath(paths, recursive);
}
/// <summary>
/// 从单个路径加载资源
/// 遍历目录中的所有.tres和.res文件并加载为资源
@ -131,54 +161,67 @@ public class GodotResourceRepository<TKey, TResource>
/// <param name="recursive">是否递归加载子目录中的资源</param>
private void LoadSinglePath(string path, bool recursive)
{
// 打开目录访问对象
// 尝试打开指定路径的目录
var dir = DirAccess.Open(path);
if (dir == null)
{
GD.PushWarning($"Path not found: {path}");
Log.Warn($"Path not found: {path}");
return;
}
// 开始遍历目录
dir.ListDirBegin();
// 循环读取目录中的每个条目
while (true)
{
var entry = dir.GetNext();
if (string.IsNullOrEmpty(entry))
break;
var fullPath = $"{path}/{entry}";
// 处理目录项
if (dir.CurrentIsDir())
{
// 递归处理子目录(排除.和..目录)
if (recursive && entry != "." && entry != "..")
{
LoadSinglePath(fullPath, true);
}
continue;
}
// 只处理.tres和.res文件
if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
continue;
// 加载资源文件
var resource = GD.Load<TResource>(fullPath);
if (resource == null)
{
GD.PushWarning($"Failed to load resource: {fullPath}");
continue;
}
Add(resource.Key, resource);
// 跳过当前目录和父目录的特殊条目
if (entry is not ("." or ".."))
ProcessEntry(path, entry, dir.CurrentIsDir(), recursive);
}
// 结束目录遍历
dir.ListDirEnd();
}
/// <summary>
/// 处理目录中的单个条目
/// 如果是目录且启用递归则继续深入处理,如果是资源文件则加载到存储中
/// </summary>
/// <param name="basePath">基础路径</param>
/// <param name="entry">当前处理的条目名称</param>
/// <param name="isDir">当前条目是否为目录</param>
/// <param name="recursive">是否递归处理子目录</param>
private void ProcessEntry(string basePath, string entry, bool isDir, bool recursive)
{
// 构建完整的文件路径
var fullPath = $"{basePath}/{entry}";
// 处理目录条目
if (isDir)
{
// 如果启用递归,则递归处理子目录
if (recursive)
LoadSinglePath(fullPath, true);
return;
}
// 只处理.tres和.res扩展名的资源文件
if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
return;
// 加载资源文件
var resource = GD.Load<TResource>(fullPath);
if (resource == null)
{
Log.Warn($"Failed to load resource: {fullPath}");
return;
}
// 将资源添加到存储中,如果键已存在则记录警告
if (!_storage.TryAdd(resource.Key, resource))
Log.Warn($"Duplicate key detected: {resource.Key}");
}
}

View File

@ -25,17 +25,26 @@ namespace GFramework.Godot.data;
public interface IResourceRepository<in TKey, TResource> : IRepository<TKey, TResource> where TResource : Resource
{
/// <summary>
/// 从指定路径加载资源到仓储中
/// 从指定路径集合加载资源
/// </summary>
/// <param name="paths">资源文件的路径集合</param>
/// <param name="recursive">是否递归加载子目录中的资源</param>
void LoadFromPath(IEnumerable<string> paths, bool recursive = false);
/// <param name="paths">资源文件路径集合</param>
void LoadFromPath(IEnumerable<string> paths);
/// <summary>
/// 从指定路径数组加载资源到仓储中
/// 提供便捷的参数数组重载方法
/// 从指定路径数组加载资源
/// </summary>
/// <param name="recursive">是否递归加载子目录中的资源</param>
/// <param name="paths">资源文件路径的参数数组</param>
void LoadFromPath(bool recursive = false, params string[] paths);
/// <param name="paths">资源文件路径数组</param>
void LoadFromPath(params string[] paths);
/// <summary>
/// 递归从指定路径集合加载资源
/// </summary>
/// <param name="paths">资源文件路径集合</param>
void LoadFromPathRecursive(IEnumerable<string> paths);
/// <summary>
/// 递归从指定路径数组加载资源
/// </summary>
/// <param name="paths">资源文件路径数组</param>
void LoadFromPathRecursive(params string[] paths);
}