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d21370787b
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6cac882fb4
5
.github/workflows/ci.yml
vendored
5
.github/workflows/ci.yml
vendored
@ -156,11 +156,6 @@ jobs:
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--logger "trx;LogFileName=ecs-arch-$RANDOM.trx" \
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--results-directory TestResults &
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dotnet test GFramework.Godot.Tests \
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-c Release \
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--no-build \
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--logger "trx;LogFileName=godot-$RANDOM.trx" \
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--results-directory TestResults &
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# 等待所有后台测试完成
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wait
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@ -171,63 +171,4 @@ public sealed class CoroutineSchedulerAdvancedTests
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Assert.That(status, Is.EqualTo(CoroutineCompletionStatus.Faulted));
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}
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/// <summary>
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/// 验证完成状态缓存有固定上限,避免无限增长。
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/// </summary>
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[Test]
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public void CompletionStatusHistory_Should_Be_Bounded()
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{
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var timeSource = new FakeTimeSource();
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var scheduler = new CoroutineScheduler(timeSource);
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var handles = new List<CoroutineHandle>();
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IEnumerator<IYieldInstruction> ImmediateCoroutine()
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{
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yield break;
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}
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for (var i = 0; i < 1100; i++)
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{
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handles.Add(scheduler.Run(ImmediateCoroutine()));
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}
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Assert.That(scheduler.TryGetCompletionStatus(handles[0], out _), Is.False);
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Assert.That(scheduler.TryGetCompletionStatus(handles[^1], out var latestStatus), Is.True);
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Assert.That(latestStatus, Is.EqualTo(CoroutineCompletionStatus.Completed));
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}
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/// <summary>
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/// 验证作为首个等待指令的 WaitForCoroutine 会立即启动子协程,并沿用父协程取消令牌。
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/// </summary>
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[Test]
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public async Task WaitForCoroutine_Should_Start_Child_During_Prewarm_And_Propagate_Cancellation()
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{
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var timeSource = new FakeTimeSource();
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var scheduler = new CoroutineScheduler(timeSource);
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using var cancellationTokenSource = new CancellationTokenSource();
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IEnumerator<IYieldInstruction> ChildCoroutine()
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{
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yield return new Delay(10);
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}
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IEnumerator<IYieldInstruction> ParentCoroutine()
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{
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yield return new WaitForCoroutine(ChildCoroutine());
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}
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var handle = scheduler.Run(ParentCoroutine(), cancellationToken: cancellationTokenSource.Token);
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Assert.That(scheduler.ActiveCoroutineCount, Is.EqualTo(2));
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cancellationTokenSource.Cancel();
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timeSource.Advance(0.1);
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scheduler.Update();
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var status = await scheduler.WaitForCompletionAsync(handle);
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Assert.That(status, Is.EqualTo(CoroutineCompletionStatus.Cancelled));
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Assert.That(scheduler.ActiveCoroutineCount, Is.EqualTo(0));
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}
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}
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@ -34,13 +34,10 @@ public sealed class CoroutineScheduler(
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ITimeSource? realtimeTimeSource = null,
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CoroutineExecutionStage executionStage = CoroutineExecutionStage.Update)
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{
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private const int CompletionStatusHistoryLimit = 1024;
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private readonly Dictionary<CoroutineHandle, TaskCompletionSource<CoroutineCompletionStatus>> _completionSources =
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new();
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private readonly Dictionary<CoroutineHandle, CoroutineCompletionStatus> _completionStatuses = new();
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private readonly Queue<CoroutineHandle> _completionStatusOrder = new();
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private readonly Dictionary<string, HashSet<CoroutineHandle>> _grouped = new();
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private readonly ILogger _logger = LoggerFactoryResolver.Provider.CreateLogger(nameof(CoroutineScheduler));
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private readonly Dictionary<CoroutineHandle, CoroutineMetadata> _metadata = new();
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@ -221,7 +218,6 @@ public sealed class CoroutineScheduler(
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var slot = new CoroutineSlot
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{
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CancellationToken = cancellationToken,
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Enumerator = coroutine,
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State = CoroutineState.Running,
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Handle = handle,
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@ -390,14 +386,7 @@ public sealed class CoroutineScheduler(
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{
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case WaitForCoroutine waitForCoroutine:
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{
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var targetHandle = Run(waitForCoroutine.Coroutine, cancellationToken: slot.CancellationToken);
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if (!targetHandle.IsValid)
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{
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waitForCoroutine.Complete();
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slot.Waiting = null;
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break;
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}
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var targetHandle = Run(waitForCoroutine.Coroutine);
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slot.Waiting = waitForCoroutine;
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WaitForCoroutine(slot.Handle, targetHandle);
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break;
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@ -607,8 +596,6 @@ public sealed class CoroutineScheduler(
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_tagged.Clear();
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_grouped.Clear();
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_waiting.Clear();
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_completionStatuses.Clear();
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_completionStatusOrder.Clear();
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_nextSlot = 0;
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ActiveCoroutineCount = 0;
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@ -642,7 +629,7 @@ public sealed class CoroutineScheduler(
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}
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else
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{
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HandleYieldInstruction(slot, slot.Enumerator.Current);
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slot.Waiting = slot.Enumerator.Current;
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}
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}
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catch (Exception ex)
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@ -725,7 +712,7 @@ public sealed class CoroutineScheduler(
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source.TrySetResult(completionStatus);
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}
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RecordCompletionStatus(handle, completionStatus);
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_completionStatuses[handle] = completionStatus;
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OnCoroutineFinished?.Invoke(handle, completionStatus, exception);
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}
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@ -905,23 +892,6 @@ public sealed class CoroutineScheduler(
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_statistics.PausedCount = _pausedCount;
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}
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/// <summary>
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/// 记录协程最终状态,并对历史缓存施加固定上限,避免完成状态字典无限增长。
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/// </summary>
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/// <param name="handle">已结束的协程句柄。</param>
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/// <param name="completionStatus">协程最终状态。</param>
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private void RecordCompletionStatus(CoroutineHandle handle, CoroutineCompletionStatus completionStatus)
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{
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_completionStatuses[handle] = completionStatus;
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_completionStatusOrder.Enqueue(handle);
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while (_completionStatusOrder.Count > CompletionStatusHistoryLimit)
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{
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var expiredHandle = _completionStatusOrder.Dequeue();
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_completionStatuses.Remove(expiredHandle);
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}
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}
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/// <summary>
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/// 为协程添加标签。
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/// </summary>
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@ -13,12 +13,6 @@ internal sealed class CoroutineSlot
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/// </summary>
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public CancellationTokenRegistration CancellationRegistration;
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/// <summary>
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/// 创建该协程时传入的取消令牌。
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/// 当协程启动子协程时,会把同一个取消令牌继续传递下去,以保持父子协程的取消语义一致。
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/// </summary>
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public CancellationToken CancellationToken;
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/// <summary>
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/// 协程枚举器,包含协程的执行逻辑
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/// </summary>
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@ -49,25 +49,4 @@ public sealed class GodotTimeSourceTests
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Assert.That(timeSource.DeltaTime, Is.EqualTo(0.75).Within(0.0001));
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Assert.That(timeSource.CurrentTime, Is.EqualTo(2.0).Within(0.0001));
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}
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/// <summary>
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/// 验证绝对时间源在回拨时仍保持单调,不会把 CurrentTime 拉回去。
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/// </summary>
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[Test]
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public void Update_Should_Keep_Absolute_Time_Monotonic_When_Provider_Goes_Backwards()
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{
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var values = new Queue<double>([5.0, 4.0, 6.5]);
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var timeSource = new GodotTimeSource(() => values.Dequeue(), useAbsoluteTime: true);
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timeSource.Update();
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timeSource.Update();
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Assert.That(timeSource.DeltaTime, Is.EqualTo(0).Within(0.0001));
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Assert.That(timeSource.CurrentTime, Is.EqualTo(5.0).Within(0.0001));
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timeSource.Update();
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Assert.That(timeSource.DeltaTime, Is.EqualTo(1.5).Within(0.0001));
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Assert.That(timeSource.CurrentTime, Is.EqualTo(6.5).Within(0.0001));
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}
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}
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@ -1,4 +1,5 @@
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using GFramework.Core.Abstractions.Coroutine;
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using Godot;
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namespace GFramework.Godot.Coroutine;
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@ -46,11 +47,9 @@ public sealed class GodotTimeSource(Func<double> timeProvider, bool useAbsoluteT
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return;
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}
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// 对绝对时间源做单调钳制,避免 provider 回拨后把 CurrentTime 也拉回去。
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var nextTime = Math.Max(value, _lastAbsoluteTime);
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DeltaTime = nextTime - _lastAbsoluteTime;
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_lastAbsoluteTime = nextTime;
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CurrentTime = nextTime;
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DeltaTime = Math.Max(0, value - _lastAbsoluteTime);
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_lastAbsoluteTime = value;
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CurrentTime = value;
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return;
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}
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@ -3,6 +3,7 @@ using GFramework.Core.Abstractions.Coroutine;
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using GFramework.Core.Coroutine;
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using GFramework.Core.Coroutine.Instructions;
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using GFramework.Godot.Extensions;
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using Godot;
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namespace GFramework.Godot.Coroutine;
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@ -469,11 +470,6 @@ public partial class Timing : Node
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return handle;
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}
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if (!GetScheduler(segment).IsCoroutineAlive(handle))
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{
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return handle;
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}
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RegisterOwnedCoroutine(owner, handle);
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return handle;
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}
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@ -519,13 +515,7 @@ public partial class Timing : Node
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/// <returns>被终止的协程数量。</returns>
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public static int KillCoroutines(Node owner)
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{
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var count = 0;
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foreach (var timing in EnumerateActiveInstances())
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{
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count += timing.KillOwnedCoroutinesOnInstance(owner);
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}
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return count;
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return Instance.KillOwnedCoroutinesOnInstance(owner);
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}
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/// <summary>
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@ -572,13 +562,7 @@ public partial class Timing : Node
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/// <returns>该节点当前归属的活跃协程数量。</returns>
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public static int GetOwnedCoroutineCount(Node owner)
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{
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var count = 0;
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foreach (var timing in EnumerateActiveInstances())
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{
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count += timing.GetOwnedCoroutineCountOnInstance(owner);
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}
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return count;
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return Instance.GetOwnedCoroutineCountOnInstance(owner);
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}
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/// <summary>
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@ -699,15 +683,6 @@ public partial class Timing : Node
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return id < ActiveInstances.Length ? ActiveInstances[id] : null;
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}
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/// <summary>
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/// 枚举所有当前已注册的 Timing 实例。
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/// </summary>
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/// <returns>活跃 Timing 实例序列。</returns>
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private static IEnumerable<Timing> EnumerateActiveInstances()
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{
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return ActiveInstances.Where(static timing => timing is not null).Select(static timing => timing!);
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}
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/// <summary>
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/// 检查节点是否处于有效状态。
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/// </summary>
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@ -16,4 +16,3 @@ global using System.Collections.Generic;
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global using System.Linq;
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global using System.Threading;
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global using System.Threading.Tasks;
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global using Godot;
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