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@ -1,62 +0,0 @@
schema_version: 1
generated_at_utc: "2026-03-21T04:47:58Z"
generated_from: ".ai/environment/tools.raw.yaml"
generator: "scripts/generate-ai-environment.py"
platform:
family: "wsl-linux"
os: "Linux"
distro: "Ubuntu 24.04.4 LTS"
shell: "bash"
capabilities:
dotnet: true
python: true
node: true
bun: true
docker: true
fast_search: true
json_cli: true
tool_selection:
search:
preferred: "rg"
fallback: "grep"
use_for: "Repository text search."
json:
preferred: "jq"
fallback: "python3"
use_for: "Inspecting or transforming JSON command output."
shell:
preferred: "bash"
fallback: "sh"
use_for: "Repository shell scripts and command execution."
scripting:
preferred: "python3"
fallback: "bash"
use_for: "Non-trivial local automation and helper scripts."
docs_package_manager:
preferred: "bun"
fallback: "npm"
use_for: "Installing and previewing the docs site."
build_and_test:
preferred: "dotnet"
fallback: "unavailable"
use_for: "Build, test, restore, and solution validation."
python:
available: true
helper_packages:
requests: true
rich: true
openai: false
tiktoken: false
pydantic: false
pytest: false
preferences:
prefer_project_listed_tools: true
prefer_python_for_non_trivial_automation: true
avoid_unlisted_system_tools: true
rules:
- "Use rg instead of grep for repository search when rg is available."
- "Use jq for JSON inspection; fall back to python3 if jq is unavailable."
- "Prefer python3 over complex bash for non-trivial scripting when python3 is available."
- "Use bun for docs preview workflows when bun is available; otherwise fall back to npm."
- "Use dotnet for repository build and test workflows."
- "Do not assume unrelated system tools are part of the supported project environment."

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@ -1,89 +0,0 @@
schema_version: 1
generated_at_utc: "2026-03-21T04:47:28Z"
generator: "scripts/collect-dev-environment.sh"
platform:
os: "Linux"
distro: "Ubuntu 24.04.4 LTS"
version: "24.04"
kernel: "5.15.167.4-microsoft-standard-WSL2"
wsl: true
wsl_version: "2.4.13"
shell: "bash"
required_runtimes:
dotnet:
installed: true
version: "10.0.104"
path: "/usr/bin/dotnet"
purpose: "Builds and tests the GFramework solution."
python3:
installed: true
version: "Python 3.12.3"
path: "/usr/bin/python3"
purpose: "Runs local automation and environment collection scripts."
node:
installed: true
version: "v20.20.1"
path: "/usr/bin/node"
purpose: "Provides the JavaScript runtime used by docs tooling."
bun:
installed: true
version: "1.3.10"
path: "/root/.bun/bin/bun"
purpose: "Installs and previews the VitePress documentation site."
required_tools:
git:
installed: true
version: "git version 2.43.0"
path: "/usr/bin/git"
purpose: "Source control and patch review."
bash:
installed: true
version: "GNU bash, version 5.2.21(1)-release (x86_64-pc-linux-gnu)"
path: "/usr/bin/bash"
purpose: "Executes repository scripts and shell automation."
rg:
installed: true
version: "ripgrep 15.1.0 (rev af60c2de9d)"
path: "/root/.bun/install/global/node_modules/@openai/codex-linux-x64/vendor/x86_64-unknown-linux-musl/path/rg"
purpose: "Fast text search across the repository."
jq:
installed: true
version: "jq-1.7"
path: "/usr/bin/jq"
purpose: "Inspecting and transforming JSON outputs."
project_tools:
docker:
installed: true
version: "Docker version 29.2.1, build a5c7197"
path: "/usr/bin/docker"
purpose: "Runs MegaLinter and other containerized validation tools."
python_packages:
requests:
installed: true
version: "2.31.0"
purpose: "Simple HTTP calls in local helper scripts."
rich:
installed: true
version: "13.7.1"
purpose: "Readable CLI output for local Python helpers."
openai:
installed: false
version: "not-installed"
purpose: "Optional scripted access to OpenAI APIs."
tiktoken:
installed: false
version: "not-installed"
purpose: "Optional token counting for prompt and context inspection."
pydantic:
installed: false
version: "not-installed"
purpose: "Optional typed config and schema validation for helper scripts."
pytest:
installed: false
version: "not-installed"
purpose: "Optional lightweight testing for Python helper scripts."

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@ -13,9 +13,8 @@ permissions:
security-events: write
jobs:
# 代码质量检查 job并行执行不阻塞构建
code-quality:
name: Code Quality & Security
test:
name: Build and Test
runs-on: ubuntu-latest
steps:
@ -24,11 +23,9 @@ jobs:
uses: actions/checkout@v6
with:
fetch-depth: 0
# 校验C#命名空间与源码目录是否符合命名规范
- name: Validate C# naming
run: bash scripts/validate-csharp-naming.sh
# 缓存MegaLinter
- name: Cache MegaLinter
uses: actions/cache@v5
@ -37,7 +34,8 @@ jobs:
key: ${{ runner.os }}-megalinter-v9
restore-keys: |
${{ runner.os }}-megalinter-
# MegaLinter扫描步骤
# 执行代码质量检查和安全扫描生成SARIF格式报告
- name: MegaLinter
@ -46,13 +44,11 @@ jobs:
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
FAIL_ON_ERROR: ${{ github.ref == 'refs/heads/main' }}
# 上传SARIF格式的安全和代码质量问题报告到GitHub安全中心
- name: Upload SARIF
uses: github/codeql-action/upload-sarif@v4
with:
sarif_file: megalinter-reports/sarif
# 缓存TruffleHog
- name: Cache TruffleHog
uses: actions/cache@v5
@ -72,18 +68,6 @@ jobs:
base: ${{ github.event.before }}
# 当前提交哈希,作为扫描的目标版本
head: ${{ github.sha }}
# 构建和测试 job并行执行
build-and-test:
name: Build and Test
runs-on: ubuntu-latest
steps:
# 检出源代码
- name: Checkout code
uses: actions/checkout@v6
with:
fetch-depth: 0
# 安装和配置.NET SDK版本
- name: Setup .NET 8
@ -129,35 +113,29 @@ jobs:
run: dotnet build -c Release --no-restore
# 运行单元测试输出TRX格式结果到TestResults目录
# 在同一个 step 中并发执行所有测试以加快速度
- name: Test All Projects
- name: Test - Core
run: |
dotnet test GFramework.Core.Tests \
-c Release \
--no-build \
--logger "trx;LogFileName=core-$RANDOM.trx" \
--results-directory TestResults &
dotnet test GFramework.Game.Tests \
-c Release \
--no-build \
--logger "trx;LogFileName=game-$RANDOM.trx" \
--results-directory TestResults &
--results-directory TestResults
- name: Test - SourceGenerators
run: |
dotnet test GFramework.SourceGenerators.Tests \
-c Release \
--no-build \
--logger "trx;LogFileName=sg-$RANDOM.trx" \
--results-directory TestResults &
--results-directory TestResults
- name: Test - GFramework.Ecs.Arch.Tests
run: |
dotnet test GFramework.Ecs.Arch.Tests \
-c Release \
--no-build \
--logger "trx;LogFileName=ecs-arch-$RANDOM.trx" \
--results-directory TestResults &
# 等待所有后台测试完成
wait
--results-directory TestResults
- name: Generate CTRF report
run: |

4
.gitignore vendored
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@ -12,6 +12,4 @@ opencode.json
.omc/
docs/.omc/
docs/.vitepress/cache/
local-plan/
# tool
.venv/
local-plan/

220
AGENTS.md
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@ -1,220 +0,0 @@
# AGENTS.md
This document is the single source of truth for coding behavior in this repository.
All AI agents and contributors must follow these rules when writing, reviewing, or modifying code in `GFramework`.
## Environment Capability Inventory
- Before choosing runtimes or CLI tools, read `@.ai/environment/tools.ai.yaml`.
- Use `@.ai/environment/tools.raw.yaml` only when you need the full collected facts behind the AI-facing hints.
- Prefer the project-relevant tools listed there instead of assuming every installed system tool is fair game.
- If the real environment differs from the inventory, use the project-relevant installed tool and report the mismatch.
## Commenting Rules (MUST)
All generated or modified code MUST include clear and meaningful comments where required by the rules below.
### XML Documentation (Required)
- All public, protected, and internal types and members MUST include XML documentation comments (`///`).
- Use `<summary>`, `<param>`, `<returns>`, `<exception>`, and `<remarks>` where applicable.
- Comments must explain intent, contract, and usage constraints instead of restating syntax.
- If a member participates in lifecycle, threading, registration, or disposal behavior, document that behavior
explicitly.
### Inline Comments
- Add inline comments for:
- Non-trivial logic
- Concurrency or threading behavior
- Performance-sensitive paths
- Workarounds, compatibility constraints, or edge cases
- Registration order, lifecycle sequencing, or generated code assumptions
- Avoid obvious comments such as `// increment i`.
### Architecture-Level Comments
- Core framework components such as Architecture, Module, System, Context, Registry, Service Module, and Lifecycle types
MUST include high-level explanations of:
- Responsibilities
- Lifecycle
- Interaction with other components
- Why the abstraction exists
- When to use it instead of alternatives
### Source Generator Comments
- Generated logic and generator pipelines MUST explain:
- What is generated
- Why it is generated
- The semantic assumptions the generator relies on
- Any diagnostics or fallback behavior
### Complex Logic Requirement
- Methods with non-trivial logic MUST document:
- The core idea
- Key decisions
- Edge case handling, if any
### Quality Rules
- Comments MUST NOT be trivial, redundant, or misleading.
- Prefer explaining `why` and `when`, not just `what`.
- Code should remain understandable without requiring external context.
- Prefer slightly more explanation over too little for framework code.
### Enforcement
- Missing required documentation is a coding standards violation.
- Code that does not meet the documentation rules is considered incomplete.
## Code Style
### Language and Project Settings
- Follow the repository defaults:
- `ImplicitUsings` disabled
- `Nullable` enabled
- `GenerateDocumentationFile` enabled for shipped libraries
- `LangVersion` is generally `preview` in the main libraries and abstractions
- Do not rely on implicit imports. Declare every required `using` explicitly.
- Write null-safe code that respects nullable annotations instead of suppressing warnings by default.
### Naming and Structure
- Use the namespace pattern `GFramework.{Module}.{Feature}` with PascalCase segments.
- Follow standard C# naming:
- Types, methods, properties, events, and constants: PascalCase
- Interfaces: `I` prefix
- Parameters and locals: camelCase
- Private fields: `_camelCase`
- Keep abstractions projects free of implementation details and engine-specific dependencies.
- Preserve existing module boundaries. Do not introduce new cross-module dependencies without clear architectural need.
### Formatting
- Use 4 spaces for indentation. Do not use tabs.
- Use Allman braces.
- Keep `using` directives at the top of the file and sort them consistently.
- Separate logical blocks with blank lines when it improves readability.
- Prefer one primary type per file unless the surrounding project already uses a different local pattern.
- Keep line length readable. Around 120 characters is the preferred upper bound.
### C# Conventions
- Prefer explicit, readable code over clever shorthand in framework internals.
- Match existing async patterns and naming conventions (`Async` suffix for asynchronous methods).
- Avoid hidden side effects in property getters, constructors, and registration helpers.
- Preserve deterministic behavior in registries, lifecycle orchestration, and generated outputs.
- When adding analyzers or suppressions, keep them minimal and justify them in code comments if the reason is not
obvious.
### Analyzer and Validation Expectations
- The repository uses `Meziantou.Analyzer`; treat analyzer feedback as part of the coding standard.
- Naming must remain compatible with `scripts/validate-csharp-naming.sh`.
## Testing Requirements
### Required Coverage
- Every non-trivial feature, bug fix, or behavior change MUST include tests or an explicit justification for why a test
is not practical.
- Public API changes must be covered by unit or integration tests.
- Regression fixes should include a test that fails before the fix and passes after it.
### Test Organization
- Mirror the source structure in test projects whenever practical.
- Reuse existing architecture test infrastructure when relevant:
- `ArchitectureTestsBase<T>`
- `SyncTestArchitecture`
- `AsyncTestArchitecture`
- Keep tests focused on observable behavior, not implementation trivia.
### Source Generator Tests
- Source generator changes MUST be covered by generator tests.
- Preserve snapshot-based verification patterns already used in the repository.
- When generator behavior changes intentionally, update snapshots together with the implementation.
### Validation Commands
Use the smallest command set that proves the change, then expand if the change is cross-cutting.
```bash
# Build the full solution
dotnet build GFramework.sln -c Release
# Run all tests
dotnet test GFramework.sln -c Release
# Run a single test project
dotnet test GFramework.Core.Tests -c Release
dotnet test GFramework.Game.Tests -c Release
dotnet test GFramework.SourceGenerators.Tests -c Release
dotnet test GFramework.Ecs.Arch.Tests -c Release
# Run a single NUnit test or test group
dotnet test GFramework.Core.Tests -c Release --filter "FullyQualifiedName~CommandExecutorTests.Execute"
# Validate naming rules used by CI
bash scripts/validate-csharp-naming.sh
```
### Test Execution Expectations
- Run targeted tests for the code you changed whenever possible.
- Run broader solution-level validation for changes that touch shared abstractions, lifecycle behavior, source
generators, or dependency wiring.
- Do not claim completion if required tests were skipped; state what was not run and why.
## Security Rules
- Validate external or user-controlled input before it reaches file system, serialization, reflection, code generation,
or process boundaries.
- Do not build command strings, file paths, type names, or generated code from untrusted input without strict validation
or allow-listing.
- Avoid logging secrets, tokens, credentials, or machine-specific sensitive data.
- Keep source generators deterministic and free of hidden environment or network dependencies.
- Prefer least-privilege behavior for file, process, and environment access.
- Do not introduce unsafe deserialization, broad reflection-based activation, or dynamic code execution unless it is
explicitly required and tightly constrained.
- When adding caching, pooling, or shared mutable state, document thread-safety assumptions and failure modes.
- Minimize new package dependencies. Add them only when necessary and keep scope narrow.
## Documentation Rules
### Code Documentation
- Any change to public API, lifecycle semantics, module behavior, or extension points MUST update the related XML docs.
- If a framework abstraction changes meaning or intended usage, update the explanatory comments in code as part of the
same change.
### Repository Documentation
- Update the relevant `README.md` or `docs/` page when behavior, setup steps, architecture guidance, or user-facing
examples change.
- The main documentation site lives under `docs/`, with Chinese content under `docs/zh-CN/`.
- Keep code samples, package names, and command examples aligned with the current repository state.
- Prefer documenting behavior and design intent, not only API surface.
### Documentation Preview
When documentation changes need local preview, use:
```bash
cd docs && bun install && bun run dev
```
## Review Standard
Before considering work complete, confirm:
- Required comments and XML docs are present
- Code follows repository style and naming rules
- Relevant tests were added or updated
- Sensitive or unsafe behavior was not introduced
- User-facing documentation is updated when needed

134
CLAUDE.md
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@ -1,134 +0,0 @@
# CLAUDE.md
This file provides project understanding for AI agents working in this repository.
## Project Overview
GFramework 是面向游戏开发的模块化 C# 框架,核心能力与引擎解耦。项目灵感参考 QFramework并在模块边界、工程组织和可扩展性方面持续重构。
## AI Agent Instructions
All coding rules are defined in:
@AGENTS.md
Follow them strictly.
## Module Dependency Graph
```text
GFramework (meta package) ─→ Core + Game
GFramework.Core ─→ Core.Abstractions
GFramework.Game ─→ Game.Abstractions, Core, Core.Abstractions
GFramework.Godot ─→ Core, Game, Core.Abstractions, Game.Abstractions
GFramework.Ecs.Arch ─→ Ecs.Arch.Abstractions, Core, Core.Abstractions
GFramework.SourceGenerators ─→ SourceGenerators.Common, SourceGenerators.Abstractions
```
- **Abstractions projects** (`netstandard2.1`): 只包含接口和契约定义,不承载运行时实现逻辑。
- **Core / Game / Ecs.Arch** (`net8.0;net9.0;net10.0`): 平台无关的核心实现层。
- **Godot**: Godot 引擎集成层,负责与节点、场景和引擎生命周期对接。
- **SourceGenerators** (`netstandard2.1`): Roslyn 增量源码生成器及其公共基础设施。
## Architecture Pattern
框架核心采用 `Architecture / Model / System / Utility` 四层结构:
- **IArchitecture**: 顶层容器,负责生命周期管理、组件注册、模块安装和统一服务访问。
- **IContextAware**: 统一上下文访问接口,组件通过 `SetContext(IArchitectureContext)` 获取架构上下文。
- **IModel**: 数据与状态层,负责长期状态和业务数据建模。
- **ISystem**: 业务逻辑层,负责命令执行、流程编排和规则落地。
- **IUtility**: 通用无状态工具层,供其他层复用。
关键实现位于 `GFramework.Core/Architectures/Architecture.cs`,其职责是作为总协调器串联生命周期、组件注册和模块系统。
## Architecture Details
### Lifecycle
Architecture 负责统一生命周期编排,核心阶段包括:
- `Init`
- `Ready`
- `Destroy`
在实现层中,生命周期被拆分为更细粒度的初始化与销毁阶段,用于保证 Utility、Model、System、服务模块和钩子的顺序一致性。
### Component Coordination
框架通过独立组件协作完成架构编排:
- `ArchitectureLifecycle`: 管理生命周期阶段、阶段转换和生命周期钩子。
- `ArchitectureComponentRegistry`: 管理 Model、System、Utility 的注册与解析。
- `ArchitectureModules`: 管理模块安装、服务模块接入和扩展点注册。
这组拆分的目标是降低单个核心类的职责密度,同时保持对外 API 稳定。
### Context Propagation
`IArchitectureContext` 和相关 Provider 类型负责在组件之间传播上下文能力,使 Model、System
和外部扩展都能通过统一入口访问架构服务,而不直接耦合具体实现细节。
## Key Patterns
### CQRS
命令与查询分离支持同步与异步执行。Mediator 模式通过源码生成器集成,以减少模板代码并保持调用路径清晰。
### EventBus
类型安全事件总线支持事件发布、订阅、优先级、过滤器和弱引用订阅。它是模块之间松耦合通信的核心基础设施之一。
### BindableProperty
响应式属性模型通过值变化通知驱动界面或业务层更新,适合表达轻量级状态同步。
### Coroutine
帧驱动协程系统基于 `IYieldInstruction` 和调度器抽象,支持等待时间、事件和任务完成等常见模式。
### IoC
依赖注入通过 `MicrosoftDiContainer``Microsoft.Extensions.DependencyInjection` 进行封装,用于统一组件注册和服务解析体验。
### Service Modules
`IServiceModule` 模式用于向 Architecture 注册内置服务,例如 EventBus、CommandExecutor、QueryExecutor 等。这一模式承担“基础设施能力装配”的职责。
## Source Generators
当前仓库包含多类 Roslyn 增量源码生成器:
- `LoggerGenerator` (`[Log]`): 自动生成日志字段和日志辅助方法。
- `PriorityGenerator` (`[Priority]`): 生成优先级比较相关实现。
- `EnumExtensionsGenerator` (`[GenerateEnumExtensions]`): 生成枚举扩展能力。
- `ContextAwareGenerator` (`[ContextAware]`): 自动实现 `IContextAware` 相关样板逻辑。
这些生成器的目标是减少重复代码,同时保持框架层 API 的一致性与可维护性。
## Module Structure
仓库以“抽象层 + 实现层 + 集成层 + 生成器层”的方式组织:
- `GFramework.Core.Abstractions` / `GFramework.Game.Abstractions`: 约束接口和公共契约。
- `GFramework.Core` / `GFramework.Game`: 提供平台无关实现。
- `GFramework.Godot`: 提供与 Godot 运行时集成的适配实现。
- `GFramework.Ecs.Arch`: 提供 ECS Architecture 相关扩展。
- `GFramework.SourceGenerators` 及相关 Abstractions/Common: 提供代码生成能力。
这种结构的核心设计目标是让抽象稳定、实现可替换、引擎集成隔离、生成器能力可独立演进。
## Documentation Structure
项目文档位于 `docs/`,中文内容位于 `docs/zh-CN/`。文档内容覆盖:
- 入门与安装
- Core / Game / Godot / ECS 各模块能力
- Source Generator 使用说明
- 教程、最佳实践与故障排查
阅读顺序通常建议先看根目录 `README.md` 和各子模块 `README.md`,再进入 `docs/` 查阅专题说明。
## Design Intent
GFramework 的设计重点不是把所有能力堆进单一核心类,而是通过清晰的模块边界、可组合的服务注册方式、稳定的抽象契约以及适度自动化的源码生成,构建一个适合长期演进的游戏开发基础框架。

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@ -1,43 +0,0 @@
// Copyright (c) 2025 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Core.Abstractions.Concurrency;
/// <summary>
/// 锁信息(用于调试)
/// </summary>
public readonly struct LockInfo
{
/// <summary>
/// 锁的键。
/// </summary>
public string Key { get; init; }
/// <summary>
/// 当前引用计数。
/// </summary>
public int ReferenceCount { get; init; }
/// <summary>
/// 最后访问时间戳Environment.TickCount64
/// </summary>
public long LastAccessTicks { get; init; }
/// <summary>
/// 等待队列长度(近似值)。
/// 注意:这是一个基于 SemaphoreSlim.CurrentCount 的近似指示器,
/// 当 CurrentCount == 0 时表示锁被持有且可能有等待者,返回 1
/// 否则返回 0。这不是精确的等待者数量仅用于调试参考。
/// </summary>
public int WaitingCount { get; init; }
}

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@ -11,14 +11,11 @@
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Runtime.InteropServices;
namespace GFramework.Core.Abstractions.Concurrency;
/// <summary>
/// 锁统计信息
/// </summary>
[StructLayout(LayoutKind.Auto)]
public readonly struct LockStatistics
{
/// <summary>
@ -40,4 +37,33 @@ public readonly struct LockStatistics
/// 累计清理的锁数量
/// </summary>
public int TotalCleaned { get; init; }
}
/// <summary>
/// 锁信息(用于调试)
/// </summary>
public readonly struct LockInfo
{
/// <summary>
/// 锁的键
/// </summary>
public string Key { get; init; }
/// <summary>
/// 当前引用计数
/// </summary>
public int ReferenceCount { get; init; }
/// <summary>
/// 最后访问时间戳Environment.TickCount64
/// </summary>
public long LastAccessTicks { get; init; }
/// <summary>
/// 等待队列长度(近似值)
/// 注意:这是一个基于 SemaphoreSlim.CurrentCount 的近似指示器,
/// 当 CurrentCount == 0 时表示锁被持有且可能有等待者,返回 1
/// 否则返回 0。这不是精确的等待者数量仅用于调试参考。
/// </summary>
public int WaitingCount { get; init; }
}

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@ -17,7 +17,7 @@
<Using Include="GFramework.Core.Abstractions"/>
</ItemGroup>
<ItemGroup>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.25">
<PackageReference Update="Meziantou.Analyzer" Version="3.0.19">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>

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@ -1,22 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化格式化器接口
/// </summary>
public interface ILocalizationFormatter
{
/// <summary>
/// 格式化器名称
/// </summary>
string Name { get; }
/// <summary>
/// 尝试格式化值
/// </summary>
/// <param name="format">格式字符串</param>
/// <param name="value">要格式化的值</param>
/// <param name="provider">格式提供者</param>
/// <param name="result">格式化结果</param>
/// <returns>是否成功格式化</returns>
bool TryFormat(string format, object value, IFormatProvider? provider, out string result);
}

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@ -1,89 +0,0 @@
using System.Globalization;
using GFramework.Core.Abstractions.Systems;
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化管理器接口
/// </summary>
public interface ILocalizationManager : ISystem
{
/// <summary>
/// 当前语言代码
/// </summary>
string CurrentLanguage { get; }
/// <summary>
/// 当前文化信息
/// </summary>
CultureInfo CurrentCulture { get; }
/// <summary>
/// 可用语言列表
/// </summary>
IReadOnlyList<string> AvailableLanguages { get; }
/// <summary>
/// 设置当前语言
/// </summary>
/// <param name="languageCode">语言代码</param>
void SetLanguage(string languageCode);
/// <summary>
/// 获取本地化表
/// </summary>
/// <param name="tableName">表名</param>
/// <returns>本地化表</returns>
ILocalizationTable GetTable(string tableName);
/// <summary>
/// 获取本地化文本
/// </summary>
/// <param name="table">表名</param>
/// <param name="key">键名</param>
/// <returns>本地化文本</returns>
string GetText(string table, string key);
/// <summary>
/// 获取本地化字符串(支持变量和格式化)
/// </summary>
/// <param name="table">表名</param>
/// <param name="key">键名</param>
/// <returns>本地化字符串</returns>
ILocalizationString GetString(string table, string key);
/// <summary>
/// 尝试获取本地化文本
/// </summary>
/// <param name="table">表名</param>
/// <param name="key">键名</param>
/// <param name="text">输出文本</param>
/// <returns>是否成功获取</returns>
bool TryGetText(string table, string key, out string text);
/// <summary>
/// 注册格式化器
/// </summary>
/// <param name="name">格式化器名称</param>
/// <param name="formatter">格式化器实例</param>
void RegisterFormatter(string name, ILocalizationFormatter formatter);
/// <summary>
/// 获取格式化器
/// </summary>
/// <param name="name">格式化器名称</param>
/// <returns>格式化器实例,如果不存在则返回 null</returns>
ILocalizationFormatter? GetFormatter(string name);
/// <summary>
/// 订阅语言变化事件
/// </summary>
/// <param name="callback">回调函数</param>
void SubscribeToLanguageChange(Action<string> callback);
/// <summary>
/// 取消订阅语言变化事件
/// </summary>
/// <param name="callback">回调函数</param>
void UnsubscribeFromLanguageChange(Action<string> callback);
}

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@ -1,50 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化字符串接口(支持变量和格式化)
/// </summary>
public interface ILocalizationString
{
/// <summary>
/// 表名
/// </summary>
string Table { get; }
/// <summary>
/// 键名
/// </summary>
string Key { get; }
/// <summary>
/// 添加变量
/// </summary>
/// <param name="name">变量名</param>
/// <param name="value">变量值</param>
/// <returns>当前实例(支持链式调用)</returns>
ILocalizationString WithVariable(string name, object value);
/// <summary>
/// 批量添加变量
/// </summary>
/// <param name="variables">变量数组</param>
/// <returns>当前实例(支持链式调用)</returns>
ILocalizationString WithVariables(params (string name, object value)[] variables);
/// <summary>
/// 格式化并返回最终文本
/// </summary>
/// <returns>格式化后的文本</returns>
string Format();
/// <summary>
/// 获取原始文本(不进行格式化)
/// </summary>
/// <returns>原始文本</returns>
string GetRaw();
/// <summary>
/// 检查键是否存在
/// </summary>
/// <returns>是否存在</returns>
bool Exists();
}

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@ -1,48 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化表接口
/// </summary>
public interface ILocalizationTable
{
/// <summary>
/// 表名
/// </summary>
string Name { get; }
/// <summary>
/// 语言代码
/// </summary>
string Language { get; }
/// <summary>
/// 回退表(当前表中找不到键时使用)
/// </summary>
ILocalizationTable? Fallback { get; }
/// <summary>
/// 获取原始文本(不进行格式化)
/// </summary>
/// <param name="key">键名</param>
/// <returns>原始文本</returns>
string GetRawText(string key);
/// <summary>
/// 检查是否包含指定键
/// </summary>
/// <param name="key">键名</param>
/// <returns>是否包含</returns>
bool ContainsKey(string key);
/// <summary>
/// 获取所有键
/// </summary>
/// <returns>键集合</returns>
IEnumerable<string> GetKeys();
/// <summary>
/// 合并覆盖数据
/// </summary>
/// <param name="overrides">覆盖数据</param>
void Merge(IReadOnlyDictionary<string, string> overrides);
}

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@ -1,37 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化配置
/// </summary>
public class LocalizationConfig
{
/// <summary>
/// 默认语言代码
/// </summary>
public string DefaultLanguage { get; set; } = "eng";
/// <summary>
/// 回退语言代码(当目标语言缺少键时使用)
/// </summary>
public string FallbackLanguage { get; set; } = "eng";
/// <summary>
/// 本地化文件路径Godot 资源路径)
/// </summary>
public string LocalizationPath { get; set; } = "res://localization";
/// <summary>
/// 用户覆盖文件路径(用于热更新和自定义翻译)
/// </summary>
public string OverridePath { get; set; } = "user://localization_override";
/// <summary>
/// 是否启用热重载(监视覆盖文件变化)
/// </summary>
public bool EnableHotReload { get; set; } = true;
/// <summary>
/// 是否在加载时验证本地化文件
/// </summary>
public bool ValidateOnLoad { get; set; } = true;
}

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@ -1,31 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化异常基类
/// </summary>
public class LocalizationException : Exception
{
/// <summary>
/// 初始化本地化异常
/// </summary>
public LocalizationException()
{
}
/// <summary>
/// 初始化本地化异常
/// </summary>
/// <param name="message">异常消息</param>
public LocalizationException(string message) : base(message)
{
}
/// <summary>
/// 初始化本地化异常
/// </summary>
/// <param name="message">异常消息</param>
/// <param name="innerException">内部异常</param>
public LocalizationException(string message, Exception innerException) : base(message, innerException)
{
}
}

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@ -1,29 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化键未找到异常
/// </summary>
public class LocalizationKeyNotFoundException : LocalizationException
{
/// <summary>
/// 初始化键未找到异常
/// </summary>
/// <param name="tableName">表名</param>
/// <param name="key">键名</param>
public LocalizationKeyNotFoundException(string tableName, string key)
: base($"Localization key '{key}' not found in table '{tableName}'")
{
TableName = tableName;
Key = key;
}
/// <summary>
/// 表名
/// </summary>
public string TableName { get; }
/// <summary>
/// 键名
/// </summary>
public string Key { get; }
}

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@ -1,22 +0,0 @@
namespace GFramework.Core.Abstractions.Localization;
/// <summary>
/// 本地化表未找到异常
/// </summary>
public class LocalizationTableNotFoundException : LocalizationException
{
/// <summary>
/// 初始化表未找到异常
/// </summary>
/// <param name="tableName">表名</param>
public LocalizationTableNotFoundException(string tableName)
: base($"Localization table '{tableName}' not found")
{
TableName = tableName;
}
/// <summary>
/// 表名
/// </summary>
public string TableName { get; }
}

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@ -75,9 +75,7 @@ public interface IPauseStackManager : IContextUtility
void UnregisterHandler(IPauseHandler handler);
/// <summary>
/// 暂停状态变化事件。
/// 事件遵循标准 .NET 事件模式,事件源为触发通知的暂停管理器实例,
/// 事件数据由 <see cref="PauseStateChangedEventArgs"/> 提供。
/// 暂停状态变化事件
/// </summary>
event EventHandler<PauseStateChangedEventArgs>? OnPauseStateChanged;
event Action<PauseGroup, bool>? OnPauseStateChanged;
}

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@ -1,30 +0,0 @@
namespace GFramework.Core.Abstractions.Pause;
/// <summary>
/// 表示暂停状态变化事件的数据。
/// 该类型用于向事件订阅者传递暂停组以及该组变化后的暂停状态。
/// </summary>
public sealed class PauseStateChangedEventArgs : EventArgs
{
/// <summary>
/// 初始化 <see cref="PauseStateChangedEventArgs"/> 的新实例。
/// </summary>
/// <param name="group">发生状态变化的暂停组。</param>
/// <param name="isPaused">暂停组变化后的新状态。</param>
public PauseStateChangedEventArgs(PauseGroup group, bool isPaused)
{
Group = group;
IsPaused = isPaused;
}
/// <summary>
/// 获取发生状态变化的暂停组。
/// </summary>
public PauseGroup Group { get; }
/// <summary>
/// 获取暂停组变化后的新状态。
/// 为 <see langword="true"/> 表示进入暂停,为 <see langword="false"/> 表示恢复运行。
/// </summary>
public bool IsPaused { get; }
}

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@ -1,16 +0,0 @@
namespace GFramework.Core.Abstractions.Utility.Numeric;
/// <summary>
/// 数值显示格式化器接口。
/// </summary>
public interface INumericDisplayFormatter
{
/// <summary>
/// 将数值格式化为展示字符串。
/// </summary>
/// <typeparam name="T">数值类型。</typeparam>
/// <param name="value">待格式化的值。</param>
/// <param name="options">格式化选项。</param>
/// <returns>格式化后的字符串。</returns>
string Format<T>(T value, NumericFormatOptions? options = null);
}

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@ -1,22 +0,0 @@
namespace GFramework.Core.Abstractions.Utility.Numeric;
/// <summary>
/// 数值显示规则接口。
/// </summary>
public interface INumericFormatRule
{
/// <summary>
/// 规则名称。
/// </summary>
string Name { get; }
/// <summary>
/// 尝试按当前规则格式化数值。
/// </summary>
/// <typeparam name="T">数值类型。</typeparam>
/// <param name="value">待格式化的值。</param>
/// <param name="options">格式化选项。</param>
/// <param name="result">输出结果。</param>
/// <returns>格式化是否成功。</returns>
bool TryFormat<T>(T value, NumericFormatOptions options, out string result);
}

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@ -1,12 +0,0 @@
namespace GFramework.Core.Abstractions.Utility.Numeric;
/// <summary>
/// 数值显示风格。
/// </summary>
public enum NumericDisplayStyle
{
/// <summary>
/// 紧凑缩写风格,例如 1.2K / 3.4M。
/// </summary>
Compact = 0
}

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@ -1,52 +0,0 @@
namespace GFramework.Core.Abstractions.Utility.Numeric;
/// <summary>
/// 数值格式化选项。
/// </summary>
public sealed record NumericFormatOptions
{
/// <summary>
/// 显示风格。
/// </summary>
public NumericDisplayStyle Style { get; init; } = NumericDisplayStyle.Compact;
/// <summary>
/// 最大保留小数位数。
/// </summary>
public int MaxDecimalPlaces { get; init; } = 1;
/// <summary>
/// 最少保留小数位数。
/// </summary>
public int MinDecimalPlaces { get; init; } = 0;
/// <summary>
/// 四舍五入策略。
/// </summary>
public MidpointRounding MidpointRounding { get; init; } = MidpointRounding.AwayFromZero;
/// <summary>
/// 是否裁剪小数末尾的 0。
/// </summary>
public bool TrimTrailingZeros { get; init; } = true;
/// <summary>
/// 小于缩写阈值时是否启用千分位分组。
/// </summary>
public bool UseGroupingBelowThreshold { get; init; }
/// <summary>
/// 进入缩写显示的阈值。
/// </summary>
public decimal CompactThreshold { get; init; } = 1000m;
/// <summary>
/// 格式提供者。
/// </summary>
public IFormatProvider? FormatProvider { get; init; }
/// <summary>
/// 自定义格式规则。
/// </summary>
public INumericFormatRule? Rule { get; init; }
}

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@ -1,8 +0,0 @@
namespace GFramework.Core.Abstractions.Utility.Numeric;
/// <summary>
/// 数值缩写阈值定义。
/// </summary>
/// <param name="Divisor">缩写除数,例如 1000、1000000。</param>
/// <param name="Suffix">缩写后缀,例如 K、M。</param>
public readonly record struct NumericSuffixThreshold(decimal Divisor, string Suffix);

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@ -41,8 +41,16 @@ public abstract class TestArchitectureBase : Architecture
{
InitCalled = true;
_postRegistrationHook?.Invoke(this);
}
// 订阅阶段变更事件以记录历史
PhaseChanged += phase => PhaseHistory.Add(phase);
/// <summary>
/// 进入指定架构阶段时的处理方法,记录阶段历史
/// </summary>
/// <param name="next">要进入的下一个架构阶段</param>
protected override void EnterPhase(ArchitecturePhase next)
{
base.EnterPhase(next);
// 记录进入的架构阶段到历史列表中
PhaseHistory.Add(next);
}
}

View File

@ -1,13 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TestTargetFrameworks Condition="'$(TestTargetFrameworks)' == ''">net10.0</TestTargetFrameworks>
<TargetFrameworks>$(TestTargetFrameworks)</TargetFrameworks>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
<WarningLevel>0</WarningLevel>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Mediator.Abstractions" Version="3.0.1"/>
@ -22,7 +20,6 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="Scriban" Version="6.6.0" />
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
<ProjectReference Include="..\GFramework.SourceGenerators.Abstractions\GFramework.SourceGenerators.Abstractions.csproj"/>
<ProjectReference Include="..\GFramework.SourceGenerators.Common\GFramework.SourceGenerators.Common.csproj"/>

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@ -1,190 +0,0 @@
using System.IO;
using GFramework.Core.Abstractions.Localization;
using GFramework.Core.Localization;
namespace GFramework.Core.Tests.Localization;
[TestFixture]
public class LocalizationIntegrationTests
{
[SetUp]
public void Setup()
{
_testDataPath = Path.Combine(Path.GetTempPath(), $"gframework_localization_{Guid.NewGuid():N}");
CreateTestLocalizationFiles(_testDataPath);
var config = new LocalizationConfig
{
DefaultLanguage = "eng",
FallbackLanguage = "eng",
LocalizationPath = _testDataPath,
EnableHotReload = false,
ValidateOnLoad = false
};
_manager = new LocalizationManager(config);
_manager.Initialize();
}
[TearDown]
public void TearDown()
{
if (Directory.Exists(_testDataPath))
{
Directory.Delete(_testDataPath, recursive: true);
}
}
private LocalizationManager? _manager;
private string _testDataPath = null!;
private static void CreateTestLocalizationFiles(string rootPath)
{
var engPath = Path.Combine(rootPath, "eng");
var zhsPath = Path.Combine(rootPath, "zhs");
Directory.CreateDirectory(engPath);
Directory.CreateDirectory(zhsPath);
File.WriteAllText(Path.Combine(engPath, "common.json"), """
{
"game.title": "My Game",
"ui.message.welcome": "Welcome, {playerName}!",
"status.health": "Health: {current}/{max}",
"status.gold": "Gold: {gold:compact}",
"status.damage": "Damage: {damage:compact:maxDecimals=2}",
"status.unknownCompact": "Gold: {gold:compact:maxDecimalss=2}",
"status.invalidCompact": "Gold: {gold:compact:maxDecimals=abc}"
}
""");
File.WriteAllText(Path.Combine(zhsPath, "common.json"), """
{
"game.title": "我的游戏",
"ui.message.welcome": "欢迎, {playerName}!",
"status.health": "生命值: {current}/{max}",
"status.gold": "金币: {gold:compact}",
"status.damage": "伤害: {damage:compact:maxDecimals=2}",
"status.unknownCompact": "金币: {gold:compact:maxDecimalss=2}",
"status.invalidCompact": "金币: {gold:compact:maxDecimals=abc}"
}
""");
}
[Test]
public void GetText_ShouldReturnEnglishText()
{
// Act
var title = _manager!.GetText("common", "game.title");
// Assert
Assert.That(title, Is.EqualTo("My Game"));
}
[Test]
public void GetString_WithVariable_ShouldFormatCorrectly()
{
// Act
var message = _manager!.GetString("common", "ui.message.welcome")
.WithVariable("playerName", "Alice")
.Format();
// Assert
Assert.That(message, Is.EqualTo("Welcome, Alice!"));
}
[Test]
public void SetLanguage_ShouldSwitchToChineseText()
{
// Act
_manager!.SetLanguage("zhs");
var title = _manager.GetText("common", "game.title");
// Assert
Assert.That(title, Is.EqualTo("我的游戏"));
}
[Test]
public void GetString_WithMultipleVariables_ShouldFormatCorrectly()
{
// Act
var health = _manager!.GetString("common", "status.health")
.WithVariable("current", 80)
.WithVariable("max", 100)
.Format();
// Assert
Assert.That(health, Is.EqualTo("Health: 80/100"));
}
[Test]
public void GetString_WithCompactFormatter_ShouldFormatCorrectly()
{
var gold = _manager!.GetString("common", "status.gold")
.WithVariable("gold", 1_250)
.Format();
Assert.That(gold, Is.EqualTo("Gold: 1.3K"));
}
[Test]
public void GetString_WithCompactFormatterArgs_ShouldApplyOptions()
{
var damage = _manager!.GetString("common", "status.damage")
.WithVariable("damage", 1_234)
.Format();
Assert.That(damage, Is.EqualTo("Damage: 1.23K"));
}
[Test]
public void GetString_WithUnknownCompactFormatterArgs_ShouldIgnoreUnknownOptions()
{
var gold = _manager!.GetString("common", "status.unknownCompact")
.WithVariable("gold", 1_250)
.Format();
Assert.That(gold, Is.EqualTo("Gold: 1.3K"));
}
[Test]
public void GetString_WithInvalidCompactFormatterArgs_ShouldFallbackToDefaultFormatting()
{
var gold = _manager!.GetString("common", "status.invalidCompact")
.WithVariable("gold", 1_250)
.Format();
Assert.That(gold, Is.EqualTo("Gold: 1250"));
}
[Test]
public void LanguageChange_ShouldTriggerCallback()
{
// Arrange
var callbackTriggered = false;
var newLanguage = string.Empty;
_manager!.SubscribeToLanguageChange(lang =>
{
callbackTriggered = true;
newLanguage = lang;
});
// Act
_manager.SetLanguage("zhs");
// Assert
Assert.That(callbackTriggered, Is.True);
Assert.That(newLanguage, Is.EqualTo("zhs"));
}
[Test]
public void AvailableLanguages_ShouldContainBothLanguages()
{
// Act
var languages = _manager!.AvailableLanguages;
// Assert
Assert.That(languages, Contains.Item("eng"));
Assert.That(languages, Contains.Item("zhs"));
}
}

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@ -1,84 +0,0 @@
using GFramework.Core.Localization;
namespace GFramework.Core.Tests.Localization;
[TestFixture]
public class LocalizationTableTests
{
[Test]
public void GetRawText_ShouldReturnCorrectText()
{
// Arrange
var data = new Dictionary<string, string>
{
["test.key"] = "Test Value"
};
var table = new LocalizationTable("test", "eng", data);
// Act
var result = table.GetRawText("test.key");
// Assert
Assert.That(result, Is.EqualTo("Test Value"));
}
[Test]
public void GetRawText_WithFallback_ShouldReturnFallbackValue()
{
// Arrange
var fallbackData = new Dictionary<string, string>
{
["test.key"] = "Fallback Value"
};
var fallbackTable = new LocalizationTable("test", "eng", fallbackData);
var data = new Dictionary<string, string>();
var table = new LocalizationTable("test", "zhs", data, fallbackTable);
// Act
var result = table.GetRawText("test.key");
// Assert
Assert.That(result, Is.EqualTo("Fallback Value"));
}
[Test]
public void ContainsKey_ShouldReturnTrue_WhenKeyExists()
{
// Arrange
var data = new Dictionary<string, string>
{
["test.key"] = "Test Value"
};
var table = new LocalizationTable("test", "eng", data);
// Act
var result = table.ContainsKey("test.key");
// Assert
Assert.That(result, Is.True);
}
[Test]
public void Merge_ShouldOverrideExistingValues()
{
// Arrange
var data = new Dictionary<string, string>
{
["test.key"] = "Original Value"
};
var table = new LocalizationTable("test", "eng", data);
var overrides = new Dictionary<string, string>
{
["test.key"] = "Override Value"
};
// Act
table.Merge(overrides);
var result = table.GetRawText("test.key");
// Assert
Assert.That(result, Is.EqualTo("Override Value"));
}
}

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@ -1,5 +1,6 @@
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging.Appenders;
using NUnit.Framework;
namespace GFramework.Core.Tests.Logging;
@ -151,12 +152,8 @@ public class AsyncLogAppenderTests
[Test]
public void Append_WhenInnerAppenderThrows_ShouldNotCrash()
{
var reportedExceptions = new List<Exception>();
var innerAppender = new ThrowingAppender();
using var asyncAppender = new AsyncLogAppender(
innerAppender,
bufferSize: 1000,
processingErrorHandler: reportedExceptions.Add);
using var asyncAppender = new AsyncLogAppender(innerAppender, bufferSize: 1000);
// 即使内部 Appender 抛出异常,也不应该影响调用线程
Assert.DoesNotThrow(() =>
@ -168,56 +165,7 @@ public class AsyncLogAppenderTests
}
});
asyncAppender.Flush();
Assert.That(reportedExceptions, Has.Count.EqualTo(10));
Assert.That(reportedExceptions, Has.All.TypeOf<InvalidOperationException>());
Assert.That(reportedExceptions.Select(static exception => exception.Message),
Has.All.EqualTo("Test exception"));
}
[Test]
public void Append_WhenProcessingErrorHandlerThrows_ShouldStillNotCrash()
{
var innerAppender = new ThrowingAppender();
using var asyncAppender = new AsyncLogAppender(
innerAppender,
bufferSize: 1000,
processingErrorHandler: static _ => throw new InvalidOperationException("Observer failure"));
Assert.DoesNotThrow(() =>
{
for (int i = 0; i < 10; i++)
{
var entry = new LogEntry(DateTime.UtcNow, LogLevel.Info, "TestLogger", $"Message {i}", null, null);
asyncAppender.Append(entry);
}
});
Assert.That(asyncAppender.Flush(), Is.True);
}
[Test]
public void Append_WhenInnerAppenderThrowsOperationCanceledException_ShouldNotReportError()
{
var reportedExceptions = new List<Exception>();
var innerAppender = new CancellationAppender();
using var asyncAppender = new AsyncLogAppender(
innerAppender,
bufferSize: 1000,
processingErrorHandler: reportedExceptions.Add);
Assert.DoesNotThrow(() =>
{
for (int i = 0; i < 10; i++)
{
var entry = new LogEntry(DateTime.UtcNow, LogLevel.Info, "TestLogger", $"Message {i}", null, null);
asyncAppender.Append(entry);
}
});
Assert.That(asyncAppender.Flush(), Is.True);
Assert.That(reportedExceptions, Is.Empty);
Thread.Sleep(100); // 等待后台处理
}
// 辅助测试类
@ -280,20 +228,4 @@ public class AsyncLogAppenderTests
{
}
}
private class CancellationAppender : ILogAppender
{
public void Append(LogEntry entry)
{
throw new OperationCanceledException("Simulated cancellation");
}
public void Flush()
{
}
public void Dispose()
{
}
}
}

View File

@ -1,5 +1,6 @@
using GFramework.Core.Abstractions.Pause;
using GFramework.Core.Pause;
using NUnit.Framework;
namespace GFramework.Core.Tests.Pause;
@ -219,11 +220,11 @@ public class PauseStackManagerTests
PauseGroup? eventGroup = null;
bool? eventIsPaused = null;
_manager.OnPauseStateChanged += (_, e) =>
_manager.OnPauseStateChanged += (group, isPaused) =>
{
eventTriggered = true;
eventGroup = e.Group;
eventIsPaused = e.IsPaused;
eventGroup = group;
eventIsPaused = isPaused;
};
_manager.Push("Test", PauseGroup.Gameplay);
@ -242,10 +243,10 @@ public class PauseStackManagerTests
var token = _manager.Push("Test");
bool eventTriggered = false;
_manager.OnPauseStateChanged += (_, e) =>
_manager.OnPauseStateChanged += (group, isPaused) =>
{
eventTriggered = true;
Assert.That(e.IsPaused, Is.False);
Assert.That(isPaused, Is.False);
};
_manager.Pop(token);

View File

@ -1,129 +0,0 @@
using System.Globalization;
using GFramework.Core.Abstractions.Utility.Numeric;
using GFramework.Core.Extensions;
using GFramework.Core.Utility.Numeric;
namespace GFramework.Core.Tests.Utility;
[TestFixture]
public class NumericDisplayFormatterTests
{
[Test]
public void FormatCompact_ShouldReturnPlainText_WhenValueIsBelowThreshold()
{
var result = NumericDisplay.FormatCompact(950);
Assert.That(result, Is.EqualTo("950"));
}
[Test]
public void FormatCompact_ShouldFormatInt_AsCompactText()
{
var result = NumericDisplay.FormatCompact(1_200);
Assert.That(result, Is.EqualTo("1.2K"));
}
[Test]
public void FormatCompact_ShouldFormatLong_AsCompactText()
{
var result = NumericDisplay.FormatCompact(1_000_000L);
Assert.That(result, Is.EqualTo("1M"));
}
[Test]
public void FormatCompact_ShouldFormatDecimal_AsCompactText()
{
var result = NumericDisplay.FormatCompact(1_234.56m);
Assert.That(result, Is.EqualTo("1.2K"));
}
[Test]
public void FormatCompact_ShouldFormatNegativeValues()
{
var result = NumericDisplay.FormatCompact(-1_250);
Assert.That(result, Is.EqualTo("-1.3K"));
}
[Test]
public void FormatCompact_ShouldPromoteRoundedBoundary_ToNextSuffix()
{
var result = NumericDisplay.FormatCompact(999_950);
Assert.That(result, Is.EqualTo("1M"));
}
[Test]
public void Format_ShouldRespectFormatProvider()
{
var result = NumericDisplay.Format(1_234.5m, new NumericFormatOptions
{
CompactThreshold = 10_000m,
FormatProvider = CultureInfo.GetCultureInfo("de-DE")
});
Assert.That(result, Is.EqualTo("1234,5"));
}
[Test]
public void Format_ShouldUseGroupingBelowThreshold_WhenEnabled()
{
var result = NumericDisplay.Format(12_345, new NumericFormatOptions
{
CompactThreshold = 1_000_000m,
UseGroupingBelowThreshold = true,
FormatProvider = CultureInfo.InvariantCulture
});
Assert.That(result, Is.EqualTo("12,345"));
}
[Test]
public void Format_ShouldSupportCustomSuffixRule()
{
var rule = new NumericSuffixFormatRule("custom",
[
new NumericSuffixThreshold(10m, "X"),
new NumericSuffixThreshold(100m, "Y")
]);
var result = NumericDisplay.Format(123, new NumericFormatOptions
{
Rule = rule,
CompactThreshold = 10m,
FormatProvider = CultureInfo.InvariantCulture
});
Assert.That(result, Is.EqualTo("1.2Y"));
}
[Test]
public void Format_ShouldHandlePositiveInfinity()
{
var result = NumericDisplay.Format(double.PositiveInfinity, new NumericFormatOptions
{
FormatProvider = CultureInfo.InvariantCulture
});
Assert.That(result, Is.EqualTo("Infinity"));
}
[Test]
public void Format_ObjectOverload_ShouldDispatchToNumericFormatter()
{
var result = NumericDisplay.Format((object)1_234m);
Assert.That(result, Is.EqualTo("1.2K"));
}
[Test]
public void ToCompactString_ShouldUseNumericExtension()
{
var result = 15_320.ToCompactString();
Assert.That(result, Is.EqualTo("15.3K"));
}
}

View File

@ -1,11 +1,14 @@
using GFramework.Core.Abstractions.Architectures;
using GFramework.Core.Abstractions.Enums;
using GFramework.Core.Abstractions.Environment;
using GFramework.Core.Abstractions.Ioc;
using GFramework.Core.Abstractions.Lifecycle;
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Model;
using GFramework.Core.Abstractions.Systems;
using GFramework.Core.Abstractions.Utility;
using GFramework.Core.Environment;
using GFramework.Core.Extensions;
using GFramework.Core.Logging;
using Microsoft.Extensions.DependencyInjection;
@ -14,138 +17,15 @@ namespace GFramework.Core.Architectures;
/// <summary>
/// 架构基类,提供系统、模型、工具等组件的注册与管理功能。
/// 专注于生命周期管理、初始化流程控制和架构阶段转换。
///
/// 重构说明:此类已重构为协调器模式,将职责委托给专门的管理器:
/// - ArchitectureLifecycle: 生命周期管理
/// - ArchitectureComponentRegistry: 组件注册管理
/// - ArchitectureModules: 模块管理
/// </summary>
public abstract class Architecture : IArchitecture
public abstract class Architecture(
IArchitectureConfiguration? configuration = null,
IEnvironment? environment = null,
IArchitectureServices? services = null,
IArchitectureContext? context = null
)
: IArchitecture
{
#region Constructor
/// <summary>
/// 构造函数,初始化架构和管理器
/// </summary>
/// <param name="configuration">架构配置</param>
/// <param name="environment">环境配置</param>
/// <param name="services">服务管理器</param>
/// <param name="context">架构上下文</param>
protected Architecture(
IArchitectureConfiguration? configuration = null,
IEnvironment? environment = null,
IArchitectureServices? services = null,
IArchitectureContext? context = null)
{
Configuration = configuration ?? new ArchitectureConfiguration();
Environment = environment ?? new DefaultEnvironment();
Services = services ?? new ArchitectureServices();
_context = context;
// 初始化 Logger
LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider;
_logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name);
// 初始化管理器
_lifecycle = new ArchitectureLifecycle(this, Configuration, Services, _logger);
_componentRegistry = new ArchitectureComponentRegistry(this, Configuration, Services, _lifecycle, _logger);
_modules = new ArchitectureModules(this, Services, _logger);
}
#endregion
#region Lifecycle Hook Management
/// <summary>
/// 注册生命周期钩子
/// </summary>
/// <param name="hook">生命周期钩子实例</param>
/// <returns>注册的钩子实例</returns>
public IArchitectureLifecycleHook RegisterLifecycleHook(IArchitectureLifecycleHook hook)
{
return _lifecycle.RegisterLifecycleHook(hook);
}
#endregion
#region Properties
/// <summary>
/// 获取架构配置对象
/// </summary>
private IArchitectureConfiguration Configuration { get; }
/// <summary>
/// 获取环境配置对象
/// </summary>
private IEnvironment Environment { get; }
/// <summary>
/// 获取服务管理器
/// </summary>
private IArchitectureServices Services { get; }
/// <summary>
/// 当前架构的阶段
/// </summary>
public ArchitecturePhase CurrentPhase => _lifecycle.CurrentPhase;
/// <summary>
/// 架构上下文
/// </summary>
public IArchitectureContext Context => _context!;
/// <summary>
/// 获取一个布尔值,指示当前架构是否处于就绪状态
/// </summary>
public bool IsReady => _lifecycle.IsReady;
/// <summary>
/// 获取用于配置服务集合的委托
/// 默认实现返回null子类可以重写此属性以提供自定义配置逻辑
/// </summary>
public virtual Action<IServiceCollection>? Configurator => null;
/// <summary>
/// 阶段变更事件(用于测试和扩展)
/// </summary>
public event Action<ArchitecturePhase>? PhaseChanged
{
add => _lifecycle.PhaseChanged += value;
remove => _lifecycle.PhaseChanged -= value;
}
#endregion
#region Fields
/// <summary>
/// 日志记录器实例
/// </summary>
private readonly ILogger _logger;
/// <summary>
/// 架构上下文实例
/// </summary>
private IArchitectureContext? _context;
/// <summary>
/// 生命周期管理器
/// </summary>
private readonly ArchitectureLifecycle _lifecycle;
/// <summary>
/// 组件注册管理器
/// </summary>
private readonly ArchitectureComponentRegistry _componentRegistry;
/// <summary>
/// 模块管理器
/// </summary>
private readonly ArchitectureModules _modules;
#endregion
#region Module Management
/// <summary>
@ -155,7 +35,8 @@ public abstract class Architecture : IArchitecture
/// <typeparam name="TBehavior">行为类型,必须是引用类型</typeparam>
public void RegisterMediatorBehavior<TBehavior>() where TBehavior : class
{
_modules.RegisterMediatorBehavior<TBehavior>();
_logger.Debug($"Registering mediator behavior: {typeof(TBehavior).Name}");
Container.RegisterMediatorBehavior<TBehavior>();
}
/// <summary>
@ -165,7 +46,376 @@ public abstract class Architecture : IArchitecture
/// <returns>安装的模块实例</returns>
public IArchitectureModule InstallModule(IArchitectureModule module)
{
return _modules.InstallModule(module);
var name = module.GetType().Name;
var logger = LoggerFactoryResolver.Provider.CreateLogger(name);
logger.Debug($"Installing module: {name}");
module.Install(this);
logger.Info($"Module installed: {name}");
return module;
}
#endregion
#region Properties
/// <summary>
/// 获取架构配置对象
/// </summary>
private IArchitectureConfiguration Configuration { get; } = configuration ?? new ArchitectureConfiguration();
/// <summary>
/// 获取环境配置对象
/// </summary>
private IEnvironment Environment { get; } = environment ?? new DefaultEnvironment();
private IArchitectureServices Services { get; } = services ?? new ArchitectureServices();
/// <summary>
/// 获取依赖注入容器
/// </summary>
private IIocContainer Container => Services.Container;
/// <summary>
/// 当前架构的阶段
/// </summary>
public ArchitecturePhase CurrentPhase { get; private set; }
/// <summary>
/// 架构上下文
/// </summary>
public IArchitectureContext Context => _context!;
#endregion
#region Fields
private readonly TaskCompletionSource _readyTcs = new(TaskCreationOptions.RunContinuationsAsynchronously);
/// <summary>
/// 获取一个布尔值,指示当前架构是否处于就绪状态。
/// 当前架构的阶段等于 ArchitecturePhase.Ready 时返回 true否则返回 false。
/// </summary>
public bool IsReady => CurrentPhase == ArchitecturePhase.Ready;
/// <summary>
/// 待初始化组件的去重集合。
/// 用于存储需要初始化的组件实例,确保每个组件仅被初始化一次。
/// </summary>
private readonly HashSet<IInitializable> _pendingInitializableSet = [];
/// <summary>
/// 存储所有待初始化的组件(统一管理,保持注册顺序)
/// </summary>
private readonly List<IInitializable> _pendingInitializableList = [];
/// <summary>
/// 可销毁组件的去重集合(支持 IDestroyable 和 IAsyncDestroyable
/// </summary>
private readonly HashSet<object> _disposableSet = [];
/// <summary>
/// 存储所有需要销毁的组件(统一管理,保持注册逆序销毁)
/// </summary>
private readonly List<object> _disposables = [];
/// <summary>
/// 生命周期感知对象列表
/// </summary>
private readonly List<IArchitectureLifecycleHook> _lifecycleHooks = [];
/// <summary>
/// 标记架构是否已初始化完成
/// </summary>
private bool _mInitialized;
/// <summary>
/// 日志记录器实例
/// </summary>
private ILogger _logger = null!;
/// <summary>
/// 架构上下文实例
/// </summary>
private IArchitectureContext? _context = context;
#endregion
#region Lifecycle Management
/// <summary>
/// 进入指定的架构阶段,并执行相应的生命周期管理操作
/// </summary>
/// <param name="next">要进入的下一个架构阶段</param>
/// <exception cref="InvalidOperationException">当阶段转换不被允许时抛出异常</exception>
protected virtual void EnterPhase(ArchitecturePhase next)
{
// 验证阶段转换
ValidatePhaseTransition(next);
// 执行阶段转换
var previousPhase = CurrentPhase;
CurrentPhase = next;
if (previousPhase != next)
_logger.Info($"Architecture phase changed: {previousPhase} -> {next}");
// 通知阶段变更
NotifyPhase(next);
NotifyPhaseAwareObjects(next);
}
/// <summary>
/// 验证阶段转换是否合法
/// </summary>
/// <param name="next">目标阶段</param>
/// <exception cref="InvalidOperationException">当阶段转换不合法时抛出</exception>
private void ValidatePhaseTransition(ArchitecturePhase next)
{
// 不需要严格验证,直接返回
if (!Configuration.ArchitectureProperties.StrictPhaseValidation)
return;
// FailedInitialization 可以从任何阶段转换,直接返回
if (next == ArchitecturePhase.FailedInitialization)
return;
// 检查转换是否在允许列表中
if (ArchitectureConstants.PhaseTransitions.TryGetValue(CurrentPhase, out var allowed) &&
allowed.Contains(next))
return;
// 转换不合法,抛出异常
var errorMsg = $"Invalid phase transition: {CurrentPhase} -> {next}";
_logger.Fatal(errorMsg);
throw new InvalidOperationException(errorMsg);
}
/// <summary>
/// 通知所有架构阶段感知对象阶段变更
/// </summary>
/// <param name="phase">新阶段</param>
private void NotifyPhaseAwareObjects(ArchitecturePhase phase)
{
foreach (var obj in Container.GetAll<IArchitecturePhaseListener>())
{
_logger.Trace($"Notifying phase-aware object {obj.GetType().Name} of phase change to {phase}");
obj.OnArchitecturePhase(phase);
}
}
/// <summary>
/// 通知所有生命周期钩子当前阶段变更
/// </summary>
/// <param name="phase">当前架构阶段</param>
private void NotifyPhase(ArchitecturePhase phase)
{
foreach (var hook in _lifecycleHooks)
{
hook.OnPhase(phase, this);
_logger.Trace($"Notifying lifecycle hook {hook.GetType().Name} of phase {phase}");
}
}
/// <summary>
/// 注册生命周期钩子
/// </summary>
/// <param name="hook">生命周期钩子实例</param>
/// <returns>注册的钩子实例</returns>
public IArchitectureLifecycleHook RegisterLifecycleHook(IArchitectureLifecycleHook hook)
{
if (CurrentPhase >= ArchitecturePhase.Ready && !Configuration.ArchitectureProperties.AllowLateRegistration)
throw new InvalidOperationException(
"Cannot register lifecycle hook after architecture is Ready");
_lifecycleHooks.Add(hook);
return hook;
}
/// <summary>
/// 统一的组件生命周期注册逻辑
/// </summary>
/// <param name="component">要注册的组件</param>
private void RegisterLifecycleComponent<T>(T component)
{
// 处理初始化
if (component is IInitializable initializable)
{
if (!_mInitialized)
{
// 原子去重HashSet.Add 返回 true 表示添加成功(之前不存在)
if (_pendingInitializableSet.Add(initializable))
{
_pendingInitializableList.Add(initializable);
_logger.Trace($"Added {component.GetType().Name} to pending initialization queue");
}
}
else
{
throw new InvalidOperationException(
"Cannot initialize component after Architecture is Ready");
}
}
// 处理销毁(支持 IDestroyable 或 IAsyncDestroyable
if (component is not (IDestroyable or IAsyncDestroyable)) return;
// 原子去重HashSet.Add 返回 true 表示添加成功(之前不存在)
if (!_disposableSet.Add(component)) return;
_disposables.Add(component);
_logger.Trace($"Registered {component.GetType().Name} for destruction");
}
/// <summary>
/// 初始化所有待初始化的组件
/// </summary>
/// <param name="asyncMode">是否使用异步模式</param>
private async Task InitializeAllComponentsAsync(bool asyncMode)
{
_logger.Info($"Initializing {_pendingInitializableList.Count} components");
// 按类型分组初始化(保持原有的阶段划分)
var utilities = _pendingInitializableList.OfType<IContextUtility>().ToList();
var models = _pendingInitializableList.OfType<IModel>().ToList();
var systems = _pendingInitializableList.OfType<ISystem>().ToList();
// 1. 工具初始化阶段(始终进入阶段,仅在有组件时执行初始化)
EnterPhase(ArchitecturePhase.BeforeUtilityInit);
if (utilities.Count != 0)
{
_logger.Info($"Initializing {utilities.Count} context utilities");
foreach (var utility in utilities)
{
_logger.Debug($"Initializing utility: {utility.GetType().Name}");
await InitializeComponentAsync(utility, asyncMode);
}
_logger.Info("All context utilities initialized");
}
EnterPhase(ArchitecturePhase.AfterUtilityInit);
// 2. 模型初始化阶段(始终进入阶段,仅在有组件时执行初始化)
EnterPhase(ArchitecturePhase.BeforeModelInit);
if (models.Count != 0)
{
_logger.Info($"Initializing {models.Count} models");
foreach (var model in models)
{
_logger.Debug($"Initializing model: {model.GetType().Name}");
await InitializeComponentAsync(model, asyncMode);
}
_logger.Info("All models initialized");
}
EnterPhase(ArchitecturePhase.AfterModelInit);
// 3. 系统初始化阶段(始终进入阶段,仅在有组件时执行初始化)
EnterPhase(ArchitecturePhase.BeforeSystemInit);
if (systems.Count != 0)
{
_logger.Info($"Initializing {systems.Count} systems");
foreach (var system in systems)
{
_logger.Debug($"Initializing system: {system.GetType().Name}");
await InitializeComponentAsync(system, asyncMode);
}
_logger.Info("All systems initialized");
}
EnterPhase(ArchitecturePhase.AfterSystemInit);
_pendingInitializableList.Clear();
_pendingInitializableSet.Clear();
_logger.Info("All components initialized");
}
/// <summary>
/// 异步初始化单个组件
/// </summary>
/// <param name="component">要初始化的组件</param>
/// <param name="asyncMode">是否使用异步模式</param>
private static async Task InitializeComponentAsync(IInitializable component, bool asyncMode)
{
if (asyncMode && component is IAsyncInitializable asyncInit)
await asyncInit.InitializeAsync();
else
component.Initialize();
}
/// <summary>
/// 抽象初始化方法,由子类重写以进行自定义初始化操作
/// </summary>
protected abstract void OnInitialize();
/// <summary>
/// 异步销毁架构及所有组件
/// </summary>
public virtual async ValueTask DestroyAsync()
{
// 检查当前阶段,如果已经处于销毁或已销毁状态则直接返回
if (CurrentPhase >= ArchitecturePhase.Destroying)
{
_logger.Warn("Architecture destroy called but already in destroying/destroyed state");
return;
}
// 进入销毁阶段
_logger.Info("Starting architecture destruction");
EnterPhase(ArchitecturePhase.Destroying);
// 销毁所有实现了 IAsyncDestroyable 或 IDestroyable 的组件(按注册逆序销毁)
_logger.Info($"Destroying {_disposables.Count} disposable components");
for (var i = _disposables.Count - 1; i >= 0; i--)
{
var component = _disposables[i];
try
{
_logger.Debug($"Destroying component: {component.GetType().Name}");
// 优先使用异步销毁
if (component is IAsyncDestroyable asyncDestroyable)
{
await asyncDestroyable.DestroyAsync();
}
else if (component is IDestroyable destroyable)
{
destroyable.Destroy();
}
}
catch (Exception ex)
{
_logger.Error($"Error destroying {component.GetType().Name}", ex);
// 继续销毁其他组件,不会因为一个组件失败而中断
}
}
_disposables.Clear();
_disposableSet.Clear();
// 销毁服务模块
await Services.ModuleManager.DestroyAllAsync();
Container.Clear();
// 进入已销毁阶段
EnterPhase(ArchitecturePhase.Destroyed);
_logger.Info("Architecture destruction completed");
}
/// <summary>
/// 销毁架构并清理所有组件资源(同步方法,保留用于向后兼容)
/// </summary>
[Obsolete("建议使用 DestroyAsync() 以支持异步清理")]
public virtual void Destroy()
{
DestroyAsync().AsTask().GetAwaiter().GetResult();
}
#endregion
@ -173,77 +423,177 @@ public abstract class Architecture : IArchitecture
#region Component Registration
/// <summary>
/// 注册一个系统到架构中
/// 验证是否允许注册组件
/// </summary>
/// <typeparam name="TSystem">要注册的系统类型</typeparam>
/// <param name="componentType">组件类型描述</param>
/// <exception cref="InvalidOperationException">当不允许注册时抛出</exception>
private void ValidateRegistration(string componentType)
{
if (CurrentPhase < ArchitecturePhase.Ready ||
Configuration.ArchitectureProperties.AllowLateRegistration) return;
var errorMsg = $"Cannot register {componentType} after Architecture is Ready";
_logger.Error(errorMsg);
throw new InvalidOperationException(errorMsg);
}
/// <summary>
/// 注册一个系统到架构中。
/// 若当前未初始化,则暂存至待初始化列表;否则立即初始化该系统。
/// </summary>
/// <typeparam name="TSystem">要注册的系统类型必须实现ISystem接口</typeparam>
/// <param name="system">要注册的系统实例</param>
/// <returns>注册成功的系统实例</returns>
public TSystem RegisterSystem<TSystem>(TSystem system) where TSystem : ISystem
{
return _componentRegistry.RegisterSystem(system);
ValidateRegistration("system");
_logger.Debug($"Registering system: {typeof(TSystem).Name}");
system.SetContext(Context);
Container.RegisterPlurality(system);
// 处理生命周期
RegisterLifecycleComponent(system);
_logger.Info($"System registered: {typeof(TSystem).Name}");
return system;
}
/// <summary>
/// 注册系统类型,由 DI 容器自动创建实例
/// 注册系统类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">系统类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
/// <param name="onCreated">可选的实例创建后回调,用于自定义配置</param>
public void RegisterSystem<T>(Action<T>? onCreated = null) where T : class, ISystem
{
_componentRegistry.RegisterSystem(onCreated);
ValidateRegistration("system");
_logger.Debug($"Registering system type: {typeof(T).Name}");
Container.RegisterFactory<T>(sp =>
{
// 1. DI 创建实例
var system = ActivatorUtilities.CreateInstance<T>(sp);
// 2. 框架默认处理
system.SetContext(Context);
RegisterLifecycleComponent(system);
// 3. 用户自定义处理(钩子)
onCreated?.Invoke(system);
_logger.Debug($"System created: {typeof(T).Name}");
return system;
});
_logger.Info($"System type registered: {typeof(T).Name}");
}
/// <summary>
/// 注册一个模型到架构中
/// 注册一个模型到架构中。
/// 若当前未初始化,则暂存至待初始化列表;否则立即初始化该模型。
/// </summary>
/// <typeparam name="TModel">要注册的模型类型</typeparam>
/// <typeparam name="TModel">要注册的模型类型必须实现IModel接口</typeparam>
/// <param name="model">要注册的模型实例</param>
/// <returns>注册成功的模型实例</returns>
public TModel RegisterModel<TModel>(TModel model) where TModel : IModel
{
return _componentRegistry.RegisterModel(model);
ValidateRegistration("model");
_logger.Debug($"Registering model: {typeof(TModel).Name}");
model.SetContext(Context);
Container.RegisterPlurality(model);
// 处理生命周期
RegisterLifecycleComponent(model);
_logger.Info($"Model registered: {typeof(TModel).Name}");
return model;
}
/// <summary>
/// 注册模型类型,由 DI 容器自动创建实例
/// 注册模型类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">模型类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
/// <param name="onCreated">可选的实例创建后回调,用于自定义配置</param>
public void RegisterModel<T>(Action<T>? onCreated = null) where T : class, IModel
{
_componentRegistry.RegisterModel(onCreated);
ValidateRegistration("model");
_logger.Debug($"Registering model type: {typeof(T).Name}");
Container.RegisterFactory<T>(sp =>
{
var model = ActivatorUtilities.CreateInstance<T>(sp);
model.SetContext(Context);
RegisterLifecycleComponent(model);
// 用户自定义钩子
onCreated?.Invoke(model);
_logger.Debug($"Model created: {typeof(T).Name}");
return model;
});
_logger.Info($"Model type registered: {typeof(T).Name}");
}
/// <summary>
/// 注册一个工具到架构中
/// </summary>
/// <typeparam name="TUtility">要注册的工具类型</typeparam>
/// <typeparam name="TUtility">要注册的工具类型必须实现IUtility接口</typeparam>
/// <param name="utility">要注册的工具实例</param>
/// <returns>注册成功的工具实例</returns>
public TUtility RegisterUtility<TUtility>(TUtility utility) where TUtility : IUtility
{
return _componentRegistry.RegisterUtility(utility);
_logger.Debug($"Registering utility: {typeof(TUtility).Name}");
// 处理上下文工具类型的设置和生命周期管理
utility.IfType<IContextUtility>(contextUtility =>
{
contextUtility.SetContext(Context);
// 处理生命周期
RegisterLifecycleComponent(contextUtility);
});
Container.RegisterPlurality(utility);
_logger.Info($"Utility registered: {typeof(TUtility).Name}");
return utility;
}
/// <summary>
/// 注册工具类型,由 DI 容器自动创建实例
/// 注册工具类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">工具类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
/// <param name="onCreated">可选的实例创建后回调,用于自定义配置</param>
public void RegisterUtility<T>(Action<T>? onCreated = null) where T : class, IUtility
{
_componentRegistry.RegisterUtility(onCreated);
_logger.Debug($"Registering utility type: {typeof(T).Name}");
Container.RegisterFactory<T>(sp =>
{
var utility = ActivatorUtilities.CreateInstance<T>(sp);
// 如果是 IContextUtility设置上下文
if (utility is IContextUtility contextUtility)
{
contextUtility.SetContext(Context);
RegisterLifecycleComponent(contextUtility);
}
// 用户自定义钩子
onCreated?.Invoke(utility);
_logger.Debug($"Utility created: {typeof(T).Name}");
return utility;
});
_logger.Info($"Utility type registered: {typeof(T).Name}");
}
#endregion
#region Initialization
/// <summary>
/// 抽象初始化方法,由子类重写以进行自定义初始化操作
/// </summary>
protected abstract void OnInitialize();
/// <summary>
/// 同步初始化方法,阻塞当前线程直到初始化完成
/// </summary>
@ -256,7 +606,7 @@ public abstract class Architecture : IArchitecture
catch (Exception e)
{
_logger.Error("Architecture initialization failed:", e);
_lifecycle.MarkAsFailed(e);
EnterPhase(ArchitecturePhase.FailedInitialization);
throw;
}
}
@ -264,6 +614,7 @@ public abstract class Architecture : IArchitecture
/// <summary>
/// 异步初始化方法返回Task以便调用者可以等待初始化完成
/// </summary>
/// <returns>表示异步初始化操作的Task</returns>
public async Task InitializeAsync()
{
try
@ -273,29 +624,32 @@ public abstract class Architecture : IArchitecture
catch (Exception e)
{
_logger.Error("Architecture initialization failed:", e);
_lifecycle.MarkAsFailed(e);
EnterPhase(ArchitecturePhase.FailedInitialization);
throw;
}
}
/// <summary>
/// 异步初始化架构内部组件
/// 异步初始化架构内部组件,包括上下文、模型和系统的初始化
/// </summary>
/// <param name="asyncMode">是否启用异步模式</param>
/// <param name="asyncMode">是否启用异步模式进行组件初始化</param>
/// <returns>异步任务,表示初始化操作的完成</returns>
private async Task InitializeInternalAsync(bool asyncMode)
{
// === 基础环境初始化 ===
// === 基础上下文 & Logger ===
LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider;
_logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name);
Environment.Initialize();
// 注册内置服务模块
Services.ModuleManager.RegisterBuiltInModules(Services.Container);
Services.ModuleManager.RegisterBuiltInModules(Container);
// 将 Environment 注册到容器
if (!Services.Container.Contains<IEnvironment>())
Services.Container.RegisterPlurality(Environment);
// 将 Environment 注册到容器(如果尚未注册)
if (!Container.Contains<IEnvironment>())
Container.RegisterPlurality(Environment);
// 初始化架构上下文
_context ??= new ArchitectureContext(Services.Container);
// 初始化架构上下文(如果尚未初始化)
_context ??= new ArchitectureContext(Container);
GameContext.Bind(GetType(), _context);
// 为服务设置上下文
@ -306,7 +660,7 @@ public abstract class Architecture : IArchitecture
}
// 执行服务钩子
Services.Container.ExecuteServicesHook(Configurator);
Container.ExecuteServicesHook(Configurator);
// 初始化服务模块
await Services.ModuleManager.InitializeAllAsync(asyncMode);
@ -317,44 +671,39 @@ public abstract class Architecture : IArchitecture
_logger.Debug("User OnInitialize() completed");
// === 组件初始化阶段 ===
await _lifecycle.InitializeAllComponentsAsync(asyncMode);
await InitializeAllComponentsAsync(asyncMode);
// === 初始化完成阶段 ===
Services.Container.Freeze();
Container.Freeze();
_logger.Info("IOC container frozen");
_lifecycle.MarkAsReady();
_mInitialized = true;
EnterPhase(ArchitecturePhase.Ready);
// 🔥 释放 Ready await
_readyTcs.TrySetResult();
_logger.Info($"Architecture {GetType().Name} is ready - all components initialized");
}
/// <summary>
/// 等待架构初始化完成Ready 阶段)
/// 如果架构已经处于就绪状态,则立即返回已完成的任务;
/// 否则返回一个任务,该任务将在架构进入就绪状态时完成。
/// </summary>
/// <returns>表示等待操作的Task对象</returns>
public Task WaitUntilReadyAsync()
{
return _lifecycle.WaitUntilReadyAsync();
}
#endregion
#region Destruction
/// <summary>
/// 异步销毁架构及所有组件
/// </summary>
public virtual async ValueTask DestroyAsync()
{
await _lifecycle.DestroyAsync();
return IsReady ? Task.CompletedTask : _readyTcs.Task;
}
/// <summary>
/// 销毁架构并清理所有组件资源(同步方法,保留用于向后兼容)
/// 获取用于配置服务集合的委托
/// 默认实现返回null子类可以重写此属性以提供自定义配置逻辑
/// </summary>
[Obsolete("建议使用 DestroyAsync() 以支持异步清理")]
public virtual void Destroy()
{
_lifecycle.Destroy();
}
/// <value>
/// 一个可为空的Action委托用于配置IServiceCollection实例
/// </value>
public virtual Action<IServiceCollection>? Configurator => null;
#endregion
}

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@ -1,204 +0,0 @@
using GFramework.Core.Abstractions.Architectures;
using GFramework.Core.Abstractions.Enums;
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Model;
using GFramework.Core.Abstractions.Systems;
using GFramework.Core.Abstractions.Utility;
using GFramework.Core.Extensions;
using Microsoft.Extensions.DependencyInjection;
namespace GFramework.Core.Architectures;
/// <summary>
/// 架构组件注册管理器
/// 负责管理 System、Model、Utility 的注册
/// </summary>
internal sealed class ArchitectureComponentRegistry(
IArchitecture architecture,
IArchitectureConfiguration configuration,
IArchitectureServices services,
ArchitectureLifecycle lifecycle,
ILogger logger)
{
#region Validation
/// <summary>
/// 验证是否允许注册组件
/// </summary>
/// <param name="componentType">组件类型描述</param>
/// <exception cref="InvalidOperationException">当不允许注册时抛出</exception>
private void ValidateRegistration(string componentType)
{
if (lifecycle.CurrentPhase < ArchitecturePhase.Ready ||
configuration.ArchitectureProperties.AllowLateRegistration) return;
var errorMsg = $"Cannot register {componentType} after Architecture is Ready";
logger.Error(errorMsg);
throw new InvalidOperationException(errorMsg);
}
#endregion
#region System Registration
/// <summary>
/// 注册一个系统到架构中
/// </summary>
/// <typeparam name="TSystem">要注册的系统类型</typeparam>
/// <param name="system">要注册的系统实例</param>
/// <returns>注册成功的系统实例</returns>
public TSystem RegisterSystem<TSystem>(TSystem system) where TSystem : ISystem
{
ValidateRegistration("system");
logger.Debug($"Registering system: {typeof(TSystem).Name}");
system.SetContext(architecture.Context);
services.Container.RegisterPlurality(system);
// 处理生命周期
lifecycle.RegisterLifecycleComponent(system);
logger.Info($"System registered: {typeof(TSystem).Name}");
return system;
}
/// <summary>
/// 注册系统类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">系统类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
public void RegisterSystem<T>(Action<T>? onCreated = null) where T : class, ISystem
{
ValidateRegistration("system");
logger.Debug($"Registering system type: {typeof(T).Name}");
services.Container.RegisterFactory<T>(sp =>
{
// 1. DI 创建实例
var system = ActivatorUtilities.CreateInstance<T>(sp);
// 2. 框架默认处理
system.SetContext(architecture.Context);
lifecycle.RegisterLifecycleComponent(system);
// 3. 用户自定义处理(钩子)
onCreated?.Invoke(system);
logger.Debug($"System created: {typeof(T).Name}");
return system;
});
logger.Info($"System type registered: {typeof(T).Name}");
}
#endregion
#region Model Registration
/// <summary>
/// 注册一个模型到架构中
/// </summary>
/// <typeparam name="TModel">要注册的模型类型</typeparam>
/// <param name="model">要注册的模型实例</param>
/// <returns>注册成功的模型实例</returns>
public TModel RegisterModel<TModel>(TModel model) where TModel : IModel
{
ValidateRegistration("model");
logger.Debug($"Registering model: {typeof(TModel).Name}");
model.SetContext(architecture.Context);
services.Container.RegisterPlurality(model);
// 处理生命周期
lifecycle.RegisterLifecycleComponent(model);
logger.Info($"Model registered: {typeof(TModel).Name}");
return model;
}
/// <summary>
/// 注册模型类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">模型类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
public void RegisterModel<T>(Action<T>? onCreated = null) where T : class, IModel
{
ValidateRegistration("model");
logger.Debug($"Registering model type: {typeof(T).Name}");
services.Container.RegisterFactory<T>(sp =>
{
var model = ActivatorUtilities.CreateInstance<T>(sp);
model.SetContext(architecture.Context);
lifecycle.RegisterLifecycleComponent(model);
// 用户自定义钩子
onCreated?.Invoke(model);
logger.Debug($"Model created: {typeof(T).Name}");
return model;
});
logger.Info($"Model type registered: {typeof(T).Name}");
}
#endregion
#region Utility Registration
/// <summary>
/// 注册一个工具到架构中
/// </summary>
/// <typeparam name="TUtility">要注册的工具类型</typeparam>
/// <param name="utility">要注册的工具实例</param>
/// <returns>注册成功的工具实例</returns>
public TUtility RegisterUtility<TUtility>(TUtility utility) where TUtility : IUtility
{
logger.Debug($"Registering utility: {typeof(TUtility).Name}");
// 处理上下文工具类型的设置和生命周期管理
utility.IfType<IContextUtility>(contextUtility =>
{
contextUtility.SetContext(architecture.Context);
// 处理生命周期
lifecycle.RegisterLifecycleComponent(contextUtility);
});
services.Container.RegisterPlurality(utility);
logger.Info($"Utility registered: {typeof(TUtility).Name}");
return utility;
}
/// <summary>
/// 注册工具类型,由 DI 容器自动创建实例
/// </summary>
/// <typeparam name="T">工具类型</typeparam>
/// <param name="onCreated">可选的实例创建后回调</param>
public void RegisterUtility<T>(Action<T>? onCreated = null) where T : class, IUtility
{
logger.Debug($"Registering utility type: {typeof(T).Name}");
services.Container.RegisterFactory<T>(sp =>
{
var utility = ActivatorUtilities.CreateInstance<T>(sp);
// 如果是 IContextUtility设置上下文
if (utility is IContextUtility contextUtility)
{
contextUtility.SetContext(architecture.Context);
lifecycle.RegisterLifecycleComponent(contextUtility);
}
// 用户自定义钩子
onCreated?.Invoke(utility);
logger.Debug($"Utility created: {typeof(T).Name}");
return utility;
});
logger.Info($"Utility type registered: {typeof(T).Name}");
}
#endregion
}

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@ -1,420 +0,0 @@
using GFramework.Core.Abstractions.Architectures;
using GFramework.Core.Abstractions.Enums;
using GFramework.Core.Abstractions.Lifecycle;
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Model;
using GFramework.Core.Abstractions.Systems;
using GFramework.Core.Abstractions.Utility;
namespace GFramework.Core.Architectures;
/// <summary>
/// 架构生命周期管理器
/// 负责管理架构的阶段转换、组件初始化和销毁
/// </summary>
internal sealed class ArchitectureLifecycle(
IArchitecture architecture,
IArchitectureConfiguration configuration,
IArchitectureServices services,
ILogger logger)
{
#region Lifecycle Hook Management
/// <summary>
/// 注册生命周期钩子
/// </summary>
/// <param name="hook">生命周期钩子实例</param>
/// <returns>注册的钩子实例</returns>
public IArchitectureLifecycleHook RegisterLifecycleHook(IArchitectureLifecycleHook hook)
{
if (CurrentPhase >= ArchitecturePhase.Ready && !configuration.ArchitectureProperties.AllowLateRegistration)
throw new InvalidOperationException(
"Cannot register lifecycle hook after architecture is Ready");
_lifecycleHooks.Add(hook);
return hook;
}
#endregion
#region Component Lifecycle Management
/// <summary>
/// 统一的组件生命周期注册逻辑
/// </summary>
/// <param name="component">要注册的组件</param>
public void RegisterLifecycleComponent(object component)
{
// 处理初始化
if (component is IInitializable initializable)
{
if (!_initialized)
{
// 原子去重HashSet.Add 返回 true 表示添加成功(之前不存在)
if (_pendingInitializableSet.Add(initializable))
{
_pendingInitializableList.Add(initializable);
logger.Trace($"Added {component.GetType().Name} to pending initialization queue");
}
}
else
{
throw new InvalidOperationException(
"Cannot initialize component after Architecture is Ready");
}
}
// 处理销毁(支持 IDestroyable 或 IAsyncDestroyable
if (component is not (IDestroyable or IAsyncDestroyable)) return;
// 原子去重HashSet.Add 返回 true 表示添加成功(之前不存在)
if (!_disposableSet.Add(component)) return;
_disposables.Add(component);
logger.Trace($"Registered {component.GetType().Name} for destruction");
}
#endregion
#region Fields
private readonly TaskCompletionSource _readyTcs = new(TaskCreationOptions.RunContinuationsAsynchronously);
/// <summary>
/// 待初始化组件的去重集合
/// </summary>
private readonly HashSet<IInitializable> _pendingInitializableSet = [];
/// <summary>
/// 存储所有待初始化的组件(统一管理,保持注册顺序)
/// </summary>
private readonly List<IInitializable> _pendingInitializableList = [];
/// <summary>
/// 可销毁组件的去重集合(支持 IDestroyable 和 IAsyncDestroyable
/// </summary>
private readonly HashSet<object> _disposableSet = [];
/// <summary>
/// 存储所有需要销毁的组件(统一管理,保持注册逆序销毁)
/// </summary>
private readonly List<object> _disposables = [];
/// <summary>
/// 生命周期感知对象列表
/// </summary>
private readonly List<IArchitectureLifecycleHook> _lifecycleHooks = [];
/// <summary>
/// 标记架构是否已初始化完成
/// </summary>
private bool _initialized;
#endregion
#region Properties
/// <summary>
/// 当前架构的阶段
/// </summary>
public ArchitecturePhase CurrentPhase { get; private set; }
/// <summary>
/// 获取一个布尔值,指示当前架构是否处于就绪状态
/// </summary>
public bool IsReady => CurrentPhase == ArchitecturePhase.Ready;
/// <summary>
/// 获取一个布尔值,指示架构是否已初始化
/// </summary>
public bool IsInitialized => _initialized;
/// <summary>
/// 阶段变更事件(用于测试和扩展)
/// </summary>
public event Action<ArchitecturePhase>? PhaseChanged;
#endregion
#region Phase Management
/// <summary>
/// 进入指定的架构阶段,并执行相应的生命周期管理操作
/// </summary>
/// <param name="next">要进入的下一个架构阶段</param>
/// <exception cref="InvalidOperationException">当阶段转换不被允许时抛出异常</exception>
public void EnterPhase(ArchitecturePhase next)
{
// 验证阶段转换
ValidatePhaseTransition(next);
// 执行阶段转换
var previousPhase = CurrentPhase;
CurrentPhase = next;
if (previousPhase != next)
logger.Info($"Architecture phase changed: {previousPhase} -> {next}");
// 通知阶段变更
NotifyPhase(next);
NotifyPhaseAwareObjects(next);
// 触发阶段变更事件(用于测试和扩展)
PhaseChanged?.Invoke(next);
}
/// <summary>
/// 验证阶段转换是否合法
/// </summary>
/// <param name="next">目标阶段</param>
/// <exception cref="InvalidOperationException">当阶段转换不合法时抛出</exception>
private void ValidatePhaseTransition(ArchitecturePhase next)
{
// 不需要严格验证,直接返回
if (!configuration.ArchitectureProperties.StrictPhaseValidation)
return;
// FailedInitialization 可以从任何阶段转换,直接返回
if (next == ArchitecturePhase.FailedInitialization)
return;
// 检查转换是否在允许列表中
if (ArchitectureConstants.PhaseTransitions.TryGetValue(CurrentPhase, out var allowed) &&
allowed.Contains(next))
return;
// 转换不合法,抛出异常
var errorMsg = $"Invalid phase transition: {CurrentPhase} -> {next}";
logger.Fatal(errorMsg);
throw new InvalidOperationException(errorMsg);
}
/// <summary>
/// 通知所有架构阶段感知对象阶段变更
/// </summary>
/// <param name="phase">新阶段</param>
private void NotifyPhaseAwareObjects(ArchitecturePhase phase)
{
foreach (var obj in services.Container.GetAll<IArchitecturePhaseListener>())
{
logger.Trace($"Notifying phase-aware object {obj.GetType().Name} of phase change to {phase}");
obj.OnArchitecturePhase(phase);
}
}
/// <summary>
/// 通知所有生命周期钩子当前阶段变更
/// </summary>
/// <param name="phase">当前架构阶段</param>
private void NotifyPhase(ArchitecturePhase phase)
{
foreach (var hook in _lifecycleHooks)
{
hook.OnPhase(phase, architecture);
logger.Trace($"Notifying lifecycle hook {hook.GetType().Name} of phase {phase}");
}
}
#endregion
#region Initialization
/// <summary>
/// 初始化所有待初始化的组件
/// </summary>
/// <param name="asyncMode">是否使用异步模式</param>
public async Task InitializeAllComponentsAsync(bool asyncMode)
{
logger.Info($"Initializing {_pendingInitializableList.Count} components");
// 按类型分组初始化(保持原有的阶段划分)
var utilities = _pendingInitializableList.OfType<IContextUtility>().ToList();
var models = _pendingInitializableList.OfType<IModel>().ToList();
var systems = _pendingInitializableList.OfType<ISystem>().ToList();
// 1. 工具初始化阶段
EnterPhase(ArchitecturePhase.BeforeUtilityInit);
if (utilities.Count != 0)
{
logger.Info($"Initializing {utilities.Count} context utilities");
foreach (var utility in utilities)
{
logger.Debug($"Initializing utility: {utility.GetType().Name}");
await InitializeComponentAsync(utility, asyncMode);
}
logger.Info("All context utilities initialized");
}
EnterPhase(ArchitecturePhase.AfterUtilityInit);
// 2. 模型初始化阶段
EnterPhase(ArchitecturePhase.BeforeModelInit);
if (models.Count != 0)
{
logger.Info($"Initializing {models.Count} models");
foreach (var model in models)
{
logger.Debug($"Initializing model: {model.GetType().Name}");
await InitializeComponentAsync(model, asyncMode);
}
logger.Info("All models initialized");
}
EnterPhase(ArchitecturePhase.AfterModelInit);
// 3. 系统初始化阶段
EnterPhase(ArchitecturePhase.BeforeSystemInit);
if (systems.Count != 0)
{
logger.Info($"Initializing {systems.Count} systems");
foreach (var system in systems)
{
logger.Debug($"Initializing system: {system.GetType().Name}");
await InitializeComponentAsync(system, asyncMode);
}
logger.Info("All systems initialized");
}
EnterPhase(ArchitecturePhase.AfterSystemInit);
_pendingInitializableList.Clear();
_pendingInitializableSet.Clear();
_initialized = true;
logger.Info("All components initialized");
}
/// <summary>
/// 异步初始化单个组件
/// </summary>
/// <param name="component">要初始化的组件</param>
/// <param name="asyncMode">是否使用异步模式</param>
private static async Task InitializeComponentAsync(IInitializable component, bool asyncMode)
{
if (asyncMode && component is IAsyncInitializable asyncInit)
await asyncInit.InitializeAsync();
else
component.Initialize();
}
#endregion
#region Destruction
/// <summary>
/// 异步销毁架构及所有组件
/// </summary>
public async ValueTask DestroyAsync()
{
// 检查当前阶段,如果已经处于销毁或已销毁状态则直接返回
if (CurrentPhase >= ArchitecturePhase.Destroying)
{
logger.Warn("Architecture destroy called but already in destroying/destroyed state");
return;
}
// 如果从未初始化None 阶段),只清理已注册的组件,不进行阶段转换
if (CurrentPhase == ArchitecturePhase.None)
{
logger.Debug("Architecture destroy called but never initialized, cleaning up registered components");
await CleanupComponentsAsync();
return;
}
// 进入销毁阶段
logger.Info("Starting architecture destruction");
EnterPhase(ArchitecturePhase.Destroying);
// 清理所有组件
await CleanupComponentsAsync();
// 销毁服务模块
await services.ModuleManager.DestroyAllAsync();
services.Container.Clear();
// 进入已销毁阶段
EnterPhase(ArchitecturePhase.Destroyed);
logger.Info("Architecture destruction completed");
}
/// <summary>
/// 清理所有已注册的可销毁组件
/// </summary>
private async ValueTask CleanupComponentsAsync()
{
// 销毁所有实现了 IAsyncDestroyable 或 IDestroyable 的组件(按注册逆序销毁)
logger.Info($"Destroying {_disposables.Count} disposable components");
for (var i = _disposables.Count - 1; i >= 0; i--)
{
var component = _disposables[i];
try
{
logger.Debug($"Destroying component: {component.GetType().Name}");
// 优先使用异步销毁
if (component is IAsyncDestroyable asyncDestroyable)
{
await asyncDestroyable.DestroyAsync();
}
else if (component is IDestroyable destroyable)
{
destroyable.Destroy();
}
}
catch (Exception ex)
{
logger.Error($"Error destroying {component.GetType().Name}", ex);
// 继续销毁其他组件,不会因为一个组件失败而中断
}
}
_disposables.Clear();
_disposableSet.Clear();
}
/// <summary>
/// 销毁架构并清理所有组件资源(同步方法,保留用于向后兼容)
/// </summary>
[Obsolete("建议使用 DestroyAsync() 以支持异步清理")]
public void Destroy()
{
DestroyAsync().AsTask().GetAwaiter().GetResult();
}
#endregion
#region Ready State
/// <summary>
/// 标记架构为就绪状态
/// </summary>
public void MarkAsReady()
{
EnterPhase(ArchitecturePhase.Ready);
_readyTcs.TrySetResult();
}
/// <summary>
/// 标记架构初始化失败
/// </summary>
/// <param name="exception">失败异常</param>
public void MarkAsFailed(Exception exception)
{
EnterPhase(ArchitecturePhase.FailedInitialization);
_readyTcs.TrySetException(exception);
}
/// <summary>
/// 等待架构就绪
/// </summary>
public Task WaitUntilReadyAsync() => _readyTcs.Task;
#endregion
}

View File

@ -1,39 +0,0 @@
using GFramework.Core.Abstractions.Architectures;
using GFramework.Core.Abstractions.Logging;
namespace GFramework.Core.Architectures;
/// <summary>
/// 架构模块管理器
/// 负责管理架构模块的安装和中介行为注册
/// </summary>
internal sealed class ArchitectureModules(
IArchitecture architecture,
IArchitectureServices services,
ILogger logger)
{
/// <summary>
/// 注册中介行为管道
/// 用于配置Mediator框架的行为拦截和处理逻辑
/// </summary>
/// <typeparam name="TBehavior">行为类型,必须是引用类型</typeparam>
public void RegisterMediatorBehavior<TBehavior>() where TBehavior : class
{
logger.Debug($"Registering mediator behavior: {typeof(TBehavior).Name}");
services.Container.RegisterMediatorBehavior<TBehavior>();
}
/// <summary>
/// 安装架构模块
/// </summary>
/// <param name="module">要安装的模块</param>
/// <returns>安装的模块实例</returns>
public IArchitectureModule InstallModule(IArchitectureModule module)
{
var name = module.GetType().Name;
logger.Debug($"Installing module: {name}");
module.Install(architecture);
logger.Info($"Module installed: {name}");
return module;
}
}

View File

@ -17,6 +17,11 @@ internal sealed class CoroutineSlot
/// </summary>
public CoroutineHandle Handle;
/// <summary>
/// 协程是否已经开始执行
/// </summary>
public bool HasStarted;
/// <summary>
/// 协程的优先级
/// </summary>

View File

@ -30,6 +30,12 @@ public sealed class WaitForAllCoroutines(
/// 获取一个值,指示所有协程是否已完成执行
/// </summary>
/// <returns>当所有协程都已完成时返回true否则返回false</returns>
// 检查所有协程句柄是否都不在调度器中存活
public bool IsDone => _handles.All(handle => !_scheduler.IsCoroutineAlive(handle));
public bool IsDone
{
get
{
// 检查所有协程句柄是否都不在调度器中存活
return _handles.All(handle => !_scheduler.IsCoroutineAlive(handle));
}
}
}

View File

@ -18,11 +18,6 @@ public class PriorityEvent<T> : IEvent
/// </summary>
private readonly List<EventHandler> _handlers = new();
/// <summary>
/// 保护处理器集合的并发访问
/// </summary>
private readonly object _syncRoot = new();
/// <summary>
/// 标记事件是否已被处理(用于 UntilHandled 传播模式)
/// </summary>
@ -57,13 +52,10 @@ public class PriorityEvent<T> : IEvent
public IUnRegister Register(Action<T> onEvent, int priority)
{
var handler = new EventHandler(onEvent, priority);
lock (_syncRoot)
{
_handlers.Add(handler);
_handlers.Add(handler);
// 按优先级降序排序(高优先级在前)
_handlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
}
// 按优先级降序排序(高优先级在前)
_handlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
return new DefaultUnRegister(() => UnRegister(onEvent));
}
@ -74,10 +66,7 @@ public class PriorityEvent<T> : IEvent
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegister(Action<T> onEvent)
{
lock (_syncRoot)
{
_handlers.RemoveAll(h => h.Handler == onEvent);
}
_handlers.RemoveAll(h => h.Handler == onEvent);
}
/// <summary>
@ -89,13 +78,10 @@ public class PriorityEvent<T> : IEvent
public IUnRegister RegisterWithContext(Action<EventContext<T>> onEvent, int priority = 0)
{
var handler = new ContextEventHandler(onEvent, priority);
lock (_syncRoot)
{
_contextHandlers.Add(handler);
_contextHandlers.Add(handler);
// 按优先级降序排序(高优先级在前)
_contextHandlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
}
// 按优先级降序排序(高优先级在前)
_contextHandlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
return new DefaultUnRegister(() => UnRegisterContext(onEvent));
}
@ -106,10 +92,7 @@ public class PriorityEvent<T> : IEvent
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegisterContext(Action<EventContext<T>> onEvent)
{
lock (_syncRoot)
{
_contextHandlers.RemoveAll(h => h.Handler == onEvent);
}
_contextHandlers.RemoveAll(h => h.Handler == onEvent);
}
/// <summary>
@ -189,7 +172,8 @@ public class PriorityEvent<T> : IEvent
/// <param name="t">事件参数</param>
private void TriggerHighest(T t)
{
var (normalSnapshot, contextSnapshot) = CreateSnapshots();
var normalSnapshot = _handlers.ToArray();
var contextSnapshot = _contextHandlers.ToArray();
var highestPriority = GetHighestPriority(normalSnapshot, contextSnapshot);
if (highestPriority != int.MinValue)
@ -207,11 +191,15 @@ public class PriorityEvent<T> : IEvent
private List<(int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)>
MergeAndSortHandlers(T t)
{
var (normalSnapshot, contextSnapshot) = CreateSnapshots();
// 使用统一的投影方法显式固定元组的可空标注,避免 LINQ 在 Concat 时推断出不兼容的签名。
var normalSnapshot = _handlers.ToArray();
var contextSnapshot = _contextHandlers.ToArray();
// 使用快照避免迭代期间修改
return normalSnapshot
.Select(h => CreateNormalHandlerInvocation(h, t))
.Concat(contextSnapshot.Select(CreateContextHandlerInvocation))
.Select(h => (h.Priority, Handler: (Action?)(() => h.Handler.Invoke(t)),
ContextHandler: (Action<EventContext<T>>?)null, IsContext: false))
.Concat(contextSnapshot
.Select(h => (h.Priority, Handler: (Action?)null,
ContextHandler: (Action<EventContext<T>>?)h.Handler, IsContext: true)))
.OrderByDescending(h => h.Priority)
.ToList();
}
@ -272,41 +260,7 @@ public class PriorityEvent<T> : IEvent
/// <returns>监听器总数量</returns>
public int GetListenerCount()
{
lock (_syncRoot)
{
return _handlers.Count + _contextHandlers.Count;
}
}
private (EventHandler[] NormalHandlers, ContextEventHandler[] ContextHandlers) CreateSnapshots()
{
lock (_syncRoot)
{
return (_handlers.ToArray(), _contextHandlers.ToArray());
}
}
/// <summary>
/// 将普通事件处理器转换为统一的调用描述。
/// </summary>
/// <param name="handler">要包装的普通处理器。</param>
/// <param name="t">当前触发的事件数据。</param>
/// <returns>可与上下文处理器合并排序的统一调用描述。</returns>
private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
CreateNormalHandlerInvocation(EventHandler handler, T t)
{
return (handler.Priority, () => handler.Handler.Invoke(t), null, false);
}
/// <summary>
/// 将上下文事件处理器转换为统一的调用描述。
/// </summary>
/// <param name="handler">要包装的上下文处理器。</param>
/// <returns>可与普通处理器合并排序的统一调用描述。</returns>
private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
CreateContextHandlerInvocation(ContextEventHandler handler)
{
return (handler.Priority, null, handler.Handler, true);
return _handlers.Count + _contextHandlers.Count;
}
/// <summary>

View File

@ -1,30 +0,0 @@
using System.Numerics;
using GFramework.Core.Abstractions.Utility.Numeric;
using GFramework.Core.Utility.Numeric;
namespace GFramework.Core.Extensions;
/// <summary>
/// 数值显示扩展方法。
/// </summary>
public static class NumericDisplayExtensions
{
/// <summary>
/// 按指定选项将数值格式化为展示字符串。
/// </summary>
public static string ToDisplayString<T>(this T value, NumericFormatOptions? options = null) where T : INumber<T>
{
return NumericDisplay.Format(value, options);
}
/// <summary>
/// 使用默认紧凑风格将数值格式化为展示字符串。
/// </summary>
public static string ToCompactString<T>(
this T value,
int maxDecimalPlaces = 1,
IFormatProvider? formatProvider = null) where T : INumber<T>
{
return NumericDisplay.FormatCompact(value, maxDecimalPlaces, formatProvider);
}
}

View File

@ -11,7 +11,7 @@
<ProjectReference Include="..\$(AssemblyName).Abstractions\$(AssemblyName).Abstractions.csproj"/>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="10.0.5"/>
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="10.0.4"/>
<PackageReference Include="Microsoft.Bcl.AsyncInterfaces" Version="8.0.0"/>
</ItemGroup>
</Project>

View File

@ -15,5 +15,4 @@ global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;
global using System.Threading.Channels;
global using System.Threading.Tasks;

View File

@ -1,167 +0,0 @@
using GFramework.Core.Abstractions.Localization;
using GFramework.Core.Abstractions.Utility.Numeric;
using GFramework.Core.Utility.Numeric;
namespace GFramework.Core.Localization.Formatters;
/// <summary>
/// 紧凑数值格式化器。
/// 格式: {value:compact} 或 {value:compact:maxDecimals=2,trimZeros=false}
/// </summary>
public sealed class CompactNumberLocalizationFormatter : ILocalizationFormatter
{
/// <summary>
/// 获取格式化器的名称
/// </summary>
public string Name => "compact";
/// <summary>
/// 尝试将指定值按照紧凑数值格式进行格式化
/// </summary>
/// <param name="format">格式字符串,可包含以下选项:
/// maxDecimals: 最大小数位数
/// minDecimals: 最小小数位数
/// trimZeros: 是否去除尾随零
/// grouping: 是否在阈值以下使用分组</param>
/// <param name="value">要格式化的数值对象</param>
/// <param name="provider">格式提供程序,用于区域性特定的格式设置</param>
/// <param name="result">格式化后的字符串结果</param>
/// <returns>如果格式化成功则返回true如果格式字符串无效或格式化失败则返回false</returns>
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
{
result = string.Empty;
if (!TryParseOptions(format, provider, out var options))
{
return false;
}
try
{
result = NumericDisplay.Format(value, options);
return true;
}
catch (ArgumentNullException)
{
return false;
}
catch (ArgumentException)
{
return false;
}
}
/// <summary>
/// 尝试解析格式字符串中的选项参数
/// </summary>
/// <param name="format">格式字符串,包含以逗号分隔的键值对,如"maxDecimals=2,trimZeros=false"</param>
/// <param name="provider">格式提供程序</param>
/// <param name="options">解析成功的选项输出</param>
/// <returns>如果所有选项都正确解析则返回true如果有任何语法错误或无效值则返回false</returns>
/// <remarks>
/// 支持的选项包括:
/// - maxDecimals: 最大小数位数,必须是有效整数
/// - minDecimals: 最小小数位数,必须是有效整数
/// - trimZeros: 是否去除尾随零,必须是有效布尔值
/// - grouping: 是否在阈值以下使用分组,必须是有效布尔值
/// 选项之间用逗号或分号分隔格式为key=value
/// </remarks>
private static bool TryParseOptions(string format, IFormatProvider? provider, out NumericFormatOptions options)
{
options = new NumericFormatOptions
{
FormatProvider = provider
};
if (string.IsNullOrWhiteSpace(format))
{
return true;
}
var maxDecimalPlaces = options.MaxDecimalPlaces;
var minDecimalPlaces = options.MinDecimalPlaces;
var trimTrailingZeros = options.TrimTrailingZeros;
var useGroupingBelowThreshold = options.UseGroupingBelowThreshold;
foreach (var segment in format.Split([',', ';'],
StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
{
if (!TryParseSegment(segment, out var key, out var value))
{
return false;
}
if (!TryApplyOption(
key,
value,
ref maxDecimalPlaces,
ref minDecimalPlaces,
ref trimTrailingZeros,
ref useGroupingBelowThreshold))
{
return false;
}
}
options = options with
{
MaxDecimalPlaces = maxDecimalPlaces,
MinDecimalPlaces = minDecimalPlaces,
TrimTrailingZeros = trimTrailingZeros,
UseGroupingBelowThreshold = useGroupingBelowThreshold
};
return true;
}
/// <summary>
/// 尝试解析格式字符串中的单个键值对片段。
/// </summary>
/// <param name="segment">包含键值对的字符串片段,格式应为"key=value"</param>
/// <param name="key">解析得到的键名</param>
/// <param name="value">解析得到的值</param>
/// <returns>如果片段格式有效且成功解析则返回true如果格式无效如缺少分隔符、空键等则返回false</returns>
private static bool TryParseSegment(string segment, out string key, out string value)
{
var separatorIndex = segment.IndexOf('=');
if (separatorIndex <= 0 || separatorIndex == segment.Length - 1)
{
key = string.Empty;
value = string.Empty;
return false;
}
key = segment[..separatorIndex].Trim();
value = segment[(separatorIndex + 1)..].Trim();
return true;
}
/// <summary>
/// 尝试将解析得到的键值对应用到相应的选项变量中。
/// </summary>
/// <param name="key">选项名称</param>
/// <param name="value">选项值的字符串表示</param>
/// <param name="maxDecimalPlaces">最大小数位数的引用参数</param>
/// <param name="minDecimalPlaces">最小小数位数的引用参数</param>
/// <param name="trimTrailingZeros">是否去除尾随零的引用参数</param>
/// <param name="useGroupingBelowThreshold">是否在阈值以下使用分组的引用参数</param>
/// <returns>如果值成功解析或键名未知则返回true如果键名已知但值解析失败则返回false</returns>
private static bool TryApplyOption(
string key,
string value,
ref int maxDecimalPlaces,
ref int minDecimalPlaces,
ref bool trimTrailingZeros,
ref bool useGroupingBelowThreshold)
{
return key switch
{
"maxDecimals" => int.TryParse(value, out maxDecimalPlaces),
"minDecimals" => int.TryParse(value, out minDecimalPlaces),
"trimZeros" => bool.TryParse(value, out trimTrailingZeros),
"grouping" => bool.TryParse(value, out useGroupingBelowThreshold),
_ => true
};
}
}

View File

@ -1,38 +0,0 @@
using GFramework.Core.Abstractions.Localization;
namespace GFramework.Core.Localization.Formatters;
/// <summary>
/// 条件格式化器
/// 格式: {condition:if:trueText|falseText}
/// 示例: {upgraded:if:Upgraded|Normal}
/// </summary>
public class ConditionalFormatter : ILocalizationFormatter
{
/// <inheritdoc/>
public string Name => "if";
/// <inheritdoc/>
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
{
result = string.Empty;
try
{
var parts = format.Split('|');
if (parts.Length != 2)
{
return false;
}
var condition = value is bool b ? b : Convert.ToBoolean(value);
result = condition ? parts[0] : parts[1];
return true;
}
catch
{
return false;
}
}
}

View File

@ -1,43 +0,0 @@
using GFramework.Core.Abstractions.Localization;
namespace GFramework.Core.Localization.Formatters;
/// <summary>
/// 复数格式化器
/// 格式: {count:plural:singular|plural}
/// 示例: {count:plural:item|items}
/// </summary>
public class PluralFormatter : ILocalizationFormatter
{
/// <inheritdoc/>
public string Name => "plural";
/// <inheritdoc/>
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
{
result = string.Empty;
if (value is not IConvertible convertible)
{
return false;
}
try
{
var number = convertible.ToDecimal(provider);
var parts = format.Split('|');
if (parts.Length != 2)
{
return false;
}
result = Math.Abs(number) == 1 ? parts[0] : parts[1];
return true;
}
catch
{
return false;
}
}
}

View File

@ -1,317 +0,0 @@
using System.Globalization;
using System.IO;
using System.Text.Json;
using GFramework.Core.Abstractions.Localization;
using GFramework.Core.Localization.Formatters;
using GFramework.Core.Systems;
namespace GFramework.Core.Localization;
/// <summary>
/// 本地化管理器实现
/// </summary>
public class LocalizationManager : AbstractSystem, ILocalizationManager
{
private readonly List<string> _availableLanguages;
private readonly LocalizationConfig _config;
private readonly Dictionary<string, ILocalizationFormatter> _formatters;
private readonly List<Action<string>> _languageChangeCallbacks;
private readonly Dictionary<string, Dictionary<string, ILocalizationTable>> _tables;
private CultureInfo _currentCulture;
private string _currentLanguage;
/// <summary>
/// 初始化本地化管理器
/// </summary>
/// <param name="config">配置</param>
public LocalizationManager(LocalizationConfig? config = null)
{
_config = config ?? new LocalizationConfig();
_tables = new Dictionary<string, Dictionary<string, ILocalizationTable>>();
_formatters = new Dictionary<string, ILocalizationFormatter>();
_languageChangeCallbacks = new List<Action<string>>();
_currentLanguage = _config.DefaultLanguage;
_currentCulture = GetCultureInfo(_currentLanguage);
_availableLanguages = new List<string>();
RegisterBuiltInFormatters();
}
/// <inheritdoc/>
public string CurrentLanguage => _currentLanguage;
/// <inheritdoc/>
public CultureInfo CurrentCulture => _currentCulture;
/// <inheritdoc/>
public IReadOnlyList<string> AvailableLanguages => _availableLanguages;
/// <inheritdoc/>
public void SetLanguage(string languageCode)
{
if (string.IsNullOrEmpty(languageCode))
{
throw new ArgumentNullException(nameof(languageCode));
}
if (_currentLanguage == languageCode)
{
return;
}
LoadLanguage(languageCode);
_currentLanguage = languageCode;
_currentCulture = GetCultureInfo(languageCode);
// 触发语言变化回调
TriggerLanguageChange();
}
/// <inheritdoc/>
public ILocalizationTable GetTable(string tableName)
{
if (string.IsNullOrEmpty(tableName))
{
throw new ArgumentNullException(nameof(tableName));
}
if (!_tables.TryGetValue(_currentLanguage, out var languageTables))
{
throw new LocalizationTableNotFoundException(tableName);
}
if (!languageTables.TryGetValue(tableName, out var table))
{
throw new LocalizationTableNotFoundException(tableName);
}
return table;
}
/// <inheritdoc/>
public string GetText(string table, string key)
{
return GetTable(table).GetRawText(key);
}
/// <inheritdoc/>
public ILocalizationString GetString(string table, string key)
{
return new LocalizationString(this, table, key);
}
/// <inheritdoc/>
public bool TryGetText(string table, string key, out string text)
{
try
{
text = GetText(table, key);
return true;
}
catch (LocalizationException)
{
// 只捕获本地化相关的异常(键不存在、表不存在等)
text = string.Empty;
return false;
}
}
/// <inheritdoc/>
public void RegisterFormatter(string name, ILocalizationFormatter formatter)
{
if (string.IsNullOrEmpty(name))
{
throw new ArgumentNullException(nameof(name));
}
_formatters[name] = formatter ?? throw new ArgumentNullException(nameof(formatter));
}
/// <inheritdoc/>
public ILocalizationFormatter? GetFormatter(string name)
{
if (string.IsNullOrEmpty(name))
{
return null;
}
return _formatters.TryGetValue(name, out var formatter) ? formatter : null;
}
/// <inheritdoc/>
public void SubscribeToLanguageChange(Action<string> callback)
{
if (callback == null)
{
throw new ArgumentNullException(nameof(callback));
}
if (!_languageChangeCallbacks.Contains(callback))
{
_languageChangeCallbacks.Add(callback);
}
}
/// <inheritdoc/>
public void UnsubscribeFromLanguageChange(Action<string> callback)
{
if (callback == null)
{
throw new ArgumentNullException(nameof(callback));
}
_languageChangeCallbacks.Remove(callback);
}
/// <inheritdoc/>
protected override void OnInit()
{
// 扫描可用语言
ScanAvailableLanguages();
// 加载默认语言
LoadLanguage(_config.DefaultLanguage);
}
/// <inheritdoc/>
protected override void OnDestroy()
{
_tables.Clear();
_formatters.Clear();
_languageChangeCallbacks.Clear();
}
private void RegisterBuiltInFormatters()
{
RegisterFormatter("if", new ConditionalFormatter());
RegisterFormatter("plural", new PluralFormatter());
RegisterFormatter("compact", new CompactNumberLocalizationFormatter());
}
/// <summary>
/// 扫描可用语言
/// </summary>
private void ScanAvailableLanguages()
{
_availableLanguages.Clear();
var localizationPath = _config.LocalizationPath;
if (!Directory.Exists(localizationPath))
{
_availableLanguages.Add(_config.DefaultLanguage);
return;
}
var directories = Directory.GetDirectories(localizationPath);
foreach (var dir in directories)
{
var languageCode = Path.GetFileName(dir);
if (!string.IsNullOrEmpty(languageCode))
{
_availableLanguages.Add(languageCode);
}
}
if (_availableLanguages.Count == 0)
{
_availableLanguages.Add(_config.DefaultLanguage);
}
}
/// <summary>
/// 加载语言
/// </summary>
private void LoadLanguage(string languageCode)
{
if (_tables.ContainsKey(languageCode))
{
return; // 已加载
}
var languageTables = new Dictionary<string, ILocalizationTable>();
// 加载回退语言(如果不是默认语言)
Dictionary<string, ILocalizationTable>? fallbackTables = null;
if (languageCode != _config.FallbackLanguage)
{
LoadLanguage(_config.FallbackLanguage);
_tables.TryGetValue(_config.FallbackLanguage, out fallbackTables);
}
// 加载目标语言
var languagePath = Path.Combine(_config.LocalizationPath, languageCode);
if (Directory.Exists(languagePath))
{
var jsonFiles = Directory.GetFiles(languagePath, "*.json");
foreach (var file in jsonFiles)
{
var tableName = Path.GetFileNameWithoutExtension(file);
var data = LoadJsonFile(file);
ILocalizationTable? fallback = null;
fallbackTables?.TryGetValue(tableName, out fallback);
languageTables[tableName] = new LocalizationTable(tableName, languageCode, data, fallback);
}
}
_tables[languageCode] = languageTables;
}
/// <summary>
/// 加载 JSON 文件
/// </summary>
private static Dictionary<string, string> LoadJsonFile(string filePath)
{
var json = File.ReadAllText(filePath);
var data = JsonSerializer.Deserialize<Dictionary<string, string>>(json);
return data ?? new Dictionary<string, string>();
}
/// <summary>
/// 获取文化信息
/// </summary>
private static CultureInfo GetCultureInfo(string languageCode)
{
try
{
// 尝试映射常见的语言代码
var cultureCode = languageCode switch
{
"eng" => "en-US",
"zhs" => "zh-CN",
"zht" => "zh-TW",
"jpn" => "ja-JP",
"kor" => "ko-KR",
"fra" => "fr-FR",
"deu" => "de-DE",
"spa" => "es-ES",
"rus" => "ru-RU",
_ => languageCode
};
return new CultureInfo(cultureCode);
}
catch
{
return CultureInfo.InvariantCulture;
}
}
/// <summary>
/// 触发语言变化事件
/// </summary>
private void TriggerLanguageChange()
{
foreach (var callback in _languageChangeCallbacks.ToList())
{
try
{
callback(_currentLanguage);
}
catch
{
// 忽略回调异常
}
}
}
}

View File

@ -1,237 +0,0 @@
using System.Text.RegularExpressions;
using GFramework.Core.Abstractions.Localization;
namespace GFramework.Core.Localization;
/// <summary>
/// 本地化字符串实现
/// </summary>
public class LocalizationString : ILocalizationString
{
/// <summary>
/// 匹配 {variableName} 或 {variableName:formatter:args} 的正则表达式模式
/// </summary>
private const string FormatVariablePattern =
@"\{([a-zA-Z_][a-zA-Z0-9_]*)(?::([a-zA-Z_][a-zA-Z0-9_]*)(?::([^}]+))?)?\}";
/// <summary>
/// 预编译的静态正则表达式,用于格式化字符串中的变量替换
/// </summary>
private static readonly Regex FormatVariableRegex =
new(FormatVariablePattern, RegexOptions.Compiled | RegexOptions.CultureInvariant);
private readonly ILocalizationManager _manager;
private readonly Dictionary<string, object> _variables;
/// <summary>
/// 初始化本地化字符串
/// </summary>
/// <param name="manager">本地化管理器实例</param>
/// <param name="table">本地化表名,用于定位本地化资源表</param>
/// <param name="key">本地化键名,用于在表中定位具体的本地化文本</param>
/// <exception cref="ArgumentNullException">当 manager、table 或 key 为 null 时抛出</exception>
public LocalizationString(ILocalizationManager manager, string table, string key)
{
_manager = manager ?? throw new ArgumentNullException(nameof(manager));
Table = table ?? throw new ArgumentNullException(nameof(table));
Key = key ?? throw new ArgumentNullException(nameof(key));
_variables = new Dictionary<string, object>();
}
/// <inheritdoc/>
public string Table { get; }
/// <inheritdoc/>
public string Key { get; }
/// <summary>
/// 添加单个变量到本地化字符串中
/// </summary>
/// <param name="name">变量名称,用于在模板中匹配对应的占位符</param>
/// <param name="value">变量值,将被转换为字符串并替换到对应位置</param>
/// <returns>返回当前的 LocalizationString 实例,支持链式调用</returns>
/// <exception cref="ArgumentNullException">当 name 为 null 时抛出</exception>
public ILocalizationString WithVariable(string name, object value)
{
if (name == null)
{
throw new ArgumentNullException(nameof(name));
}
_variables[name] = value;
return this;
}
/// <summary>
/// 批量添加多个变量到本地化字符串中
/// </summary>
/// <param name="variables">变量元组数组,每个元组包含变量名称和对应的值</param>
/// <returns>返回当前的 LocalizationString 实例,支持链式调用</returns>
/// <exception cref="ArgumentNullException">当 variables 为 null 时抛出</exception>
public ILocalizationString WithVariables(params (string name, object value)[] variables)
{
if (variables == null)
{
throw new ArgumentNullException(nameof(variables));
}
foreach (var (name, value) in variables)
{
WithVariable(name, value);
}
return this;
}
/// <summary>
/// 格式化本地化字符串,将模板中的变量占位符替换为实际值
/// </summary>
/// <returns>格式化后的完整字符串。如果本地化文本不存在,则返回 "[Table.Key]" 格式的占位符</returns>
/// <remarks>
/// 支持两种格式:
/// 1. {variableName} - 简单变量替换
/// 2. {variableName:formatter:args} - 使用格式化器进行格式化
/// </remarks>
public string Format()
{
var rawText = GetRaw();
return FormatString(rawText, _variables, _manager);
}
/// <summary>
/// 获取原始的本地化文本,不进行任何变量替换
/// </summary>
/// <returns>本地化文本。如果在本地化管理器中未找到对应的文本,则返回 "[Table.Key]" 格式的占位符</returns>
public string GetRaw()
{
if (!_manager.TryGetText(Table, Key, out var text))
{
return $"[{Table}.{Key}]";
}
return text;
}
/// <summary>
/// 检查当前本地化键是否存在于本地化管理器中
/// </summary>
/// <returns>如果存在返回 true否则返回 false</returns>
public bool Exists()
{
return _manager.TryGetText(Table, Key, out _);
}
/// <summary>
/// 格式化字符串(支持变量替换和格式化器)
/// </summary>
/// <param name="template">包含占位符的模板字符串</param>
/// <param name="variables">包含变量名称和值的字典</param>
/// <param name="manager">本地化管理器实例,用于获取格式化器</param>
/// <returns>格式化后的字符串。如果模板为空或 null则直接返回原模板</returns>
private static string FormatString(
string template,
Dictionary<string, object> variables,
ILocalizationManager manager)
{
if (string.IsNullOrEmpty(template))
{
return template;
}
// 使用预编译的静态正则表达式匹配 {variableName} 或 {variableName:formatter:args}
return FormatVariableRegex.Replace(template, match => FormatMatch(match, variables, manager));
}
/// <summary>
/// 处理单个正则表达式匹配项,根据是否有格式化器决定如何处理变量值
/// </summary>
/// <param name="match">正则表达式匹配结果</param>
/// <param name="variables">变量字典</param>
/// <param name="manager">本地化管理器实例</param>
/// <returns>替换后的字符串。如果变量不存在则返回原始匹配值;如果有格式化器则尝试格式化,失败则使用默认格式化</returns>
private static string FormatMatch(
Match match,
Dictionary<string, object> variables,
ILocalizationManager manager)
{
var variableName = match.Groups[1].Value;
if (!variables.TryGetValue(variableName, out var value))
{
return match.Value;
}
var formatterName = GetOptionalGroupValue(match, 2);
if (string.IsNullOrEmpty(formatterName))
{
return FormatValue(value, manager);
}
return TryFormatValue(match, value, formatterName, manager, out var result)
? result
: FormatValue(value, manager);
}
/// <summary>
/// 尝试使用指定的格式化器格式化变量值
/// </summary>
/// <param name="match">正则表达式匹配结果,用于获取格式化参数</param>
/// <param name="value">要格式化的变量值</param>
/// <param name="formatterName">格式化器名称</param>
/// <param name="manager">本地化管理器实例</param>
/// <param name="result">格式化后的结果字符串</param>
/// <returns>如果格式化成功返回 true否则返回 false此时 result 为空字符串</returns>
private static bool TryFormatValue(
Match match,
object value,
string formatterName,
ILocalizationManager manager,
out string result)
{
var formatterArgs = GetOptionalGroupValue(match, 3) ?? string.Empty;
if (GetFormatter(manager, formatterName) is { } formatter &&
formatter.TryFormat(formatterArgs, value, manager.CurrentCulture, out result))
{
return true;
}
result = string.Empty;
return false;
}
/// <summary>
/// 对变量值进行默认格式化,不使用自定义格式化器
/// </summary>
/// <param name="value">要格式化的值</param>
/// <param name="manager">本地化管理器实例,提供当前文化信息</param>
/// <returns>格式化后的字符串。如果值实现 IFormattable 接口则使用其 ToString 方法,否则调用默认的 ToString 方法</returns>
private static string FormatValue(object value, ILocalizationManager manager)
{
return value switch
{
IFormattable formattable => formattable.ToString(null, manager.CurrentCulture),
_ => value.ToString() ?? string.Empty
};
}
/// <summary>
/// 获取正则表达式匹配组中的可选值
/// </summary>
/// <param name="match">正则表达式匹配结果</param>
/// <param name="groupIndex">要获取的组索引</param>
/// <returns>如果该组匹配成功则返回其值;否则返回 null</returns>
private static string? GetOptionalGroupValue(Match match, int groupIndex)
{
return match.Groups[groupIndex].Success ? match.Groups[groupIndex].Value : null;
}
/// <summary>
/// 从本地化管理器获取指定名称的格式化器
/// </summary>
/// <param name="manager">本地化管理器实例</param>
/// <param name="name">格式化器名称</param>
/// <returns>如果找到对应的格式化器则返回;否则返回 null</returns>
private static ILocalizationFormatter? GetFormatter(ILocalizationManager manager, string name)
{
return manager.GetFormatter(name);
}
}

View File

@ -1,136 +0,0 @@
using GFramework.Core.Abstractions.Localization;
namespace GFramework.Core.Localization;
/// <summary>
/// 本地化表实现
/// </summary>
public class LocalizationTable : ILocalizationTable
{
/// <summary>
/// 存储原始本地化数据的字典
/// </summary>
private readonly Dictionary<string, string> _data;
/// <summary>
/// 存储覆盖数据的字典,优先级高于原始数据
/// </summary>
private readonly Dictionary<string, string> _overrides;
/// <summary>
/// 初始化本地化表
/// </summary>
/// <param name="name">表名</param>
/// <param name="language">语言代码</param>
/// <param name="data">数据字典</param>
/// <param name="fallback">回退表</param>
public LocalizationTable(
string name,
string language,
IReadOnlyDictionary<string, string> data,
ILocalizationTable? fallback = null)
{
Name = name ?? throw new ArgumentNullException(nameof(name));
Language = language ?? throw new ArgumentNullException(nameof(language));
_data = new Dictionary<string, string>(data);
_overrides = new Dictionary<string, string>();
Fallback = fallback;
}
/// <summary>
/// 获取本地化表的名称
/// </summary>
public string Name { get; }
/// <summary>
/// 获取语言代码
/// </summary>
public string Language { get; }
/// <summary>
/// 获取回退表,当当前表找不到键时用于查找
/// </summary>
public ILocalizationTable? Fallback { get; }
/// <summary>
/// 获取指定键的原始文本内容
/// </summary>
/// <param name="key">要查找的本地化键</param>
/// <returns>找到的本地化文本值</returns>
/// <exception cref="ArgumentNullException">当 key 为 null 时抛出</exception>
/// <exception cref="LocalizationKeyNotFoundException">当键在表中不存在且无回退表时抛出</exception>
public string GetRawText(string key)
{
if (key == null)
{
throw new ArgumentNullException(nameof(key));
}
// 优先使用覆盖数据
if (_overrides.TryGetValue(key, out var overrideValue))
{
return overrideValue;
}
// 然后使用原始数据
if (_data.TryGetValue(key, out var value))
{
return value;
}
// 最后尝试回退表
if (Fallback is { } fb && fb.ContainsKey(key))
{
return fb.GetRawText(key);
}
throw new LocalizationKeyNotFoundException(Name, key);
}
/// <summary>
/// 检查是否包含指定的键
/// </summary>
/// <param name="key">要检查的本地化键</param>
/// <returns>如果存在则返回 true否则返回 false</returns>
public bool ContainsKey(string key)
{
return _overrides.ContainsKey(key)
|| _data.ContainsKey(key)
|| (Fallback is { } fb && fb.ContainsKey(key));
}
/// <summary>
/// 获取所有可用的本地化键集合
/// </summary>
/// <returns>包含所有键的可枚举集合</returns>
public IEnumerable<string> GetKeys()
{
var keys = new HashSet<string>(_data.Keys);
keys.UnionWith(_overrides.Keys);
if (Fallback != null)
{
keys.UnionWith(Fallback.GetKeys());
}
return keys;
}
/// <summary>
/// 合并覆盖数据到当前表
/// </summary>
/// <param name="overrides">要合并的覆盖数据字典</param>
/// <exception cref="ArgumentNullException">当 overrides 为 null 时抛出</exception>
public void Merge(IReadOnlyDictionary<string, string> overrides)
{
if (overrides == null)
{
throw new ArgumentNullException(nameof(overrides));
}
foreach (var (key, value) in overrides)
{
_overrides[key] = value;
}
}
}

View File

@ -1,26 +1,17 @@
using System.Threading.Channels;
using GFramework.Core.Abstractions.Logging;
namespace GFramework.Core.Logging.Appenders;
/// <summary>
/// 异步日志输出器,使用 <see cref="Channel" /> 将调用线程与慢速日志目标解耦。
/// 异步日志输出器,使用 Channel 实现非阻塞日志写入
/// </summary>
/// <remarks>
/// <para>
/// 该输出器在后台线程中顺序消费日志条目,因此调用方不会因为文件 IO 或其他慢速输出目标而阻塞。
/// </para>
/// <para>
/// 内部输出器抛出的异常不会重新抛回调用线程;如需观察后台处理失败,请在构造函数中提供
/// <c>processingErrorHandler</c> 回调。
/// </para>
/// </remarks>
public sealed class AsyncLogAppender : ILogAppender
public sealed class AsyncLogAppender : ILogAppender, IDisposable
{
private readonly Channel<LogEntry> _channel;
private readonly CancellationTokenSource _cts;
private readonly SemaphoreSlim _flushSemaphore = new(0, 1);
private readonly ILogAppender _innerAppender;
private readonly Action<Exception>? _processingErrorHandler;
private readonly Task _processingTask;
private bool _disposed;
private volatile bool _flushRequested;
@ -30,17 +21,9 @@ public sealed class AsyncLogAppender : ILogAppender
/// </summary>
/// <param name="innerAppender">内部日志输出器</param>
/// <param name="bufferSize">缓冲区大小(默认 10000</param>
/// <param name="processingErrorHandler">
/// 后台处理日志时的错误回调。
/// 默认值为 <see langword="null" />,表示吞掉内部异常以避免污染宿主标准错误输出。
/// </param>
public AsyncLogAppender(
ILogAppender innerAppender,
int bufferSize = 10000,
Action<Exception>? processingErrorHandler = null)
public AsyncLogAppender(ILogAppender innerAppender, int bufferSize = 10000)
{
_innerAppender = innerAppender ?? throw new ArgumentNullException(nameof(innerAppender));
_processingErrorHandler = processingErrorHandler;
if (bufferSize <= 0)
throw new ArgumentException("Buffer size must be greater than 0.", nameof(bufferSize));
@ -155,8 +138,7 @@ public sealed class AsyncLogAppender : ILogAppender
}
/// <summary>
/// 后台处理日志的异步方法。
/// 该循环必须始终保持存活,因此所有内部异常都通过回调上报并被吞掉。
/// 后台处理日志的异步方法
/// </summary>
private async Task ProcessLogsAsync(CancellationToken cancellationToken)
{
@ -170,8 +152,8 @@ public sealed class AsyncLogAppender : ILogAppender
}
catch (Exception ex)
{
// 后台消费失败只通过显式回调暴露,避免测试宿主将 stderr 误判为测试告警。
ReportProcessingError(ex);
// 记录内部错误到控制台(避免递归)
await Console.Error.WriteLineAsync($"[AsyncLogAppender] Error processing log entry: {ex.Message}");
}
// 检查是否有刷新请求且通道已空
@ -193,7 +175,7 @@ public sealed class AsyncLogAppender : ILogAppender
}
catch (Exception ex)
{
ReportProcessingError(ex);
await Console.Error.WriteLineAsync($"[AsyncLogAppender] Fatal error in processing task: {ex}");
}
finally
{
@ -202,37 +184,10 @@ public sealed class AsyncLogAppender : ILogAppender
{
_innerAppender.Flush();
}
catch (Exception ex)
catch
{
ReportProcessingError(ex);
// 忽略刷新错误
}
}
}
/// <summary>
/// 上报后台处理异常,同时隔离观察者自身抛出的错误,避免终止处理循环。
/// 取消相关异常表示关闭流程中的预期控制流,不应被视为后台处理失败。
/// </summary>
/// <param name="exception">后台处理中捕获到的异常。</param>
private void ReportProcessingError(Exception exception)
{
if (exception is OperationCanceledException)
{
return;
}
if (_processingErrorHandler is null)
{
return;
}
try
{
_processingErrorHandler(exception);
}
catch
{
// 错误观察者只用于诊断,绝不能反向影响日志处理线程的生命周期。
}
}
}

View File

@ -80,7 +80,7 @@ public class PauseStackManager : AbstractContextUtility, IPauseStackManager, IAs
// 触发事件
try
{
RaisePauseStateChanged(group, false);
OnPauseStateChanged?.Invoke(group, false);
}
catch (Exception ex)
{
@ -97,7 +97,7 @@ public class PauseStackManager : AbstractContextUtility, IPauseStackManager, IAs
/// <summary>
/// 暂停状态变化事件,当暂停状态发生改变时触发。
/// </summary>
public event EventHandler<PauseStateChangedEventArgs>? OnPauseStateChanged;
public event Action<PauseGroup, bool>? OnPauseStateChanged;
/// <summary>
/// 推入一个新的暂停请求到指定的暂停组中。
@ -488,18 +488,7 @@ public class PauseStackManager : AbstractContextUtility, IPauseStackManager, IAs
}
// 触发事件
RaisePauseStateChanged(group, isPaused);
}
/// <summary>
/// 以标准事件模式发布暂停状态变化事件。
/// 所有状态变更路径都通过该方法创建统一的事件参数,避免不同调用点出现不一致的载荷。
/// </summary>
/// <param name="group">发生状态变化的暂停组。</param>
/// <param name="isPaused">暂停组变化后的新状态。</param>
private void RaisePauseStateChanged(PauseGroup group, bool isPaused)
{
OnPauseStateChanged?.Invoke(this, new PauseStateChangedEventArgs(group, isPaused));
OnPauseStateChanged?.Invoke(group, isPaused);
}
/// <summary>

View File

@ -1,58 +0,0 @@
using System.Numerics;
using GFramework.Core.Abstractions.Utility.Numeric;
namespace GFramework.Core.Utility.Numeric;
/// <summary>
/// 数值显示静态入口。
/// </summary>
public static class NumericDisplay
{
private static readonly NumericDisplayFormatter DefaultFormatter = new();
/// <summary>
/// 将数值格式化为展示字符串。
/// </summary>
public static string Format<T>(T value, NumericFormatOptions? options = null) where T : INumber<T>
{
return DefaultFormatter.Format(value, options);
}
/// <summary>
/// 将运行时数值对象格式化为展示字符串。
/// </summary>
public static string Format(object value, NumericFormatOptions? options = null)
{
return DefaultFormatter.Format(value, options);
}
/// <summary>
/// 使用默认紧凑风格格式化数值。
/// </summary>
public static string FormatCompact<T>(
T value,
int maxDecimalPlaces = 1,
IFormatProvider? formatProvider = null) where T : INumber<T>
{
return Format(value, new NumericFormatOptions
{
MaxDecimalPlaces = maxDecimalPlaces,
FormatProvider = formatProvider
});
}
/// <summary>
/// 使用默认紧凑风格格式化运行时数值对象。
/// </summary>
public static string FormatCompact(
object value,
int maxDecimalPlaces = 1,
IFormatProvider? formatProvider = null)
{
return Format(value, new NumericFormatOptions
{
MaxDecimalPlaces = maxDecimalPlaces,
FormatProvider = formatProvider
});
}
}

View File

@ -1,140 +0,0 @@
using System.Globalization;
using System.Numerics;
using GFramework.Core.Abstractions.Utility.Numeric;
namespace GFramework.Core.Utility.Numeric;
/// <summary>
/// 默认数值显示格式化器。
/// </summary>
public sealed class NumericDisplayFormatter : INumericDisplayFormatter
{
private readonly INumericFormatRule _defaultRule;
/// <summary>
/// 初始化默认数值显示格式化器。
/// </summary>
public NumericDisplayFormatter()
: this(NumericSuffixFormatRule.InternationalCompact)
{
}
/// <summary>
/// 初始化数值显示格式化器。
/// </summary>
/// <param name="defaultRule">默认规则。</param>
public NumericDisplayFormatter(INumericFormatRule defaultRule)
{
_defaultRule = defaultRule ?? throw new ArgumentNullException(nameof(defaultRule));
}
/// <inheritdoc/>
public string Format<T>(T value, NumericFormatOptions? options = null)
{
if (value is null)
{
throw new ArgumentNullException(nameof(value));
}
var resolvedOptions = NormalizeOptions(options);
var rule = ResolveRule(resolvedOptions);
if (rule.TryFormat(value, resolvedOptions, out var result))
{
return result;
}
return FormatFallback(value!, resolvedOptions.FormatProvider);
}
/// <summary>
/// 将运行时数值对象格式化为展示字符串。
/// </summary>
/// <param name="value">待格式化的数值对象。</param>
/// <param name="options">格式化选项。</param>
/// <returns>格式化后的字符串。</returns>
public string Format(object value, NumericFormatOptions? options = null)
{
ArgumentNullException.ThrowIfNull(value);
return value switch
{
byte byteValue => Format(byteValue, options),
sbyte sbyteValue => Format(sbyteValue, options),
short shortValue => Format(shortValue, options),
ushort ushortValue => Format(ushortValue, options),
int intValue => Format(intValue, options),
uint uintValue => Format(uintValue, options),
long longValue => Format(longValue, options),
ulong ulongValue => Format(ulongValue, options),
nint nativeIntValue => Format(nativeIntValue, options),
nuint nativeUIntValue => Format(nativeUIntValue, options),
float floatValue => Format(floatValue, options),
double doubleValue => Format(doubleValue, options),
decimal decimalValue => Format(decimalValue, options),
BigInteger bigIntegerValue => Format(bigIntegerValue, options),
_ => FormatFallback(value, options?.FormatProvider)
};
}
internal static NumericFormatOptions NormalizeOptions(NumericFormatOptions? options)
{
var resolved = options ?? new NumericFormatOptions();
if (resolved.MaxDecimalPlaces < 0)
{
throw new ArgumentOutOfRangeException(
nameof(options),
resolved.MaxDecimalPlaces,
"MaxDecimalPlaces 不能小于 0。");
}
if (resolved.MinDecimalPlaces < 0)
{
throw new ArgumentOutOfRangeException(
nameof(options),
resolved.MinDecimalPlaces,
"MinDecimalPlaces 不能小于 0。");
}
if (resolved.MinDecimalPlaces > resolved.MaxDecimalPlaces)
{
throw new ArgumentException("MinDecimalPlaces 不能大于 MaxDecimalPlaces。", nameof(options));
}
if (resolved.CompactThreshold <= 0m)
{
throw new ArgumentOutOfRangeException(
nameof(options),
resolved.CompactThreshold,
"CompactThreshold 必须大于 0。");
}
return resolved;
}
private INumericFormatRule ResolveRule(NumericFormatOptions options)
{
ArgumentNullException.ThrowIfNull(options);
if (options.Rule is not null)
{
return options.Rule;
}
return options.Style switch
{
NumericDisplayStyle.Compact => _defaultRule,
_ => throw new ArgumentOutOfRangeException(nameof(options), options.Style, "不支持的数值显示风格。")
};
}
private static string FormatFallback(object value, IFormatProvider? provider)
{
return value switch
{
IFormattable formattable => formattable.ToString(null, provider ?? CultureInfo.CurrentCulture),
_ => value.ToString() ?? string.Empty
};
}
}

View File

@ -1,353 +0,0 @@
using System.Globalization;
using System.Numerics;
using GFramework.Core.Abstractions.Utility.Numeric;
namespace GFramework.Core.Utility.Numeric;
/// <summary>
/// 基于后缀阈值表的数值缩写规则。
/// </summary>
public sealed class NumericSuffixFormatRule : INumericFormatRule
{
private readonly NumericSuffixThreshold[] _thresholds;
/// <summary>
/// 初始化后缀缩写规则。
/// </summary>
/// <param name="name">规则名称。</param>
/// <param name="thresholds">阈值表。</param>
public NumericSuffixFormatRule(string name, IEnumerable<NumericSuffixThreshold> thresholds)
{
ArgumentException.ThrowIfNullOrEmpty(name);
ArgumentNullException.ThrowIfNull(thresholds);
Name = name;
_thresholds = thresholds.OrderBy(entry => entry.Divisor).ToArray();
if (_thresholds.Length == 0)
{
throw new ArgumentException("至少需要一个缩写阈值。", nameof(thresholds));
}
ValidateThresholds(_thresholds);
}
/// <summary>
/// 默认国际缩写规则使用标准的K、M、B、T后缀表示千、百万、十亿、万亿。
/// </summary>
public static NumericSuffixFormatRule InternationalCompact { get; } = new(
"compact",
[
new NumericSuffixThreshold(1_000m, "K"),
new NumericSuffixThreshold(1_000_000m, "M"),
new NumericSuffixThreshold(1_000_000_000m, "B"),
new NumericSuffixThreshold(1_000_000_000_000m, "T")
]);
/// <summary>
/// 获取此格式化规则的名称。
/// </summary>
public string Name { get; }
/// <summary>
/// 尝试将指定的数值按照当前规则进行格式化。
/// </summary>
/// <typeparam name="T">数值的类型</typeparam>
/// <param name="value">要格式化的数值</param>
/// <param name="options">格式化选项,包含小数位数、舍入模式等设置</param>
/// <param name="result">格式化后的字符串结果</param>
/// <returns>如果格式化成功则返回true如果输入无效或格式化失败则返回false</returns>
public bool TryFormat<T>(T value, NumericFormatOptions options, out string result)
{
ArgumentNullException.ThrowIfNull(options);
NumericDisplayFormatter.NormalizeOptions(options);
if (TryFormatSpecialFloatingPoint(value, options.FormatProvider, out result))
{
return true;
}
object? boxedValue = value;
if (boxedValue is null)
{
result = string.Empty;
return false;
}
return boxedValue switch
{
byte byteValue => TryFormatDecimal(byteValue, options, out result),
sbyte sbyteValue => TryFormatDecimal(sbyteValue, options, out result),
short shortValue => TryFormatDecimal(shortValue, options, out result),
ushort ushortValue => TryFormatDecimal(ushortValue, options, out result),
int intValue => TryFormatDecimal(intValue, options, out result),
uint uintValue => TryFormatDecimal(uintValue, options, out result),
long longValue => TryFormatDecimal(longValue, options, out result),
ulong ulongValue => TryFormatDecimal(ulongValue, options, out result),
nint nativeIntValue => TryFormatDecimal(nativeIntValue, options, out result),
nuint nativeUIntValue => TryFormatDecimal(nativeUIntValue, options, out result),
decimal decimalValue => TryFormatDecimal(decimalValue, options, out result),
float floatValue => TryFormatDouble(floatValue, options, out result),
double doubleValue => TryFormatDouble(doubleValue, options, out result),
BigInteger bigIntegerValue => TryFormatBigInteger(bigIntegerValue, options, out result),
_ => TryFormatConvertible(boxedValue, options, out result)
};
}
private static void ValidateThresholds(IReadOnlyList<NumericSuffixThreshold> thresholds)
{
decimal? previousDivisor = null;
foreach (var threshold in thresholds)
{
if (threshold.Divisor <= 0m)
{
throw new ArgumentOutOfRangeException(nameof(thresholds), "阈值除数必须大于 0。");
}
if (string.IsNullOrWhiteSpace(threshold.Suffix))
{
throw new ArgumentException("阈值后缀不能为空。", nameof(thresholds));
}
if (previousDivisor.HasValue && threshold.Divisor <= previousDivisor.Value)
{
throw new ArgumentException("阈值除数必须严格递增。", nameof(thresholds));
}
previousDivisor = threshold.Divisor;
}
}
private static bool TryFormatSpecialFloatingPoint<T>(
T value,
IFormatProvider? provider,
out string result)
{
object? boxedValue = value;
if (boxedValue is null)
{
result = string.Empty;
return false;
}
switch (boxedValue)
{
case float floatValue when float.IsNaN(floatValue) || float.IsInfinity(floatValue):
result = floatValue.ToString(null, provider);
return true;
case double doubleValue when double.IsNaN(doubleValue) || double.IsInfinity(doubleValue):
result = doubleValue.ToString(null, provider);
return true;
default:
result = string.Empty;
return false;
}
}
private bool TryFormatConvertible(object value, NumericFormatOptions options, out string result)
{
if (value is not IConvertible convertible)
{
result = string.Empty;
return false;
}
try
{
var decimalValue = convertible.ToDecimal(options.FormatProvider ?? CultureInfo.InvariantCulture);
return TryFormatDecimal(decimalValue, options, out result);
}
catch
{
result = string.Empty;
return false;
}
}
private bool TryFormatBigInteger(BigInteger value, NumericFormatOptions options, out string result)
{
try
{
return TryFormatDecimal((decimal)value, options, out result);
}
catch (OverflowException)
{
var doubleValue = (double)value;
if (TryFormatSpecialFloatingPoint(doubleValue, options.FormatProvider, out result))
{
return true;
}
return TryFormatDouble(doubleValue, options, out result);
}
}
private bool TryFormatDecimal(decimal value, NumericFormatOptions options, out string result)
{
var absoluteValue = Math.Abs(value);
if (absoluteValue < options.CompactThreshold)
{
result = FormatPlainDecimal(value, options);
return true;
}
var suffixIndex = FindThresholdIndex(absoluteValue);
if (suffixIndex < 0)
{
result = FormatPlainDecimal(value, options);
return true;
}
var scaledValue = RoundScaledDecimal(absoluteValue, suffixIndex, options, out suffixIndex);
result = ComposeResult(value < 0m, FormatDecimalCore(scaledValue, options, false), suffixIndex);
return true;
}
private bool TryFormatDouble(double value, NumericFormatOptions options, out string result)
{
var absoluteValue = Math.Abs(value);
if (absoluteValue < (double)options.CompactThreshold)
{
result = FormatPlainDouble(value, options);
return true;
}
var suffixIndex = FindThresholdIndex(absoluteValue);
if (suffixIndex < 0)
{
result = FormatPlainDouble(value, options);
return true;
}
var scaledValue = RoundScaledDouble(absoluteValue, suffixIndex, options, out suffixIndex);
result = ComposeResult(value < 0d, FormatDoubleCore(scaledValue, options, false), suffixIndex);
return true;
}
private string ComposeResult(bool negative, string numericPart, int suffixIndex)
{
return $"{(negative ? "-" : string.Empty)}{numericPart}{_thresholds[suffixIndex].Suffix}";
}
private int FindThresholdIndex(decimal absoluteValue)
{
for (var i = _thresholds.Length - 1; i >= 0; i--)
{
if (absoluteValue >= _thresholds[i].Divisor)
{
return i;
}
}
return -1;
}
private int FindThresholdIndex(double absoluteValue)
{
for (var i = _thresholds.Length - 1; i >= 0; i--)
{
if (absoluteValue >= (double)_thresholds[i].Divisor)
{
return i;
}
}
return -1;
}
private decimal RoundScaledDecimal(decimal absoluteValue, int suffixIndex, NumericFormatOptions options,
out int resolvedIndex)
{
resolvedIndex = suffixIndex;
var roundedValue = RoundDecimal(absoluteValue / _thresholds[resolvedIndex].Divisor, options);
while (resolvedIndex < _thresholds.Length - 1)
{
var promoteThreshold = _thresholds[resolvedIndex + 1].Divisor / _thresholds[resolvedIndex].Divisor;
if (roundedValue < promoteThreshold)
{
break;
}
resolvedIndex++;
roundedValue = RoundDecimal(absoluteValue / _thresholds[resolvedIndex].Divisor, options);
}
return roundedValue;
}
private double RoundScaledDouble(double absoluteValue, int suffixIndex, NumericFormatOptions options,
out int resolvedIndex)
{
resolvedIndex = suffixIndex;
var roundedValue = RoundDouble(absoluteValue / (double)_thresholds[resolvedIndex].Divisor, options);
while (resolvedIndex < _thresholds.Length - 1)
{
var promoteThreshold =
(double)(_thresholds[resolvedIndex + 1].Divisor / _thresholds[resolvedIndex].Divisor);
if (roundedValue < promoteThreshold)
{
break;
}
resolvedIndex++;
roundedValue = RoundDouble(absoluteValue / (double)_thresholds[resolvedIndex].Divisor, options);
}
return roundedValue;
}
private static decimal RoundDecimal(decimal value, NumericFormatOptions options)
{
return Math.Round(value, options.MaxDecimalPlaces, options.MidpointRounding);
}
private static double RoundDouble(double value, NumericFormatOptions options)
{
return Math.Round(value, options.MaxDecimalPlaces, options.MidpointRounding);
}
private static string FormatPlainDecimal(decimal value, NumericFormatOptions options)
{
return FormatDecimalCore(RoundDecimal(value, options), options, options.UseGroupingBelowThreshold);
}
private static string FormatPlainDouble(double value, NumericFormatOptions options)
{
return FormatDoubleCore(RoundDouble(value, options), options, options.UseGroupingBelowThreshold);
}
private static string FormatDecimalCore(decimal value, NumericFormatOptions options, bool useGrouping)
{
return value.ToString(BuildFormatString(options, useGrouping), options.FormatProvider);
}
private static string FormatDoubleCore(double value, NumericFormatOptions options, bool useGrouping)
{
return value.ToString(BuildFormatString(options, useGrouping), options.FormatProvider);
}
private static string BuildFormatString(NumericFormatOptions options, bool useGrouping)
{
var integerPart = useGrouping ? "#,0" : "0";
if (options.MaxDecimalPlaces == 0)
{
return integerPart;
}
if (!options.TrimTrailingZeros)
{
var fixedDigits = Math.Max(options.MaxDecimalPlaces, options.MinDecimalPlaces);
return $"{integerPart}.{new string('0', fixedDigits)}";
}
var requiredDigits = new string('0', options.MinDecimalPlaces);
var optionalDigits = new string('#', options.MaxDecimalPlaces - options.MinDecimalPlaces);
return $"{integerPart}.{requiredDigits}{optionalDigits}";
}
}

View File

@ -1,8 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TestTargetFrameworks Condition="'$(TestTargetFrameworks)' == ''">net10.0</TestTargetFrameworks>
<TargetFrameworks>$(TestTargetFrameworks)</TargetFrameworks>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>

View File

@ -19,7 +19,7 @@
<Using Include="GFramework.Game.Abstractions"/>
</ItemGroup>
<ItemGroup>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.25">
<PackageReference Update="Meziantou.Analyzer" Version="3.0.19">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>

View File

@ -1,25 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Game.Abstractions.Routing;
/// <summary>
/// 路由项接口,表示可路由的对象
/// </summary>
public interface IRoute
{
/// <summary>
/// 路由键值,用于唯一标识路由项
/// </summary>
string Key { get; }
}

View File

@ -1,26 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Game.Abstractions.Routing;
/// <summary>
/// 路由上下文接口,表示路由进入时的参数
/// </summary>
/// <remarks>
/// 这是一个标记接口,用于类型约束。
/// 具体的路由上下文类型应该实现此接口。
/// </remarks>
public interface IRouteContext
{
// 标记接口,用于类型约束
}

View File

@ -1,54 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Game.Abstractions.Routing;
/// <summary>
/// 路由守卫接口,用于控制路由的进入和离开
/// </summary>
/// <typeparam name="TRoute">路由项类型</typeparam>
public interface IRouteGuard<TRoute> where TRoute : IRoute
{
/// <summary>
/// 守卫优先级,数值越小优先级越高
/// </summary>
/// <remarks>
/// 守卫按优先级从小到大依次执行。
/// 建议使用 0-100 的范围,默认为 50。
/// </remarks>
int Priority { get; }
/// <summary>
/// 是否可以中断后续守卫的执行
/// </summary>
/// <remarks>
/// 如果为 true,当此守卫返回 true 或抛出异常时,将中断后续守卫的执行。
/// 如果为 false,将继续执行后续守卫。
/// </remarks>
bool CanInterrupt { get; }
/// <summary>
/// 检查是否可以进入指定路由
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <param name="context">路由上下文</param>
/// <returns>如果允许进入返回 true,否则返回 false</returns>
ValueTask<bool> CanEnterAsync(string routeKey, IRouteContext? context);
/// <summary>
/// 检查是否可以离开指定路由
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <returns>如果允许离开返回 true,否则返回 false</returns>
ValueTask<bool> CanLeaveAsync(string routeKey);
}

View File

@ -2,25 +2,29 @@
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//
// http://www.apache.org/licenses/LICENSE-2.0
//
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.Scene;
/// <summary>
/// 场景行为接口,定义了场景生命周期管理的标准方法。
/// 实现此接口的类需要处理场景的加载、激活、暂停、恢复和卸载等核心操作。
/// </summary>
public interface ISceneBehavior : IRoute
public interface ISceneBehavior
{
/// <summary>
/// 获取场景的唯一标识符。
/// 用于区分不同的场景实例。
/// </summary>
string Key { get; }
/// <summary>
/// 获取场景的原始对象。
/// </summary>

View File

@ -2,21 +2,19 @@
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//
// http://www.apache.org/licenses/LICENSE-2.0
//
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.Scene;
/// <summary>
/// 场景进入参数接口
/// 该接口用于定义场景跳转时传递的参数数据结构
/// 场景进入参数接口
/// 该接口用于定义场景跳转时传递的参数数据结构
/// </summary>
public interface ISceneEnterParam : IRouteContext;
public interface ISceneEnterParam;

View File

@ -11,29 +11,40 @@
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.Scene;
/// <summary>
/// 场景路由守卫接口,用于在场景切换前进行权限检查和条件验证。
/// 实现此接口可以拦截场景的进入和离开操作。
/// </summary>
public interface ISceneRouteGuard : IRouteGuard<ISceneBehavior>
public interface ISceneRouteGuard
{
/// <summary>
/// 获取守卫的执行优先级。
/// 数值越小优先级越高,越先执行。
/// 建议范围:-1000 到 1000。
/// </summary>
int Priority { get; }
/// <summary>
/// 获取守卫是否可以中断后续守卫的执行。
/// true 表示当前守卫通过后,可以跳过后续守卫直接允许操作。
/// false 表示即使当前守卫通过,仍需执行所有后续守卫。
/// </summary>
bool CanInterrupt { get; }
/// <summary>
/// 异步检查是否允许进入指定场景。
/// </summary>
/// <param name="sceneKey">目标场景的唯一标识符。</param>
/// <param name="param">场景进入参数,可能包含初始化数据或上下文信息。</param>
/// <returns>如果允许进入则返回 true否则返回 false。</returns>
ValueTask<bool> CanEnterAsync(string sceneKey, ISceneEnterParam? param);
Task<bool> CanEnterAsync(string sceneKey, ISceneEnterParam? param);
/// <summary>
/// 异步检查是否允许离开指定场景。
/// 该成员显式细化了通用路由守卫的离开检查,使场景守卫在 API 文档中保持场景语义。
/// </summary>
/// <param name="sceneKey">当前场景的唯一标识符。</param>
/// <returns>如果允许离开则返回 true否则返回 false。</returns>
new ValueTask<bool> CanLeaveAsync(string sceneKey);
Task<bool> CanLeaveAsync(string sceneKey);
}

View File

@ -1,12 +1,11 @@
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// UI页面行为接口定义了UI页面的生命周期方法和状态管理
/// </summary>
public interface IUiPageBehavior : IRoute
public interface IUiPageBehavior
{
/// <summary>
/// 获取或设置当前UI句柄。
@ -46,6 +45,14 @@ public interface IUiPageBehavior : IRoute
/// <returns>页面视图实例。</returns>
object View { get; }
/// <summary>
/// 获取键值
/// </summary>
/// <value>返回当前对象的键标识符</value>
string Key { get; }
/// <summary>
/// 获取页面是否处于活动状态
/// </summary>

View File

@ -1,9 +1,7 @@
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.UI;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// UI页面进入参数接口
/// 该接口用于定义UI页面跳转时传递的参数数据结构
/// UI页面进入参数接口
/// 该接口用于定义UI页面跳转时传递的参数数据结构
/// </summary>
public interface IUiPageEnterParam : IRouteContext;
public interface IUiPageEnterParam;

View File

@ -1,26 +1,34 @@
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// UI路由守卫接口
/// 用于拦截和处理UI路由切换实现业务逻辑解耦
/// UI路由守卫接口
/// 用于拦截和处理UI路由切换实现业务逻辑解耦
/// </summary>
public interface IUiRouteGuard : IRouteGuard<IUiPageBehavior>
public interface IUiRouteGuard
{
/// <summary>
/// 进入UI前的检查
/// 守卫优先级,数值越小越先执行
/// </summary>
int Priority { get; }
/// <summary>
/// 是否可中断后续守卫
/// 如果返回 true当该守卫返回 false 时,将停止执行后续守卫
/// </summary>
bool CanInterrupt { get; }
/// <summary>
/// 进入UI前的检查
/// </summary>
/// <param name="uiKey">目标UI标识符</param>
/// <param name="param">进入参数</param>
/// <returns>true表示允许进入false表示拦截</returns>
ValueTask<bool> CanEnterAsync(string uiKey, IUiPageEnterParam? param);
Task<bool> CanEnterAsync(string uiKey, IUiPageEnterParam? param);
/// <summary>
/// 离开UI前的检查。
/// 该成员显式细化了通用路由守卫的离开检查,使 UI 守卫在 API 文档中保持 UI 语义。
/// 离开UI前的检查
/// </summary>
/// <param name="uiKey">当前UI标识符</param>
/// <returns>true表示允许离开false表示拦截</returns>
new ValueTask<bool> CanLeaveAsync(string uiKey);
Task<bool> CanLeaveAsync(string uiKey);
}

View File

@ -113,6 +113,28 @@ public interface IUiRouter : ISystem
/// </summary>
bool Contains(string uiKey);
#region
/// <summary>
/// 注册路由守卫
/// </summary>
/// <param name="guard">守卫实例</param>
void AddGuard(IUiRouteGuard guard);
/// <summary>
/// 注册路由守卫(泛型方法)
/// </summary>
/// <typeparam name="T">守卫类型,必须实现 IUiRouteGuard 且有无参构造函数</typeparam>
void AddGuard<T>() where T : IUiRouteGuard, new();
/// <summary>
/// 移除路由守卫
/// </summary>
/// <param name="guard">守卫实例</param>
void RemoveGuard(IUiRouteGuard guard);
#endregion
#region Layer UI
/// <summary>

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@ -1,24 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TestTargetFrameworks Condition="'$(TestTargetFrameworks)' == ''">net10.0</TestTargetFrameworks>
<TargetFrameworks>$(TestTargetFrameworks)</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0"/>
<PackageReference Include="Moq" Version="4.20.72"/>
<PackageReference Include="NUnit" Version="4.5.1"/>
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0"/>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GFramework.Game\GFramework.Game.csproj"/>
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
</ItemGroup>
</Project>

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@ -1,19 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
global using NUnit.Framework;
global using Moq;
global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading.Tasks;

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@ -1,582 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.Routing;
using GFramework.Game.Routing;
namespace GFramework.Game.Tests.Routing;
/// <summary>
/// RouterBase 单元测试
/// </summary>
[TestFixture]
public class RouterBaseTests
{
/// <summary>
/// 测试用路由项
/// </summary>
private class TestRoute : IRoute
{
public string Key { get; set; } = string.Empty;
}
/// <summary>
/// 测试用路由上下文
/// </summary>
private class TestContext : IRouteContext
{
public string? Data { get; set; }
}
/// <summary>
/// 测试用路由守卫
/// </summary>
private class TestGuard : IRouteGuard<TestRoute>
{
public Func<string, IRouteContext?, ValueTask<bool>>? EnterFunc { get; set; }
public Func<string, ValueTask<bool>>? LeaveFunc { get; set; }
public int Priority { get; set; }
public bool CanInterrupt { get; set; }
public ValueTask<bool> CanEnterAsync(string routeKey, IRouteContext? context)
{
return EnterFunc?.Invoke(routeKey, context) ?? ValueTask.FromResult(true);
}
public ValueTask<bool> CanLeaveAsync(string routeKey)
{
return LeaveFunc?.Invoke(routeKey) ?? ValueTask.FromResult(true);
}
}
/// <summary>
/// 测试用路由器实现
/// </summary>
private class TestRouter : RouterBase<TestRoute, TestContext>
{
public bool HandlersRegistered { get; private set; }
// 暴露 Stack 用于测试
public new Stack<TestRoute> Stack => base.Stack;
protected override void OnInit()
{
// 测试用路由器不需要初始化逻辑
}
protected override void RegisterHandlers()
{
HandlersRegistered = true;
}
// 暴露 protected 方法用于测试
public new Task<bool> ExecuteEnterGuardsAsync(string routeKey, TestContext? context)
{
return base.ExecuteEnterGuardsAsync(routeKey, context);
}
public new Task<bool> ExecuteLeaveGuardsAsync(string routeKey)
{
return base.ExecuteLeaveGuardsAsync(routeKey);
}
}
[Test]
public void AddGuard_ShouldAddGuardToList()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard { Priority = 10 };
// Act
router.AddGuard(guard);
// Assert - 通过尝试添加相同守卫来验证
Assert.DoesNotThrow(() => router.AddGuard(guard));
}
[Test]
public void AddGuard_ShouldSortByPriority()
{
// Arrange
var router = new TestRouter();
var guard1 = new TestGuard { Priority = 20 };
var guard2 = new TestGuard { Priority = 10 };
var guard3 = new TestGuard { Priority = 30 };
// Act
router.AddGuard(guard1);
router.AddGuard(guard2);
router.AddGuard(guard3);
// Assert - 通过执行守卫来验证顺序
var executionOrder = new List<int>();
guard1.EnterFunc = (_, _) =>
{
executionOrder.Add(1);
return ValueTask.FromResult(true);
};
guard2.EnterFunc = (_, _) =>
{
executionOrder.Add(2);
return ValueTask.FromResult(true);
};
guard3.EnterFunc = (_, _) =>
{
executionOrder.Add(3);
return ValueTask.FromResult(true);
};
router.ExecuteEnterGuardsAsync("test", null).Wait();
Assert.That(executionOrder, Is.EqualTo(new[] { 2, 1, 3 }));
}
[Test]
public void AddGuard_WithGeneric_ShouldCreateAndAddGuard()
{
// Arrange
var router = new TestRouter();
// Act & Assert
Assert.DoesNotThrow(() => router.AddGuard<TestGuard>());
}
[Test]
public void AddGuard_WithNull_ShouldThrowArgumentNullException()
{
// Arrange
var router = new TestRouter();
// Act & Assert
Assert.Throws<ArgumentNullException>(() => router.AddGuard(null!));
}
[Test]
public void RemoveGuard_ShouldRemoveGuardFromList()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard { Priority = 10 };
router.AddGuard(guard);
// Act
router.RemoveGuard(guard);
// Assert - 守卫应该被移除,不会再执行
var executed = false;
guard.EnterFunc = (_, _) =>
{
executed = true;
return ValueTask.FromResult(true);
};
router.ExecuteEnterGuardsAsync("test", null).Wait();
Assert.That(executed, Is.False);
}
[Test]
public void RemoveGuard_WithNull_ShouldThrowArgumentNullException()
{
// Arrange
var router = new TestRouter();
// Act & Assert
Assert.Throws<ArgumentNullException>(() => router.RemoveGuard(null!));
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithNoGuards_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.True);
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithAllowingGuard_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard
{
Priority = 10,
EnterFunc = (_, _) => ValueTask.FromResult(true)
};
router.AddGuard(guard);
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.True);
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithBlockingGuard_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard
{
Priority = 10,
EnterFunc = (_, _) => ValueTask.FromResult(false)
};
router.AddGuard(guard);
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.False);
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithInterruptingGuard_ShouldStopExecution()
{
// Arrange
var router = new TestRouter();
var guard1 = new TestGuard
{
Priority = 10,
CanInterrupt = true,
EnterFunc = (_, _) => ValueTask.FromResult(true)
};
var guard2Executed = false;
var guard2 = new TestGuard
{
Priority = 20,
EnterFunc = (_, _) =>
{
guard2Executed = true;
return ValueTask.FromResult(true);
}
};
router.AddGuard(guard1);
router.AddGuard(guard2);
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.True);
Assert.That(guard2Executed, Is.False);
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithThrowingGuard_ShouldContinueIfNotInterrupting()
{
// Arrange
var router = new TestRouter();
var guard1 = new TestGuard
{
Priority = 10,
CanInterrupt = false,
EnterFunc = (_, _) => throw new InvalidOperationException("Test exception")
};
var guard2Executed = false;
var guard2 = new TestGuard
{
Priority = 20,
EnterFunc = (_, _) =>
{
guard2Executed = true;
return ValueTask.FromResult(true);
}
};
router.AddGuard(guard1);
router.AddGuard(guard2);
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.True);
Assert.That(guard2Executed, Is.True);
}
[Test]
public async Task ExecuteEnterGuardsAsync_WithThrowingInterruptingGuard_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard
{
Priority = 10,
CanInterrupt = true,
EnterFunc = (_, _) => throw new InvalidOperationException("Test exception")
};
router.AddGuard(guard);
// Act
var result = await router.ExecuteEnterGuardsAsync("test", null);
// Assert
Assert.That(result, Is.False);
}
[Test]
public async Task ExecuteLeaveGuardsAsync_WithNoGuards_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
// Act
var result = await router.ExecuteLeaveGuardsAsync("test");
// Assert
Assert.That(result, Is.True);
}
[Test]
public async Task ExecuteLeaveGuardsAsync_WithAllowingGuard_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard
{
Priority = 10,
LeaveFunc = _ => ValueTask.FromResult(true)
};
router.AddGuard(guard);
// Act
var result = await router.ExecuteLeaveGuardsAsync("test");
// Assert
Assert.That(result, Is.True);
}
[Test]
public async Task ExecuteLeaveGuardsAsync_WithBlockingGuard_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
var guard = new TestGuard
{
Priority = 10,
LeaveFunc = _ => ValueTask.FromResult(false)
};
router.AddGuard(guard);
// Act
var result = await router.ExecuteLeaveGuardsAsync("test");
// Assert
Assert.That(result, Is.False);
}
[Test]
public void Contains_WithEmptyStack_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.Contains("test");
// Assert
Assert.That(result, Is.False);
}
[Test]
public void Contains_WithMatchingRoute_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test" };
router.Stack.Push(route);
// Act
var result = router.Contains("test");
// Assert
Assert.That(result, Is.True);
}
[Test]
public void Contains_WithNonMatchingRoute_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test1" };
router.Stack.Push(route);
// Act
var result = router.Contains("test2");
// Assert
Assert.That(result, Is.False);
}
[Test]
public void PeekKey_WithEmptyStack_ShouldReturnEmptyString()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.PeekKey();
// Assert
Assert.That(result, Is.EqualTo(string.Empty));
}
[Test]
public void PeekKey_WithRoute_ShouldReturnRouteKey()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test" };
router.Stack.Push(route);
// Act
var result = router.PeekKey();
// Assert
Assert.That(result, Is.EqualTo("test"));
}
[Test]
public void IsTop_WithEmptyStack_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.IsTop("test");
// Assert
Assert.That(result, Is.False);
}
[Test]
public void IsTop_WithMatchingRoute_ShouldReturnTrue()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test" };
router.Stack.Push(route);
// Act
var result = router.IsTop("test");
// Assert
Assert.That(result, Is.True);
}
[Test]
public void IsTop_WithNonMatchingRoute_ShouldReturnFalse()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test1" };
router.Stack.Push(route);
// Act
var result = router.IsTop("test2");
// Assert
Assert.That(result, Is.False);
}
[Test]
public void Current_WithEmptyStack_ShouldReturnNull()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.Current;
// Assert
Assert.That(result, Is.Null);
}
[Test]
public void Current_WithRoute_ShouldReturnTopRoute()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test" };
router.Stack.Push(route);
// Act
var result = router.Current;
// Assert
Assert.That(result, Is.EqualTo(route));
}
[Test]
public void CurrentKey_WithEmptyStack_ShouldReturnNull()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.CurrentKey;
// Assert
Assert.That(result, Is.Null);
}
[Test]
public void CurrentKey_WithRoute_ShouldReturnRouteKey()
{
// Arrange
var router = new TestRouter();
var route = new TestRoute { Key = "test" };
router.Stack.Push(route);
// Act
var result = router.CurrentKey;
// Assert
Assert.That(result, Is.EqualTo("test"));
}
[Test]
public void Count_WithEmptyStack_ShouldReturnZero()
{
// Arrange
var router = new TestRouter();
// Act
var result = router.Count;
// Assert
Assert.That(result, Is.EqualTo(0));
}
[Test]
public void Count_WithRoutes_ShouldReturnCorrectCount()
{
// Arrange
var router = new TestRouter();
router.Stack.Push(new TestRoute { Key = "test1" });
router.Stack.Push(new TestRoute { Key = "test2" });
// Act
var result = router.Count;
// Assert
Assert.That(result, Is.EqualTo(2));
}
}

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@ -1,244 +0,0 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using GFramework.Core.Systems;
using GFramework.Game.Abstractions.Routing;
namespace GFramework.Game.Routing;
/// <summary>
/// 路由器基类,提供通用的路由管理功能
/// </summary>
/// <typeparam name="TRoute">路由项类型,必须实现 IRoute 接口</typeparam>
/// <typeparam name="TContext">路由上下文类型,必须实现 IRouteContext 接口</typeparam>
/// <remarks>
/// 此基类提供了以下通用功能:
/// - 路由守卫管理 (AddGuard/RemoveGuard)
/// - 守卫执行逻辑 (ExecuteEnterGuardsAsync/ExecuteLeaveGuardsAsync)
/// - 路由栈管理 (Stack/Current/CurrentKey)
/// - 栈操作方法 (Contains/PeekKey/IsTop)
/// </remarks>
public abstract class RouterBase<TRoute, TContext> : AbstractSystem
where TRoute : IRoute
where TContext : IRouteContext
{
private static readonly ILogger Log =
LoggerFactoryResolver.Provider.CreateLogger(nameof(RouterBase<TRoute, TContext>));
/// <summary>
/// 路由守卫列表,按优先级排序
/// </summary>
private readonly List<IRouteGuard<TRoute>> _guards = new();
/// <summary>
/// 路由栈,用于管理路由的显示顺序和导航历史
/// </summary>
protected readonly Stack<TRoute> Stack = new();
/// <summary>
/// 获取当前路由 (栈顶元素)
/// </summary>
public TRoute? Current => Stack.Count > 0 ? Stack.Peek() : default;
/// <summary>
/// 获取当前路由的键值
/// </summary>
public string? CurrentKey => Current?.Key;
/// <summary>
/// 获取栈深度
/// </summary>
public int Count => Stack.Count;
#region Abstract Methods
/// <summary>
/// 注册过渡处理器 (由子类实现)
/// </summary>
/// <remarks>
/// 子类应该在此方法中注册所有需要的过渡处理器。
/// 此方法在 OnInit 中被调用。
/// </remarks>
protected abstract void RegisterHandlers();
#endregion
#region Guard Management
/// <summary>
/// 添加路由守卫
/// </summary>
/// <param name="guard">路由守卫实例</param>
/// <exception cref="ArgumentNullException">当守卫实例为 null 时抛出</exception>
public void AddGuard(IRouteGuard<TRoute> guard)
{
ArgumentNullException.ThrowIfNull(guard);
if (_guards.Contains(guard))
{
Log.Debug("Guard already registered: {0}", guard.GetType().Name);
return;
}
_guards.Add(guard);
_guards.Sort((a, b) => a.Priority.CompareTo(b.Priority));
Log.Debug("Guard registered: {0}, Priority={1}", guard.GetType().Name, guard.Priority);
}
/// <summary>
/// 添加路由守卫 (泛型版本)
/// </summary>
/// <typeparam name="T">守卫类型,必须实现 IRouteGuard 接口且有无参构造函数</typeparam>
public void AddGuard<T>() where T : IRouteGuard<TRoute>, new()
{
AddGuard(new T());
}
/// <summary>
/// 移除路由守卫
/// </summary>
/// <param name="guard">要移除的路由守卫实例</param>
/// <exception cref="ArgumentNullException">当守卫实例为 null 时抛出</exception>
public void RemoveGuard(IRouteGuard<TRoute> guard)
{
ArgumentNullException.ThrowIfNull(guard);
if (_guards.Remove(guard))
Log.Debug("Guard removed: {0}", guard.GetType().Name);
}
#endregion
#region Guard Execution
/// <summary>
/// 执行进入守卫检查
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <param name="context">路由上下文</param>
/// <returns>如果所有守卫都允许进入返回 true,否则返回 false</returns>
/// <remarks>
/// 守卫按优先级从小到大依次执行。
/// 如果某个守卫返回 false 且 CanInterrupt 为 true,则中断后续守卫的执行。
/// 如果某个守卫抛出异常且 CanInterrupt 为 true,则中断后续守卫的执行。
/// </remarks>
protected async Task<bool> ExecuteEnterGuardsAsync(string routeKey, TContext? context)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing enter guard: {0} for {1}", guard.GetType().Name, routeKey);
var canEnter = await guard.CanEnterAsync(routeKey, context);
if (!canEnter)
{
Log.Debug("Enter guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Enter guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Enter guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
/// <summary>
/// 执行离开守卫检查
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <returns>如果所有守卫都允许离开返回 true,否则返回 false</returns>
/// <remarks>
/// 守卫按优先级从小到大依次执行。
/// 如果某个守卫返回 false 且 CanInterrupt 为 true,则中断后续守卫的执行。
/// 如果某个守卫抛出异常且 CanInterrupt 为 true,则中断后续守卫的执行。
/// </remarks>
protected async Task<bool> ExecuteLeaveGuardsAsync(string routeKey)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing leave guard: {0} for {1}", guard.GetType().Name, routeKey);
var canLeave = await guard.CanLeaveAsync(routeKey);
if (!canLeave)
{
Log.Debug("Leave guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Leave guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Leave guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
#endregion
#region Stack Operations
/// <summary>
/// 检查栈中是否包含指定路由
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <returns>如果栈中包含指定路由返回 true,否则返回 false</returns>
public bool Contains(string routeKey)
{
return Stack.Any(r => r.Key == routeKey);
}
/// <summary>
/// 获取栈顶路由的键值
/// </summary>
/// <returns>栈顶路由的键值,如果栈为空则返回空字符串</returns>
public string PeekKey()
{
return Stack.Count == 0 ? string.Empty : Stack.Peek().Key;
}
/// <summary>
/// 判断栈顶是否为指定路由
/// </summary>
/// <param name="routeKey">路由键值</param>
/// <returns>如果栈顶是指定路由返回 true,否则返回 false</returns>
public bool IsTop(string routeKey)
{
return Stack.Count != 0 && Stack.Peek().Key.Equals(routeKey);
}
#endregion
}

View File

@ -14,9 +14,9 @@
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Extensions;
using GFramework.Core.Logging;
using GFramework.Core.Systems;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.Scene;
using GFramework.Game.Routing;
namespace GFramework.Game.Scene;
@ -25,13 +25,15 @@ namespace GFramework.Game.Scene;
/// 实现了 <see cref="ISceneRouter"/> 接口,用于管理场景的加载、替换和卸载操作。
/// </summary>
public abstract class SceneRouterBase
: RouterBase<ISceneBehavior, ISceneEnterParam>, ISceneRouter
: AbstractSystem, ISceneRouter
{
private static readonly ILogger Log =
LoggerFactoryResolver.Provider.CreateLogger(nameof(SceneRouterBase));
private readonly List<ISceneRouteGuard> _guards = new();
private readonly SceneTransitionPipeline _pipeline = new();
private readonly Stack<ISceneBehavior> _stack = new();
private readonly SemaphoreSlim _transitionLock = new(1, 1);
private ISceneFactory _factory = null!;
@ -43,17 +45,17 @@ public abstract class SceneRouterBase
/// <summary>
/// 获取当前场景行为对象。
/// </summary>
public new ISceneBehavior? Current => Stack.Count > 0 ? Stack.Peek() : null;
public ISceneBehavior? Current => _stack.Count > 0 ? _stack.Peek() : null;
/// <summary>
/// 获取当前场景的键名。
/// </summary>
public new string? CurrentKey => Current?.Key;
public string? CurrentKey => Current?.Key;
/// <summary>
/// 获取场景栈的只读视图,按压入顺序排列(从栈底到栈顶)。
/// </summary>
IEnumerable<ISceneBehavior> ISceneRouter.Stack => base.Stack.Reverse();
public IEnumerable<ISceneBehavior> Stack => _stack.Reverse();
/// <summary>
/// 获取是否正在进行场景转换。
@ -113,9 +115,9 @@ public abstract class SceneRouterBase
/// </summary>
/// <param name="sceneKey">场景键名。</param>
/// <returns>如果场景在栈中返回true否则返回false。</returns>
public new bool Contains(string sceneKey)
public bool Contains(string sceneKey)
{
return Stack.Any(s => s.Key == sceneKey);
return _stack.Any(s => s.Key == sceneKey);
}
#endregion
@ -161,10 +163,46 @@ public abstract class SceneRouterBase
_pipeline.UnregisterAroundHandler(handler);
}
/// <summary>
/// 添加场景路由守卫。
/// </summary>
/// <param name="guard">守卫实例。</param>
public void AddGuard(ISceneRouteGuard guard)
{
ArgumentNullException.ThrowIfNull(guard);
if (!_guards.Contains(guard))
{
_guards.Add(guard);
_guards.Sort((a, b) => a.Priority.CompareTo(b.Priority));
Log.Debug("Guard added: {0}, Priority={1}", guard.GetType().Name, guard.Priority);
}
}
/// <summary>
/// 添加场景路由守卫(泛型版本)。
/// </summary>
/// <typeparam name="T">守卫类型。</typeparam>
public void AddGuard<T>() where T : ISceneRouteGuard, new()
{
AddGuard(new T());
}
/// <summary>
/// 移除场景路由守卫。
/// </summary>
/// <param name="guard">守卫实例。</param>
public void RemoveGuard(ISceneRouteGuard guard)
{
if (_guards.Remove(guard))
{
Log.Debug("Guard removed: {0}", guard.GetType().Name);
}
}
/// <summary>
/// 注册场景过渡处理器的抽象方法,由子类实现。
/// </summary>
protected override abstract void RegisterHandlers();
protected abstract void RegisterHandlers();
/// <summary>
/// 系统初始化方法,获取场景工厂并注册处理器。
@ -243,20 +281,20 @@ public abstract class SceneRouterBase
await scene.OnLoadAsync(param);
// 暂停当前场景
if (Stack.Count > 0)
if (_stack.Count > 0)
{
var current = Stack.Peek();
var current = _stack.Peek();
await current.OnPauseAsync();
}
// 压入栈
Stack.Push(scene);
_stack.Push(scene);
// 进入场景
await scene.OnEnterAsync();
Log.Debug("Push Scene: {0}, stackCount={1}",
sceneKey, Stack.Count);
sceneKey, _stack.Count);
}
#endregion
@ -297,10 +335,10 @@ public abstract class SceneRouterBase
/// <returns>异步任务。</returns>
private async ValueTask PopInternalAsync()
{
if (Stack.Count == 0)
if (_stack.Count == 0)
return;
var top = Stack.Peek();
var top = _stack.Peek();
// 守卫检查
if (!await ExecuteLeaveGuardsAsync(top.Key))
@ -309,7 +347,7 @@ public abstract class SceneRouterBase
return;
}
Stack.Pop();
_stack.Pop();
// 退出场景
await top.OnExitAsync();
@ -321,13 +359,13 @@ public abstract class SceneRouterBase
Root!.RemoveScene(top);
// 恢复下一个场景
if (Stack.Count > 0)
if (_stack.Count > 0)
{
var next = Stack.Peek();
var next = _stack.Peek();
await next.OnResumeAsync();
}
Log.Debug("Pop Scene, stackCount={0}", Stack.Count);
Log.Debug("Pop Scene, stackCount={0}", _stack.Count);
}
#endregion
@ -368,7 +406,7 @@ public abstract class SceneRouterBase
/// <returns>异步任务。</returns>
private async ValueTask ClearInternalAsync()
{
while (Stack.Count > 0)
while (_stack.Count > 0)
{
await PopInternalAsync();
}
@ -422,5 +460,82 @@ public abstract class SceneRouterBase
Log.Debug("AfterChange phases completed: {0}", @event.TransitionType);
}
/// <summary>
/// 执行进入场景的守卫检查。
/// 按优先级顺序执行所有守卫的CanEnterAsync方法。
/// </summary>
/// <param name="sceneKey">场景键名。</param>
/// <param name="param">进入参数。</param>
/// <returns>如果所有守卫都允许进入返回true否则返回false。</returns>
private async Task<bool> ExecuteEnterGuardsAsync(string sceneKey, ISceneEnterParam? param)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing enter guard: {0} for {1}", guard.GetType().Name, sceneKey);
var canEnter = await guard.CanEnterAsync(sceneKey, param);
if (!canEnter)
{
Log.Debug("Enter guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Enter guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Enter guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
/// <summary>
/// 执行离开场景的守卫检查。
/// 按优先级顺序执行所有守卫的CanLeaveAsync方法。
/// </summary>
/// <param name="sceneKey">场景键名。</param>
/// <returns>如果所有守卫都允许离开返回true否则返回false。</returns>
private async Task<bool> ExecuteLeaveGuardsAsync(string sceneKey)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing leave guard: {0} for {1}", guard.GetType().Name, sceneKey);
var canLeave = await guard.CanLeaveAsync(sceneKey);
if (!canLeave)
{
Log.Debug("Leave guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Leave guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Leave guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
#endregion
}

View File

@ -1,9 +1,9 @@
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Extensions;
using GFramework.Core.Logging;
using GFramework.Core.Systems;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
using GFramework.Game.Routing;
namespace GFramework.Game.UI;
@ -11,10 +11,15 @@ namespace GFramework.Game.UI;
/// UI路由基类提供页面栈管理和层级UI管理功能
/// 负责UI页面的导航、显示、隐藏以及生命周期管理
/// </summary>
public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterParam>, IUiRouter
public abstract class UiRouterBase : AbstractSystem, IUiRouter
{
private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger(nameof(UiRouterBase));
/// <summary>
/// 路由守卫列表用于控制UI页面的进入和离开
/// </summary>
private readonly List<IUiRouteGuard> _guards = new();
/// <summary>
/// 层级管理字典非栈层级用于管理Overlay、Modal、Toast等浮层UI
/// Key: UiLayer枚举值, Value: InstanceId到PageBehavior的映射字典
@ -26,6 +31,11 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
private readonly UiTransitionPipeline _pipeline = new();
/// <summary>
/// 页面栈用于管理UI页面的显示顺序和导航历史
/// </summary>
private readonly Stack<IUiPageBehavior> _stack = new();
/// <summary>
/// UI工厂实例用于创建UI页面和相关对象
/// </summary>
@ -88,7 +98,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
}
var @event = CreateEvent(uiKey, UiTransitionType.Push, policy, param);
Log.Debug("Push UI Page: key={0}, policy={1}, stackBefore={2}", uiKey, policy, Stack.Count);
Log.Debug("Push UI Page: key={0}, policy={1}, stackBefore={2}", uiKey, policy, _stack.Count);
await _pipeline.ExecuteAroundAsync(@event, async () =>
{
@ -116,7 +126,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
}
var @event = CreateEvent(uiKey, UiTransitionType.Push, policy, param);
Log.Debug("Push existing UI Page: key={0}, policy={1}, stackBefore={2}", uiKey, policy, Stack.Count);
Log.Debug("Push existing UI Page: key={0}, policy={1}, stackBefore={2}", uiKey, policy, _stack.Count);
await _pipeline.ExecuteAroundAsync(@event, async () =>
{
@ -132,13 +142,13 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// <param name="policy">页面弹出策略</param>
public async ValueTask PopAsync(UiPopPolicy policy = UiPopPolicy.Destroy)
{
if (Stack.Count == 0)
if (_stack.Count == 0)
{
Log.Debug("Pop ignored: stack is empty");
return;
}
var leavingUiKey = Stack.Peek().Key;
var leavingUiKey = _stack.Peek().Key;
if (!await ExecuteLeaveGuardsAsync(leavingUiKey))
{
@ -146,7 +156,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
return;
}
var nextUiKey = Stack.Count > 1 ? Stack.ElementAt(1).Key : null;
var nextUiKey = _stack.Count > 1 ? _stack.ElementAt(1).Key : null;
var @event = CreateEvent(nextUiKey, UiTransitionType.Pop);
await _pipeline.ExecuteAroundAsync(@event, async () =>
@ -216,7 +226,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
public async ValueTask ClearAsync()
{
var @event = CreateEvent(string.Empty, UiTransitionType.Clear);
Log.Debug("Clear UI Stack, stackCount={0}", Stack.Count);
Log.Debug("Clear UI Stack, stackCount={0}", _stack.Count);
await _pipeline.ExecuteAroundAsync(@event, async () =>
{
@ -230,9 +240,9 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// 获取栈顶元素的键值
/// </summary>
/// <returns>栈顶UI页面的键值如果栈为空则返回空字符串</returns>
public new string PeekKey()
public string PeekKey()
{
return Stack.Count == 0 ? string.Empty : Stack.Peek().Key;
return _stack.Count == 0 ? string.Empty : _stack.Peek().Key;
}
/// <summary>
@ -241,7 +251,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// <returns>栈顶UI页面行为实例如果栈为空则返回null</returns>
public IUiPageBehavior? Peek()
{
return Stack.Count == 0 ? null : Stack.Peek();
return _stack.Count == 0 ? null : _stack.Peek();
}
/// <summary>
@ -249,9 +259,9 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
/// <param name="uiKey">要检查的UI页面键值</param>
/// <returns>如果栈顶是指定UI则返回true否则返回false</returns>
public new bool IsTop(string uiKey)
public bool IsTop(string uiKey)
{
return Stack.Count != 0 && Stack.Peek().Key.Equals(uiKey);
return _stack.Count != 0 && _stack.Peek().Key.Equals(uiKey);
}
/// <summary>
@ -259,15 +269,15 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
/// <param name="uiKey">要检查的UI页面键值</param>
/// <returns>如果栈中包含指定UI则返回true否则返回false</returns>
public new bool Contains(string uiKey)
public bool Contains(string uiKey)
{
return Stack.Any(p => p.Key.Equals(uiKey));
return _stack.Any(p => p.Key.Equals(uiKey));
}
/// <summary>
/// 获取栈深度
/// </summary>
public new int Count => Stack.Count;
public int Count => _stack.Count;
#endregion
@ -448,6 +458,51 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
#endregion
#region Route Guards
/// <summary>
/// 注册路由守卫
/// </summary>
/// <param name="guard">路由守卫实例</param>
/// <exception cref="ArgumentNullException">当守卫实例为null时抛出</exception>
public void AddGuard(IUiRouteGuard guard)
{
ArgumentNullException.ThrowIfNull(guard);
if (_guards.Contains(guard))
{
Log.Debug("Guard already registered: {0}", guard.GetType().Name);
return;
}
_guards.Add(guard);
_guards.Sort((a, b) => a.Priority.CompareTo(b.Priority));
Log.Debug("Guard registered: {0}, Priority={1}", guard.GetType().Name, guard.Priority);
}
/// <summary>
/// 注册路由守卫(泛型)
/// </summary>
/// <typeparam name="T">路由守卫类型必须实现IUiRouteGuard接口且有无参构造函数</typeparam>
public void AddGuard<T>() where T : IUiRouteGuard, new()
{
AddGuard(new T());
}
/// <summary>
/// 移除路由守卫
/// </summary>
/// <param name="guard">要移除的路由守卫实例</param>
/// <exception cref="ArgumentNullException">当守卫实例为null时抛出</exception>
public void RemoveGuard(IUiRouteGuard guard)
{
ArgumentNullException.ThrowIfNull(guard);
if (_guards.Remove(guard))
Log.Debug("Guard removed: {0}", guard.GetType().Name);
}
#endregion
#region Initialization
/// <summary>
@ -470,7 +525,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// 抽象方法,用于注册具体的处理程序。
/// 子类必须实现此方法以完成特定的处理逻辑注册。
/// </summary>
protected override abstract void RegisterHandlers();
protected abstract void RegisterHandlers();
#endregion
@ -600,9 +655,9 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// <param name="policy">过渡策略</param>
private void DoPushPageInternal(IUiPageBehavior page, IUiPageEnterParam? param, UiTransitionPolicy policy)
{
if (Stack.Count > 0)
if (_stack.Count > 0)
{
var current = Stack.Peek();
var current = _stack.Peek();
Log.Debug("Pause current page: {0}", current.View.GetType().Name);
current.OnPause();
@ -616,9 +671,9 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
Log.Debug("Add page to UiRoot: {0}", page.View.GetType().Name);
_uiRoot.AddUiPage(page);
Stack.Push(page);
_stack.Push(page);
Log.Debug("Enter & Show page: {0}, stackAfter={1}", page.View.GetType().Name, Stack.Count);
Log.Debug("Enter & Show page: {0}, stackAfter={1}", page.View.GetType().Name, _stack.Count);
page.OnEnter(param);
page.OnShow();
}
@ -629,12 +684,12 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// <param name="policy">页面弹出策略</param>
private void DoPopInternal(UiPopPolicy policy)
{
if (Stack.Count == 0)
if (_stack.Count == 0)
return;
var top = Stack.Pop();
var top = _stack.Pop();
Log.Debug("Pop UI Page internal: {0}, policy={1}, stackAfterPop={2}",
top.GetType().Name, policy, Stack.Count);
top.GetType().Name, policy, _stack.Count);
if (policy == UiPopPolicy.Destroy)
{
@ -646,9 +701,9 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
top.OnHide();
}
if (Stack.Count > 0)
if (_stack.Count > 0)
{
var next = Stack.Peek();
var next = _stack.Peek();
next.OnResume();
next.OnShow();
}
@ -660,10 +715,85 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// <param name="policy">页面弹出策略</param>
private void DoClearInternal(UiPopPolicy policy)
{
Log.Debug("Clear UI Stack internal, count={0}", Stack.Count);
while (Stack.Count > 0)
Log.Debug("Clear UI Stack internal, count={0}", _stack.Count);
while (_stack.Count > 0)
DoPopInternal(policy);
}
/// <summary>
/// 执行进入守卫检查
/// </summary>
/// <param name="uiKey">UI页面键值</param>
/// <param name="param">页面进入参数</param>
/// <returns>如果允许进入则返回true否则返回false</returns>
private async Task<bool> ExecuteEnterGuardsAsync(string uiKey, IUiPageEnterParam? param)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing enter guard: {0} for {1}", guard.GetType().Name, uiKey);
var canEnter = await guard.CanEnterAsync(uiKey, param);
if (!canEnter)
{
Log.Debug("Enter guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Enter guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Enter guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
/// <summary>
/// 执行离开守卫检查
/// </summary>
/// <param name="uiKey">UI页面键值</param>
/// <returns>如果允许离开则返回true否则返回false</returns>
private async Task<bool> ExecuteLeaveGuardsAsync(string uiKey)
{
foreach (var guard in _guards)
{
try
{
Log.Debug("Executing leave guard: {0} for {1}", guard.GetType().Name, uiKey);
var canLeave = await guard.CanLeaveAsync(uiKey);
if (!canLeave)
{
Log.Debug("Leave guard blocked: {0}", guard.GetType().Name);
return false;
}
if (guard.CanInterrupt)
{
Log.Debug("Leave guard {0} passed, can interrupt = true", guard.GetType().Name);
return true;
}
}
catch (Exception ex)
{
Log.Error("Leave guard {0} failed: {1}", guard.GetType().Name, ex.Message);
if (guard.CanInterrupt)
return false;
}
}
return true;
}
#endregion
}

View File

@ -1,7 +1,7 @@
<Project>
<!-- import parent: https://docs.microsoft.com/en-us/visualstudio/msbuild/customize-your-build -->
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<ContinuousIntegrationBuild>true</ContinuousIntegrationBuild>
<EmbedUntrackedSources>true</EmbedUntrackedSources>
<!--

View File

@ -19,7 +19,7 @@
<Folder Include="logging\"/>
</ItemGroup>
<ItemGroup>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.25">
<PackageReference Update="Meziantou.Analyzer" Version="3.0.19">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>

View File

@ -1,40 +0,0 @@
#nullable enable
namespace GFramework.Godot.SourceGenerators.Abstractions;
/// <summary>
/// 标记 Godot 节点字段Source Generator 会为其生成节点获取逻辑。
/// </summary>
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
/// <summary>
/// 初始化 <see cref="GetNodeAttribute" /> 的新实例。
/// </summary>
public GetNodeAttribute()
{
}
/// <summary>
/// 初始化 <see cref="GetNodeAttribute" /> 的新实例,并指定节点路径。
/// </summary>
/// <param name="path">节点路径。</param>
public GetNodeAttribute(string path)
{
Path = path;
}
/// <summary>
/// 获取或设置节点路径。未设置时将根据字段名推导。
/// </summary>
public string? Path { get; set; }
/// <summary>
/// 获取或设置节点是否必填。默认为 true。
/// </summary>
public bool Required { get; set; } = true;
/// <summary>
/// 获取或设置节点查找模式。默认为 <see cref="NodeLookupMode.Auto" />。
/// </summary>
public NodeLookupMode Lookup { get; set; } = NodeLookupMode.Auto;
}

View File

@ -1,28 +0,0 @@
#nullable enable
namespace GFramework.Godot.SourceGenerators.Abstractions;
/// <summary>
/// 节点路径的查找模式。
/// </summary>
public enum NodeLookupMode
{
/// <summary>
/// 自动推断。未显式设置路径时默认按唯一名查找。
/// </summary>
Auto = 0,
/// <summary>
/// 按唯一名查找,对应 Godot 的 %Name 语法。
/// </summary>
UniqueName = 1,
/// <summary>
/// 按相对路径查找。
/// </summary>
RelativePath = 2,
/// <summary>
/// 按绝对路径查找。
/// </summary>
AbsolutePath = 3
}

View File

@ -1,37 +0,0 @@
using Microsoft.CodeAnalysis.CSharp.Testing;
using Microsoft.CodeAnalysis.Testing;
namespace GFramework.Godot.SourceGenerators.Tests.Core;
/// <summary>
/// 提供源代码生成器测试的通用功能。
/// </summary>
/// <typeparam name="TGenerator">要测试的源代码生成器类型,必须具有无参构造函数。</typeparam>
public static class GeneratorTest<TGenerator>
where TGenerator : new()
{
/// <summary>
/// 运行源代码生成器测试。
/// </summary>
/// <param name="source">输入源代码。</param>
/// <param name="generatedSources">期望生成的源文件集合。</param>
public static async Task RunAsync(
string source,
params (string filename, string content)[] generatedSources)
{
var test = new CSharpSourceGeneratorTest<TGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" }
};
foreach (var (filename, content) in generatedSources)
test.TestState.GeneratedSources.Add(
(typeof(TGenerator), filename, content));
await test.RunAsync();
}
}

View File

@ -1,27 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TestTargetFrameworks Condition="'$(TestTargetFrameworks)' == ''">net10.0</TestTargetFrameworks>
<TargetFrameworks>$(TestTargetFrameworks)</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis" Version="4.14.0"/>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="4.14.0"/>
<PackageReference Include="Microsoft.CodeAnalysis.Common" Version="4.14.0"/>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Workspaces" Version="4.14.0"/>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.SourceGenerators.Testing" Version="1.1.3"/>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0"/>
<PackageReference Include="NUnit" Version="4.5.1"/>
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0"/>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GFramework.Godot.SourceGenerators\GFramework.Godot.SourceGenerators.csproj"/>
</ItemGroup>
</Project>

View File

@ -1,243 +0,0 @@
using GFramework.Godot.SourceGenerators.Tests.Core;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Testing;
using Microsoft.CodeAnalysis.Testing;
using NUnit.Framework;
namespace GFramework.Godot.SourceGenerators.Tests.GetNode;
[TestFixture]
public class GetNodeGeneratorTests
{
[Test]
public async Task Generates_InferredUniqueNameBindings_And_ReadyHook_WhenReadyIsMissing()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
public GetNodeAttribute() {}
public GetNodeAttribute(string path) { Path = path; }
public string? Path { get; set; }
public bool Required { get; set; } = true;
public NodeLookupMode Lookup { get; set; } = NodeLookupMode.Auto;
}
public enum NodeLookupMode
{
Auto = 0,
UniqueName = 1,
RelativePath = 2,
AbsolutePath = 3
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public T GetNode<T>(string path) where T : Node => throw new InvalidOperationException(path);
public T? GetNodeOrNull<T>(string path) where T : Node => default;
}
public class HBoxContainer : Node
{
}
}
namespace TestApp
{
public partial class TopBar : HBoxContainer
{
[GetNode]
private HBoxContainer _leftContainer = null!;
[GetNode]
private HBoxContainer m_rightContainer = null!;
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class TopBar
{
private void __InjectGetNodes_Generated()
{
_leftContainer = GetNode<global::Godot.HBoxContainer>("%LeftContainer");
m_rightContainer = GetNode<global::Godot.HBoxContainer>("%RightContainer");
}
partial void OnGetNodeReadyGenerated();
public override void _Ready()
{
__InjectGetNodes_Generated();
OnGetNodeReadyGenerated();
}
}
""";
await GeneratorTest<GetNodeGenerator>.RunAsync(
source,
("TestApp_TopBar.GetNode.g.cs", expected));
}
[Test]
public async Task Generates_ManualInjectionOnly_WhenReadyAlreadyExists()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
public GetNodeAttribute() {}
public GetNodeAttribute(string path) { Path = path; }
public string? Path { get; set; }
public bool Required { get; set; } = true;
public NodeLookupMode Lookup { get; set; } = NodeLookupMode.Auto;
}
public enum NodeLookupMode
{
Auto = 0,
UniqueName = 1,
RelativePath = 2,
AbsolutePath = 3
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public T GetNode<T>(string path) where T : Node => throw new InvalidOperationException(path);
public T? GetNodeOrNull<T>(string path) where T : Node => default;
}
public class HBoxContainer : Node
{
}
}
namespace TestApp
{
public partial class TopBar : HBoxContainer
{
[GetNode("%LeftContainer")]
private HBoxContainer _leftContainer = null!;
[GetNode(Required = false, Lookup = NodeLookupMode.RelativePath)]
private HBoxContainer? _rightContainer;
public override void _Ready()
{
__InjectGetNodes_Generated();
}
}
}
""";
const string expected = """
// <auto-generated />
#nullable enable
namespace TestApp;
partial class TopBar
{
private void __InjectGetNodes_Generated()
{
_leftContainer = GetNode<global::Godot.HBoxContainer>("%LeftContainer");
_rightContainer = GetNodeOrNull<global::Godot.HBoxContainer>("RightContainer");
}
}
""";
await GeneratorTest<GetNodeGenerator>.RunAsync(
source,
("TestApp_TopBar.GetNode.g.cs", expected));
}
[Test]
public async Task Reports_Diagnostic_When_FieldType_IsNotGodotNode()
{
const string source = """
using System;
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
namespace GFramework.Godot.SourceGenerators.Abstractions
{
[AttributeUsage(AttributeTargets.Field, Inherited = false, AllowMultiple = false)]
public sealed class GetNodeAttribute : Attribute
{
public string? Path { get; set; }
public bool Required { get; set; } = true;
public NodeLookupMode Lookup { get; set; } = NodeLookupMode.Auto;
}
public enum NodeLookupMode
{
Auto = 0,
UniqueName = 1,
RelativePath = 2,
AbsolutePath = 3
}
}
namespace Godot
{
public class Node
{
public virtual void _Ready() {}
public T GetNode<T>(string path) where T : Node => throw new InvalidOperationException(path);
public T? GetNodeOrNull<T>(string path) where T : Node => default;
}
}
namespace TestApp
{
public partial class TopBar : Node
{
[GetNode]
private string _leftContainer = string.Empty;
}
}
""";
var test = new CSharpSourceGeneratorTest<GetNodeGenerator, DefaultVerifier>
{
TestState =
{
Sources = { source }
},
DisabledDiagnostics = { "GF_Common_Trace_001" }
};
test.ExpectedDiagnostics.Add(new DiagnosticResult("GF_Godot_GetNode_004", DiagnosticSeverity.Error)
.WithSpan(39, 24, 39, 38)
.WithArguments("_leftContainer"));
await test.RunAsync();
}
}

View File

@ -1,18 +0,0 @@
// Copyright (c) 2025 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;

View File

@ -1,3 +0,0 @@
; Shipped analyzer releases
; https://github.com/dotnet/roslyn/blob/main/src/RoslynAnalyzers/Microsoft.CodeAnalysis.Analyzers/ReleaseTrackingAnalyzers.Help.md

View File

@ -1,13 +0,0 @@
; Unshipped analyzer release
; https://github.com/dotnet/roslyn/blob/main/src/RoslynAnalyzers/Microsoft.CodeAnalysis.Analyzers/ReleaseTrackingAnalyzers.Help.md
### New Rules
Rule ID | Category | Severity | Notes
----------------------|------------------|----------|--------------------
GF_Godot_GetNode_001 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_002 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_003 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_004 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_005 | GFramework.Godot | Error | GetNodeDiagnostics
GF_Godot_GetNode_006 | GFramework.Godot | Warning | GetNodeDiagnostics

View File

@ -1,82 +0,0 @@
using GFramework.SourceGenerators.Common.Constants;
using Microsoft.CodeAnalysis;
namespace GFramework.Godot.SourceGenerators.Diagnostics;
/// <summary>
/// GetNode 生成器相关诊断。
/// </summary>
public static class GetNodeDiagnostics
{
/// <summary>
/// 嵌套类型不受支持。
/// </summary>
public static readonly DiagnosticDescriptor NestedClassNotSupported =
new(
"GF_Godot_GetNode_001",
"Nested classes are not supported",
"Class '{0}' cannot use [GetNode] inside a nested type",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// static 字段不受支持。
/// </summary>
public static readonly DiagnosticDescriptor StaticFieldNotSupported =
new(
"GF_Godot_GetNode_002",
"Static fields are not supported",
"Field '{0}' cannot be static when using [GetNode]",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// readonly 字段不受支持。
/// </summary>
public static readonly DiagnosticDescriptor ReadOnlyFieldNotSupported =
new(
"GF_Godot_GetNode_003",
"Readonly fields are not supported",
"Field '{0}' cannot be readonly when using [GetNode]",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 字段类型必须继承自 Godot.Node。
/// </summary>
public static readonly DiagnosticDescriptor FieldTypeMustDeriveFromNode =
new(
"GF_Godot_GetNode_004",
"Field type must derive from Godot.Node",
"Field '{0}' must be a Godot.Node type to use [GetNode]",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 无法从字段名推导路径。
/// </summary>
public static readonly DiagnosticDescriptor CannotInferNodePath =
new(
"GF_Godot_GetNode_005",
"Cannot infer node path",
"Field '{0}' does not provide a path and its name cannot be converted to a node path",
PathContests.GodotNamespace,
DiagnosticSeverity.Error,
true);
/// <summary>
/// 现有 _Ready 中未调用生成注入逻辑。
/// </summary>
public static readonly DiagnosticDescriptor ManualReadyHookRequired =
new(
"GF_Godot_GetNode_006",
"Call generated injection from _Ready",
"Class '{0}' defines _Ready(); call __InjectGetNodes_Generated() there or remove _Ready() to use the generated hook",
PathContests.GodotNamespace,
DiagnosticSeverity.Warning,
true);
}

View File

@ -2,7 +2,7 @@
<PropertyGroup>
<PackageId>GeWuYou.$(AssemblyName)</PackageId>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<!-- 这是 Analyzer不是运行时库 -->
<IsRoslynAnalyzer>true</IsRoslynAnalyzer>
@ -60,6 +60,11 @@
<None Include="GeWuYou.$(AssemblyName).targets" Pack="true" PackagePath="build" Visible="false"/>
</ItemGroup>
<ItemGroup>
<Folder Include="Diagnostics\"/>
<Folder Include="diagnostics\"/>
<Folder Include="logging\"/>
</ItemGroup>
<ItemGroup>
<AdditionalFiles Remove="AnalyzerReleases.Shipped.md"/>
<AdditionalFiles Remove="AnalyzerReleases.Unshipped.md"/>
</ItemGroup>
</Project>

View File

@ -1,568 +0,0 @@
using System.Collections.Immutable;
using System.Text;
using GFramework.Godot.SourceGenerators.Diagnostics;
using GFramework.SourceGenerators.Common.Constants;
using GFramework.SourceGenerators.Common.Diagnostics;
using GFramework.SourceGenerators.Common.Extensions;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace GFramework.Godot.SourceGenerators;
/// <summary>
/// 为带有 <c>[GetNode]</c> 的字段生成 Godot 节点获取逻辑。
/// </summary>
[Generator]
public sealed class GetNodeGenerator : IIncrementalGenerator
{
private const string GodotAbsolutePathPrefix = "/";
private const string GodotUniqueNamePrefix = "%";
private const string GetNodeAttributeMetadataName =
$"{PathContests.GodotSourceGeneratorsAbstractionsPath}.GetNodeAttribute";
private const string GetNodeLookupModeMetadataName =
$"{PathContests.GodotSourceGeneratorsAbstractionsPath}.NodeLookupMode";
private const string InjectionMethodName = "__InjectGetNodes_Generated";
private const string ReadyHookMethodName = "OnGetNodeReadyGenerated";
public void Initialize(IncrementalGeneratorInitializationContext context)
{
var candidates = context.SyntaxProvider.CreateSyntaxProvider(
static (node, _) => IsCandidate(node),
static (ctx, _) => Transform(ctx))
.Where(static candidate => candidate is not null);
var compilationAndCandidates = context.CompilationProvider.Combine(candidates.Collect());
context.RegisterSourceOutput(compilationAndCandidates,
static (spc, pair) => { Execute(spc, pair.Left, pair.Right); });
}
private static bool IsCandidate(SyntaxNode node)
{
if (node is not VariableDeclaratorSyntax
{
Parent: VariableDeclarationSyntax
{
Parent: FieldDeclarationSyntax fieldDeclaration
}
})
return false;
return fieldDeclaration.AttributeLists
.SelectMany(static list => list.Attributes)
.Any(static attribute => attribute.Name.ToString().Contains("GetNode", StringComparison.Ordinal));
}
private static FieldCandidate? Transform(GeneratorSyntaxContext context)
{
if (context.Node is not VariableDeclaratorSyntax variable)
return null;
if (ModelExtensions.GetDeclaredSymbol(context.SemanticModel, variable) is not IFieldSymbol fieldSymbol)
return null;
return new FieldCandidate(variable, fieldSymbol);
}
private static void Execute(
SourceProductionContext context,
Compilation compilation,
ImmutableArray<FieldCandidate?> candidates)
{
if (candidates.IsDefaultOrEmpty)
return;
var getNodeAttribute = compilation.GetTypeByMetadataName(GetNodeAttributeMetadataName);
var godotNodeSymbol = compilation.GetTypeByMetadataName("Godot.Node");
if (getNodeAttribute is null || godotNodeSymbol is null)
return;
var fieldCandidates = candidates
.Where(static candidate => candidate is not null)
.Select(static candidate => candidate!)
.Where(candidate => ResolveAttribute(candidate.FieldSymbol, getNodeAttribute) is not null)
.ToList();
foreach (var group in GroupByContainingType(fieldCandidates))
{
var typeSymbol = group.TypeSymbol;
if (!CanGenerateForType(context, group, typeSymbol))
continue;
var bindings = new List<NodeBindingInfo>();
foreach (var candidate in group.Fields)
{
var attribute = ResolveAttribute(candidate.FieldSymbol, getNodeAttribute);
if (attribute is null)
continue;
if (!TryCreateBinding(context, candidate, attribute, godotNodeSymbol, out var binding))
continue;
bindings.Add(binding);
}
if (bindings.Count == 0)
continue;
ReportMissingReadyHookCall(context, group, typeSymbol);
var source = GenerateSource(typeSymbol, bindings, FindReadyMethod(typeSymbol) is null);
context.AddSource(GetHintName(typeSymbol), source);
}
}
private static bool CanGenerateForType(
SourceProductionContext context,
TypeGroup group,
INamedTypeSymbol typeSymbol)
{
if (typeSymbol.ContainingType is not null)
{
context.ReportDiagnostic(Diagnostic.Create(
GetNodeDiagnostics.NestedClassNotSupported,
group.Fields[0].Variable.Identifier.GetLocation(),
typeSymbol.Name));
return false;
}
if (IsPartial(typeSymbol))
return true;
context.ReportDiagnostic(Diagnostic.Create(
CommonDiagnostics.ClassMustBePartial,
group.Fields[0].Variable.Identifier.GetLocation(),
typeSymbol.Name));
return false;
}
private static bool TryCreateBinding(
SourceProductionContext context,
FieldCandidate candidate,
AttributeData attribute,
INamedTypeSymbol godotNodeSymbol,
out NodeBindingInfo binding)
{
binding = default!;
if (candidate.FieldSymbol.IsStatic)
{
ReportFieldDiagnostic(context,
GetNodeDiagnostics.StaticFieldNotSupported,
candidate);
return false;
}
if (candidate.FieldSymbol.IsReadOnly)
{
ReportFieldDiagnostic(context,
GetNodeDiagnostics.ReadOnlyFieldNotSupported,
candidate);
return false;
}
if (!IsGodotNodeType(candidate.FieldSymbol.Type, godotNodeSymbol))
{
ReportFieldDiagnostic(context,
GetNodeDiagnostics.FieldTypeMustDeriveFromNode,
candidate);
return false;
}
if (!TryResolvePath(candidate.FieldSymbol, attribute, out var path))
{
ReportFieldDiagnostic(context,
GetNodeDiagnostics.CannotInferNodePath,
candidate);
return false;
}
binding = new NodeBindingInfo(
candidate.FieldSymbol,
path,
ResolveRequired(attribute));
return true;
}
private static void ReportFieldDiagnostic(
SourceProductionContext context,
DiagnosticDescriptor descriptor,
FieldCandidate candidate)
{
context.ReportDiagnostic(Diagnostic.Create(
descriptor,
candidate.Variable.Identifier.GetLocation(),
candidate.FieldSymbol.Name));
}
private static void ReportMissingReadyHookCall(
SourceProductionContext context,
TypeGroup group,
INamedTypeSymbol typeSymbol)
{
var readyMethod = FindReadyMethod(typeSymbol);
if (readyMethod is null || CallsGeneratedInjection(readyMethod))
return;
context.ReportDiagnostic(Diagnostic.Create(
GetNodeDiagnostics.ManualReadyHookRequired,
readyMethod.Locations.FirstOrDefault() ?? group.Fields[0].Variable.Identifier.GetLocation(),
typeSymbol.Name));
}
private static AttributeData? ResolveAttribute(
IFieldSymbol fieldSymbol,
INamedTypeSymbol getNodeAttribute)
{
return fieldSymbol.GetAttributes()
.FirstOrDefault(attribute =>
SymbolEqualityComparer.Default.Equals(attribute.AttributeClass, getNodeAttribute));
}
private static bool IsPartial(INamedTypeSymbol typeSymbol)
{
return typeSymbol.DeclaringSyntaxReferences
.Select(static reference => reference.GetSyntax())
.OfType<ClassDeclarationSyntax>()
.All(static declaration =>
declaration.Modifiers.Any(static modifier => modifier.IsKind(SyntaxKind.PartialKeyword)));
}
private static bool IsGodotNodeType(ITypeSymbol typeSymbol, INamedTypeSymbol godotNodeSymbol)
{
var current = typeSymbol as INamedTypeSymbol;
while (current is not null)
{
if (SymbolEqualityComparer.Default.Equals(current.OriginalDefinition, godotNodeSymbol) ||
SymbolEqualityComparer.Default.Equals(current, godotNodeSymbol))
return true;
current = current.BaseType;
}
return false;
}
private static IMethodSymbol? FindReadyMethod(INamedTypeSymbol typeSymbol)
{
return typeSymbol.GetMembers()
.OfType<IMethodSymbol>()
.FirstOrDefault(static method =>
method.Name == "_Ready" &&
!method.IsStatic &&
method.Parameters.Length == 0 &&
method.MethodKind == MethodKind.Ordinary);
}
private static bool CallsGeneratedInjection(IMethodSymbol readyMethod)
{
foreach (var syntaxReference in readyMethod.DeclaringSyntaxReferences)
{
if (syntaxReference.GetSyntax() is not MethodDeclarationSyntax methodSyntax)
continue;
if (methodSyntax.DescendantNodes()
.OfType<InvocationExpressionSyntax>()
.Any(IsGeneratedInjectionInvocation))
return true;
}
return false;
}
private static bool IsGeneratedInjectionInvocation(InvocationExpressionSyntax invocation)
{
switch (invocation.Expression)
{
case IdentifierNameSyntax identifierName:
return string.Equals(
identifierName.Identifier.ValueText,
InjectionMethodName,
StringComparison.Ordinal);
case MemberAccessExpressionSyntax memberAccess:
return string.Equals(
memberAccess.Name.Identifier.ValueText,
InjectionMethodName,
StringComparison.Ordinal);
default:
return false;
}
}
private static bool ResolveRequired(AttributeData attribute)
{
return attribute.GetNamedArgument("Required", true);
}
private static bool TryResolvePath(
IFieldSymbol fieldSymbol,
AttributeData attribute,
out string path)
{
var explicitPath = ResolveExplicitPath(attribute);
if (!string.IsNullOrWhiteSpace(explicitPath))
return ReturnResolvedPath(explicitPath!, out path);
var inferredName = InferNodeName(fieldSymbol.Name);
if (string.IsNullOrWhiteSpace(inferredName))
{
path = string.Empty;
return false;
}
var resolvedName = inferredName!;
return TryResolveInferredPath(attribute, resolvedName, out path);
}
private static bool ReturnResolvedPath(string resolvedPath, out string path)
{
path = resolvedPath;
return true;
}
private static bool TryResolveInferredPath(
AttributeData attribute,
string inferredName,
out string path)
{
path = BuildPathPrefix(ResolveLookup(attribute)) + inferredName;
return true;
}
private static string BuildPathPrefix(NodeLookupModeValue lookupMode)
{
switch (lookupMode)
{
case NodeLookupModeValue.RelativePath:
return string.Empty;
case NodeLookupModeValue.AbsolutePath:
return GodotAbsolutePathPrefix;
default:
return GodotUniqueNamePrefix;
}
}
private static string? ResolveExplicitPath(AttributeData attribute)
{
var namedPath = attribute.GetNamedArgument<string>("Path");
if (!string.IsNullOrWhiteSpace(namedPath))
return namedPath;
if (attribute.ConstructorArguments.Length == 0)
return null;
return attribute.ConstructorArguments[0].Value as string;
}
private static NodeLookupModeValue ResolveLookup(AttributeData attribute)
{
foreach (var namedArgument in attribute.NamedArguments)
{
if (!string.Equals(namedArgument.Key, "Lookup", StringComparison.Ordinal))
continue;
if (namedArgument.Value.Type?.ToDisplayString() != GetNodeLookupModeMetadataName)
continue;
if (namedArgument.Value.Value is int value)
return (NodeLookupModeValue)value;
}
return NodeLookupModeValue.Auto;
}
private static string? InferNodeName(string fieldName)
{
var workingName = fieldName.TrimStart('_');
if (workingName.StartsWith("m_", StringComparison.OrdinalIgnoreCase))
workingName = workingName.Substring(2);
workingName = workingName.TrimStart('_');
if (string.IsNullOrWhiteSpace(workingName))
return null;
if (workingName.IndexOfAny(['_', '-', ' ']) >= 0)
{
var parts = workingName
.Split(['_', '-', ' '], StringSplitOptions.RemoveEmptyEntries);
return parts.Length == 0
? null
: string.Concat(parts.Select(ToPascalToken));
}
return ToPascalToken(workingName);
}
private static string ToPascalToken(string token)
{
if (string.IsNullOrEmpty(token))
return token;
if (token.Length == 1)
return token.ToUpperInvariant();
return char.ToUpperInvariant(token[0]) + token.Substring(1);
}
private static string GenerateSource(
INamedTypeSymbol typeSymbol,
IReadOnlyList<NodeBindingInfo> bindings,
bool generateReadyOverride)
{
var namespaceName = typeSymbol.GetNamespace();
var generics = typeSymbol.ResolveGenerics();
var sb = new StringBuilder()
.AppendLine("// <auto-generated />")
.AppendLine("#nullable enable");
if (namespaceName is not null)
{
sb.AppendLine()
.AppendLine($"namespace {namespaceName};");
}
sb.AppendLine()
.AppendLine($"partial class {typeSymbol.Name}{generics.Parameters}");
foreach (var constraint in generics.Constraints)
sb.AppendLine($" {constraint}");
sb.AppendLine("{")
.AppendLine($" private void {InjectionMethodName}()")
.AppendLine(" {");
foreach (var binding in bindings)
{
var typeName = binding.FieldSymbol.Type
.WithNullableAnnotation(NullableAnnotation.None)
.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat);
var accessor = binding.Required ? "GetNode" : "GetNodeOrNull";
var pathLiteral = EscapeStringLiteral(binding.Path);
sb.AppendLine(
$" {binding.FieldSymbol.Name} = {accessor}<{typeName}>(\"{pathLiteral}\");");
}
sb.AppendLine(" }");
if (generateReadyOverride)
{
sb.AppendLine()
.AppendLine($" partial void {ReadyHookMethodName}();")
.AppendLine()
.AppendLine(" public override void _Ready()")
.AppendLine(" {")
.AppendLine($" {InjectionMethodName}();")
.AppendLine($" {ReadyHookMethodName}();")
.AppendLine(" }");
}
sb.AppendLine("}");
return sb.ToString();
}
private static string GetHintName(INamedTypeSymbol typeSymbol)
{
return typeSymbol.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat)
.Replace("global::", string.Empty)
.Replace("<", "_")
.Replace(">", "_")
.Replace(",", "_")
.Replace(" ", string.Empty)
.Replace(".", "_") + ".GetNode.g.cs";
}
private static string EscapeStringLiteral(string value)
{
return value
.Replace("\\", "\\\\")
.Replace("\"", "\\\"");
}
private static IReadOnlyList<TypeGroup> GroupByContainingType(IEnumerable<FieldCandidate> candidates)
{
var groupMap = new Dictionary<INamedTypeSymbol, TypeGroup>(SymbolEqualityComparer.Default);
var orderedGroups = new List<TypeGroup>();
foreach (var candidate in candidates)
{
var typeSymbol = candidate.FieldSymbol.ContainingType;
if (!groupMap.TryGetValue(typeSymbol, out var group))
{
group = new TypeGroup(typeSymbol);
groupMap.Add(typeSymbol, group);
orderedGroups.Add(group);
}
group.Fields.Add(candidate);
}
return orderedGroups;
}
private sealed class FieldCandidate
{
public FieldCandidate(
VariableDeclaratorSyntax variable,
IFieldSymbol fieldSymbol)
{
Variable = variable;
FieldSymbol = fieldSymbol;
}
public VariableDeclaratorSyntax Variable { get; }
public IFieldSymbol FieldSymbol { get; }
}
private sealed class NodeBindingInfo
{
public NodeBindingInfo(
IFieldSymbol fieldSymbol,
string path,
bool required)
{
FieldSymbol = fieldSymbol;
Path = path;
Required = required;
}
public IFieldSymbol FieldSymbol { get; }
public string Path { get; }
public bool Required { get; }
}
private enum NodeLookupModeValue
{
Auto = 0,
UniqueName = 1,
RelativePath = 2,
AbsolutePath = 3
}
private sealed class TypeGroup
{
public TypeGroup(INamedTypeSymbol typeSymbol)
{
TypeSymbol = typeSymbol;
}
public INamedTypeSymbol TypeSymbol { get; }
public List<FieldCandidate> Fields { get; } = new();
}
}

View File

@ -6,40 +6,8 @@
- 与 Godot 场景相关的编译期生成能力
- 基于 Roslyn 的增量生成器实现
- `[GetNode]` 字段注入,减少 `_Ready()` 里的 `GetNode<T>()` 样板代码
## 使用建议
- 仅在 Godot + C# 项目中启用
- 非 Godot 项目可只使用 GFramework.SourceGenerators
## GetNode 用法
```csharp
using GFramework.Godot.SourceGenerators.Abstractions;
using Godot;
public partial class TopBar : HBoxContainer
{
[GetNode]
private HBoxContainer _leftContainer = null!;
[GetNode]
private HBoxContainer _rightContainer = null!;
public override void _Ready()
{
__InjectGetNodes_Generated();
OnReadyAfterGetNode();
}
private void OnReadyAfterGetNode()
{
}
}
```
当未显式填写路径时,生成器会默认将字段名推导为唯一名路径:
- `_leftContainer` -> `%LeftContainer`
- `m_rightContainer` -> `%RightContainer`

View File

@ -6,9 +6,6 @@
<Nullable>enable</Nullable>
<TargetFrameworks>net8.0;net9.0;net10.0</TargetFrameworks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<!-- Godot.SourceGenerators expects this property from Godot.NET.Sdk.
Provide a safe default so source generators can run in plain SDK-style builds as well. -->
<GodotProjectDir Condition="'$(GodotProjectDir)' == ''">$(MSBuildProjectDirectory)</GodotProjectDir>
</PropertyGroup>
<ItemGroup>

View File

@ -1,7 +1,7 @@
namespace GFramework.SourceGenerators.Abstractions.Bases;
/// <summary>
/// 标记类的优先级,自动生成 <c>GFramework.Core.Abstractions.Bases.IPrioritized</c> 接口实现。
/// 标记类的优先级,自动生成 <see cref="GFramework.Core.Abstractions.Bases.IPrioritized"/> 接口实现
/// </summary>
/// <remarks>
/// 使用此特性可以避免手动实现 IPrioritized 接口。

View File

@ -1,7 +1,7 @@
<Project>
<!-- import parent: https://docs.microsoft.com/en-us/visualstudio/msbuild/customize-your-build -->
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<ContinuousIntegrationBuild>true</ContinuousIntegrationBuild>
<EmbedUntrackedSources>true</EmbedUntrackedSources>
<!--

View File

@ -15,7 +15,10 @@
<Using Include="GFramework.SourceGenerators.Abstractions"/>
</ItemGroup>
<ItemGroup>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.25">
<ProjectReference Include="..\GFramework.Core.Abstractions\GFramework.Core.Abstractions.csproj" PrivateAssets="all"/>
</ItemGroup>
<ItemGroup>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.19">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>

View File

@ -1,7 +1,7 @@
<Project>
<!-- import parent: https://docs.microsoft.com/en-us/visualstudio/msbuild/customize-your-build -->
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<ContinuousIntegrationBuild>true</ContinuousIntegrationBuild>
<EmbedUntrackedSources>true</EmbedUntrackedSources>
<!--

View File

@ -22,7 +22,7 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="4.14.0" PrivateAssets="all"/>
<PackageReference Update="Meziantou.Analyzer" Version="3.0.25">
<PackageReference Update="Meziantou.Analyzer" Version="3.0.19">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>

View File

@ -1,8 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TestTargetFrameworks Condition="'$(TestTargetFrameworks)' == ''">net10.0</TestTargetFrameworks>
<TargetFrameworks>$(TestTargetFrameworks)</TargetFrameworks>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>

View File

@ -56,7 +56,7 @@ public sealed class PriorityGenerator : MetadataAttributeClassGeneratorBase
}
// 3. 必须是 partial
if (syntax.Modifiers.All(m => !m.IsKind(SyntaxKind.PartialKeyword)))
if (syntax.Modifiers.All(m => m.Kind() != SyntaxKind.PartialKeyword))
{
context.ReportDiagnostic(Diagnostic.Create(
PriorityDiagnostic.MustBePartial,

View File

@ -19,7 +19,7 @@ internal static class PriorityDiagnostic
category: Category,
defaultSeverity: DiagnosticSeverity.Error,
isEnabledByDefault: true,
description: "Priority 特性设计用于类级别的优先级标记,不支持其他类型."
description: "Priority 特性设计用于类级别的优先级标记,不支持其他类型"
);
/// <summary>
@ -32,7 +32,7 @@ internal static class PriorityDiagnostic
category: Category,
defaultSeverity: DiagnosticSeverity.Warning,
isEnabledByDefault: true,
description: "当类已经手动实现 IPrioritized 接口时,源生成器将跳过代码生成以避免冲突."
description: "当类已经手动实现 IPrioritized 接口时,源生成器将跳过代码生成以避免冲突"
);
/// <summary>
@ -45,7 +45,7 @@ internal static class PriorityDiagnostic
category: Category,
defaultSeverity: DiagnosticSeverity.Error,
isEnabledByDefault: true,
description: "源生成器需要在 partial 类中生成 IPrioritized 接口实现."
description: "源生成器需要在 partial 类中生成 IPrioritized 接口实现"
);
/// <summary>
@ -58,7 +58,7 @@ internal static class PriorityDiagnostic
category: Category,
defaultSeverity: DiagnosticSeverity.Error,
isEnabledByDefault: true,
description: "Priority 特性必须提供一个有效的整数值."
description: "Priority 特性必须提供一个有效的整数值"
);
/// <summary>
@ -71,7 +71,7 @@ internal static class PriorityDiagnostic
category: Category,
defaultSeverity: DiagnosticSeverity.Error,
isEnabledByDefault: true,
description: "Priority 特性仅支持顶层类,不支持嵌套类.请将嵌套类移至命名空间级别."
description: "Priority 特性仅支持顶层类,不支持嵌套类。请将嵌套类移至命名空间级别。"
);
/// <summary>
@ -84,6 +84,6 @@ internal static class PriorityDiagnostic
category: "GFramework.Usage",
defaultSeverity: DiagnosticSeverity.Info,
isEnabledByDefault: true,
description: "当获取实现了 IPrioritized 接口的服务时,应使用 GetAllByPriority 方法以确保按优先级排序."
description: "当获取实现了 IPrioritized 接口的服务时,应使用 GetAllByPriority 方法以确保按优先级排序"
);
}

View File

@ -2,7 +2,7 @@
<PropertyGroup>
<PackageId>GeWuYou.$(AssemblyName)</PackageId>
<TargetFramework>netstandard2.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<!-- 这是 Analyzer不是运行时库 -->
<IsRoslynAnalyzer>true</IsRoslynAnalyzer>
@ -30,6 +30,7 @@
<ItemGroup>
<ProjectReference Include="..\$(AssemblyName).Abstractions\$(AssemblyName).Abstractions.csproj" PrivateAssets="all"/>
<ProjectReference Include="..\$(AssemblyName).Common\$(AssemblyName).Common.csproj" PrivateAssets="all"/>
<ProjectReference Include="..\GFramework.Core.Abstractions\GFramework.Core.Abstractions.csproj" PrivateAssets="all"/>
</ItemGroup>
<!-- ★关键:只把 Generator DLL 放进 analyzers -->

View File

@ -16,16 +16,11 @@
<PackageReadmeFile>README.md</PackageReadmeFile>
<TargetFrameworks>net8.0;net9.0;net10.0</TargetFrameworks>
<IncludeBuildOutput>false</IncludeBuildOutput>
<!-- This package is a pure meta-package that only aggregates dependencies. -->
<NoPackageAnalysis>false</NoPackageAnalysis>
</PropertyGroup>
<!-- 排除不需要参与打包/编译的目录 -->
<ItemGroup>
<None Include="README.md" Pack="true" PackagePath=""/>
<None Include="packaging/_._" Pack="true" PackagePath="lib/net8.0/_._"/>
<None Include="packaging/_._" Pack="true" PackagePath="lib/net9.0/_._"/>
<None Include="packaging/_._" Pack="true" PackagePath="lib/net10.0/_._"/>
<None Remove="GFramework.Core\**"/>
<None Remove="GFramework.Game\**"/>
<None Remove="GFramework.Godot\**"/>
@ -46,7 +41,6 @@
<None Remove="GFramework.SourceGenerators\**"/>
<None Remove="GFramework.SourceGenerators.Common\**"/>
<None Remove="GFramework.SourceGenerators.Tests\**"/>
<None Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<None Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<None Remove="GFramework.SourceGenerators.Abstractions\**"/>
<None Remove="GFramework.Core.Abstractions\**"/>
@ -61,7 +55,6 @@
<None Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>
<None Remove="GFramework.SourceGenerators.Attributes\**"/>
<None Remove="Godot\**"/>
<None Remove="GFramework.Game.Tests\**"/>
</ItemGroup>
<!-- 聚合核心模块 -->
<ItemGroup>
@ -86,7 +79,6 @@
<Compile Remove="GFramework.SourceGenerators\**"/>
<Compile Remove="GFramework.SourceGenerators.Common\**"/>
<Compile Remove="GFramework.SourceGenerators.Tests\**"/>
<Compile Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<Compile Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<Compile Remove="GFramework.SourceGenerators.Abstractions\**"/>
<Compile Remove="GFramework.Core.Abstractions\**"/>
@ -101,7 +93,6 @@
<Compile Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>
<Compile Remove="GFramework.SourceGenerators.Attributes\**"/>
<Compile Remove="Godot\**"/>
<Compile Remove="GFramework.Game.Tests\**"/>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Remove="GFramework.Core\**"/>
@ -112,7 +103,6 @@
<EmbeddedResource Remove="GFramework.SourceGenerators\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Common\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Tests\**"/>
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.Core.Abstractions\**"/>
@ -127,13 +117,9 @@
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Attributes\**"/>
<EmbeddedResource Remove="Godot\**"/>
<EmbeddedResource Remove="GFramework.Game.Tests\**"/>
</ItemGroup>
<ItemGroup>
<AdditionalFiles Remove="AnalyzerReleases.Shipped.md"/>
<AdditionalFiles Remove="AnalyzerReleases.Unshipped.md"/>
</ItemGroup>
<ItemGroup>
<Folder Include="local-plan\评估\"/>
</ItemGroup>
</Project>

View File

@ -32,10 +32,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Ecs.Arch", "GFra
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Ecs.Arch.Tests", "GFramework.Ecs.Arch.Tests\GFramework.Ecs.Arch.Tests.csproj", "{112CF413-4596-4AA3-B3FE-65532802FDD6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Game.Tests", "GFramework.Game.Tests\GFramework.Game.Tests.csproj", "{738DC58A-0387-4D75-AA96-1C1D8C29D350}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Godot.SourceGenerators.Tests", "GFramework.Godot.SourceGenerators.Tests\GFramework.Godot.SourceGenerators.Tests.csproj", "{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -238,30 +234,6 @@ Global
{112CF413-4596-4AA3-B3FE-65532802FDD6}.Release|x64.Build.0 = Release|Any CPU
{112CF413-4596-4AA3-B3FE-65532802FDD6}.Release|x86.ActiveCfg = Release|Any CPU
{112CF413-4596-4AA3-B3FE-65532802FDD6}.Release|x86.Build.0 = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|Any CPU.Build.0 = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|x64.ActiveCfg = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|x64.Build.0 = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|x86.ActiveCfg = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Debug|x86.Build.0 = Debug|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|Any CPU.ActiveCfg = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|Any CPU.Build.0 = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x64.ActiveCfg = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x64.Build.0 = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x86.ActiveCfg = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x86.Build.0 = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|x64.ActiveCfg = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|x64.Build.0 = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|x86.ActiveCfg = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Debug|x86.Build.0 = Debug|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|Any CPU.Build.0 = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|x64.ActiveCfg = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|x64.Build.0 = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|x86.ActiveCfg = Release|Any CPU
{E315489C-248A-4ABB-BD92-96F9F3AFE2C1}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -2,7 +2,6 @@
// meta-description: 负责管理场景的生命周期和架构关联
using Godot;
using GFramework.Core.Abstractions.Controller;
using GFramework.Godot.SourceGenerators.Abstractions;
using GFramework.SourceGenerators.Abstractions.Logging;
using GFramework.SourceGenerators.Abstractions.Rule;
@ -17,15 +16,7 @@ public partial class _CLASS_ :_BASE_,IController
/// </summary>
public override void _Ready()
{
__InjectGetNodes_Generated();
OnReadyAfterGetNode();
}
/// <summary>
/// 节点注入完成后的初始化钩子。
/// </summary>
private void OnReadyAfterGetNode()
{
}
}

View File

@ -5,7 +5,6 @@ using GFramework.Core.Abstractions.Controller;
using GFramework.Core.Extensions;
using GFramework.Game.Abstractions.UI;
using GFramework.Godot.UI;
using GFramework.Godot.SourceGenerators.Abstractions;
using GFramework.SourceGenerators.Abstractions.Logging;
using GFramework.SourceGenerators.Abstractions.Rule;
@ -20,15 +19,7 @@ public partial class _CLASS_ :_BASE_,IController,IUiPageBehaviorProvider,IUiPage
/// </summary>
public override void _Ready()
{
__InjectGetNodes_Generated();
OnReadyAfterGetNode();
}
/// <summary>
/// 节点注入完成后的初始化钩子。
/// </summary>
private void OnReadyAfterGetNode()
{
}
/// <summary>
/// 页面行为实例的私有字段
@ -93,4 +84,4 @@ public partial class _CLASS_ :_BASE_,IController,IUiPageBehaviorProvider,IUiPage
{
}
}
}

View File

@ -129,7 +129,7 @@ public interface IQuery<TResult>
### IIocContainer
IoC 容器接口:
IOC 容器接口:
```csharp
public interface IIocContainer

View File

@ -66,23 +66,6 @@ IoC 容器命名空间。
| `IObjectPool<T>` | 对象池接口 |
| `ObjectPool<T>` | 对象池实现 |
### GFramework.Core.Localization
本地化系统命名空间。
#### 主要类型
| 类型 | 说明 |
|--------------------------|----------|
| `ILocalizationManager` | 本地化管理器接口 |
| `ILocalizationTable` | 本地化表接口 |
| `ILocalizationString` | 本地化字符串接口 |
| `ILocalizationFormatter` | 格式化器接口 |
| `LocalizationConfig` | 本地化配置类 |
| `LocalizationManager` | 本地化管理器实现 |
| `LocalizationTable` | 本地化表实现 |
| `LocalizationString` | 本地化字符串实现 |
## 常用 API
### Architecture
@ -264,99 +247,6 @@ public class BindableProperty<T>
}
```
### ILocalizationManager
```csharp
public interface ILocalizationManager : ISystem
{
// 获取当前语言代码
string CurrentLanguage { get; }
// 获取当前文化信息
CultureInfo CurrentCulture { get; }
// 获取可用语言列表
IReadOnlyList<string> AvailableLanguages { get; }
// 设置当前语言
void SetLanguage(string languageCode);
// 获取本地化表
ILocalizationTable GetTable(string tableName);
// 获取本地化文本
string GetText(string table, string key);
// 获取本地化字符串(支持变量)
ILocalizationString GetString(string table, string key);
// 尝试获取本地化文本
bool TryGetText(string table, string key, out string text);
// 注册格式化器
void RegisterFormatter(string name, ILocalizationFormatter formatter);
// 订阅语言变化事件
void SubscribeToLanguageChange(Action<string> callback);
// 取消订阅语言变化事件
void UnsubscribeFromLanguageChange(Action<string> callback);
}
```
### ILocalizationString
```csharp
public interface ILocalizationString
{
// 获取表名
string Table { get; }
// 获取键名
string Key { get; }
// 添加变量
ILocalizationString WithVariable(string name, object value);
// 批量添加变量
ILocalizationString WithVariables(params (string name, object value)[] variables);
// 格式化并返回文本
string Format();
// 获取原始文本
string GetRaw();
// 检查键是否存在
bool Exists();
}
```
### LocalizationConfig
```csharp
public class LocalizationConfig
{
// 默认语言代码
public string DefaultLanguage { get; set; } = "eng";
// 回退语言代码
public string FallbackLanguage { get; set; } = "eng";
// 本地化文件路径
public string LocalizationPath { get; set; } = "res://localization";
// 用户覆盖路径
public string OverridePath { get; set; } = "user://localization_override";
// 是否启用热重载
public bool EnableHotReload { get; set; } = true;
// 是否在加载时验证
public bool ValidateOnLoad { get; set; } = true;
}
```
## 扩展方法
### 架构扩展
@ -516,36 +406,6 @@ public class PlayerSystem : AbstractSystem
}
```
### 使用本地化
```csharp
// 初始化本地化管理器
var config = new LocalizationConfig
{
DefaultLanguage = "eng",
LocalizationPath = "res://localization"
};
var locManager = new LocalizationManager(config);
locManager.Initialize();
// 获取简单文本
string title = locManager.GetText("common", "game.title");
// 使用变量
var message = locManager.GetString("common", "ui.message.welcome")
.WithVariable("playerName", "Alice")
.Format();
// 切换语言
locManager.SetLanguage("zhs");
// 监听语言变化
locManager.SubscribeToLanguageChange(language =>
{
Console.WriteLine($"Language changed to: {language}");
});
```
---
更多详情请查看各模块的详细文档。

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