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Author SHA1 Message Date
gewuyou
a9ac8a927c
Merge pull request #134 from GeWuYou/feat/state-history-undo-redo
feat(state): 扩展状态管理功能支持历史记录撤销重做和批处理
2026-03-24 19:52:01 +08:00
GeWuYou
e5da5aa801 refactor(state): 将历史快照属性改为方法并优化批处理逻辑
- 将 HistoryEntries 属性替换为 GetHistoryEntriesSnapshot() 方法,明确表达会返回集合副本
- 在批处理清理逻辑中添加 else 条件避免无效操作
- 更新测试代码使用新的快照获取方法
- 添加 System.Diagnostics 命名空间引用
- 修复批处理深度为零时的异常处理逻辑
2026-03-24 19:45:59 +08:00
GeWuYou
bd29475748 refactor(store): 添加调试断言确保线程安全
- 在 CreateMiddlewareSnapshotCore 方法中添加锁持有检查
- 在 CreateReducerSnapshotCore 方法中添加锁持有检查
- 确保并发安全性避免竞态条件
- 导入 System.Diagnostics 命名空间支持断言功能
2026-03-24 19:39:55 +08:00
GeWuYou
91246ff482 feat(state): 扩展状态管理功能支持历史记录撤销重做和批处理
- 新增 RunInBatch() 方法支持批处理通知折叠
- 添加 Undo()/Redo() 基于历史缓冲区的状态回退前进功能
- 实现 TimeTravelTo() 跳转到指定历史索引的能力
- 提供 ClearHistory() 以当前状态重置历史锚点的功能
- 支持可选历史缓冲区、撤销/重做和时间旅行功能
- 添加可选批处理通知折叠机制
- 实现多态 action 匹配(基类/接口)支持
- 在诊断信息中增加历史游标和批处理状态
- StoreBuilder 新增 WithHistoryCapacity() 和 WithActionMatching() 配置方法
- 优化 reducer 注册支持全局序号以实现稳定排序
- 实现多态匹配时的类型继承距离计算
- 添加批处理嵌套支持和状态通知延迟机制
2026-03-24 19:08:03 +08:00
gewuyou
b912e6aa4d
Merge pull request #133 from GeWuYou/feat/state-dynamic-registration
feat(state): 添加运行时临时注册与注销功能
2026-03-23 21:18:43 +08:00
GeWuYou
1f1aff5335 refactor(state): 优化状态管理存储的中间件和reducer快照创建
- 为CreateMiddlewareSnapshot方法添加状态锁保护
- 为CreateReducerSnapshot方法添加状态锁保护
- 更新方法注释说明锁的安全性保障机制
- 避免调用方需要了解锁顺序的隐式依赖关系
2026-03-23 20:58:03 +08:00
GeWuYou
14849d6761 refactor(GFramework.Core.Tests): 更新全局using引用
- 添加GFramework.Core.Abstractions.Property命名空间引用
- 重新排序using语句以优化代码结构
- 保持现有功能不变的同时改进代码组织方式
2026-03-23 20:41:36 +08:00
GeWuYou
2c00070bb1 feat(state): 添加运行时临时注册与注销功能
- 实现 RegisterReducerHandle 和 RegisterMiddleware 方法,支持获取注销句柄
- 添加 IUnRegister 接口和 DefaultUnRegister 实现,提供精确注销能力
- 修改内部数据结构,使用 Registration 包装对象确保注销时的身份稳定性
- 实现中间件和 reducer 的快照机制,确保运行中注销不影响当前 dispatch
- 添加相关单元测试验证运行时注册注销的正确性
- 更新文档说明运行时临时注册与注销的使用方式和约束条件
2026-03-23 20:38:46 +08:00
gewuyou
b6ef6278c0
Merge pull request #132 from GeWuYou/feat/state-management-core
Feat/state management core
2026-03-23 20:19:53 +08:00
GeWuYou
3d212716d6 refactor(tests): 更新状态管理测试的命名空间引用
- 添加了属性抽象层的命名空间引用
- 添加了状态管理抽象层的命名空间引用
- 保持了原有的核心扩展、属性和状态管理命名空间引用
2026-03-23 20:14:23 +08:00
GeWuYou
b7c54743fa refactor(state): 优化 Store 状态分发的并发控制机制
- 将 Store 类标记为 sealed 以防止继承
- 引入独立的 dispatch 门闩锁,将状态锁的保护范围缩小为仅保护临界区访问
- 实现 dispatch 过程中的快照机制,确保中间件和 reducer 在锁外执行稳定的不可变序列
- 重构 ExecuteDispatchPipeline 方法,接受快照参数并改为静态方法
- 添加 CreateReducerSnapshot 方法为每次分发创建 reducer 快照
- 更新 StoreBuilder 和 StoreSelection 类为 sealed
- 新增测试用例验证长时间运行的 middleware 不会阻塞状态读取和订阅操作
- 修复 dispatch 过程中状态锁占用时间过长的问题,提升并发性能
2026-03-23 20:11:10 +08:00
GeWuYou
79cebb95b5 feat(state): 添加 StoreBuilder 配置功能并优化状态管理
- 引入 StoreBuilder<TState> 支持模块化配置 reducer 和中间件
- 实现状态选择视图缓存机制提升性能
- 重构订阅管理使用精确订阅对象替代委托链
- 增强 SubscribeWithInitValue 方法防止状态变化遗漏
- 添加完整的状态管理文档示例和测试用例
- 更新接口定义支持新的构建器功能
2026-03-23 19:59:23 +08:00
GeWuYou
79f1240e1d docs(core): 添加状态管理文档并完善属性绑定指南
- 新增 state-management 文档,介绍集中式状态容器方案
- 在 property 文档中补充与 Store 的使用边界说明
- 更新核心功能表格,添加状态管理条目链接
- 在 README 中增加 StateManagement 功能描述
- 添加状态管理相关接口到抽象层文档
- 提供 Store 与 BindableProperty 的选择指导原则
2026-03-23 19:35:01 +08:00
GeWuYou
2b4b87baba feat(state): 添加状态管理框架核心功能
- 实现 Store 类作为集中式状态容器,默认支持状态归约和订阅通知
- 添加 IReadonlyStore、IStore、IReducer 等状态管理相关抽象接口
- 实现 StoreExtensions 扩展方法,提供 Select 和 ToBindableProperty 选择器功能
- 添加 StoreSelection 类,支持从完整状态树中投影局部状态视图
- 实现 StoreDispatchContext 和 StoreDispatchRecord 用于分发过程诊断
- 添加 IStoreMiddleware 中间件接口,支持在分发过程中插入日志和审计逻辑
- 实现完整的状态选择器和绑定属性桥接功能,便于现有 UI 代码复用
- 添加 Store 相关单元测试,覆盖状态归约、订阅通知和选择器桥接场景
2026-03-23 19:34:28 +08:00
deepsource-autofix[bot]
c70728b64e refactor: simplify lambda
This PR refactors a lambda expression that contained unnecessary braces around a single-statement body, converting it into a more concise expression-bodied form to improve readability and maintainability.

- Consider simplifying lambda when its body has a single statement: The original lambda used a block body with braces and a single call to Execute, which is verbose for a one-line operation. We removed the braces and semicolon, converting it into an expression-bodied lambda (`static (spc, pair) => Execute(spc, pair.Left, pair.Right)`) to simplify the code and follow best practices.

> This Autofix was generated by AI. Please review the change before merging.
2026-03-23 08:28:07 +08:00
gewuyou
cf486cbeff
Merge pull request #128 from GeWuYou/feat/get-node-generator
feat(godot): 添加 GetNode 源代码生成器功能
2026-03-22 15:34:00 +08:00
gewuyou
8d656b90a7
Merge pull request #129 from GeWuYou/deepsource-autofix-b7cf8394
refactor: simplify single-statement getter
2026-03-22 15:30:07 +08:00
GeWuYou
fc386fb4bc refactor(generator): 调整项目文件夹结构
- 移除 logging 文件夹引用
- 将 diagnostics 文件夹重命名为 Diagnostics
- 更新项目文件中的文件夹路径配置
2026-03-22 15:28:39 +08:00
deepsource-autofix[bot]
bbf1dc8d0c
refactor: simplify single-statement getter
This PR refactors properties that contain only a single return statement by converting them to expression-bodied members, reducing boilerplate and improving readability.

- Getters and setters with a single statement in their bodies can be simplified: The `IsDone` property originally used a full getter block to evaluate whether all coroutine handles are inactive. We replaced it with an expression-bodied property (`public bool IsDone => _handles.All(handle => !_scheduler.IsCoroutineAlive(handle));`) and relocated the explanatory comment above it, streamlining the code.

> This Autofix was generated by AI. Please review the change before merging.
2026-03-22 07:24:25 +00:00
GeWuYou
b95c65a30e refactor(generator): 优化GetNodeGenerator代码结构
- 使用语法树遍历替代字符串匹配来检测注入方法调用
- 添加IsGeneratedInjectionInvocation辅助方法提高代码可读性
- 将字段分组逻辑从列表查找改为字典映射提升性能
- 优化GroupByContainingType方法的时间复杂度
2026-03-22 15:23:51 +08:00
GeWuYou
9ab09cf47b feat(godot): 添加 GetNode 源代码生成器功能
- 实现了 [GetNode] 属性用于标记 Godot 节点字段
- 创建了 GetNodeGenerator 源代码生成器自动注入节点获取逻辑
- 添加了节点路径推导和多种查找模式支持
- 集成了生成器到 Godot 脚手架模板中
- 添加了完整的诊断规则和错误提示
- 创建了单元测试验证生成器功能
- 更新了解决方案配置以包含新的测试项目
- 在 README 中添加了详细的使用文档和示例代码
2026-03-22 15:16:24 +08:00
45 changed files with 5375 additions and 56 deletions

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

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@ -0,0 +1,40 @@
using GFramework.Core.Abstractions.Events;
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 只读状态容器接口,用于暴露应用状态快照和订阅能力。
/// 该抽象适用于 Controller、Query、ViewModel 等只需要观察状态的调用方,
/// 使其无需依赖写入能力即可响应复杂状态树的变化。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IReadonlyStore<out TState>
{
/// <summary>
/// 获取当前状态快照。
/// Store 负责保证返回值与最近一次成功分发后的状态一致。
/// </summary>
TState State { get; }
/// <summary>
/// 订阅状态变化通知。
/// 仅当 Store 判断状态发生有效变化时,才会调用该监听器。
/// </summary>
/// <param name="listener">状态变化时的监听器,参数为新的状态快照。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister Subscribe(Action<TState> listener);
/// <summary>
/// 订阅状态变化通知,并立即以当前状态调用一次监听器。
/// 该方法适合在 UI 初始化或 ViewModel 首次绑定时建立同步视图。
/// </summary>
/// <param name="listener">状态变化时的监听器,参数为新的状态快照。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister SubscribeWithInitValue(Action<TState> listener);
/// <summary>
/// 取消订阅指定的状态监听器。
/// </summary>
/// <param name="listener">需要移除的监听器。</param>
void UnSubscribe(Action<TState> listener);
}

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@ -0,0 +1,19 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义状态归约器接口。
/// Reducer 应保持纯函数风格:根据当前状态和 action 计算下一状态,
/// 不直接产生副作用,也不依赖外部可变环境。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
public interface IReducer<TState, in TAction>
{
/// <summary>
/// 根据当前状态和 action 计算下一状态。
/// </summary>
/// <param name="currentState">当前状态快照。</param>
/// <param name="action">触发本次归约的 action。</param>
/// <returns>归约后的下一状态。</returns>
TState Reduce(TState currentState, TAction action);
}

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@ -0,0 +1,17 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义状态选择器接口,用于从整棵状态树中投影出局部状态视图。
/// 该抽象适用于复用复杂选择逻辑,避免在 UI 或 Controller 中重复编写投影代码。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">投影后的局部状态类型。</typeparam>
public interface IStateSelector<in TState, out TSelected>
{
/// <summary>
/// 从给定状态中选择目标片段。
/// </summary>
/// <param name="state">当前完整状态。</param>
/// <returns>投影后的局部状态。</returns>
TSelected Select(TState state);
}

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@ -0,0 +1,63 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 可写状态容器接口,提供统一的状态分发入口。
/// 所有状态变更都应通过分发 action 触发,以保持单向数据流和可测试性。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStore<out TState> : IReadonlyStore<TState>
{
/// <summary>
/// 获取当前是否可以撤销到更早的历史状态。
/// 当未启用历史缓冲区,或当前已经位于最早历史点时,返回 <see langword="false"/>。
/// </summary>
bool CanUndo { get; }
/// <summary>
/// 获取当前是否可以重做到更晚的历史状态。
/// 当未启用历史缓冲区,或当前已经位于最新历史点时,返回 <see langword="false"/>。
/// </summary>
bool CanRedo { get; }
/// <summary>
/// 分发一个 action 以触发状态演进。
/// Store 会按注册顺序执行与该 action 类型匹配的 reducer并在状态变化后通知订阅者。
/// </summary>
/// <typeparam name="TAction">action 的具体类型。</typeparam>
/// <param name="action">要分发的 action 实例。</param>
void Dispatch<TAction>(TAction action);
/// <summary>
/// 将多个状态操作合并到一个批处理中执行。
/// 批处理内部的每次分发仍会立即更新 Store 状态和历史,但订阅通知会延迟到最外层批处理结束后再统一触发一次。
/// </summary>
/// <param name="batchAction">批处理主体;调用方应在其中执行若干次 <see cref="Dispatch{TAction}(TAction)"/>、<see cref="Undo"/> 或 <see cref="Redo"/>。</param>
void RunInBatch(Action batchAction);
/// <summary>
/// 将当前状态回退到上一个历史点。
/// </summary>
/// <exception cref="InvalidOperationException">当历史缓冲区未启用,或当前已经没有可撤销的历史点时抛出。</exception>
void Undo();
/// <summary>
/// 将当前状态前进到下一个历史点。
/// </summary>
/// <exception cref="InvalidOperationException">当历史缓冲区未启用,或当前已经没有可重做的历史点时抛出。</exception>
void Redo();
/// <summary>
/// 跳转到指定索引的历史点。
/// 该能力适合调试面板或开发工具实现时间旅行查看。
/// </summary>
/// <param name="historyIndex">目标历史索引,从 0 开始。</param>
/// <exception cref="InvalidOperationException">当历史缓冲区未启用时抛出。</exception>
/// <exception cref="ArgumentOutOfRangeException">当 <paramref name="historyIndex"/> 超出当前历史范围时抛出。</exception>
void TimeTravelTo(int historyIndex);
/// <summary>
/// 清空当前撤销/重做历史,并以当前状态作为新的历史锚点。
/// 该操作不会修改当前状态,也不会触发额外通知。
/// </summary>
void ClearHistory();
}

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@ -0,0 +1,62 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义 Store 构建器接口,用于在创建 Store 之前完成 reducer、中间件和比较器配置。
/// 该抽象适用于模块化注册、依赖注入装配和测试工厂,避免调用方必须依赖具体 Store 类型进行配置。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreBuilder<TState>
{
/// <summary>
/// 配置用于判断状态是否真正变化的比较器。
/// </summary>
/// <param name="comparer">状态比较器。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> WithComparer(IEqualityComparer<TState> comparer);
/// <summary>
/// 配置历史缓冲区容量。
/// 传入 0 表示禁用历史记录;大于 0 时会保留最近若干个状态快照,用于撤销、重做和时间旅行调试。
/// </summary>
/// <param name="historyCapacity">历史缓冲区容量。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> WithHistoryCapacity(int historyCapacity);
/// <summary>
/// 配置 reducer 的 action 匹配策略。
/// 默认使用 <see cref="StoreActionMatchingMode.ExactTypeOnly"/>,仅在需要复用基类或接口 action 层次时再启用多态匹配。
/// </summary>
/// <param name="actionMatchingMode">要使用的匹配策略。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> WithActionMatching(StoreActionMatchingMode actionMatchingMode);
/// <summary>
/// 添加一个强类型 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">要添加的 reducer。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> AddReducer<TAction>(IReducer<TState, TAction> reducer);
/// <summary>
/// 使用委托快速添加一个 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">执行归约的委托。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> AddReducer<TAction>(Func<TState, TAction, TState> reducer);
/// <summary>
/// 添加一个 Store 中间件。
/// </summary>
/// <param name="middleware">要添加的中间件。</param>
/// <returns>当前构建器实例。</returns>
IStoreBuilder<TState> UseMiddleware(IStoreMiddleware<TState> middleware);
/// <summary>
/// 基于给定初始状态创建一个新的 Store。
/// </summary>
/// <param name="initialState">Store 的初始状态。</param>
/// <returns>已应用当前构建器配置的 Store 实例。</returns>
IStore<TState> Build(TState initialState);
}

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@ -0,0 +1,67 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 暴露 Store 的诊断信息。
/// 该接口用于调试、监控和后续时间旅行能力的扩展,不参与状态写入流程。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreDiagnostics<TState>
{
/// <summary>
/// 获取当前已注册的订阅者数量。
/// </summary>
int SubscriberCount { get; }
/// <summary>
/// 获取最近一次分发的 action 类型。
/// 即使该次分发未引起状态变化,该值也会更新。
/// </summary>
Type? LastActionType { get; }
/// <summary>
/// 获取最近一次真正改变状态的时间戳。
/// 若尚未发生状态变化,则返回 <see langword="null"/>。
/// </summary>
DateTimeOffset? LastStateChangedAt { get; }
/// <summary>
/// 获取最近一次分发记录。
/// </summary>
StoreDispatchRecord<TState>? LastDispatchRecord { get; }
/// <summary>
/// 获取当前 Store 使用的 action 匹配策略。
/// </summary>
StoreActionMatchingMode ActionMatchingMode { get; }
/// <summary>
/// 获取历史缓冲区容量。
/// 返回 0 表示当前 Store 未启用历史记录能力。
/// </summary>
int HistoryCapacity { get; }
/// <summary>
/// 获取当前可见历史记录数量。
/// 当历史记录启用时,该值至少为 1因为当前状态会作为历史锚点存在。
/// </summary>
int HistoryCount { get; }
/// <summary>
/// 获取当前状态在历史缓冲区中的索引。
/// 当未启用历史记录时返回 -1。
/// </summary>
int HistoryIndex { get; }
/// <summary>
/// 获取当前是否处于批处理阶段。
/// 该值为 <see langword="true"/> 时,状态变更通知会延迟到最外层批处理结束后再统一发送。
/// </summary>
bool IsBatching { get; }
/// <summary>
/// 获取当前历史快照列表的只读快照。
/// 该方法会返回一份独立快照,供调试工具渲染时间旅行面板,而不暴露 Store 的内部可变集合。
/// </summary>
/// <returns>当前历史快照列表;若未启用历史记录或当前没有历史,则返回空数组。</returns>
IReadOnlyList<StoreHistoryEntry<TState>> GetHistoryEntriesSnapshot();
}

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@ -0,0 +1,19 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义 Store 分发中间件接口。
/// 中间件用于在 action 分发前后插入日志、诊断、审计或拦截逻辑,
/// 同时保持核心 Store 实现专注于状态归约与订阅通知。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public interface IStoreMiddleware<TState>
{
/// <summary>
/// 执行一次分发管线节点。
/// 实现通常应调用 <paramref name="next"/> 继续后续处理;若选择短路,
/// 需要自行保证上下文状态对调用方仍然是可解释的。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">继续执行后续中间件或 reducer 的委托。</param>
void Invoke(StoreDispatchContext<TState> context, Action next);
}

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@ -0,0 +1,20 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 定义 Store 在分发 action 时的 reducer 匹配策略。
/// 默认使用精确类型匹配,以保持执行结果和顺序的确定性;仅在确有需要时再启用多态匹配。
/// </summary>
public enum StoreActionMatchingMode
{
/// <summary>
/// 仅匹配与 action 运行时类型完全相同的 reducer。
/// 该模式不会命中基类或接口注册,适合作为默认的稳定行为。
/// </summary>
ExactTypeOnly = 0,
/// <summary>
/// 在精确类型匹配之外,额外匹配可赋值的基类和接口 reducer。
/// Store 会保持确定性的执行顺序:精确类型优先,其次是最近的基类,最后是接口注册。
/// </summary>
IncludeAssignableTypes = 1
}

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@ -0,0 +1,55 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 表示一次 Store 分发流程中的上下文数据。
/// 中间件和 Store 实现通过该对象共享当前 action、分发时间以及归约结果。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreDispatchContext<TState>
{
/// <summary>
/// 初始化一个新的分发上下文。
/// </summary>
/// <param name="action">当前分发的 action。</param>
/// <param name="previousState">分发前的状态快照。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public StoreDispatchContext(object action, TState previousState)
{
Action = action ?? throw new ArgumentNullException(nameof(action));
PreviousState = previousState;
NextState = previousState;
DispatchedAt = DateTimeOffset.UtcNow;
}
/// <summary>
/// 获取当前分发的 action 实例。
/// </summary>
public object Action { get; }
/// <summary>
/// 获取当前分发的 action 运行时类型。
/// </summary>
public Type ActionType => Action.GetType();
/// <summary>
/// 获取分发前的状态快照。
/// </summary>
public TState PreviousState { get; }
/// <summary>
/// 获取或设置归约后的下一状态。
/// Store 会在 reducer 执行完成后使用该值更新内部状态。
/// </summary>
public TState NextState { get; set; }
/// <summary>
/// 获取或设置本次分发是否导致状态发生变化。
/// 中间件可读取该值进行日志和诊断,但通常应由 Store 负责最终判定。
/// </summary>
public bool HasStateChanged { get; set; }
/// <summary>
/// 获取本次分发创建时的时间戳。
/// </summary>
public DateTimeOffset DispatchedAt { get; }
}

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@ -0,0 +1,62 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 记录最近一次 Store 分发的结果。
/// 该结构为调试和诊断提供稳定的只读视图,避免调用方直接依赖 Store 的内部状态。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreDispatchRecord<TState>
{
/// <summary>
/// 初始化一条分发记录。
/// </summary>
/// <param name="action">本次分发的 action。</param>
/// <param name="previousState">分发前状态。</param>
/// <param name="nextState">分发后状态。</param>
/// <param name="hasStateChanged">是否发生了有效状态变化。</param>
/// <param name="dispatchedAt">分发时间。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public StoreDispatchRecord(
object action,
TState previousState,
TState nextState,
bool hasStateChanged,
DateTimeOffset dispatchedAt)
{
Action = action ?? throw new ArgumentNullException(nameof(action));
PreviousState = previousState;
NextState = nextState;
HasStateChanged = hasStateChanged;
DispatchedAt = dispatchedAt;
}
/// <summary>
/// 获取本次分发的 action 实例。
/// </summary>
public object Action { get; }
/// <summary>
/// 获取本次分发的 action 运行时类型。
/// </summary>
public Type ActionType => Action.GetType();
/// <summary>
/// 获取分发前状态。
/// </summary>
public TState PreviousState { get; }
/// <summary>
/// 获取分发后状态。
/// </summary>
public TState NextState { get; }
/// <summary>
/// 获取本次分发是否产生了有效状态变化。
/// </summary>
public bool HasStateChanged { get; }
/// <summary>
/// 获取分发时间。
/// </summary>
public DateTimeOffset DispatchedAt { get; }
}

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@ -0,0 +1,44 @@
namespace GFramework.Core.Abstractions.StateManagement;
/// <summary>
/// 表示一条 Store 历史快照记录。
/// 该记录用于撤销/重做和调试面板查看历史状态,不会暴露 Store 的内部可变结构。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreHistoryEntry<TState>
{
/// <summary>
/// 初始化一条历史记录。
/// </summary>
/// <param name="state">该历史点对应的状态快照。</param>
/// <param name="recordedAt">该历史点被记录的时间。</param>
/// <param name="action">触发该状态的 action若为初始状态或已清空历史后的锚点则为 <see langword="null"/>。</param>
public StoreHistoryEntry(TState state, DateTimeOffset recordedAt, object? action = null)
{
State = state;
RecordedAt = recordedAt;
Action = action;
}
/// <summary>
/// 获取该历史点对应的状态快照。
/// </summary>
public TState State { get; }
/// <summary>
/// 获取该历史点被记录的时间。
/// </summary>
public DateTimeOffset RecordedAt { get; }
/// <summary>
/// 获取触发该历史点的 action 实例。
/// 对于初始状态或调用 <c>ClearHistory()</c> 后的新锚点,该值为 <see langword="null"/>。
/// </summary>
public object? Action { get; }
/// <summary>
/// 获取触发该历史点的 action 运行时类型。
/// 若该历史点没有关联 action则返回 <see langword="null"/>。
/// </summary>
public Type? ActionType => Action?.GetType();
}

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@ -23,6 +23,7 @@
<ItemGroup> <ItemGroup>
<PackageReference Include="Scriban" Version="6.6.0" /> <PackageReference Include="Scriban" Version="6.6.0" />
<ProjectReference Include="..\GFramework.Core.Abstractions\GFramework.Core.Abstractions.csproj"/>
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/> <ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
<ProjectReference Include="..\GFramework.SourceGenerators.Abstractions\GFramework.SourceGenerators.Abstractions.csproj"/> <ProjectReference Include="..\GFramework.SourceGenerators.Abstractions\GFramework.SourceGenerators.Abstractions.csproj"/>
<ProjectReference Include="..\GFramework.SourceGenerators.Common\GFramework.SourceGenerators.Common.csproj"/> <ProjectReference Include="..\GFramework.SourceGenerators.Common\GFramework.SourceGenerators.Common.csproj"/>

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@ -19,3 +19,8 @@ global using System.Threading.Tasks;
global using NUnit.Framework; global using NUnit.Framework;
global using NUnit.Compatibility; global using NUnit.Compatibility;
global using GFramework.Core.Systems; global using GFramework.Core.Systems;
global using GFramework.Core.Abstractions.StateManagement;
global using GFramework.Core.Extensions;
global using GFramework.Core.Property;
global using GFramework.Core.StateManagement;
global using GFramework.Core.Abstractions.Property;

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@ -0,0 +1,92 @@
using GFramework.Core.Events;
namespace GFramework.Core.Tests.StateManagement;
/// <summary>
/// Store 到 EventBus 桥接扩展的单元测试。
/// 这些测试验证旧模块兼容桥接能够正确转发 dispatch 和状态变化事件,并支持运行时拆除。
/// </summary>
[TestFixture]
public class StoreEventBusExtensionsTests
{
/// <summary>
/// 测试桥接会发布每次 dispatch 事件,并对批处理后的状态变化只发送一次最终状态事件。
/// </summary>
[Test]
public void BridgeToEventBus_Should_Publish_Dispatches_And_Collapsed_State_Changes()
{
var eventBus = new EventBus();
var store = CreateStore();
var dispatchedEvents = new List<StoreDispatchedEvent<CounterState>>();
var stateChangedEvents = new List<StoreStateChangedEvent<CounterState>>();
eventBus.Register<StoreDispatchedEvent<CounterState>>(dispatchedEvents.Add);
eventBus.Register<StoreStateChangedEvent<CounterState>>(stateChangedEvents.Add);
store.BridgeToEventBus(eventBus);
store.Dispatch(new IncrementAction(1));
store.RunInBatch(() =>
{
store.Dispatch(new IncrementAction(1));
store.Dispatch(new IncrementAction(1));
});
Assert.That(dispatchedEvents.Count, Is.EqualTo(3));
Assert.That(dispatchedEvents[0].DispatchRecord.NextState.Count, Is.EqualTo(1));
Assert.That(dispatchedEvents[2].DispatchRecord.NextState.Count, Is.EqualTo(3));
Assert.That(stateChangedEvents.Count, Is.EqualTo(2));
Assert.That(stateChangedEvents[0].State.Count, Is.EqualTo(1));
Assert.That(stateChangedEvents[1].State.Count, Is.EqualTo(3));
}
/// <summary>
/// 测试桥接句柄注销后不会再继续向 EventBus 发送事件。
/// </summary>
[Test]
public void BridgeToEventBus_UnRegister_Should_Stop_Future_Publications()
{
var eventBus = new EventBus();
var store = CreateStore();
var dispatchedEvents = new List<StoreDispatchedEvent<CounterState>>();
var stateChangedEvents = new List<StoreStateChangedEvent<CounterState>>();
eventBus.Register<StoreDispatchedEvent<CounterState>>(dispatchedEvents.Add);
eventBus.Register<StoreStateChangedEvent<CounterState>>(stateChangedEvents.Add);
var bridge = store.BridgeToEventBus(eventBus);
store.Dispatch(new IncrementAction(1));
bridge.UnRegister();
store.Dispatch(new IncrementAction(1));
Assert.That(dispatchedEvents.Count, Is.EqualTo(1));
Assert.That(stateChangedEvents.Count, Is.EqualTo(1));
Assert.That(stateChangedEvents[0].State.Count, Is.EqualTo(1));
}
/// <summary>
/// 创建一个带基础 reducer 的测试 Store。
/// </summary>
/// <returns>测试用 Store 实例。</returns>
private static Store<CounterState> CreateStore()
{
var store = new Store<CounterState>(new CounterState(0, "Player"));
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
return store;
}
/// <summary>
/// 用于桥接测试的状态类型。
/// </summary>
/// <param name="Count">当前计数值。</param>
/// <param name="Name">当前名称。</param>
private sealed record CounterState(int Count, string Name);
/// <summary>
/// 用于桥接测试的计数 action。
/// </summary>
/// <param name="Amount">要增加的数量。</param>
private sealed record IncrementAction(int Amount);
}

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@ -0,0 +1,879 @@
namespace GFramework.Core.Tests.StateManagement;
/// <summary>
/// Store 状态管理能力的单元测试。
/// 这些测试覆盖集中式状态容器的核心职责:状态归约、订阅通知、选择器桥接和诊断行为。
/// </summary>
[TestFixture]
public class StoreTests
{
/// <summary>
/// 测试 Store 在创建后能够暴露初始状态。
/// </summary>
[Test]
public void State_Should_Return_Initial_State()
{
var store = CreateStore(new CounterState(1, "Player"));
Assert.That(store.State.Count, Is.EqualTo(1));
Assert.That(store.State.Name, Is.EqualTo("Player"));
}
/// <summary>
/// 测试 Dispatch 能够执行 reducer 并向订阅者广播新状态。
/// </summary>
[Test]
public void Dispatch_Should_Update_State_And_Notify_Subscribers()
{
var store = CreateStore();
var receivedStates = new List<CounterState>();
store.Subscribe(receivedStates.Add);
store.Dispatch(new IncrementAction(2));
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(receivedStates.Count, Is.EqualTo(1));
Assert.That(receivedStates[0].Count, Is.EqualTo(2));
}
/// <summary>
/// 测试当 reducer 返回逻辑相等状态时不会触发通知。
/// </summary>
[Test]
public void Dispatch_Should_Not_Notify_When_State_Does_Not_Change()
{
var store = CreateStore();
var notifyCount = 0;
store.Subscribe(_ => notifyCount++);
store.Dispatch(new RenameAction("Player"));
Assert.That(store.State.Name, Is.EqualTo("Player"));
Assert.That(notifyCount, Is.EqualTo(0));
}
/// <summary>
/// 测试同一 action 类型的多个 reducer 会按注册顺序执行。
/// </summary>
[Test]
public void Dispatch_Should_Run_Multiple_Reducers_In_Registration_Order()
{
var store = CreateStore();
store.RegisterReducer<IncrementAction>((state, action) =>
state with { Count = state.Count + action.Amount * 10 });
store.Dispatch(new IncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(11));
}
/// <summary>
/// 测试 SubscribeWithInitValue 会立即回放当前状态并继续接收后续变化。
/// </summary>
[Test]
public void SubscribeWithInitValue_Should_Replay_Current_State_And_Future_Changes()
{
var store = CreateStore(new CounterState(5, "Player"));
var receivedCounts = new List<int>();
store.SubscribeWithInitValue(state => receivedCounts.Add(state.Count));
store.Dispatch(new IncrementAction(3));
Assert.That(receivedCounts, Is.EqualTo(new[] { 5, 8 }));
}
/// <summary>
/// 测试 Store 的 SubscribeWithInitValue 在初始化回放期间不会漏掉后续状态变化。
/// </summary>
[Test]
public void SubscribeWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
{
var store = CreateStore();
var receivedCounts = new List<int>();
store.SubscribeWithInitValue(state =>
{
receivedCounts.Add(state.Count);
if (receivedCounts.Count == 1)
{
store.Dispatch(new IncrementAction(1));
}
});
Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
}
/// <summary>
/// 测试注销订阅后不会再收到后续通知。
/// </summary>
[Test]
public void UnRegister_Handle_Should_Stop_Future_Notifications()
{
var store = CreateStore();
var notifyCount = 0;
var unRegister = store.Subscribe(_ => notifyCount++);
store.Dispatch(new IncrementAction(1));
unRegister.UnRegister();
store.Dispatch(new IncrementAction(1));
Assert.That(notifyCount, Is.EqualTo(1));
}
/// <summary>
/// 测试选择器仅在所选状态片段变化时触发通知。
/// </summary>
[Test]
public void Select_Should_Only_Notify_When_Selected_Slice_Changes()
{
var store = CreateStore();
var selectedCounts = new List<int>();
var selection = store.Select(state => state.Count);
selection.Register(selectedCounts.Add);
store.Dispatch(new RenameAction("Renamed"));
store.Dispatch(new IncrementAction(2));
Assert.That(selectedCounts, Is.EqualTo(new[] { 2 }));
}
/// <summary>
/// 测试选择器支持自定义比较器,从而抑制无意义的局部状态通知。
/// </summary>
[Test]
public void Select_Should_Respect_Custom_Selected_Value_Comparer()
{
var store = CreateStore();
var selectedCounts = new List<int>();
var selection = store.Select(
state => state.Count,
new TensBucketEqualityComparer());
selection.Register(selectedCounts.Add);
store.Dispatch(new IncrementAction(5));
store.Dispatch(new IncrementAction(6));
Assert.That(selectedCounts, Is.EqualTo(new[] { 11 }));
}
/// <summary>
/// 测试 StoreSelection 的 RegisterWithInitValue 在初始化回放期间不会漏掉后续局部状态变化。
/// </summary>
[Test]
public void Selection_RegisterWithInitValue_Should_Not_Miss_Changes_During_Init_Callback()
{
var store = CreateStore();
var selection = store.Select(state => state.Count);
var receivedCounts = new List<int>();
selection.RegisterWithInitValue(value =>
{
receivedCounts.Add(value);
if (receivedCounts.Count == 1)
{
store.Dispatch(new IncrementAction(1));
}
});
Assert.That(receivedCounts, Is.EqualTo(new[] { 0, 1 }));
}
/// <summary>
/// 测试 ToBindableProperty 可桥接到现有 BindableProperty 风格用法,并与旧属性系统共存。
/// </summary>
[Test]
public void ToBindableProperty_Should_Work_With_Existing_BindableProperty_Pattern()
{
var store = CreateStore();
var mirror = new BindableProperty<int>(0);
IReadonlyBindableProperty<int> bindableProperty = store.ToBindableProperty(state => state.Count);
bindableProperty.Register(value => mirror.Value = value);
store.Dispatch(new IncrementAction(3));
Assert.That(mirror.Value, Is.EqualTo(3));
}
/// <summary>
/// 测试 IStateSelector 接口重载能够复用显式选择逻辑。
/// </summary>
[Test]
public void Select_With_IStateSelector_Should_Project_Selected_Value()
{
var store = CreateStore();
var selection = store.Select(new CounterNameSelector());
Assert.That(selection.Value, Is.EqualTo("Player"));
}
/// <summary>
/// 测试 Store 在中间件内部发生同一实例的嵌套分发时会抛出异常。
/// </summary>
[Test]
public void Dispatch_Should_Throw_When_Nested_Dispatch_Happens_On_Same_Store()
{
var store = CreateStore();
store.UseMiddleware(new NestedDispatchMiddleware(store));
Assert.That(
() => store.Dispatch(new IncrementAction(1)),
Throws.InvalidOperationException.With.Message.Contain("Nested dispatch"));
}
/// <summary>
/// 测试中间件链执行顺序和 Store 诊断信息更新。
/// </summary>
[Test]
public void Dispatch_Should_Run_Middlewares_In_Order_And_Update_Diagnostics()
{
var store = CreateStore();
var logs = new List<string>();
store.UseMiddleware(new RecordingMiddleware(logs, "first"));
store.UseMiddleware(new RecordingMiddleware(logs, "second"));
store.Dispatch(new IncrementAction(2));
Assert.That(logs, Is.EqualTo(new[]
{
"first:before",
"second:before",
"second:after",
"first:after"
}));
Assert.That(store.LastActionType, Is.EqualTo(typeof(IncrementAction)));
Assert.That(store.LastStateChangedAt, Is.Not.Null);
Assert.That(store.LastDispatchRecord, Is.Not.Null);
Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.True);
Assert.That(store.LastDispatchRecord.NextState.Count, Is.EqualTo(2));
}
/// <summary>
/// 测试 reducer 句柄注销后,后续同类型 action 不会再命中该 reducer。
/// </summary>
[Test]
public void RegisterReducerHandle_UnRegister_Should_Stop_Future_Reductions()
{
var store = new Store<CounterState>(new CounterState(0, "Player"));
var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
state with { Count = state.Count + action.Amount });
store.Dispatch(new IncrementAction(2));
reducerHandle.UnRegister();
store.Dispatch(new IncrementAction(2));
Assert.That(store.State.Count, Is.EqualTo(2));
}
/// <summary>
/// 测试 middleware 句柄注销后,后续 dispatch 不会再经过该中间件。
/// </summary>
[Test]
public void RegisterMiddleware_UnRegister_Should_Stop_Future_Pipeline_Execution()
{
var store = CreateStore();
var logs = new List<string>();
var middlewareHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
store.Dispatch(new IncrementAction(1));
middlewareHandle.UnRegister();
store.Dispatch(new IncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
}
/// <summary>
/// 测试移除同一 action 类型中的某个 reducer 后,其余 reducer 仍保持原有注册顺序。
/// </summary>
[Test]
public void RegisterReducerHandle_UnRegister_Should_Preserve_Remaining_Order()
{
var executionOrder = new List<string>();
var store = new Store<CounterState>(new CounterState(0, "Player"));
store.RegisterReducerHandle<IncrementAction>((state, action) =>
{
executionOrder.Add("first");
return state with { Count = state.Count + action.Amount };
});
var middleReducer = store.RegisterReducerHandle<IncrementAction>((state, action) =>
{
executionOrder.Add("middle");
return state with { Count = state.Count + action.Amount * 10 };
});
store.RegisterReducerHandle<IncrementAction>((state, action) =>
{
executionOrder.Add("last");
return state with { Count = state.Count + action.Amount * 100 };
});
middleReducer.UnRegister();
store.Dispatch(new IncrementAction(1));
Assert.That(executionOrder, Is.EqualTo(new[] { "first", "last" }));
Assert.That(store.State.Count, Is.EqualTo(101));
}
/// <summary>
/// 测试注册句柄的注销操作是幂等的,多次调用不会抛异常或影响其他注册项。
/// </summary>
[Test]
public void RegisterHandles_UnRegister_Should_Be_Idempotent()
{
var logs = new List<string>();
var store = new Store<CounterState>(new CounterState(0, "Player"));
var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
state with { Count = state.Count + action.Amount });
var middlewareHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
Assert.That(() =>
{
reducerHandle.UnRegister();
reducerHandle.UnRegister();
middlewareHandle.UnRegister();
middlewareHandle.UnRegister();
}, Throws.Nothing);
store.Dispatch(new IncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(0));
Assert.That(logs, Is.Empty);
}
/// <summary>
/// 测试 dispatch 进行中注销 reducer 和 middleware 时,
/// 当前 dispatch 仍使用开始时的快照,而后续 dispatch 会看到注销结果。
/// </summary>
[Test]
public void UnRegister_During_Dispatch_Should_Affect_Next_Dispatch_But_Not_Current_One()
{
using var entered = new ManualResetEventSlim(false);
using var release = new ManualResetEventSlim(false);
var logs = new List<string>();
var store = new Store<CounterState>(new CounterState(0, "Player"));
var reducerHandle = store.RegisterReducerHandle<IncrementAction>((state, action) =>
state with { Count = state.Count + action.Amount });
var blockingHandle = store.RegisterMiddleware(new BlockingMiddleware(entered, release));
var recordingHandle = store.RegisterMiddleware(new RecordingMiddleware(logs, "dynamic"));
var dispatchTask = Task.Run(() => store.Dispatch(new IncrementAction(1)));
Assert.That(entered.Wait(TimeSpan.FromSeconds(2)), Is.True, "middleware 未按预期进入阻塞阶段");
reducerHandle.UnRegister();
blockingHandle.UnRegister();
recordingHandle.UnRegister();
release.Set();
Assert.That(dispatchTask.Wait(TimeSpan.FromSeconds(2)), Is.True, "dispatch 未在释放 middleware 后完成");
Assert.That(store.State.Count, Is.EqualTo(1), "当前 dispatch 应继续使用启动时抓取的 reducer 快照");
Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
store.Dispatch(new IncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(1), "后续 dispatch 应看到 reducer 已被注销");
Assert.That(logs, Is.EqualTo(new[] { "dynamic:before", "dynamic:after" }));
}
/// <summary>
/// 测试未命中的 action 仍会记录诊断信息,但不会改变状态。
/// </summary>
[Test]
public void Dispatch_Without_Matching_Reducer_Should_Update_Record_Without_Changing_State()
{
var store = CreateStore();
store.Dispatch(new NoopAction());
Assert.That(store.State.Count, Is.EqualTo(0));
Assert.That(store.LastActionType, Is.EqualTo(typeof(NoopAction)));
Assert.That(store.LastDispatchRecord, Is.Not.Null);
Assert.That(store.LastDispatchRecord!.HasStateChanged, Is.False);
Assert.That(store.LastStateChangedAt, Is.Null);
}
/// <summary>
/// 测试 Store 能够复用同一个缓存选择视图实例。
/// </summary>
[Test]
public void GetOrCreateSelection_Should_Return_Cached_Instance_For_Same_Key()
{
var store = CreateStore();
var first = store.GetOrCreateSelection("count", state => state.Count);
var second = store.GetOrCreateSelection("count", state => state.Count);
Assert.That(second, Is.SameAs(first));
}
/// <summary>
/// 测试 StoreBuilder 能够应用 reducer、中间件和状态比较器配置。
/// </summary>
[Test]
public void StoreBuilder_Should_Apply_Configured_Reducers_Middlewares_And_Comparer()
{
var logs = new List<string>();
var store = (Store<CounterState>)Store<CounterState>
.CreateBuilder()
.WithComparer(new CounterStateNameInsensitiveComparer())
.AddReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount })
.AddReducer<RenameAction>((state, action) => state with { Name = action.Name })
.UseMiddleware(new RecordingMiddleware(logs, "builder"))
.Build(new CounterState(0, "Player"));
var notifyCount = 0;
store.Subscribe(_ => notifyCount++);
store.Dispatch(new RenameAction("player"));
store.Dispatch(new IncrementAction(2));
Assert.That(notifyCount, Is.EqualTo(1));
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(logs, Is.EqualTo(new[] { "builder:before", "builder:after", "builder:before", "builder:after" }));
}
/// <summary>
/// 测试批处理会折叠多次状态变化通知,只在最外层结束时发布最终状态。
/// </summary>
[Test]
public void RunInBatch_Should_Collapse_Notifications_To_Final_State()
{
var store = CreateStore();
var receivedCounts = new List<int>();
store.Subscribe(state => receivedCounts.Add(state.Count));
store.RunInBatch(() =>
{
Assert.That(store.IsBatching, Is.True);
store.Dispatch(new IncrementAction(1));
store.Dispatch(new IncrementAction(2));
});
Assert.That(store.IsBatching, Is.False);
Assert.That(store.State.Count, Is.EqualTo(3));
Assert.That(receivedCounts, Is.EqualTo(new[] { 3 }));
}
/// <summary>
/// 测试嵌套批处理只会在最外层结束时发出一次通知。
/// </summary>
[Test]
public void RunInBatch_Should_Support_Nested_Batches()
{
var store = CreateStore();
var receivedCounts = new List<int>();
store.Subscribe(state => receivedCounts.Add(state.Count));
store.RunInBatch(() =>
{
store.Dispatch(new IncrementAction(1));
store.RunInBatch(() =>
{
Assert.That(store.IsBatching, Is.True);
store.Dispatch(new IncrementAction(1));
});
store.Dispatch(new IncrementAction(1));
});
Assert.That(store.State.Count, Is.EqualTo(3));
Assert.That(receivedCounts, Is.EqualTo(new[] { 3 }));
}
/// <summary>
/// 测试启用历史记录后支持撤销、重做、时间旅行和 redo 分支裁剪。
/// </summary>
[Test]
public void History_Should_Support_Undo_Redo_Time_Travel_And_Branch_Reset()
{
var store = new Store<CounterState>(new CounterState(0, "Player"), historyCapacity: 8);
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
store.Dispatch(new IncrementAction(1));
store.Dispatch(new IncrementAction(1));
store.Dispatch(new IncrementAction(1));
Assert.That(store.HistoryCount, Is.EqualTo(4));
Assert.That(store.HistoryIndex, Is.EqualTo(3));
Assert.That(store.CanUndo, Is.True);
Assert.That(store.CanRedo, Is.False);
store.Undo();
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(store.HistoryIndex, Is.EqualTo(2));
Assert.That(store.CanRedo, Is.True);
store.Undo();
Assert.That(store.State.Count, Is.EqualTo(1));
Assert.That(store.HistoryIndex, Is.EqualTo(1));
store.Redo();
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(store.HistoryIndex, Is.EqualTo(2));
store.TimeTravelTo(0);
Assert.That(store.State.Count, Is.EqualTo(0));
Assert.That(store.HistoryIndex, Is.EqualTo(0));
store.TimeTravelTo(2);
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(store.HistoryIndex, Is.EqualTo(2));
store.Dispatch(new IncrementAction(10));
Assert.That(store.State.Count, Is.EqualTo(12));
Assert.That(store.CanRedo, Is.False, "新 dispatch 应清除 redo 分支");
Assert.That(store.GetHistoryEntriesSnapshot().Select(entry => entry.State.Count),
Is.EqualTo(new[] { 0, 1, 2, 12 }));
}
/// <summary>
/// 测试 ClearHistory 会以当前状态重置历史锚点,而不会修改当前状态。
/// </summary>
[Test]
public void ClearHistory_Should_Reset_To_Current_State_Anchor()
{
var store = new Store<CounterState>(new CounterState(0, "Player"), historyCapacity: 4);
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
store.Dispatch(new IncrementAction(1));
store.Dispatch(new IncrementAction(1));
store.ClearHistory();
Assert.That(store.State.Count, Is.EqualTo(2));
Assert.That(store.HistoryCount, Is.EqualTo(1));
Assert.That(store.HistoryIndex, Is.EqualTo(0));
Assert.That(store.CanUndo, Is.False);
Assert.That(store.GetHistoryEntriesSnapshot()[0].State.Count, Is.EqualTo(2));
}
/// <summary>
/// 测试默认 action 匹配策略仍然只命中精确类型 reducer。
/// </summary>
[Test]
public void Dispatch_Should_Remain_Exact_Type_Only_By_Default()
{
var store = new Store<CounterState>(new CounterState(0, "Player"));
store.RegisterReducer<IncrementActionBase>((state, action) =>
state with { Count = state.Count + action.Amount * 10 });
store.RegisterReducer<IIncrementActionMarker>((state, action) =>
state with { Count = state.Count + action.Amount * 100 });
store.Dispatch(new DerivedIncrementAction(1));
Assert.That(store.State.Count, Is.EqualTo(0));
Assert.That(store.ActionMatchingMode, Is.EqualTo(StoreActionMatchingMode.ExactTypeOnly));
}
/// <summary>
/// 测试启用多态匹配后Store 会按“精确类型 -> 基类 -> 接口”的稳定顺序执行 reducer。
/// </summary>
[Test]
public void Dispatch_Should_Use_Polymorphic_Action_Matching_In_Deterministic_Order()
{
var executionOrder = new List<string>();
var store = new Store<CounterState>(
new CounterState(0, "Player"),
actionMatchingMode: StoreActionMatchingMode.IncludeAssignableTypes);
store.RegisterReducer<IncrementActionBase>((state, action) =>
{
executionOrder.Add("base");
return state with { Count = state.Count + action.Amount * 10 };
});
store.RegisterReducer<IIncrementActionMarker>((state, action) =>
{
executionOrder.Add("interface");
return state with { Count = state.Count + action.Amount * 100 };
});
store.RegisterReducer<DerivedIncrementAction>((state, action) =>
{
executionOrder.Add("exact");
return state with { Count = state.Count + action.Amount };
});
store.Dispatch(new DerivedIncrementAction(1));
Assert.That(executionOrder, Is.EqualTo(new[] { "exact", "base", "interface" }));
Assert.That(store.State.Count, Is.EqualTo(111));
}
/// <summary>
/// 测试 StoreBuilder 能够应用历史容量和 action 匹配策略配置。
/// </summary>
[Test]
public void StoreBuilder_Should_Apply_History_And_Action_Matching_Configuration()
{
var store = (Store<CounterState>)Store<CounterState>
.CreateBuilder()
.WithHistoryCapacity(6)
.WithActionMatching(StoreActionMatchingMode.IncludeAssignableTypes)
.AddReducer<IncrementActionBase>((state, action) => state with { Count = state.Count + action.Amount })
.Build(new CounterState(0, "Player"));
store.Dispatch(new DerivedIncrementAction(2));
Assert.That(store.ActionMatchingMode, Is.EqualTo(StoreActionMatchingMode.IncludeAssignableTypes));
Assert.That(store.HistoryCapacity, Is.EqualTo(6));
Assert.That(store.HistoryCount, Is.EqualTo(2));
Assert.That(store.State.Count, Is.EqualTo(2));
}
/// <summary>
/// 测试长时间运行的 middleware 不会长时间占用状态锁,
/// 使读取状态和新增订阅仍能在 dispatch 进行期间完成。
/// </summary>
[Test]
public void Dispatch_Should_Not_Block_State_Read_Or_Subscribe_While_Middleware_Is_Running()
{
using var entered = new ManualResetEventSlim(false);
using var release = new ManualResetEventSlim(false);
var store = CreateStore();
store.UseMiddleware(new BlockingMiddleware(entered, release));
var dispatchTask = Task.Run(() => store.Dispatch(new IncrementAction(1)));
Assert.That(entered.Wait(TimeSpan.FromSeconds(2)), Is.True, "middleware 未按预期进入阻塞阶段");
var stateReadTask = Task.Run(() => store.State.Count);
Assert.That(stateReadTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "State 读取被 dispatch 长时间阻塞");
Assert.That(stateReadTask.Result, Is.EqualTo(0), "middleware 执行期间应仍能读取到提交前的状态快照");
var subscribeTask = Task.Run(() =>
{
var unRegister = store.Subscribe(_ => { });
unRegister.UnRegister();
});
Assert.That(subscribeTask.Wait(TimeSpan.FromMilliseconds(200)), Is.True, "Subscribe 被 dispatch 长时间阻塞");
release.Set();
Assert.That(dispatchTask.Wait(TimeSpan.FromSeconds(2)), Is.True, "dispatch 未在释放 middleware 后完成");
Assert.That(store.State.Count, Is.EqualTo(1));
}
/// <summary>
/// 创建一个带有基础 reducer 的测试 Store。
/// </summary>
/// <param name="initialState">可选初始状态。</param>
/// <returns>已配置基础 reducer 的 Store 实例。</returns>
private static Store<CounterState> CreateStore(CounterState? initialState = null)
{
var store = new Store<CounterState>(initialState ?? new CounterState(0, "Player"));
store.RegisterReducer<IncrementAction>((state, action) => state with { Count = state.Count + action.Amount });
store.RegisterReducer<RenameAction>((state, action) => state with { Name = action.Name });
return store;
}
/// <summary>
/// 用于测试的计数器状态。
/// 使用 record 保持逻辑不可变语义,便于 Store 基于状态快照进行比较和断言。
/// </summary>
/// <param name="Count">当前计数值。</param>
/// <param name="Name">当前名称。</param>
private sealed record CounterState(int Count, string Name);
/// <summary>
/// 表示增加计数的 action。
/// </summary>
/// <param name="Amount">要增加的数量。</param>
private sealed record IncrementAction(int Amount);
/// <summary>
/// 表示修改名称的 action。
/// </summary>
/// <param name="Name">新的名称。</param>
private sealed record RenameAction(string Name);
/// <summary>
/// 表示没有匹配 reducer 的 action用于验证无变更分发路径。
/// </summary>
private sealed record NoopAction;
/// <summary>
/// 表示参与多态匹配测试的 action 标记接口。
/// </summary>
private interface IIncrementActionMarker
{
/// <summary>
/// 获取增量值。
/// </summary>
int Amount { get; }
}
/// <summary>
/// 表示多态匹配测试中的基类 action。
/// </summary>
/// <param name="Amount">要增加的数量。</param>
private abstract record IncrementActionBase(int Amount);
/// <summary>
/// 表示多态匹配测试中的派生 action。
/// </summary>
/// <param name="Amount">要增加的数量。</param>
private sealed record DerivedIncrementAction(int Amount)
: IncrementActionBase(Amount), IIncrementActionMarker;
/// <summary>
/// 显式选择器实现,用于验证 IStateSelector 重载。
/// </summary>
private sealed class CounterNameSelector : IStateSelector<CounterState, string>
{
/// <summary>
/// 从状态中选择名称字段。
/// </summary>
/// <param name="state">完整状态。</param>
/// <returns>名称字段。</returns>
public string Select(CounterState state)
{
return state.Name;
}
}
/// <summary>
/// 将计数值按十位分桶比较的测试比较器。
/// 该比较器用于验证选择器只在局部状态“语义变化”时才触发通知。
/// </summary>
private sealed class TensBucketEqualityComparer : IEqualityComparer<int>
{
/// <summary>
/// 判断两个值是否落在同一个十位分桶中。
/// </summary>
/// <param name="x">左侧值。</param>
/// <param name="y">右侧值。</param>
/// <returns>若位于同一分桶则返回 <see langword="true"/>,否则返回 <see langword="false"/>。</returns>
public bool Equals(int x, int y)
{
return x / 10 == y / 10;
}
/// <summary>
/// 返回基于十位分桶的哈希码。
/// </summary>
/// <param name="obj">目标值。</param>
/// <returns>分桶哈希码。</returns>
public int GetHashCode(int obj)
{
return obj / 10;
}
}
/// <summary>
/// 用于测试 StoreBuilder 自定义状态比较器的比较器实现。
/// 该比较器忽略名称字段的大小写差异,并保持计数字段严格比较。
/// </summary>
private sealed class CounterStateNameInsensitiveComparer : IEqualityComparer<CounterState>
{
/// <summary>
/// 判断两个状态是否在业务语义上相等。
/// </summary>
/// <param name="x">左侧状态。</param>
/// <param name="y">右侧状态。</param>
/// <returns>若两个状态在计数相同且名称仅大小写不同,则返回 <see langword="true"/>。</returns>
public bool Equals(CounterState? x, CounterState? y)
{
if (ReferenceEquals(x, y))
{
return true;
}
if (x is null || y is null)
{
return false;
}
return x.Count == y.Count &&
string.Equals(x.Name, y.Name, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// 返回与业务语义一致的哈希码。
/// </summary>
/// <param name="obj">目标状态。</param>
/// <returns>忽略名称大小写后的哈希码。</returns>
public int GetHashCode(CounterState obj)
{
return HashCode.Combine(obj.Count, StringComparer.OrdinalIgnoreCase.GetHashCode(obj.Name));
}
}
/// <summary>
/// 记录中间件调用顺序的测试中间件。
/// </summary>
private sealed class RecordingMiddleware(List<string> logs, string name) : IStoreMiddleware<CounterState>
{
/// <summary>
/// 记录当前中间件在分发前后的调用顺序。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
logs.Add($"{name}:before");
next();
logs.Add($"{name}:after");
}
}
/// <summary>
/// 用于验证 dispatch 管线在 middleware 执行期间不会占用状态锁的测试中间件。
/// </summary>
private sealed class BlockingMiddleware(ManualResetEventSlim entered, ManualResetEventSlim release)
: IStoreMiddleware<CounterState>
{
/// <summary>
/// 通知测试线程 middleware 已进入阻塞点,并等待释放信号后继续执行。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
entered.Set();
release.Wait(TimeSpan.FromSeconds(2));
next();
}
}
/// <summary>
/// 在中间件阶段尝试二次分发的测试中间件,用于验证重入保护。
/// </summary>
private sealed class NestedDispatchMiddleware(Store<CounterState> store) : IStoreMiddleware<CounterState>
{
/// <summary>
/// 标记是否已经触发过一次嵌套分发,避免因测试实现本身导致无限递归。
/// </summary>
private bool _hasTriggered;
/// <summary>
/// 在第一次进入中间件时执行嵌套分发。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续处理节点。</param>
public void Invoke(StoreDispatchContext<CounterState> context, Action next)
{
if (!_hasTriggered)
{
_hasTriggered = true;
store.Dispatch(new IncrementAction(1));
}
next();
}
}
}

View File

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

View File

@ -0,0 +1,118 @@
using GFramework.Core.Abstractions.Events;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.Events;
using GFramework.Core.StateManagement;
namespace GFramework.Core.Extensions;
/// <summary>
/// 为 Store 提供到 EventBus 的兼容桥接扩展。
/// 该扩展面向旧模块渐进迁移场景,使现有事件消费者可以继续观察 Store 的 action 分发和状态变化。
/// </summary>
public static class StoreEventBusExtensions
{
/// <summary>
/// 将 Store 的 dispatch 和状态变化同时桥接到 EventBus。
/// dispatch 事件会逐次发布;状态变化事件会复用 Store 自身的通知折叠语义,因此批处理中只发布最终状态。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="eventBus">目标事件总线。</param>
/// <param name="publishDispatches">是否发布每次 action 分发事件。</param>
/// <param name="publishStateChanges">是否发布状态变化事件。</param>
/// <returns>用于拆除桥接的句柄。</returns>
public static IUnRegister BridgeToEventBus<TState>(
this Store<TState> store,
IEventBus eventBus,
bool publishDispatches = true,
bool publishStateChanges = true)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(eventBus);
IUnRegister? dispatchBridge = null;
IUnRegister? stateBridge = null;
if (publishDispatches)
{
dispatchBridge = store.BridgeDispatchesToEventBus(eventBus);
}
if (publishStateChanges)
{
stateBridge = store.BridgeStateChangesToEventBus(eventBus);
}
return new DefaultUnRegister(() =>
{
dispatchBridge?.UnRegister();
stateBridge?.UnRegister();
});
}
/// <summary>
/// 将 Store 的每次 dispatch 结果桥接到 EventBus。
/// 该桥接通过中间件实现,因此即使某次分发未改变状态,也会发布对应的 dispatch 事件。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="eventBus">目标事件总线。</param>
/// <returns>用于移除 dispatch 桥接中间件的句柄。</returns>
public static IUnRegister BridgeDispatchesToEventBus<TState>(this Store<TState> store, IEventBus eventBus)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(eventBus);
return store.RegisterMiddleware(new DispatchEventBusMiddleware<TState>(eventBus));
}
/// <summary>
/// 将 Store 的状态变化桥接到 EventBus。
/// 该桥接复用 Store 的订阅通知语义,因此只会在状态真正变化时发布事件。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
/// <param name="store">源 Store。</param>
/// <param name="eventBus">目标事件总线。</param>
/// <returns>用于移除状态变化桥接的句柄。</returns>
public static IUnRegister BridgeStateChangesToEventBus<TState>(this IReadonlyStore<TState> store,
IEventBus eventBus)
{
ArgumentNullException.ThrowIfNull(store);
ArgumentNullException.ThrowIfNull(eventBus);
return store.Subscribe(state =>
eventBus.Send(new StoreStateChangedEvent<TState>(state, DateTimeOffset.UtcNow)));
}
/// <summary>
/// 用于把 dispatch 结果桥接到 EventBus 的内部中间件。
/// 选择中间件而不是改写 Store 核心提交流程,是为了把兼容层成本保持在可选扩展中。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
private sealed class DispatchEventBusMiddleware<TState>(IEventBus eventBus) : IStoreMiddleware<TState>
{
/// <summary>
/// 目标事件总线。
/// </summary>
private readonly IEventBus _eventBus = eventBus ?? throw new ArgumentNullException(nameof(eventBus));
/// <summary>
/// 执行后续 dispatch 管线,并在结束后把分发结果发送到 EventBus。
/// </summary>
/// <param name="context">当前分发上下文。</param>
/// <param name="next">后续管线。</param>
public void Invoke(StoreDispatchContext<TState> context, Action next)
{
next();
var dispatchRecord = new StoreDispatchRecord<TState>(
context.Action,
context.PreviousState,
context.NextState,
context.HasStateChanged,
context.DispatchedAt);
_eventBus.Send(new StoreDispatchedEvent<TState>(dispatchRecord));
}
}
}

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

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

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@ -0,0 +1,128 @@
using GFramework.Core.Abstractions.StateManagement;
namespace GFramework.Core.StateManagement;
/// <summary>
/// Store 构建器的默认实现。
/// 该类型用于在 Store 创建之前集中配置比较器、reducer 和中间件,适合模块安装和测试工厂场景。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreBuilder<TState> : IStoreBuilder<TState>
{
/// <summary>
/// 延迟应用到 Store 的配置操作列表。
/// 采用延迟配置而不是直接缓存 reducer 适配器,可复用 Store 自身的注册和验证逻辑。
/// </summary>
private readonly List<Action<Store<TState>>> _configurators = [];
/// <summary>
/// action 匹配策略。
/// 默认使用精确类型匹配,只有在明确需要复用基类/接口 action 层次时才切换为多态匹配。
/// </summary>
private StoreActionMatchingMode _actionMatchingMode = StoreActionMatchingMode.ExactTypeOnly;
/// <summary>
/// 状态比较器。
/// </summary>
private IEqualityComparer<TState>? _comparer;
/// <summary>
/// 历史缓冲区容量。
/// 默认值为 0表示不记录撤销/重做历史,以维持最轻量的运行时开销。
/// </summary>
private int _historyCapacity;
/// <summary>
/// 添加一个 Store 中间件。
/// </summary>
/// <param name="middleware">要添加的中间件。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> UseMiddleware(IStoreMiddleware<TState> middleware)
{
ArgumentNullException.ThrowIfNull(middleware);
_configurators.Add(store => store.UseMiddleware(middleware));
return this;
}
/// <summary>
/// 基于给定初始状态创建一个新的 Store。
/// </summary>
/// <param name="initialState">Store 的初始状态。</param>
/// <returns>已应用当前构建器配置的 Store 实例。</returns>
public IStore<TState> Build(TState initialState)
{
var store = new Store<TState>(initialState, _comparer, _historyCapacity, _actionMatchingMode);
foreach (var configurator in _configurators)
{
configurator(store);
}
return store;
}
/// <summary>
/// 配置历史缓冲区容量。
/// </summary>
/// <param name="historyCapacity">历史缓冲区容量0 表示禁用历史记录。</param>
/// <returns>当前构建器实例。</returns>
/// <exception cref="ArgumentOutOfRangeException">当 <paramref name="historyCapacity"/> 小于 0 时抛出。</exception>
public IStoreBuilder<TState> WithHistoryCapacity(int historyCapacity)
{
if (historyCapacity < 0)
{
throw new ArgumentOutOfRangeException(nameof(historyCapacity), historyCapacity,
"History capacity cannot be negative.");
}
_historyCapacity = historyCapacity;
return this;
}
/// <summary>
/// 配置 action 匹配策略。
/// </summary>
/// <param name="actionMatchingMode">要使用的匹配策略。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> WithActionMatching(StoreActionMatchingMode actionMatchingMode)
{
_actionMatchingMode = actionMatchingMode;
return this;
}
/// <summary>
/// 配置状态比较器。
/// </summary>
/// <param name="comparer">状态比较器。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> WithComparer(IEqualityComparer<TState> comparer)
{
_comparer = comparer ?? throw new ArgumentNullException(nameof(comparer));
return this;
}
/// <summary>
/// 使用委托快速添加一个 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">执行归约的委托。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> AddReducer<TAction>(Func<TState, TAction, TState> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
_configurators.Add(store => store.RegisterReducer(reducer));
return this;
}
/// <summary>
/// 添加一个强类型 reducer。
/// </summary>
/// <typeparam name="TAction">当前 reducer 处理的 action 类型。</typeparam>
/// <param name="reducer">要添加的 reducer。</param>
/// <returns>当前构建器实例。</returns>
public IStoreBuilder<TState> AddReducer<TAction>(IReducer<TState, TAction> reducer)
{
ArgumentNullException.ThrowIfNull(reducer);
_configurators.Add(store => store.RegisterReducer(reducer));
return this;
}
}

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@ -0,0 +1,26 @@
using GFramework.Core.Abstractions.StateManagement;
namespace GFramework.Core.StateManagement;
/// <summary>
/// 表示一条由 Store 分发桥接到 EventBus 的事件。
/// 该事件用于让旧模块在不直接依赖 Store API 的情况下观察 action 分发结果。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreDispatchedEvent<TState>
{
/// <summary>
/// 初始化一个新的 Store 分发桥接事件。
/// </summary>
/// <param name="dispatchRecord">本次分发记录。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="dispatchRecord"/> 为 <see langword="null"/> 时抛出。</exception>
public StoreDispatchedEvent(StoreDispatchRecord<TState> dispatchRecord)
{
DispatchRecord = dispatchRecord ?? throw new ArgumentNullException(nameof(dispatchRecord));
}
/// <summary>
/// 获取本次桥接对应的 Store 分发记录。
/// </summary>
public StoreDispatchRecord<TState> DispatchRecord { get; }
}

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@ -0,0 +1,394 @@
using GFramework.Core.Abstractions.Events;
using GFramework.Core.Abstractions.Property;
using GFramework.Core.Abstractions.StateManagement;
using GFramework.Core.Events;
namespace GFramework.Core.StateManagement;
/// <summary>
/// Store 选择结果的只读绑定视图。
/// 该类型将整棵状态树上的订阅转换为局部状态片段的订阅,
/// 使现有依赖 IReadonlyBindableProperty 的 UI 代码能够平滑复用到 Store 场景中。
/// </summary>
/// <typeparam name="TState">源状态类型。</typeparam>
/// <typeparam name="TSelected">投影后的局部状态类型。</typeparam>
public sealed class StoreSelection<TState, TSelected> : IReadonlyBindableProperty<TSelected>
{
/// <summary>
/// 用于判断选择结果是否真正变化的比较器。
/// </summary>
private readonly IEqualityComparer<TSelected> _comparer;
/// <summary>
/// 当前监听器列表。
/// </summary>
private readonly List<SelectionListenerSubscription> _listeners = [];
/// <summary>
/// 保护监听器集合和底层 Store 订阅句柄的同步锁。
/// </summary>
private readonly object _lock = new();
/// <summary>
/// 负责从完整状态中投影出局部状态的选择器。
/// </summary>
private readonly Func<TState, TSelected> _selector;
/// <summary>
/// 源 Store。
/// </summary>
private readonly IReadonlyStore<TState> _store;
/// <summary>
/// 当前已缓存的选择结果。
/// 该缓存仅在存在监听器时用于变化比较和事件通知,直接读取 Value 时始终以 Store 当前状态为准。
/// </summary>
private TSelected _currentValue = default!;
/// <summary>
/// 连接到底层 Store 的订阅句柄。
/// 仅当当前存在至少一个监听器时才会建立该订阅,以减少长期闲置对象造成的引用链。
/// </summary>
private IUnRegister? _storeSubscription;
/// <summary>
/// 初始化一个新的 Store 选择视图。
/// </summary>
/// <param name="store">源 Store。</param>
/// <param name="selector">状态选择器。</param>
/// <param name="comparer">选择结果比较器;未提供时使用 <see cref="EqualityComparer{T}.Default"/>。</param>
/// <exception cref="ArgumentNullException">
/// 当 <paramref name="store"/> 或 <paramref name="selector"/> 为 <see langword="null"/> 时抛出。
/// </exception>
public StoreSelection(
IReadonlyStore<TState> store,
Func<TState, TSelected> selector,
IEqualityComparer<TSelected>? comparer = null)
{
_store = store ?? throw new ArgumentNullException(nameof(store));
_selector = selector ?? throw new ArgumentNullException(nameof(selector));
_comparer = comparer ?? EqualityComparer<TSelected>.Default;
}
/// <summary>
/// 获取当前选择结果。
/// </summary>
public TSelected Value => _selector(_store.State);
/// <summary>
/// 将无参事件监听适配为带选择结果参数的监听。
/// </summary>
/// <param name="onEvent">无参事件监听器。</param>
/// <returns>用于取消订阅的句柄。</returns>
IUnRegister IEvent.Register(Action onEvent)
{
ArgumentNullException.ThrowIfNull(onEvent);
return Register(_ => onEvent());
}
/// <summary>
/// 注册选择结果变化监听器。
/// </summary>
/// <param name="onValueChanged">选择结果变化时的回调。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="onValueChanged"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister Register(Action<TSelected> onValueChanged)
{
ArgumentNullException.ThrowIfNull(onValueChanged);
var subscription = new SelectionListenerSubscription(onValueChanged);
var shouldAttach = false;
lock (_lock)
{
if (_listeners.Count == 0)
{
_currentValue = Value;
shouldAttach = true;
}
_listeners.Add(subscription);
}
if (shouldAttach)
{
AttachToStore();
}
return new DefaultUnRegister(() => UnRegister(subscription));
}
/// <summary>
/// 注册选择结果变化监听器,并立即回放当前值。
/// </summary>
/// <param name="action">选择结果变化时的回调。</param>
/// <returns>用于取消订阅的句柄。</returns>
/// <exception cref="ArgumentNullException">当 <paramref name="action"/> 为 <see langword="null"/> 时抛出。</exception>
public IUnRegister RegisterWithInitValue(Action<TSelected> action)
{
ArgumentNullException.ThrowIfNull(action);
var subscription = new SelectionListenerSubscription(action)
{
IsActive = false
};
var currentValue = Value;
TSelected? pendingValue = default;
var hasPendingValue = false;
lock (_lock)
{
if (_listeners.Count == 0)
{
_currentValue = currentValue;
}
_listeners.Add(subscription);
}
EnsureAttached();
try
{
action(currentValue);
}
catch
{
UnRegister(subscription);
throw;
}
lock (_lock)
{
if (!subscription.IsSubscribed)
{
return new DefaultUnRegister(() => { });
}
subscription.IsActive = true;
if (subscription.HasPendingValue)
{
pendingValue = subscription.PendingValue;
hasPendingValue = true;
subscription.PendingValue = default!;
subscription.HasPendingValue = false;
}
}
if (hasPendingValue)
{
action(pendingValue!);
}
return new DefaultUnRegister(() => UnRegister(subscription));
}
/// <summary>
/// 取消注册选择结果变化监听器。
/// </summary>
/// <param name="onValueChanged">需要移除的监听器。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="onValueChanged"/> 为 <see langword="null"/> 时抛出。</exception>
public void UnRegister(Action<TSelected> onValueChanged)
{
ArgumentNullException.ThrowIfNull(onValueChanged);
SelectionListenerSubscription? subscriptionToRemove = null;
lock (_lock)
{
var index = _listeners.FindIndex(subscription => subscription.Listener == onValueChanged);
if (index < 0)
{
return;
}
subscriptionToRemove = _listeners[index];
}
if (subscriptionToRemove != null)
{
UnRegister(subscriptionToRemove);
}
}
/// <summary>
/// 确保当前选择视图已连接到底层 Store。
/// </summary>
private void EnsureAttached()
{
var shouldAttach = false;
lock (_lock)
{
shouldAttach = _listeners.Count > 0 && _storeSubscription == null;
}
if (shouldAttach)
{
AttachToStore();
}
}
/// <summary>
/// 取消注册一个精确的选择结果监听器。
/// </summary>
/// <param name="subscriptionToRemove">需要移除的订阅对象。</param>
private void UnRegister(SelectionListenerSubscription subscriptionToRemove)
{
IUnRegister? storeSubscription = null;
lock (_lock)
{
subscriptionToRemove.IsSubscribed = false;
_listeners.Remove(subscriptionToRemove);
if (_listeners.Count == 0 && _storeSubscription != null)
{
storeSubscription = _storeSubscription;
_storeSubscription = null;
}
}
storeSubscription?.UnRegister();
}
/// <summary>
/// 将当前选择视图连接到底层 Store。
/// </summary>
private void AttachToStore()
{
var subscription = _store.Subscribe(OnStoreChanged);
Action<TSelected>[] listenersSnapshot = Array.Empty<Action<TSelected>>();
var latestValue = Value;
var shouldNotify = false;
lock (_lock)
{
// 如果在建立底层订阅期间所有监听器都已被移除,则立即释放刚刚建立的订阅,
// 避免选择视图在无人监听时继续被 Store 保持引用。
if (_listeners.Count == 0)
{
subscription.UnRegister();
return;
}
if (_storeSubscription != null)
{
subscription.UnRegister();
return;
}
_storeSubscription = subscription;
if (!_comparer.Equals(_currentValue, latestValue))
{
_currentValue = latestValue;
foreach (var listener in _listeners)
{
if (!listener.IsSubscribed)
{
continue;
}
if (listener.IsActive)
{
continue;
}
listener.PendingValue = latestValue;
listener.HasPendingValue = true;
}
listenersSnapshot = _listeners
.Where(listener => listener.IsSubscribed && listener.IsActive)
.Select(listener => listener.Listener)
.ToArray();
shouldNotify = listenersSnapshot.Length > 0;
}
}
if (!shouldNotify)
{
return;
}
foreach (var listener in listenersSnapshot)
{
listener(latestValue);
}
}
/// <summary>
/// 响应底层 Store 的状态变化,并在选中片段真正变化时通知监听器。
/// </summary>
/// <param name="state">新的完整状态。</param>
private void OnStoreChanged(TState state)
{
var selectedValue = _selector(state);
Action<TSelected>[] listenersSnapshot = Array.Empty<Action<TSelected>>();
lock (_lock)
{
if (_listeners.Count == 0 || _comparer.Equals(_currentValue, selectedValue))
{
return;
}
_currentValue = selectedValue;
foreach (var listener in _listeners)
{
if (!listener.IsSubscribed)
{
continue;
}
if (listener.IsActive)
{
continue;
}
listener.PendingValue = selectedValue;
listener.HasPendingValue = true;
}
listenersSnapshot = _listeners
.Where(listener => listener.IsSubscribed && listener.IsActive)
.Select(listener => listener.Listener)
.ToArray();
}
foreach (var listener in listenersSnapshot)
{
listener(selectedValue);
}
}
/// <summary>
/// 表示一个选择结果监听订阅。
/// 该对象用于保证 RegisterWithInitValue 在初始化回放与后续状态变化之间不会漏掉最近一次更新。
/// </summary>
private sealed class SelectionListenerSubscription(Action<TSelected> listener)
{
/// <summary>
/// 获取订阅回调。
/// </summary>
public Action<TSelected> Listener { get; } = listener;
/// <summary>
/// 获取或设置订阅是否已激活。
/// </summary>
public bool IsActive { get; set; } = true;
/// <summary>
/// 获取或设置订阅是否仍然有效。
/// </summary>
public bool IsSubscribed { get; set; } = true;
/// <summary>
/// 获取或设置是否存在待补发的局部状态值。
/// </summary>
public bool HasPendingValue { get; set; }
/// <summary>
/// 获取或设置初始化阶段积累的最新局部状态值。
/// </summary>
public TSelected PendingValue { get; set; } = default!;
}
}

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@ -0,0 +1,30 @@
namespace GFramework.Core.StateManagement;
/// <summary>
/// 表示一条由 Store 状态变更桥接到 EventBus 的事件。
/// 该事件会复用 Store 对订阅通知的折叠语义,因此在批处理中只会发布最终状态。
/// </summary>
/// <typeparam name="TState">状态树的根状态类型。</typeparam>
public sealed class StoreStateChangedEvent<TState>
{
/// <summary>
/// 初始化一个新的 Store 状态变更桥接事件。
/// </summary>
/// <param name="state">最新状态快照。</param>
/// <param name="changedAt">状态变更时间。</param>
public StoreStateChangedEvent(TState state, DateTimeOffset changedAt)
{
State = state;
ChangedAt = changedAt;
}
/// <summary>
/// 获取最新状态快照。
/// </summary>
public TState State { get; }
/// <summary>
/// 获取该状态对外广播的时间。
/// </summary>
public DateTimeOffset ChangedAt { get; }
}

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@ -0,0 +1,40 @@
#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;
}

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@ -0,0 +1,28 @@
#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
}

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@ -0,0 +1,37 @@
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();
}
}

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@ -0,0 +1,27 @@
<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>

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@ -0,0 +1,243 @@
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();
}
}

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@ -0,0 +1,18 @@
// 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;

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

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@ -0,0 +1,13 @@
; 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

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@ -0,0 +1,82 @@
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

@ -60,11 +60,6 @@
<None Include="GeWuYou.$(AssemblyName).targets" Pack="true" PackagePath="build" Visible="false"/> <None Include="GeWuYou.$(AssemblyName).targets" Pack="true" PackagePath="build" Visible="false"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="diagnostics\"/> <Folder Include="Diagnostics\"/>
<Folder Include="logging\"/>
</ItemGroup>
<ItemGroup>
<AdditionalFiles Remove="AnalyzerReleases.Shipped.md"/>
<AdditionalFiles Remove="AnalyzerReleases.Unshipped.md"/>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -0,0 +1,568 @@
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

@ -6,8 +6,40 @@
- 与 Godot 场景相关的编译期生成能力 - 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 - 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 ## 使用建议
- 仅在 Godot + C# 项目中启用 - 仅在 Godot + C# 项目中启用
- 非 Godot 项目可只使用 GFramework.SourceGenerators - 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

@ -46,6 +46,7 @@
<None Remove="GFramework.SourceGenerators\**"/> <None Remove="GFramework.SourceGenerators\**"/>
<None Remove="GFramework.SourceGenerators.Common\**"/> <None Remove="GFramework.SourceGenerators.Common\**"/>
<None Remove="GFramework.SourceGenerators.Tests\**"/> <None Remove="GFramework.SourceGenerators.Tests\**"/>
<None Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<None Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/> <None Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<None Remove="GFramework.SourceGenerators.Abstractions\**"/> <None Remove="GFramework.SourceGenerators.Abstractions\**"/>
<None Remove="GFramework.Core.Abstractions\**"/> <None Remove="GFramework.Core.Abstractions\**"/>
@ -85,6 +86,7 @@
<Compile Remove="GFramework.SourceGenerators\**"/> <Compile Remove="GFramework.SourceGenerators\**"/>
<Compile Remove="GFramework.SourceGenerators.Common\**"/> <Compile Remove="GFramework.SourceGenerators.Common\**"/>
<Compile Remove="GFramework.SourceGenerators.Tests\**"/> <Compile Remove="GFramework.SourceGenerators.Tests\**"/>
<Compile Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<Compile Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/> <Compile Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<Compile Remove="GFramework.SourceGenerators.Abstractions\**"/> <Compile Remove="GFramework.SourceGenerators.Abstractions\**"/>
<Compile Remove="GFramework.Core.Abstractions\**"/> <Compile Remove="GFramework.Core.Abstractions\**"/>
@ -110,6 +112,7 @@
<EmbeddedResource Remove="GFramework.SourceGenerators\**"/> <EmbeddedResource Remove="GFramework.SourceGenerators\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Common\**"/> <EmbeddedResource Remove="GFramework.SourceGenerators.Common\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Tests\**"/> <EmbeddedResource Remove="GFramework.SourceGenerators.Tests\**"/>
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Tests\**"/>
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/> <EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.SourceGenerators.Abstractions\**"/> <EmbeddedResource Remove="GFramework.SourceGenerators.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.Core.Abstractions\**"/> <EmbeddedResource Remove="GFramework.Core.Abstractions\**"/>

View File

@ -34,6 +34,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Ecs.Arch.Tests",
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Game.Tests", "GFramework.Game.Tests\GFramework.Game.Tests.csproj", "{738DC58A-0387-4D75-AA96-1C1D8C29D350}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GFramework.Game.Tests", "GFramework.Game.Tests\GFramework.Game.Tests.csproj", "{738DC58A-0387-4D75-AA96-1C1D8C29D350}"
EndProject 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 Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@ -248,6 +250,18 @@ Global
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x64.Build.0 = 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.ActiveCfg = Release|Any CPU
{738DC58A-0387-4D75-AA96-1C1D8C29D350}.Release|x86.Build.0 = 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 EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

View File

@ -2,6 +2,7 @@
// meta-description: 负责管理场景的生命周期和架构关联 // meta-description: 负责管理场景的生命周期和架构关联
using Godot; using Godot;
using GFramework.Core.Abstractions.Controller; using GFramework.Core.Abstractions.Controller;
using GFramework.Godot.SourceGenerators.Abstractions;
using GFramework.SourceGenerators.Abstractions.Logging; using GFramework.SourceGenerators.Abstractions.Logging;
using GFramework.SourceGenerators.Abstractions.Rule; using GFramework.SourceGenerators.Abstractions.Rule;
@ -16,7 +17,15 @@ public partial class _CLASS_ :_BASE_,IController
/// </summary> /// </summary>
public override void _Ready() 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

@ -5,6 +5,7 @@ using GFramework.Core.Abstractions.Controller;
using GFramework.Core.Extensions; using GFramework.Core.Extensions;
using GFramework.Game.Abstractions.UI; using GFramework.Game.Abstractions.UI;
using GFramework.Godot.UI; using GFramework.Godot.UI;
using GFramework.Godot.SourceGenerators.Abstractions;
using GFramework.SourceGenerators.Abstractions.Logging; using GFramework.SourceGenerators.Abstractions.Logging;
using GFramework.SourceGenerators.Abstractions.Rule; using GFramework.SourceGenerators.Abstractions.Rule;
@ -19,7 +20,15 @@ public partial class _CLASS_ :_BASE_,IController,IUiPageBehaviorProvider,IUiPage
/// </summary> /// </summary>
public override void _Ready() 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> /// <summary>
/// 页面行为实例的私有字段 /// 页面行为实例的私有字段

View File

@ -122,6 +122,30 @@ public class UISystem : AbstractSystem
- 避免在命令中保存长期引用 - 避免在命令中保存长期引用
- 命令执行应该是原子操作 - 命令执行应该是原子操作
### 与 Store 配合使用
当某个 Model 内部使用 `Store<TState>` 管理复杂聚合状态时Command 依然是推荐的写入口。
```csharp
public sealed class DamagePlayerCommand(int amount) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new DamagePlayerAction(amount));
}
}
```
这样可以保持现有职责边界不变:
- Controller 发送命令
- Command 执行操作
- Model 承载状态
- Store 负责统一归约状态变化
完整示例见 [`state-management`](./state-management)。
## CommandBus - 命令总线 ## CommandBus - 命令总线
### 功能说明 ### 功能说明

View File

@ -405,7 +405,7 @@ public class PlayerController : IController
## 包说明 ## 包说明
| 包名 | 职责 | 文档 | | 包名 | 职责 | 文档 |
|------------------|-----------------|----------------------| |----------------------|-----------------|--------------------------|
| **architecture** | 架构核心,管理所有组件生命周期 | [查看](./architecture) | | **architecture** | 架构核心,管理所有组件生命周期 | [查看](./architecture) |
| **constants** | 框架常量定义 | 本文档 | | **constants** | 框架常量定义 | 本文档 |
| **model** | 数据模型层,存储状态 | [查看](./model) | | **model** | 数据模型层,存储状态 | [查看](./model) |
@ -416,6 +416,7 @@ public class PlayerController : IController
| **query** | 查询模式,封装读操作 | [查看](./query) | | **query** | 查询模式,封装读操作 | [查看](./query) |
| **events** | 事件系统,组件间通信 | [查看](./events) | | **events** | 事件系统,组件间通信 | [查看](./events) |
| **property** | 可绑定属性,响应式编程 | [查看](./property) | | **property** | 可绑定属性,响应式编程 | [查看](./property) |
| **state-management** | 集中式状态容器与选择器 | [查看](./state-management) |
| **ioc** | IoC 容器,依赖注入 | [查看](./ioc) | | **ioc** | IoC 容器,依赖注入 | [查看](./ioc) |
| **rule** | 规则接口,定义组件约束 | [查看](./rule) | | **rule** | 规则接口,定义组件约束 | [查看](./rule) |
| **extensions** | 扩展方法,简化 API 调用 | [查看](./extensions) | | **extensions** | 扩展方法,简化 API 调用 | [查看](./extensions) |

View File

@ -6,6 +6,10 @@ Property 包提供了可绑定属性BindableProperty的实现支持属
BindableProperty 是 GFramework 中 Model 层数据管理的基础,通过事件机制实现属性变化的通知。 BindableProperty 是 GFramework 中 Model 层数据管理的基础,通过事件机制实现属性变化的通知。
> 对于简单字段和局部 UI 绑定,`BindableProperty<T>` 仍然是首选方案。
> 如果你需要统一管理复杂状态树、通过 action / reducer 演进状态,或复用局部状态选择器,
> 请同时参考 [`state-management`](./state-management)。
## 核心接口 ## 核心接口
### IReadonlyBindableProperty`<T>` ### IReadonlyBindableProperty`<T>`
@ -138,6 +142,43 @@ BindableProperty 基于事件系统实现属性变化通知:
## 在 Model 中使用 ## 在 Model 中使用
### 什么时候继续使用 BindableProperty
以下场景仍然优先推荐 `BindableProperty<T>`
- 单个字段变化就能驱动视图更新
- 状态范围局限在单个 Model 内
- 不需要统一的 action / reducer 写入入口
- 不需要从聚合状态树中复用局部选择逻辑
如果你的状态已经演化为“多个字段必须一起更新”或“多个模块共享同一聚合状态”,
可以在 Model 内部组合 `Store<TState>`,而不是把所有字段都继续拆成独立属性。
### 与 Store / StateMachine 的边界
- `BindableProperty<T>`:字段级响应式值
- `Store<TState>`:聚合状态容器,负责统一归约状态变化
- `StateMachine`:流程状态切换,不负责数据状态归约
一个复杂 Model 可以同时持有 Store 和 BindableProperty
```csharp
public class PlayerStateModel : AbstractModel
{
public Store<PlayerState> Store { get; } = new(new PlayerState(100, "Player"));
public BindableProperty<bool> IsDirty { get; } = new(false);
protected override void OnInit()
{
Store.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) });
}
}
public sealed record PlayerState(int Health, string Name);
public sealed record DamageAction(int Amount);
```
### 定义可绑定属性 ### 定义可绑定属性
```csharp ```csharp
@ -422,11 +463,13 @@ _mOnValueChanged?.Invoke(value);
4. **使用 RegisterWithInitValue** - UI 绑定时立即获取初始值 4. **使用 RegisterWithInitValue** - UI 绑定时立即获取初始值
5. **避免循环依赖** - 属性监听器中修改其他属性要小心 5. **避免循环依赖** - 属性监听器中修改其他属性要小心
6. **使用自定义比较器** - 对于浮点数等需要精度控制的属性 6. **使用自定义比较器** - 对于浮点数等需要精度控制的属性
7. **复杂聚合状态使用 Store** - 当多个字段必须统一演进时,使用 Store 管理聚合状态更清晰
## 相关包 ## 相关包
- [`model`](./model.md) - Model 中大量使用 BindableProperty - [`model`](./model.md) - Model 中大量使用 BindableProperty
- [`events`](./events.md) - BindableProperty 基于事件系统实现 - [`events`](./events.md) - BindableProperty 基于事件系统实现
- [`state-management`](./state-management) - 复杂状态树的集中式管理方案
- [`extensions`](./extensions.md) - 提供便捷的注销扩展方法 - [`extensions`](./extensions.md) - 提供便捷的注销扩展方法
--- ---

View File

@ -0,0 +1,488 @@
# State Management 包使用说明
## 概述
State Management 提供一个可选的集中式状态容器方案,用于补足 `BindableProperty<T>` 在复杂状态树场景下的能力。
当你的状态具有以下特征时,推荐使用 `Store<TState>`
- 多个字段需要在一次业务操作中协同更新
- 多个模块或 UI 片段共享同一聚合状态
- 希望所有状态写入都经过统一的 action / reducer 入口
- 需要对整棵状态树做局部选择和按片段订阅
这套能力不会替代现有 Property 机制,而是与其并存:
- `BindableProperty<T>`:字段级响应式值
- `Store<TState>`:聚合状态容器
- `StateMachine`:流程状态切换
## 核心接口
### IReadonlyStore`<TState>`
只读状态容器接口,提供:
- `State`:读取当前状态快照
- `Subscribe()`:订阅状态变化
- `SubscribeWithInitValue()`:订阅并立即回放当前状态
- `UnSubscribe()`:取消订阅
### IStore`<TState>`
在只读能力上增加:
- `Dispatch<TAction>()`:统一分发 action
- `RunInBatch()`:在一个批处理中合并多次状态通知
- `Undo()` / `Redo()`:基于历史缓冲区回退或前进状态
- `TimeTravelTo()`:跳转到指定历史索引
- `ClearHistory()`:以当前状态重置历史锚点
### IReducer`<TState, TAction>`
定义状态归约逻辑:
```csharp
public interface IReducer<TState, in TAction>
{
TState Reduce(TState currentState, TAction action);
}
```
### IStateSelector`<TState, TSelected>`
从整棵状态树中投影局部视图,便于 UI 和 Controller 复用选择逻辑。
## Store`<TState>`
`Store<TState>` 是默认实现,支持:
- 初始状态快照
- reducer 注册
- middleware 分发管线
- 可选历史缓冲区、撤销/重做和时间旅行
- 可选批处理通知折叠
- 可选多态 action 匹配(基类 / 接口)
- 只在状态真正变化时通知订阅者
- 基础诊断信息(最近一次 action、最近一次分发记录、最近一次状态变化时间、历史游标、批处理状态
## 基本示例
```csharp
using GFramework.Core.StateManagement;
public sealed record PlayerState(int Health, string Name);
public sealed record DamageAction(int Amount);
public sealed record RenameAction(string Name);
var store = new Store<PlayerState>(new PlayerState(100, "Player"))
.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) })
.RegisterReducer<RenameAction>((state, action) =>
state with { Name = action.Name });
store.SubscribeWithInitValue(state =>
{
Console.WriteLine($"{state.Name}: {state.Health}");
});
store.Dispatch(new DamageAction(25));
store.Dispatch(new RenameAction("Knight"));
```
## 选择器和 Bindable 风格桥接
Store 可以通过扩展方法把聚合状态投影成局部只读绑定视图:
```csharp
using GFramework.Core.Extensions;
var healthSelection = store.Select(state => state.Health);
healthSelection.RegisterWithInitValue(health =>
{
Console.WriteLine($"Current HP: {health}");
});
```
如果现有 UI 代码已经依赖 `IReadonlyBindableProperty<T>`,可以直接桥接:
```csharp
IReadonlyBindableProperty<int> healthProperty =
store.ToBindableProperty(state => state.Health);
```
## 在 Model 中使用
推荐把 Store 作为 Model 的内部状态容器,由 Model 暴露领域友好的业务方法:
```csharp
public class PlayerStateModel : AbstractModel
{
public Store<PlayerState> Store { get; } = new(new PlayerState(100, "Player"));
protected override void OnInit()
{
Store.RegisterReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) });
}
public void TakeDamage(int amount)
{
Store.Dispatch(new DamageAction(amount));
}
}
```
这样可以保留 Model 的生命周期和领域边界,同时获得统一状态入口。
## 使用 StoreBuilder 组织配置
当一个 Store 需要在模块安装、测试工厂或 DI 装配阶段统一配置时,可以使用 `StoreBuilder<TState>`
```csharp
var store = (Store<PlayerState>)Store<PlayerState>
.CreateBuilder()
.WithHistoryCapacity(32)
.AddReducer<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) })
.Build(new PlayerState(100, "Player"));
```
适合以下场景:
- 模块启动时集中注册 reducer 和 middleware
- 测试里快速组装不同配置的 Store
- 不希望把 Store 的装配细节散落在多个调用点
如果需要扩展新语义,`StoreBuilder<TState>` 还支持:
- `WithHistoryCapacity(int)`:开启撤销 / 重做 / 时间旅行缓冲区
- `WithActionMatching(StoreActionMatchingMode)`:切换 reducer 的 action 匹配策略
## 历史记录、撤销 / 重做与时间旅行
当状态需要调试回放、工具面板查看或编辑器内撤销/重做时,可以开启历史缓冲区:
```csharp
var store = new Store<PlayerState>(
new PlayerState(100, "Player"),
historyCapacity: 32);
store.Dispatch(new DamageAction(10));
store.Dispatch(new RenameAction("Knight"));
store.Undo();
store.Redo();
store.TimeTravelTo(0);
store.ClearHistory();
```
需要注意:
- `historyCapacity: 0` 表示关闭历史记录
- 历史只记录“状态真正变化”的 dispatch
- `Undo()` / `Redo()` / `TimeTravelTo()` 会更新当前状态并像普通状态变化一样通知订阅者
- 当你从历史中回退后再执行新的 `Dispatch()`,原来的 redo 分支会被裁掉
## 批处理通知折叠
如果一次业务操作会连续触发多个 action但外部订阅者只需要看到最终状态可以使用批处理
```csharp
store.RunInBatch(() =>
{
store.Dispatch(new DamageAction(10));
store.Dispatch(new RenameAction("Knight"));
});
```
批处理语义如下:
- 批处理内部每次 dispatch 仍会立即更新 Store 状态
- 订阅通知会延迟到最外层批处理结束后再统一发送一次
- 嵌套批处理是允许的,只有最外层结束时才会发通知
- 状态变化桥接到 `EventBus` 时,也会复用这个折叠语义
## 多态 action 匹配
默认情况下Store 只匹配与 action 运行时类型完全一致的 reducer这样最稳定也最容易推导。
如果你的 action 体系确实依赖基类或接口复用,可以显式开启多态匹配:
```csharp
var store = new Store<PlayerState>(
new PlayerState(100, "Player"),
actionMatchingMode: StoreActionMatchingMode.IncludeAssignableTypes);
```
启用后reducer 的执行顺序保持确定性:
1. 精确类型 reducer
2. 最近的基类 reducer
3. 接口 reducer
只有在你明确需要这类复用关系时才建议启用;大多数业务状态仍建议继续使用默认的精确匹配模式。
## Store 到 EventBus 的兼容桥接
如果你在迁移旧模块时,现有逻辑仍然依赖 `EventBus`,可以临时把 Store 的 dispatch 和状态变化桥接过去:
```csharp
using GFramework.Core.Events;
using GFramework.Core.Extensions;
var eventBus = new EventBus();
var bridge = store.BridgeToEventBus(eventBus);
```
桥接后会发送两类事件:
- `StoreDispatchedEvent<TState>`:每次 dispatch 都会发送一次,即使状态没有变化
- `StoreStateChangedEvent<TState>`:只在状态真正变化时发送;批处理中只发送最终状态
不再需要兼容层时,调用 `bridge.UnRegister()` 即可拆除桥接。
## 运行时临时注册与注销
如果某个 reducer 或 middleware 只需要在一段生命周期内生效,例如调试探针、临时玩法规则、
或场景级模块扩展,可以直接使用 `Store<TState>` 提供的句柄式注册 API
```csharp
public sealed class LoggingMiddleware<TState> : IStoreMiddleware<TState>
{
public void Invoke(StoreDispatchContext<TState> context, Action next)
{
Console.WriteLine($"Dispatching: {context.ActionType.Name}");
next();
}
}
var store = new Store<PlayerState>(new PlayerState(100, "Player"));
var reducerHandle = store.RegisterReducerHandle<DamageAction>((state, action) =>
state with { Health = Math.Max(0, state.Health - action.Amount) });
var middlewareHandle = store.RegisterMiddleware(new LoggingMiddleware<PlayerState>());
store.Dispatch(new DamageAction(10));
reducerHandle.UnRegister();
middlewareHandle.UnRegister();
```
这里有两个重要约束:
- `RegisterReducerHandle()``RegisterMiddleware()` 返回的是当前这一次注册的精确注销句柄
- 如果在某次 `Dispatch()` 已经开始后再调用 `UnRegister()`,当前这次 dispatch 仍会继续使用开始时抓取的快照,注销只影响后续新的
dispatch
如果你只需要初始化阶段的链式配置,继续使用 `RegisterReducer()``UseMiddleware()` 即可;
如果你需要运行时清理,就使用上面的句柄式 API。
## 官方示例:角色面板状态
下面给出一个更贴近 GFramework 实战的完整示例,展示如何把 `Store<TState>` 放进 Model
再通过 Command 修改状态,并在 Controller 中使用 selector 做 UI 绑定。
### 1. 定义状态和 action
```csharp
public sealed record PlayerPanelState(
string Name,
int Health,
int MaxHealth,
int Level);
public sealed record DamagePlayerAction(int Amount);
public sealed record HealPlayerAction(int Amount);
public sealed record RenamePlayerAction(string Name);
```
### 2. 在 Model 中承载 Store
```csharp
using GFramework.Core.Abstractions.Property;
using GFramework.Core.Model;
using GFramework.Core.Extensions;
using GFramework.Core.StateManagement;
public class PlayerPanelModel : AbstractModel
{
public Store<PlayerPanelState> Store { get; } =
new(new PlayerPanelState("Player", 100, 100, 1));
// 使用带缓存的选择视图,避免属性 getter 每次访问都创建新的 StoreSelection 实例。
public IReadonlyBindableProperty<int> Health =>
Store.GetOrCreateBindableProperty("health", state => state.Health);
public IReadonlyBindableProperty<string> Name =>
Store.GetOrCreateBindableProperty("name", state => state.Name);
public IReadonlyBindableProperty<float> HealthPercent =>
Store.GetOrCreateBindableProperty("health_percent",
state => (float)state.Health / state.MaxHealth);
protected override void OnInit()
{
Store
.RegisterReducer<DamagePlayerAction>((state, action) =>
state with
{
Health = Math.Max(0, state.Health - action.Amount)
})
.RegisterReducer<HealPlayerAction>((state, action) =>
state with
{
Health = Math.Min(state.MaxHealth, state.Health + action.Amount)
})
.RegisterReducer<RenamePlayerAction>((state, action) =>
state with
{
Name = action.Name
});
}
}
```
这个写法的关键点是:
- 状态结构集中定义在 `PlayerPanelState`
- 所有状态修改都经过 reducer
- 高频访问的局部状态通过缓存选择视图复用实例
- Controller 只消费局部只读视图,不直接修改 Store
### 3. 通过 Command 修改状态
```csharp
using GFramework.Core.Command;
public sealed class DamagePlayerCommand(int amount) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new DamagePlayerAction(amount));
}
}
public sealed class RenamePlayerCommand(string name) : AbstractCommand
{
protected override void OnExecute()
{
var model = this.GetModel<PlayerPanelModel>();
model.Store.Dispatch(new RenamePlayerAction(name));
}
}
```
这里仍然遵循 GFramework 现有分层:
- Controller 负责转发用户意图
- Command 负责执行业务操作
- Model 持有状态
- Store 负责统一归约状态变化
### 4. 在 Controller 中绑定局部状态
```csharp
using GFramework.Core.Abstractions.Controller;
using GFramework.Core.Abstractions.Events;
using GFramework.Core.Events;
using GFramework.Core.Extensions;
using GFramework.SourceGenerators.Abstractions.Rule;
[ContextAware]
public partial class PlayerPanelController : IController
{
private readonly IUnRegisterList _unRegisterList = new UnRegisterList();
public void Initialize()
{
var model = this.GetModel<PlayerPanelModel>();
model.Name
.RegisterWithInitValue(name =>
{
Console.WriteLine($"Player Name: {name}");
})
.AddToUnregisterList(_unRegisterList);
model.Health
.RegisterWithInitValue(health =>
{
Console.WriteLine($"Health: {health}");
})
.AddToUnregisterList(_unRegisterList);
model.HealthPercent
.RegisterWithInitValue(percent =>
{
Console.WriteLine($"Health Percent: {percent:P0}");
})
.AddToUnregisterList(_unRegisterList);
}
public void OnDamageButtonClicked()
{
this.SendCommand(new DamagePlayerCommand(15));
}
public void OnRenameButtonClicked(string newName)
{
this.SendCommand(new RenamePlayerCommand(newName));
}
}
```
### 5. 什么时候这个示例比 BindableProperty 更合适
如果你只需要:
- `Health`
- `Name`
- `Level`
分别独立通知,那么多个 `BindableProperty<T>` 就足够了。
如果你很快会遇到以下问题,这个 Store 方案会更稳:
- 一次操作要同时修改多个字段
- 同一个业务操作要在多个界面复用
- 希望把“状态结构”和“状态变化规则”集中在一起
- 需要 middleware、调试记录、撤销/重做或时间旅行能力
### 6. 推荐的落地方式
在实际项目里,建议按这个顺序引入:
1. 先把复杂聚合状态封装到某个 Model 内部
2. 再把修改入口逐步迁移到 Command
3. 最后在 Controller 层使用 selector 或 `ToBindableProperty()` 做局部绑定
这样不会破坏现有 `BindableProperty<T>` 的轻量工作流,也能让复杂状态逐步收敛到统一入口。
## 什么时候不用 Store
以下情况继续优先使用 `BindableProperty<T>`
- 单一字段直接绑定 UI
- 状态规模很小,不需要聚合归约
- 没有跨模块共享状态树的需求
- 你只需要“值变化通知”,不需要“统一状态演进入口”
## 最佳实践
1. 优先把 `TState` 设计为不可变状态(如 `record`
2. 让 reducer 保持纯函数风格,不在 reducer 内执行副作用
3. 使用 selector 暴露局部状态,而不是让 UI 自己解析整棵状态树
4. 需要日志或诊断时,优先通过 middleware 扩展,而不是把横切逻辑塞进 reducer
5. 默认优先使用精确类型 reducer 匹配;只有确有继承层次复用需求时再启用多态匹配
6. `EventBus` 桥接只建议作为迁移过渡层,新模块应优先直接依赖 Store
## 相关文档
- [`property`](./property) - 字段级响应式属性
- [`model`](./model) - Store 常见承载位置
- [`events`](./events) - 组件间事件通信
- [`state-machine-tutorial`](../tutorials/state-machine-tutorial) - 流程状态切换能力