using GFramework.Core.Abstractions.state;
namespace GFramework.Core.state;
///
/// 状态机实现类,用于管理状态的注册、切换和生命周期
///
public class StateMachine(int maxHistorySize = 10) : IStateMachine
{
private readonly object _lock = new();
private readonly Stack _stateHistory = new();
///
/// 存储所有已注册状态的字典,键为状态类型,值为状态实例
///
protected readonly Dictionary States = new();
///
/// 获取当前激活的状态
///
public IState? Current { get; protected set; }
///
/// 注册一个状态到状态机中
///
/// 要注册的状态实例
public IStateMachine Register(IState state)
{
lock (_lock)
{
States[state.GetType()] = state;
}
return this;
}
///
/// 从状态机中注销指定类型的状态
///
/// 要注销的状态类型
public IStateMachine Unregister() where T : IState
{
lock (_lock)
{
var type = typeof(T);
if (!States.TryGetValue(type, out var state)) return this;
// 如果当前状态是要注销的状态,则先执行退出逻辑
if (Current == state)
{
Current.OnExit(null);
Current = null;
}
// 从历史记录中移除该状态的所有引用
var tempStack = new Stack(_stateHistory.Reverse());
_stateHistory.Clear();
foreach (var historyState in tempStack.Where(s => s != state))
{
_stateHistory.Push(historyState);
}
States.Remove(type);
}
return this;
}
///
/// 检查是否可以切换到指定类型的状态
///
/// 目标状态类型
/// 如果可以切换则返回true,否则返回false
public bool CanChangeTo() where T : IState
{
if (!States.TryGetValue(typeof(T), out var target))
return false;
return Current?.CanTransitionTo(target) ?? true;
}
///
/// 切换到指定类型的状态
///
/// 目标状态类型
/// 如果成功切换则返回true,否则返回false
/// 当目标状态未注册时抛出
public bool ChangeTo() where T : IState
{
lock (_lock)
{
// 检查目标状态是否已注册
if (!States.TryGetValue(typeof(T), out var target))
throw new InvalidOperationException("State not registered.");
// 验证当前状态是否可以转换到目标状态
if (Current != null && !Current.CanTransitionTo(target))
{
OnTransitionRejected(Current, target);
return false;
}
ChangeInternal(target);
return true;
}
}
///
/// 检查指定类型的状态是否已注册
///
/// 要检查的状态类型
/// 如果状态已注册则返回true,否则返回false
public bool IsRegistered() where T : IState => States.ContainsKey(typeof(T));
///
/// 获取指定类型的已注册状态实例
///
/// 要获取的状态类型
/// 如果状态存在则返回对应实例,否则返回null
public T? GetState() where T : class, IState => States.TryGetValue(typeof(T), out var state) ? state as T : null;
///
/// 获取所有已注册状态的类型集合
///
/// 包含所有已注册状态类型的枚举器
public IEnumerable GetRegisteredStateTypes() => States.Keys;
///
/// 获取上一个状态
///
/// 如果历史记录存在则返回上一个状态,否则返回null
public IState? GetPreviousState()
{
lock (_lock)
{
return _stateHistory.Count > 0 ? _stateHistory.Peek() : null;
}
}
///
/// 获取状态历史记录
///
/// 状态历史记录的只读副本,从最近到最远排序
public IReadOnlyList GetStateHistory()
{
lock (_lock)
{
return _stateHistory.ToList().AsReadOnly();
}
}
///
/// 回退到上一个状态
///
/// 如果成功回退则返回true,否则返回false
public bool GoBack()
{
lock (_lock)
{
if (_stateHistory.Count == 0) return false;
var previousState = _stateHistory.Pop();
// 检查上一个状态是否仍然注册
if (!States.ContainsValue(previousState))
{
// 如果状态已被注销,继续尝试更早的状态
return GoBack();
}
// 回退时不添加到历史记录
ChangeInternalWithoutHistory(previousState);
return true;
}
}
///
/// 清空状态历史记录
///
public void ClearHistory()
{
lock (_lock)
{
_stateHistory.Clear();
}
}
///
/// 内部状态切换方法(不记录历史),用于回退操作
///
/// 下一个状态实例
protected virtual void ChangeInternalWithoutHistory(IState next)
{
if (Current == next) return;
var old = Current;
OnStateChanging(old, next);
old?.OnExit(next);
Current = next;
Current.OnEnter(old);
OnStateChanged(old, Current);
}
///
/// 内部状态切换方法,处理状态切换的核心逻辑
///
/// 下一个状态实例
protected virtual void ChangeInternal(IState next)
{
// 检查是否为相同状态,避免不必要的切换
if (Current == next) return;
// 验证当前状态是否允许切换到目标状态
if (Current != null && !Current.CanTransitionTo(next))
{
OnTransitionRejected(Current, next);
return;
}
var old = Current;
OnStateChanging(old, next);
// 将当前状态添加到历史记录
if (Current != null)
{
_stateHistory.Push(Current);
// 限制历史记录大小
if (_stateHistory.Count > maxHistorySize)
{
// 移除最旧的记录(栈底元素)
var tempStack = new Stack(_stateHistory.Reverse().Skip(1));
_stateHistory.Clear();
foreach (var state in tempStack.Reverse())
{
_stateHistory.Push(state);
}
}
}
old?.OnExit(next);
Current = next;
Current.OnEnter(old);
OnStateChanged(old, Current);
}
///
/// 当状态转换被拒绝时的回调方法
///
/// 源状态
/// 目标状态
protected virtual void OnTransitionRejected(IState from, IState to)
{
}
///
/// 当状态即将发生改变时的回调方法
///
/// 源状态
/// 目标状态
protected virtual void OnStateChanging(IState? from, IState to)
{
}
///
/// 当状态改变完成后的回调方法
///
/// 源状态
/// 目标状态
protected virtual void OnStateChanged(IState? from, IState? to)
{
}
}