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) { } }