using GFramework.Core.Abstractions.events; namespace GFramework.Core.events; /// /// 支持优先级的泛型事件类 /// /// 事件回调函数的参数类型 public class PriorityEvent : IEvent { /// /// 存储已注册的上下文事件处理器列表 /// private readonly List _contextHandlers = new(); /// /// 存储已注册的事件处理器列表 /// private readonly List _handlers = new(); /// /// 标记事件是否已被处理(用于 UntilHandled 传播模式) /// private bool _handled; /// /// 显式实现 IEvent 接口中的 Register 方法 /// /// 无参事件处理方法 /// IUnRegister 对象,用于稍后注销该事件监听器 IUnRegister IEvent.Register(Action onEvent) { return Register(_ => onEvent(), 0); } /// /// 注册一个事件监听器,默认优先级为 0 /// /// 要注册的事件处理方法 /// IUnRegister 对象,用于稍后注销该事件监听器 public IUnRegister Register(Action onEvent) { return Register(onEvent, 0); } /// /// 注册一个事件监听器,并指定优先级 /// /// 要注册的事件处理方法 /// 优先级,数值越大优先级越高 /// IUnRegister 对象,用于稍后注销该事件监听器 public IUnRegister Register(Action onEvent, int priority) { var handler = new EventHandler(onEvent, priority); _handlers.Add(handler); // 按优先级降序排序(高优先级在前) _handlers.Sort((a, b) => b.Priority.CompareTo(a.Priority)); return new DefaultUnRegister(() => UnRegister(onEvent)); } /// /// 取消指定的事件监听器 /// /// 需要被注销的事件处理方法 public void UnRegister(Action onEvent) { _handlers.RemoveAll(h => h.Handler == onEvent); } /// /// 注册一个上下文事件监听器,并指定优先级 /// /// 要注册的事件处理方法,接收 EventContext 参数 /// 优先级,数值越大优先级越高 /// IUnRegister 对象,用于稍后注销该事件监听器 public IUnRegister RegisterWithContext(Action> onEvent, int priority = 0) { var handler = new ContextEventHandler(onEvent, priority); _contextHandlers.Add(handler); // 按优先级降序排序(高优先级在前) _contextHandlers.Sort((a, b) => b.Priority.CompareTo(a.Priority)); return new DefaultUnRegister(() => UnRegisterContext(onEvent)); } /// /// 取消指定的上下文事件监听器 /// /// 需要被注销的事件处理方法 public void UnRegisterContext(Action> onEvent) { _contextHandlers.RemoveAll(h => h.Handler == onEvent); } /// /// 触发事件处理程序,并指定传播模式 /// /// 传递给事件处理程序的参数 /// 事件传播模式 public void Trigger(T t, EventPropagation propagation = EventPropagation.All) { _handled = false; switch (propagation) { case EventPropagation.All: // 使用快照避免迭代期间修改 // 合并所有处理器并按优先级排序 var allHandlersForAll = _handlers .Select(h => (h.Priority, Handler: (Action?)(() => h.Handler.Invoke(t)), ContextHandler: (Action>?)null, IsContext: false)) .Concat(_contextHandlers .Select(h => (h.Priority, Handler: (Action?)null, ContextHandler: (Action>?)h.Handler, IsContext: true))) .OrderByDescending(h => h.Priority) .ToList(); var contextAll = new EventContext(t); foreach (var item in allHandlersForAll) { if (item.IsContext) { item.ContextHandler?.Invoke(contextAll); } else { item.Handler?.Invoke(); } } break; case EventPropagation.UntilHandled: // 合并所有处理器并按优先级排序 var allHandlers = _handlers .Select(h => (h.Priority, Handler: (Action?)(() => h.Handler.Invoke(t)), ContextHandler: (Action>?)null, IsContext: false)) .Concat(_contextHandlers .Select(h => (h.Priority, Handler: (Action?)null, ContextHandler: (Action>?)h.Handler, IsContext: true))) .OrderByDescending(h => h.Priority) .ToList(); var context = new EventContext(t); foreach (var item in allHandlers) { if (item.IsContext) { item.ContextHandler?.Invoke(context); if (context.IsHandled) break; } else { item.Handler?.Invoke(); if (_handled) break; // 保持向后兼容 } } break; case EventPropagation.Highest: // 使用快照避免迭代期间修改 var normalSnapshot = _handlers.ToArray(); var contextSnapshot = _contextHandlers.ToArray(); // 找到最高优先级 var highestPriority = int.MinValue; if (normalSnapshot.Length > 0) highestPriority = Math.Max(highestPriority, normalSnapshot[0].Priority); if (contextSnapshot.Length > 0) highestPriority = Math.Max(highestPriority, contextSnapshot[0].Priority); if (highestPriority != int.MinValue) { // 触发最高优先级的普通处理器 foreach (var handler in normalSnapshot) { if (handler.Priority < highestPriority) break; handler.Handler.Invoke(t); } // 触发最高优先级的上下文处理器 var contextHighest = new EventContext(t); foreach (var handler in contextSnapshot) { if (handler.Priority < highestPriority) break; handler.Handler.Invoke(contextHighest); } } break; } } /// /// 事件处理器包装类,包含处理器和优先级 /// private sealed class EventHandler(Action handler, int priority) { public Action Handler { get; } = handler; public int Priority { get; } = priority; } /// /// 上下文事件处理器包装类,包含处理器和优先级 /// private sealed class ContextEventHandler(Action> handler, int priority) { public Action> Handler { get; } = handler; public int Priority { get; } = priority; } }