using GFramework.Core.Abstractions.architecture; using GFramework.Core.Abstractions.enums; using GFramework.Core.Abstractions.events; using GFramework.Core.Abstractions.ioc; using GFramework.Core.Abstractions.logging; using GFramework.Core.Abstractions.model; using GFramework.Core.Abstractions.system; using GFramework.Core.Abstractions.utility; using GFramework.Core.events; using GFramework.Core.logging; namespace GFramework.Core.architecture; /// /// 架构基类,提供系统、模型、工具等组件的注册与管理功能。 /// 专注于生命周期管理、初始化流程控制和架构阶段转换。 /// 不直接提供业务操作方法,业务操作通过 ArchitectureRuntime 提供。 /// public abstract class Architecture( IArchitectureConfiguration? configuration = null, IArchitectureServices? services = null, IArchitectureContext? context = null ) : IArchitecture { /// /// 获取架构配置对象 /// /// /// 返回一个IArchitectureConfiguration接口的实例,默认为DefaultArchitectureConfiguration类型 /// private IArchitectureConfiguration Configuration { get; } = configuration ?? new ArchitectureConfiguration(); /// /// 获取架构服务对象 /// /// /// 返回一个IArchitectureServices接口的实例,默认为DefaultArchitectureServices类型 /// private IArchitectureServices Services { get; } = services ?? new ArchitectureServices(); /// /// 获取依赖注入容器 /// /// /// 通过Services属性获取的IArchitectureServices中的Container属性 /// private IIocContainer Container => Services.Container; /// /// 获取类型事件系统 /// /// /// 通过Services属性获取的IArchitectureServices中的TypeEventSystem属性 /// private ITypeEventSystem TypeEventSystem => Services.TypeEventSystem; /// /// 获取架构运行时实例 /// /// /// 统一的操作入口,负责命令、查询、事件的执行 /// public IArchitectureRuntime Runtime { get; private set; } = null!; #region Module Management /// /// 安装架构模块 /// /// 要安装的模块 public void InstallModule(IArchitectureModule module) { var logger = LoggerFactoryResolver.Provider.CreateLogger(nameof(GetType)); logger.Debug($"Installing module: {module.GetType().Name}"); RegisterLifecycleHook(module); Container.RegisterPlurality(module); module.Install(this); logger.Info($"Module installed: {module.GetType().Name}"); } #endregion #region Fields and Properties /// /// 存储尚未初始化的模型集合,在初始化阶段统一调用Init方法 /// private readonly HashSet _mModels = []; /// /// 存储尚未初始化的系统集合,在初始化阶段统一调用Init方法 /// private readonly HashSet _mSystems = []; /// /// 存储所有已注册的系统,用于销毁 /// private readonly HashSet _allSystems = []; /// /// 标记架构是否已初始化完成 /// private bool _mInited; /// /// 生命周期感知对象列表 /// private readonly List _lifecycleHooks = []; /// /// 当前架构的阶段 /// private ArchitecturePhase CurrentPhase { get; set; } /// /// 日志记录器实例,用于记录应用程序的运行日志 /// private ILogger _logger = null!; private IArchitectureContext? _context = context; public IArchitectureContext Context => _context!; #endregion #region Lifecycle Management /// /// 进入指定的架构阶段,并执行相应的生命周期管理操作 /// /// 要进入的下一个架构阶段 /// 当阶段转换不被允许时抛出异常 private void EnterPhase(ArchitecturePhase next) { if (Configuration.ArchitectureProperties.StrictPhaseValidation && (!ArchitectureConstants.PhaseTransitions.TryGetValue(CurrentPhase, out var allowed) || !allowed.Contains(next))) { // 验证阶段转换是否合法 var errorMsg = $"Invalid phase transition: {CurrentPhase} -> {next}"; _logger.Fatal(errorMsg); throw new InvalidOperationException(errorMsg); } var previousPhase = CurrentPhase; CurrentPhase = next; if (previousPhase != next) _logger.Info($"Architecture phase changed: {previousPhase} -> {next}"); NotifyPhase(next); // 通知所有架构阶段感知对象阶段变更 foreach (var obj in Container.GetAll()) { _logger.Debug($"Notifying phase-aware object {obj.GetType().Name} of phase change to {next}"); obj.OnArchitecturePhase(next); } } /// /// 通知所有生命周期钩子当前阶段变更 /// /// 当前架构阶段 private void NotifyPhase(ArchitecturePhase phase) { foreach (var hook in _lifecycleHooks) hook.OnPhase(phase, this); } /// /// 注册生命周期钩子 /// /// 生命周期钩子实例 public void RegisterLifecycleHook(IArchitectureLifecycle hook) { if (CurrentPhase >= ArchitecturePhase.Ready && !Configuration.ArchitectureProperties.AllowLateRegistration) throw new InvalidOperationException( "Cannot register lifecycle hook after architecture is Ready"); _lifecycleHooks.Add(hook); } /// /// 抽象初始化方法,由子类重写以进行自定义初始化操作 /// protected abstract void Init(); /// /// 销毁架构并清理所有系统资源 /// /// /// 此函数负责有序地销毁架构中的所有系统组件,并发送相应的生命周期事件。 /// 函数会确保只执行一次销毁操作,避免重复销毁。 /// public virtual void Destroy() { // 检查当前阶段,如果已经处于销毁或已销毁状态则直接返回 if (CurrentPhase >= ArchitecturePhase.Destroying) { _logger.Warn("Architecture destroy called but already in destroying/destroyed state"); return; } // 进入销毁阶段并发送销毁开始事件 _logger.Info("Starting architecture destruction"); EnterPhase(ArchitecturePhase.Destroying); TypeEventSystem.Send(new ArchitectureEvents.ArchitectureDestroyingEvent()); // 销毁所有系统组件并清空系统列表 _logger.Info($"Destroying {_allSystems.Count} systems"); foreach (var system in _allSystems) { _logger.Debug($"Destroying system: {system.GetType().Name}"); system.Destroy(); } _allSystems.Clear(); // 进入已销毁阶段并发送销毁完成事件 EnterPhase(ArchitecturePhase.Destroyed); TypeEventSystem.Send(new ArchitectureEvents.ArchitectureDestroyedEvent()); _logger.Info("Architecture destruction completed"); } #endregion #region Component Registration public void Initialize() { // 设置日志工厂提供程序,用于创建日志记录器 LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider; _logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name); _context ??= new ArchitectureContext(Container, TypeEventSystem, Configuration.LoggerProperties); GameContext.Bind(GetType(), _context); // 创建架构运行时实例 Runtime = new ArchitectureRuntime(_context); ((ArchitectureContext)_context).Runtime = Runtime; // 设置服务的上下文 Services.SetContext(_context); // 调用用户实现的初始化 Init(); // == Model Init == EnterPhase(ArchitecturePhase.BeforeModelInit); _logger.Info($"Initializing {_mModels.Count} models"); // 初始化所有已注册但尚未初始化的模型 foreach (var model in _mModels) { _logger.Debug($"Initializing model: {model.GetType().Name}"); model.Init(); } _mModels.Clear(); EnterPhase(ArchitecturePhase.AfterModelInit); _logger.Info("All models initialized"); // == System Init == EnterPhase(ArchitecturePhase.BeforeSystemInit); _logger.Info($"Initializing {_mSystems.Count} systems"); // 初始化所有已注册但尚未初始化的系统 foreach (var system in _mSystems) { _logger.Debug($"Initializing system: {system.GetType().Name}"); system.Init(); } _mSystems.Clear(); EnterPhase(ArchitecturePhase.AfterSystemInit); _logger.Info("All systems initialized"); // == Finalize == // 冻结IOC容器,不允许 anymore Container.Freeze(); _mInited = true; EnterPhase(ArchitecturePhase.Ready); // 发送架构生命周期就绪事件 TypeEventSystem.Send(new ArchitectureEvents.ArchitectureLifecycleReadyEvent()); _logger.Info($"Architecture {GetType().Name} is ready - all components initialized"); } public async Task InitializeAsync() { // 设置日志工厂提供程序,用于创建日志记录器 LoggerFactoryResolver.Provider = Configuration.LoggerProperties.LoggerFactoryProvider; // 创建日志记录器 _logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name); _context ??= new ArchitectureContext(Container, TypeEventSystem, Configuration.LoggerProperties); GameContext.Bind(GetType(), _context); // 创建架构运行时实例 Runtime = new ArchitectureRuntime(_context); ((ArchitectureContext)_context).Runtime = Runtime; // 设置服务的上下文 Services.SetContext(_context); // 调用用户实现的初始化 Init(); // == Model Init == EnterPhase(ArchitecturePhase.BeforeModelInit); _logger.Info($"Initializing {_mModels.Count} models"); // 异步初始化所有已注册但尚未初始化的模型 foreach (var model in _mModels) { _logger.Debug($"Initializing model: {model.GetType().Name}"); if (model is IAsyncInitializable asyncModel) await asyncModel.InitializeAsync(); else model.Init(); } _mModels.Clear(); EnterPhase(ArchitecturePhase.AfterModelInit); _logger.Info("All models initialized"); // == System Init == EnterPhase(ArchitecturePhase.BeforeSystemInit); _logger.Info($"Initializing {_mSystems.Count} systems"); // 异步初始化所有已注册但尚未初始化的系统 foreach (var system in _mSystems) { _logger.Debug($"Initializing system: {system.GetType().Name}"); if (system is IAsyncInitializable asyncSystem) await asyncSystem.InitializeAsync(); else system.Init(); } _mSystems.Clear(); EnterPhase(ArchitecturePhase.AfterSystemInit); _logger.Info("All systems initialized"); // == Finalize == Container.Freeze(); _mInited = true; EnterPhase(ArchitecturePhase.Ready); TypeEventSystem.Send(new ArchitectureEvents.ArchitectureLifecycleReadyEvent()); _logger.Info($"Architecture {GetType().Name} is ready - all components initialized"); } /// /// 注册一个系统到架构中。 /// 若当前未初始化,则暂存至待初始化列表;否则立即初始化该系统。 /// /// 要注册的系统类型 /// 要注册的系统实例 public void RegisterSystem(TSystem system) where TSystem : ISystem { if (CurrentPhase >= ArchitecturePhase.Ready && !Configuration.ArchitectureProperties.AllowLateRegistration) { const string errorMsg = "Cannot register system after Architecture is Ready"; _logger.Error(errorMsg); throw new InvalidOperationException(errorMsg); } _logger.Debug($"Registering system: {typeof(TSystem).Name}"); system.SetContext(Context); Container.RegisterPlurality(system); _allSystems.Add(system); if (!_mInited) { _mSystems.Add(system); } else { _logger.Debug($"Immediately initializing system: {typeof(TSystem).Name}"); system.Init(); } _logger.Info($"System registered: {typeof(TSystem).Name}"); } /// /// 注册一个模型到架构中。 /// 若当前未初始化,则暂存至待初始化列表;否则立即初始化该模型。 /// /// 要注册的模型类型 /// 要注册的模型实例 public void RegisterModel(TModel model) where TModel : IModel { if (CurrentPhase >= ArchitecturePhase.Ready && !Configuration.ArchitectureProperties.AllowLateRegistration) { var errorMsg = "Cannot register model after Architecture is Ready"; _logger.Error(errorMsg); throw new InvalidOperationException(errorMsg); } _logger.Debug($"Registering model: {typeof(TModel).Name}"); // 对于有 SetArchitecture 方法的模型,尝试调用该方法 var setArchitectureMethod = typeof(TModel).GetMethod("SetArchitecture", [typeof(IArchitecture)]); setArchitectureMethod?.Invoke(model, [this]); Container.RegisterPlurality(model); if (!_mInited) { _mModels.Add(model); } else { _logger.Debug($"Immediately initializing model: {typeof(TModel).Name}"); model.Init(); } _logger.Info($"Model registered: {typeof(TModel).Name}"); } /// /// 注册一个工具到架构中。 /// 工具不会被延迟初始化,直接放入IOC容器供后续使用。 /// /// 要注册的工具类型 /// 要注册的工具实例 public void RegisterUtility(TUtility utility) where TUtility : IUtility { _logger.Debug($"Registering utility: {typeof(TUtility).Name}"); Container.RegisterPlurality(utility); _logger.Info($"Utility registered: {typeof(TUtility).Name}"); } #endregion }