GFramework/GFramework.Core/State/StateMachineSystem.cs
GeWuYou c82a15f8bc refactor(abstractions): 将Architecture命名空间重命名为Architectures
- 更新所有引用GFramework.Core.Abstractions.Architecture的文件
- 将ArchitectureModuleRegistry.cs从Architecture目录移动到Architectures目录
- 将IArchitecture.cs从Architecture目录移动到Architectures目录
- 将IArchitectureConfiguration.cs从Architecture目录移动到Architectures目录
- 将IArchitectureContext.cs从Architecture目录移动到Architectures目录
- 将IArchitectureContextProvider.cs从Architecture目录移动到Architectures目录
- 将IArchitectureLifecycleHook.cs从Architecture目录移动到Architectures目录
- 将IArchitectureModule.cs从Architecture目录移动到Architectures目录
- 将IArchitecturePhaseListener.cs从Architecture目录移动到Architectures目录
- 将IArchitectureServices.cs从Architecture目录移动到Architectures目录
- 将IServiceModule.cs从Architecture目录移动到Architectures目录
- 将IServiceModuleManager.cs从Architecture目录移动到Architectures目录
- 在ArchitectureModuleRegistry中将私有字段_factories重命名为Factories并添加StringComparer.Ordinal参数
2026-03-14 16:52:28 +08:00

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using GFramework.Core.Abstractions.Architectures;
using GFramework.Core.Abstractions.Enums;
using GFramework.Core.Abstractions.Lifecycle;
using GFramework.Core.Abstractions.Rule;
using GFramework.Core.Abstractions.State;
using GFramework.Core.Extensions;
namespace GFramework.Core.State;
/// <summary>
/// 上下文感知状态机继承自StateMachine并实现ISystem接口
/// 该状态机能够感知架构上下文,并在状态切换时发送状态变更事件
/// </summary>
public class StateMachineSystem : StateMachine, IStateMachineSystem
{
/// <summary>
/// 架构上下文对象,用于提供系统运行所需的上下文信息
/// </summary>
private IArchitectureContext _context = null!;
/// <summary>
/// 设置架构上下文的方法
/// </summary>
/// <param name="context">要设置的架构上下文对象</param>
public void SetContext(IArchitectureContext context)
{
_context = context;
}
/// <summary>
/// 获取当前架构上下文的方法
/// </summary>
/// <returns>当前的架构上下文对象</returns>
public IArchitectureContext GetContext()
{
return _context;
}
/// <summary>
/// 处理架构生命周期阶段的方法
/// </summary>
/// <param name="phase">当前所处的架构生命周期阶段</param>
public virtual void OnArchitecturePhase(ArchitecturePhase phase)
{
}
/// <summary>
/// 初始化方法,在系统启动时调用
/// 遍历所有状态实例为实现了IContextAware接口的状态设置上下文
/// </summary>
public virtual void Initialize()
{
foreach (var state in States.Values.OfType<IContextAware>()) state.SetContext(_context);
}
/// <summary>
/// 销毁方法,在系统关闭时调用(同步方法,保留用于向后兼容)
/// </summary>
[Obsolete("建议使用 DestroyAsync() 以支持异步清理")]
public virtual void Destroy()
{
DestroyAsync().AsTask().GetAwaiter().GetResult();
}
/// <summary>
/// 异步销毁方法,在系统关闭时调用
/// </summary>
public virtual async ValueTask DestroyAsync()
{
// 退出当前状态
if (Current != null)
{
if (Current is IAsyncState asyncState)
{
await asyncState.OnExitAsync(null); // ✅ 正确等待异步清理
}
else
{
Current.OnExit(null);
}
Current = null;
}
// 清理所有状态
foreach (var state in States.Values)
{
if (state is IAsyncDestroyable asyncDestroyable)
{
await asyncDestroyable.DestroyAsync();
}
else if (state is IDestroyable destroyable)
{
destroyable.Destroy();
}
}
States.Clear();
}
/// <summary>
/// 异步内部状态切换方法,重写基类方法以添加状态变更事件通知功能
/// </summary>
/// <param name="next">要切换到的下一个状态</param>
protected override async Task ChangeInternalAsync(IState next)
{
var old = Current;
await base.ChangeInternalAsync(next);
// 发送状态变更事件,通知监听者状态已发生改变
this.SendEvent(new StateChangedEvent
{
OldState = old,
NewState = Current
});
}
}