GFramework/GFramework.Core/Events/PriorityEvent.cs
GeWuYou f3d45169cd refactor(pause): 将暂停状态变化事件改为标准事件模式
- 将 OnPauseStateChanged 事件从 Action<PauseGroup, bool> 类型改为 EventHandler<PauseStateChangedEventArgs>
- 添加 PauseStateChangedEventArgs 类来封装事件数据
- 更新所有事件处理方法的签名以匹配新的事件参数
- 修改文档中相关的事件处理代码示例
- 在 PauseStackManager 中添加 RaisePauseStateChanged 方法统一处理事件触发
- 更新测试代码以适应新的事件处理方式
2026-03-21 21:13:53 +08:00

329 lines
11 KiB
C#

using GFramework.Core.Abstractions.Events;
namespace GFramework.Core.Events;
/// <summary>
/// 支持优先级的泛型事件类
/// </summary>
/// <typeparam name="T">事件回调函数的参数类型</typeparam>
public class PriorityEvent<T> : IEvent
{
/// <summary>
/// 存储已注册的上下文事件处理器列表
/// </summary>
private readonly List<ContextEventHandler> _contextHandlers = new();
/// <summary>
/// 存储已注册的事件处理器列表
/// </summary>
private readonly List<EventHandler> _handlers = new();
/// <summary>
/// 保护处理器集合的并发访问
/// </summary>
private readonly object _syncRoot = new();
/// <summary>
/// 标记事件是否已被处理(用于 UntilHandled 传播模式)
/// </summary>
private bool _handled;
/// <summary>
/// 显式实现 IEvent 接口中的 Register 方法
/// </summary>
/// <param name="onEvent">无参事件处理方法</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
IUnRegister IEvent.Register(Action onEvent)
{
return Register(_ => onEvent(), 0);
}
/// <summary>
/// 注册一个事件监听器,默认优先级为 0
/// </summary>
/// <param name="onEvent">要注册的事件处理方法</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister Register(Action<T> onEvent)
{
return Register(onEvent, 0);
}
/// <summary>
/// 注册一个事件监听器,并指定优先级
/// </summary>
/// <param name="onEvent">要注册的事件处理方法</param>
/// <param name="priority">优先级,数值越大优先级越高</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister Register(Action<T> onEvent, int priority)
{
var handler = new EventHandler(onEvent, priority);
lock (_syncRoot)
{
_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));
}
/// <summary>
/// 取消指定的事件监听器
/// </summary>
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegister(Action<T> onEvent)
{
lock (_syncRoot)
{
_handlers.RemoveAll(h => h.Handler == onEvent);
}
}
/// <summary>
/// 注册一个上下文事件监听器,并指定优先级
/// </summary>
/// <param name="onEvent">要注册的事件处理方法,接收 EventContext 参数</param>
/// <param name="priority">优先级,数值越大优先级越高</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister RegisterWithContext(Action<EventContext<T>> onEvent, int priority = 0)
{
var handler = new ContextEventHandler(onEvent, priority);
lock (_syncRoot)
{
_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));
}
/// <summary>
/// 取消指定的上下文事件监听器
/// </summary>
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegisterContext(Action<EventContext<T>> onEvent)
{
lock (_syncRoot)
{
_contextHandlers.RemoveAll(h => h.Handler == onEvent);
}
}
/// <summary>
/// 触发事件处理程序,并指定传播模式
/// </summary>
/// <param name="t">传递给事件处理程序的参数</param>
/// <param name="propagation">事件传播模式</param>
public void Trigger(T t, EventPropagation propagation = EventPropagation.All)
{
_handled = false;
switch (propagation)
{
case EventPropagation.All:
TriggerAll(t);
break;
case EventPropagation.UntilHandled:
TriggerUntilHandled(t);
break;
case EventPropagation.Highest:
TriggerHighest(t);
break;
}
}
/// <summary>
/// 触发所有事件处理器(按优先级顺序)
/// </summary>
/// <param name="t">事件参数</param>
private void TriggerAll(T t)
{
var allHandlers = MergeAndSortHandlers(t);
var context = new EventContext<T>(t);
foreach (var item in allHandlers)
{
if (item.IsContext)
{
item.ContextHandler?.Invoke(context);
}
else
{
item.Handler?.Invoke();
}
}
}
/// <summary>
/// 触发事件处理器直到被处理
/// </summary>
/// <param name="t">事件参数</param>
private void TriggerUntilHandled(T t)
{
var allHandlers = MergeAndSortHandlers(t);
var context = new EventContext<T>(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
}
}
}
/// <summary>
/// 仅触发最高优先级的事件处理器
/// </summary>
/// <param name="t">事件参数</param>
private void TriggerHighest(T t)
{
var (normalSnapshot, contextSnapshot) = CreateSnapshots();
var highestPriority = GetHighestPriority(normalSnapshot, contextSnapshot);
if (highestPriority != int.MinValue)
{
ExecuteHighPriorityNormalHandlers(normalSnapshot, t, highestPriority);
ExecuteHighPriorityContextHandlers(contextSnapshot, t, highestPriority);
}
}
/// <summary>
/// 合并并排序所有事件处理器
/// </summary>
/// <param name="t">事件参数</param>
/// <returns>合并排序后的处理器列表</returns>
private List<(int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)>
MergeAndSortHandlers(T t)
{
var (normalSnapshot, contextSnapshot) = CreateSnapshots();
// 使用统一的投影方法显式固定元组的可空标注,避免 LINQ 在 Concat 时推断出不兼容的签名。
return normalSnapshot
.Select(h => CreateNormalHandlerInvocation(h, t))
.Concat(contextSnapshot.Select(CreateContextHandlerInvocation))
.OrderByDescending(h => h.Priority)
.ToList();
}
/// <summary>
/// 获取最高优先级
/// </summary>
/// <param name="normalHandlers">普通事件处理器数组</param>
/// <param name="contextHandlers">上下文事件处理器数组</param>
/// <returns>最高优先级值</returns>
private static int GetHighestPriority(EventHandler[] normalHandlers, ContextEventHandler[] contextHandlers)
{
var highestPriority = int.MinValue;
if (normalHandlers.Length > 0)
highestPriority = Math.Max(highestPriority, normalHandlers[0].Priority);
if (contextHandlers.Length > 0)
highestPriority = Math.Max(highestPriority, contextHandlers[0].Priority);
return highestPriority;
}
/// <summary>
/// 执行高优先级的普通事件处理器
/// </summary>
/// <param name="handlers">处理器数组</param>
/// <param name="t">事件参数</param>
/// <param name="highestPriority">最高优先级</param>
private static void ExecuteHighPriorityNormalHandlers(EventHandler[] handlers, T t, int highestPriority)
{
foreach (var handler in handlers)
{
if (handler.Priority < highestPriority) break;
handler.Handler.Invoke(t);
}
}
/// <summary>
/// 执行高优先级的上下文事件处理器
/// </summary>
/// <param name="handlers">处理器数组</param>
/// <param name="t">事件参数</param>
/// <param name="highestPriority">最高优先级</param>
private static void ExecuteHighPriorityContextHandlers(ContextEventHandler[] handlers, T t, int highestPriority)
{
var context = new EventContext<T>(t);
foreach (var handler in handlers)
{
if (handler.Priority < highestPriority) break;
handler.Handler.Invoke(context);
}
}
/// <summary>
/// 获取当前已注册的监听器总数量(包括普通监听器和上下文监听器)
/// </summary>
/// <returns>监听器总数量</returns>
public int GetListenerCount()
{
lock (_syncRoot)
{
return _handlers.Count + _contextHandlers.Count;
}
}
private (EventHandler[] NormalHandlers, ContextEventHandler[] ContextHandlers) CreateSnapshots()
{
lock (_syncRoot)
{
return (_handlers.ToArray(), _contextHandlers.ToArray());
}
}
/// <summary>
/// 将普通事件处理器转换为统一的调用描述。
/// </summary>
/// <param name="handler">要包装的普通处理器。</param>
/// <param name="t">当前触发的事件数据。</param>
/// <returns>可与上下文处理器合并排序的统一调用描述。</returns>
private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
CreateNormalHandlerInvocation(EventHandler handler, T t)
{
return (handler.Priority, () => handler.Handler.Invoke(t), null, false);
}
/// <summary>
/// 将上下文事件处理器转换为统一的调用描述。
/// </summary>
/// <param name="handler">要包装的上下文处理器。</param>
/// <returns>可与普通处理器合并排序的统一调用描述。</returns>
private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
CreateContextHandlerInvocation(ContextEventHandler handler)
{
return (handler.Priority, null, handler.Handler, true);
}
/// <summary>
/// 事件处理器包装类,包含处理器和优先级
/// </summary>
private sealed class EventHandler(Action<T> handler, int priority)
{
public Action<T> Handler { get; } = handler;
public int Priority { get; } = priority;
}
/// <summary>
/// 上下文事件处理器包装类,包含处理器和优先级
/// </summary>
private sealed class ContextEventHandler(Action<EventContext<T>> handler, int priority)
{
public Action<EventContext<T>> Handler { get; } = handler;
public int Priority { get; } = priority;
}
}