mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-30 01:06:43 +08:00
- 新增 Priority 生成器文档,介绍自动实现 IPrioritized 接口的功能 - 新增 Context Get 注入生成器文档,说明自动注入架构组件的特性 - 更新索引页面,添加新生成器的导航链接和功能描述 - 补充 EnumGenerator 配置选项说明,列出已实现和未实现的选项 - 添加完整的诊断信息说明,涵盖新生成器的所有错误场景
715 lines
17 KiB
Markdown
715 lines
17 KiB
Markdown
# Context Get 注入生成器
|
||
|
||
> 自动注入架构组件,消除样板代码
|
||
|
||
Context Get 注入生成器提供自动注入架构组件的能力,通过源代码生成器在编译时自动生成依赖注入代码,无需手动调用
|
||
GetModel/GetSystem 等方法。
|
||
|
||
## 概述
|
||
|
||
### 核心功能
|
||
|
||
- **自动注入**:自动注入 Model、System、Utility 和 Service 实例
|
||
- **集合注入**:支持注入多个同类型组件的集合
|
||
- **智能推断**:`[GetAll]` 特性可自动识别字段类型并注入
|
||
- **零运行时开销**:编译时生成代码,无反射或动态调用
|
||
|
||
### 与 ContextAware 的关系
|
||
|
||
Context Get 注入依赖 `[ContextAware]` 特性提供的上下文访问能力。使用注入特性前,类必须:
|
||
|
||
- 标记 `[ContextAware]` 特性,或
|
||
- 实现 `IContextAware` 接口,或
|
||
- 继承 `ContextAwareBase` 类
|
||
|
||
## 注入特性
|
||
|
||
### 支持的9个特性
|
||
|
||
| 特性 | 应用目标 | 功能描述 | 类型约束 |
|
||
|------------------|------|------------------|------------------------------------|
|
||
| `[GetModel]` | 字段 | 注入单个 Model 实例 | 必须实现 IModel |
|
||
| `[GetModels]` | 字段 | 注入 Model 集合 | IReadOnlyList\<IModel\> |
|
||
| `[GetSystem]` | 字段 | 注入单个 System 实例 | 必须实现 ISystem |
|
||
| `[GetSystems]` | 字段 | 注入 System 集合 | IReadOnlyList\<ISystem\> |
|
||
| `[GetUtility]` | 字段 | 注入单个 Utility 实例 | 必须实现 IUtility |
|
||
| `[GetUtilities]` | 字段 | 注入 Utility 集合 | IReadOnlyList\<IUtility\> |
|
||
| `[GetService]` | 字段 | 注入单个服务实例 | 必须是引用类型 |
|
||
| `[GetServices]` | 字段 | 注入服务集合 | IReadOnlyList\<T\> where T : class |
|
||
| `[GetAll]` | 类 | 自动推断并注入所有符合类型的字段 | 智能推断 |
|
||
|
||
## 基础使用
|
||
|
||
### 单实例注入
|
||
|
||
使用 `[GetModel]`、`[GetSystem]`、`[GetUtility]` 和 `[GetService]` 注入单个实例:
|
||
|
||
```csharp
|
||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||
using GFramework.Core.Abstractions.Model;
|
||
using GFramework.Core.Abstractions.Systems;
|
||
using GFramework.Core.Abstractions.Utility;
|
||
|
||
[ContextAware]
|
||
public partial class PlayerController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _playerModel = null!;
|
||
|
||
[GetSystem]
|
||
private ICombatSystem _combatSystem = null!;
|
||
|
||
[GetUtility]
|
||
private IPathFinder _pathFinder = null!;
|
||
|
||
[GetService]
|
||
private IAudioService _audioService = null!;
|
||
|
||
public void Initialize()
|
||
{
|
||
// 字段已自动注入,可直接使用
|
||
_combatSystem.Attack(_playerModel);
|
||
}
|
||
}
|
||
```
|
||
|
||
### 集合注入
|
||
|
||
使用 `[GetModels]`、`[GetSystems]`、`[GetUtilities]` 和 `[GetServices]` 注入多个实例:
|
||
|
||
```csharp
|
||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||
|
||
[ContextAware]
|
||
public partial class StrategyManager
|
||
{
|
||
[GetModels]
|
||
private IReadOnlyList<IPlayerModel> _playerModels = null!;
|
||
|
||
[GetSystems]
|
||
private IReadOnlyList<IGameSystem> _gameSystems = null!;
|
||
|
||
public void ProcessAll()
|
||
{
|
||
foreach (var system in _gameSystems)
|
||
{
|
||
system.Initialize();
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### 智能推断注入 `[GetAll]`
|
||
|
||
`[GetAll]` 特性标记在类上,自动推断所有符合类型的字段并注入:
|
||
|
||
```csharp
|
||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameManager
|
||
{
|
||
// 自动推断为 Model 注入
|
||
private IPlayerModel _playerModel = null!;
|
||
|
||
// 自动推断为 System 注入
|
||
private ICombatSystem _combatSystem = null!;
|
||
|
||
// 自动推断为 Utility 注入
|
||
private IPathFinder _pathFinder = null!;
|
||
|
||
// 自动推断为集合注入
|
||
private IReadOnlyList<IStrategy> _strategies = null!;
|
||
|
||
// Service 不会被自动推断(需要显式标记)
|
||
[GetService]
|
||
private IExternalService _externalService = null!;
|
||
}
|
||
```
|
||
|
||
## 生成代码解析
|
||
|
||
### 注入方法生成
|
||
|
||
生成器会为每个注入字段生成一个私有方法:
|
||
|
||
```csharp
|
||
// <auto-generated />
|
||
#nullable enable
|
||
|
||
using GFramework.Core.Extensions;
|
||
|
||
namespace YourNamespace;
|
||
|
||
partial class PlayerController
|
||
{
|
||
private void __InjectContextBindings_Generated()
|
||
{
|
||
_playerModel = this.GetModel<global::IPlayerModel>();
|
||
_combatSystem = this.GetSystem<global::ICombatSystem>();
|
||
_pathFinder = this.GetUtility<global::IPathFinder>();
|
||
_audioService = this.GetService<global::IAudioService>();
|
||
}
|
||
}
|
||
```
|
||
|
||
### 调用时机
|
||
|
||
注入方法需要在适当的时机手动调用:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameController
|
||
{
|
||
private IPlayerModel _player = null!;
|
||
private ICombatSystem _combat = null!;
|
||
|
||
public GameController()
|
||
{
|
||
// 在构造函数后调用注入方法
|
||
__InjectContextBindings_Generated();
|
||
}
|
||
|
||
public void Initialize()
|
||
{
|
||
// 此时字段已注入,可以安全使用
|
||
_combat.Initialize(_player);
|
||
}
|
||
}
|
||
```
|
||
|
||
## 智能推断规则
|
||
|
||
### 自动推断的类型
|
||
|
||
`[GetAll]` 会自动识别并注入以下类型:
|
||
|
||
| 字段类型 | 注入方式 | 生成代码示例 |
|
||
|---------------------------|-------|--------------------------|
|
||
| IModel 及其子类型 | 单实例注入 | `this.GetModel<T>()` |
|
||
| ISystem 及其子类型 | 单实例注入 | `this.GetSystem<T>()` |
|
||
| IUtility 及其子类型 | 单实例注入 | `this.GetUtility<T>()` |
|
||
| IReadOnlyList\<IModel\> | 集合注入 | `this.GetModels<T>()` |
|
||
| IReadOnlyList\<ISystem\> | 集合注入 | `this.GetSystems<T>()` |
|
||
| IReadOnlyList\<IUtility\> | 集合注入 | `this.GetUtilities<T>()` |
|
||
|
||
### 不自动推断的类型
|
||
|
||
以下类型不会自动推断,需要显式标记特性:
|
||
|
||
- **Service 类型**:任意引用类型太宽泛,需要使用 `[GetService]` 或 `[GetServices]` 显式标记
|
||
- **Godot.Node 及其子类**:避免与 Godot 引擎的节点注入冲突
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameNode : Node
|
||
{
|
||
// ✅ 自动注入
|
||
private IPlayerModel _model = null!;
|
||
|
||
// ✅ 自动注入
|
||
private IGameSystem _system = null!;
|
||
|
||
// ❌ 不会自动注入(Service 需要显式标记)
|
||
[GetService]
|
||
private IAudioService _audio = null!;
|
||
|
||
// ❌ 不会自动注入(Godot.Node 被排除)
|
||
private Node _otherNode = null!;
|
||
}
|
||
```
|
||
|
||
## 使用场景
|
||
|
||
### 控制器依赖注入
|
||
|
||
```csharp
|
||
using GFramework.Core.Abstractions.Controller;
|
||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameController : IController
|
||
{
|
||
private IPlayerModel _player = null!;
|
||
private IEnemyModel _enemy = null!;
|
||
private ICombatSystem _combat = null!;
|
||
private IAudioSystem _audio = null!;
|
||
|
||
public void Initialize()
|
||
{
|
||
_combat.Initialize(_player, _enemy);
|
||
}
|
||
|
||
public void Attack()
|
||
{
|
||
_combat.Attack(_player, _enemy);
|
||
_audio.PlayAttackSound();
|
||
}
|
||
}
|
||
```
|
||
|
||
### 策略模式实现
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class StrategyManager
|
||
{
|
||
[GetServices]
|
||
private IReadOnlyList<IStrategy> _strategies = null!;
|
||
|
||
public IStrategy SelectBestStrategy()
|
||
{
|
||
return _strategies.FirstOrDefault(s => s.CanExecute())
|
||
?? throw new InvalidOperationException("No strategy available");
|
||
}
|
||
}
|
||
```
|
||
|
||
### Godot 节点集成
|
||
|
||
```csharp
|
||
using Godot;
|
||
using GFramework.SourceGenerators.Abstractions.Rule;
|
||
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class PlayerNode : Node
|
||
{
|
||
private IPlayerModel _model = null!;
|
||
private IMovementSystem _movement = null!;
|
||
|
||
public override void _Ready()
|
||
{
|
||
__InjectContextBindings_Generated();
|
||
_movement.Initialize(_model);
|
||
}
|
||
}
|
||
```
|
||
|
||
## 诊断信息
|
||
|
||
### GF_ContextGet_001 - 不支持嵌套类
|
||
|
||
**错误信息**:`Class '{ClassName}' cannot use context Get injection inside a nested type`
|
||
|
||
**场景**:在嵌套类中使用注入特性
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class OuterClass
|
||
{
|
||
[GetModel] // ❌ 错误
|
||
private IModel _model = null!;
|
||
|
||
public partial class InnerClass // 嵌套类
|
||
{
|
||
[GetModel]
|
||
private IModel _innerModel = null!;
|
||
}
|
||
}
|
||
```
|
||
|
||
**解决方案**:避免在嵌套类中使用注入特性,将其提取为独立的类
|
||
|
||
### GF_ContextGet_002 - 不支持静态字段
|
||
|
||
**错误信息**:`Field '{FieldName}' cannot be static when using generated context Get injection`
|
||
|
||
**场景**:标记静态字段进行注入
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private static IPlayerModel _playerModel = null!; // ❌ 错误
|
||
}
|
||
```
|
||
|
||
**解决方案**:改为实例字段
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _playerModel = null!; // ✅ 正确
|
||
}
|
||
```
|
||
|
||
### GF_ContextGet_003 - 不支持只读字段
|
||
|
||
**错误信息**:`Field '{FieldName}' cannot be readonly when using generated context Get injection`
|
||
|
||
**场景**:标记只读字段进行注入
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private readonly IPlayerModel _playerModel = null!; // ❌ 错误
|
||
}
|
||
```
|
||
|
||
**解决方案**:移除 `readonly` 关键字
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _playerModel = null!; // ✅ 正确
|
||
}
|
||
```
|
||
|
||
### GF_ContextGet_004 - 字段类型不匹配
|
||
|
||
**错误信息**:`Field '{FieldName}' type '{FieldType}' is not valid for [{AttributeName}]`
|
||
|
||
**场景**:字段类型与注入特性要求的类型不匹配
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private ISystem _system = null!; // ❌ 错误:ISystem 不实现 IModel
|
||
}
|
||
```
|
||
|
||
**解决方案**:确保字段类型符合特性要求
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _model = null!; // ✅ 正确
|
||
|
||
[GetSystem]
|
||
private ISystem _system = null!; // ✅ 正确
|
||
}
|
||
```
|
||
|
||
### GF_ContextGet_005 - 必须是上下文感知类型
|
||
|
||
**错误信息**:`Class '{ClassName}' must be context-aware to use generated context Get injection`
|
||
|
||
**场景**:类未标记 `[ContextAware]` 或未实现 `IContextAware`
|
||
|
||
```csharp
|
||
public partial class GameController // ❌ 缺少 [ContextAware]
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _model = null!;
|
||
}
|
||
```
|
||
|
||
**解决方案**:添加 `[ContextAware]` 特性或实现 `IContextAware` 接口
|
||
|
||
```csharp
|
||
[ContextAware] // ✅ 正确
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _model = null!;
|
||
}
|
||
```
|
||
|
||
### GF_ContextGet_006 - 不支持多个注入特性
|
||
|
||
**错误信息**:`Field '{FieldName}' cannot declare multiple generated context Get attributes`
|
||
|
||
**场景**:同一字段标记了多个注入特性
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
[GetSystem] // ❌ 错误:多个特性冲突
|
||
private IPlayerModel _model = null!;
|
||
}
|
||
```
|
||
|
||
**解决方案**:每个字段只标记一个注入特性
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GameController
|
||
{
|
||
[GetModel]
|
||
private IPlayerModel _model = null!; // ✅ 正确
|
||
|
||
[GetSystem]
|
||
private ISystem _system = null!; // ✅ 正确
|
||
}
|
||
```
|
||
|
||
## 最佳实践
|
||
|
||
### 1. 优先使用 [GetAll]
|
||
|
||
使用 `[GetAll]` 可以减少特性标记,保持代码简洁:
|
||
|
||
```csharp
|
||
// ✅ 推荐:简洁
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class Controller
|
||
{
|
||
private ICoreModel _core = null!;
|
||
private ICoreSystem _system = null!;
|
||
private ICoreUtility _utility = null!;
|
||
}
|
||
|
||
// ❌ 不推荐:冗余
|
||
[ContextAware]
|
||
public partial class Controller
|
||
{
|
||
[GetModel]
|
||
private ICoreModel _core = null!;
|
||
|
||
[GetSystem]
|
||
private ICoreSystem _system = null!;
|
||
|
||
[GetUtility]
|
||
private ICoreUtility _utility = null!;
|
||
}
|
||
```
|
||
|
||
### 2. 为字段提供默认值
|
||
|
||
使用 `= null!` 或其他默认值避免编译警告:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class Controller
|
||
{
|
||
// ✅ 推荐:明确提供默认值
|
||
private IPlayerModel _player = null!;
|
||
|
||
// ❌ 不推荐:会产生编译警告
|
||
private IPlayerModel _player;
|
||
}
|
||
```
|
||
|
||
### 3. 避免过度注入
|
||
|
||
只注入真正需要的依赖,保持类的职责单一:
|
||
|
||
```csharp
|
||
// ✅ 推荐:只注入必需的依赖
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class CombatController
|
||
{
|
||
private ICombatModel _combat = null!;
|
||
private ICombatSystem _system = null!;
|
||
}
|
||
|
||
// ❌ 不推荐:注入过多依赖
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class MegaController
|
||
{
|
||
private IModel1 _m1 = null!;
|
||
private IModel2 _m2 = null!;
|
||
private IModel3 _m3 = null!;
|
||
// ... 10+ 个依赖,职责不清
|
||
}
|
||
```
|
||
|
||
### 4. 显式标记 Service 注入
|
||
|
||
Service 类型不会自动推断,需要显式标记以保持意图清晰:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class ServiceManager
|
||
{
|
||
// 自动推断
|
||
private IPlayerModel _model = null!;
|
||
private IGameSystem _system = null!;
|
||
|
||
// Service 必须显式标记
|
||
[GetService]
|
||
private IExternalService _external = null!;
|
||
}
|
||
```
|
||
|
||
### 5. 在构造函数或初始化方法中调用注入
|
||
|
||
确保在使用字段前调用注入方法:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameController
|
||
{
|
||
private IPlayerModel _player = null!;
|
||
|
||
public GameController()
|
||
{
|
||
// ✅ 在构造函数中调用
|
||
__InjectContextBindings_Generated();
|
||
}
|
||
|
||
public void Initialize()
|
||
{
|
||
// ✅ 此时字段已注入
|
||
_player.Reset();
|
||
}
|
||
}
|
||
```
|
||
|
||
## 高级场景
|
||
|
||
### 泛型类型支持
|
||
|
||
注入支持泛型类型字段:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class GenericController<TModel> where TModel : IModel
|
||
{
|
||
[GetModel]
|
||
private TModel _model = null!;
|
||
}
|
||
```
|
||
|
||
### 接口与实现类型
|
||
|
||
字段类型应使用接口而非具体实现:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class Controller
|
||
{
|
||
// ✅ 推荐:使用接口类型
|
||
private IPlayerModel _player = null!;
|
||
|
||
// ❌ 不推荐:使用具体实现类型
|
||
private PlayerModel _player = null!;
|
||
}
|
||
```
|
||
|
||
### 多架构场景
|
||
|
||
在多架构场景中,可以通过 `SetContextProvider` 切换架构:
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class GameController
|
||
{
|
||
private IPlayerModel _player = null!;
|
||
|
||
public static void SetArchitecture(IArchitecture architecture)
|
||
{
|
||
// 切换架构提供者
|
||
SetContextProvider(new CustomContextProvider(architecture));
|
||
}
|
||
}
|
||
```
|
||
|
||
## 常见问题
|
||
|
||
### Q: 为什么 Service 不会自动推断?
|
||
|
||
**A**: Service 可以是任意引用类型,自动推断可能导致误注入。显式标记确保意图清晰,避免意外行为。
|
||
|
||
### Q: 可以在构造函数中使用注入的字段吗?
|
||
|
||
**A**: 不可以。注入方法需要在构造函数中调用,字段在调用后才被注入。推荐在单独的初始化方法中使用。
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
[GetAll]
|
||
public partial class Controller
|
||
{
|
||
private IPlayerModel _player = null!;
|
||
|
||
public Controller()
|
||
{
|
||
__InjectContextBindings_Generated();
|
||
// ❌ 不推荐:在这里使用 _player
|
||
}
|
||
|
||
public void Initialize()
|
||
{
|
||
// ✅ 推荐:在初始化方法中使用
|
||
_player.Reset();
|
||
}
|
||
}
|
||
```
|
||
|
||
### Q: GetAll 会注入所有字段吗?
|
||
|
||
**A**: 不会。`[GetAll]` 只注入符合类型约束的字段:
|
||
|
||
- 实现 IModel、ISystem、IUtility 接口的类型
|
||
- 上述类型的 `IReadOnlyList<T>` 集合
|
||
- 排除 Godot.Node 类型
|
||
- 排除 Service 类型
|
||
|
||
### Q: 集合注入可以是 List\<T\> 吗?
|
||
|
||
**A**: 不可以。集合注入只支持 `IReadOnlyList<T>` 类型,这是为了保证注入集合的不可变性。
|
||
|
||
```csharp
|
||
[ContextAware]
|
||
public partial class Controller
|
||
{
|
||
// ✅ 正确
|
||
[GetModels]
|
||
private IReadOnlyList<IPlayerModel> _players = null!;
|
||
|
||
// ❌ 错误:不支持
|
||
[GetModels]
|
||
private List<IPlayerModel> _players = null!;
|
||
}
|
||
```
|
||
|
||
### Q: 如何在测试中模拟注入?
|
||
|
||
**A**: 配合 `[ContextAware]` 的 `SetContextProvider` 方法,使用测试架构:
|
||
|
||
```csharp
|
||
[Test]
|
||
public void TestController()
|
||
{
|
||
var testArchitecture = new TestArchitecture();
|
||
testArchitecture.RegisterModel<IPlayerModel>(new MockPlayerModel());
|
||
|
||
GameController.SetContextProvider(new TestContextProvider(testArchitecture));
|
||
|
||
try
|
||
{
|
||
var controller = new GameController();
|
||
controller.__InjectContextBindings_Generated();
|
||
controller.Initialize();
|
||
// 测试逻辑...
|
||
}
|
||
finally
|
||
{
|
||
GameController.ResetContextProvider();
|
||
}
|
||
}
|
||
```
|
||
|
||
## 相关文档
|
||
|
||
- [Source Generators 概述](./index.md)
|
||
- [ContextAware 生成器](./context-aware-generator.md)
|
||
- [架构组件](../core/architecture.md)
|
||
- [依赖注入](../core/ioc.md)
|