mirror of
https://github.com/GeWuYou/GFramework.git
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- 将SettingsModel内部存储分离为_dataSettings和_applicators两个字典 - 添加IDataSettings接口用于标识纯数据设置 - 修改Get方法为GetData以明确区分数据获取 - 添加RegisterApplicator和GetApplicator方法管理可应用设置 - 更新TryGet方法支持从数据和应用器中查找设置 - 扩展SettingsPersistence支持批量保存和加载所有设置数据 - 将AudioBusMap重命名为AudioBusMapSettings并实现ISettingsData接口 - 修改Godot音频和图形设置适配新的接口变更 - [skip ci]
128 lines
4.2 KiB
C#
128 lines
4.2 KiB
C#
using GFramework.Core.Abstractions.storage;
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using GFramework.Core.extensions;
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using GFramework.Core.utility;
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using GFramework.Game.Abstractions.setting;
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namespace GFramework.Game.setting;
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/// <summary>
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/// 设置持久化服务类,负责处理设置数据的加载、保存、删除等操作
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/// </summary>
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public class SettingsPersistence : AbstractContextUtility, ISettingsPersistence
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{
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private IStorage _storage = null!;
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/// <summary>
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/// 异步加载指定类型的设置数据
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <returns>如果存在则返回存储的设置数据,否则返回新创建的实例</returns>
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public async Task<T> LoadAsync<T>() where T : class, ISettingsData, new()
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{
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var key = GetKey<T>();
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if (await _storage.ExistsAsync(key))
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{
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return await _storage.ReadAsync<T>(key);
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}
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return new T();
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}
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/// <summary>
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/// 异步保存设置数据到存储中
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <param name="section">要保存的设置数据实例</param>
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public async Task SaveAsync<T>(T section) where T : class, ISettingsData
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{
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var key = GetKey<T>();
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await _storage.WriteAsync(key, section);
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}
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/// <summary>
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/// 检查指定类型的设置数据是否存在
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <returns>如果存在返回true,否则返回false</returns>
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public async Task<bool> ExistsAsync<T>() where T : class, ISettingsData
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{
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var key = GetKey<T>();
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return await _storage.ExistsAsync(key);
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}
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/// <summary>
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/// 异步删除指定类型的设置数据
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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public async Task DeleteAsync<T>() where T : class, ISettingsData
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{
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var key = GetKey<T>();
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_storage.Delete(key);
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await Task.CompletedTask;
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}
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/// <summary>
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/// 异步保存所有设置数据到存储中
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/// </summary>
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/// <param name="allData">包含所有设置数据的可枚举集合</param>
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public async Task SaveAllAsync(IEnumerable<ISettingsData> allData)
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{
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foreach (var data in allData)
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{
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var type = data.GetType();
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var key = GetKey(type);
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await _storage.WriteAsync(key, data);
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}
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}
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/// <summary>
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/// 异步加载所有已知类型的设置数据
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/// </summary>
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/// <param name="knownTypes">已知设置数据类型的集合</param>
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/// <returns>类型与对应设置数据的字典映射</returns>
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public async Task<IDictionary<Type, ISettingsData>> LoadAllAsync(IEnumerable<Type> knownTypes)
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{
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var result = new Dictionary<Type, ISettingsData>();
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foreach (var type in knownTypes)
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{
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var key = GetKey(type);
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if (!await _storage.ExistsAsync(key)) continue;
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// 使用反射调用泛型方法
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var method = typeof(IStorage)
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.GetMethod(nameof(IStorage.ReadAsync))!
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.MakeGenericMethod(type);
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var task = (Task)method.Invoke(_storage, [key])!;
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await task;
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var loaded = (ISettingsData)((dynamic)task).Result;
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result[type] = loaded;
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}
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return result;
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}
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protected override void OnInit()
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{
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_storage = this.GetUtility<IStorage>()!;
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}
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/// <summary>
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/// 获取指定类型的存储键名
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/// </summary>
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/// <typeparam name="T">设置数据类型</typeparam>
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/// <returns>格式为"Settings_类型名称"的键名</returns>
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private static string GetKey<T>() where T : ISettingsData
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=> GetKey(typeof(T));
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/// <summary>
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/// 获取指定类型的存储键名
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/// </summary>
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/// <param name="type">设置数据类型</param>
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/// <returns>格式为"Settings_类型名称"的键名</returns>
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private static string GetKey(Type type)
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=> $"Settings_{type.Name}";
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} |