GeWuYou 19c0830a7d feat(serializer): 添加运行时类型序列化器接口并重构序列化模块
- 新增 IRuntimeTypeSerializer 接口支持运行时类型序列化
- 将序列化器接口从 Game 模块迁移到 Core 模块
- 更新 JsonSerializer 的命名空间引用
- 为 Godot 音频和图形设置类添加持久化应用接口实现
- 重构设置模型的初始化和去重逻辑
- 移除批量加载所有设置的功能
- 优化设置应用过程为异步执行
- 在存储接口中添加异步删除方法
- 为各种存储实现添加异步删除功能
- 为 Godot 文件存储添加标准文件系统路径删除支持
- 删除废弃的设置数据基类实现
2026-01-27 21:58:30 +08:00

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using GFramework.Core.Abstractions.storage;
using GFramework.Game.Abstractions.storage;
namespace GFramework.Game.storage;
/// <summary>
/// 提供带有作用域前缀的存储包装器,将所有键都加上指定的前缀
/// </summary>
/// <param name="inner">内部的实际存储实现</param>
/// <param name="prefix">用于所有键的前缀字符串</param>
public sealed class ScopedStorage(IStorage inner, string prefix) : IScopedStorage
{
/// <summary>
/// 检查指定键是否存在
/// </summary>
/// <param name="key">要检查的键</param>
/// <returns>如果键存在则返回true否则返回false</returns>
public bool Exists(string key)
{
return inner.Exists(Key(key));
}
/// <summary>
/// 异步检查指定键是否存在
/// </summary>
/// <param name="key">要检查的键</param>
/// <returns>如果键存在则返回true否则返回false</returns>
public Task<bool> ExistsAsync(string key)
{
return inner.ExistsAsync(Key(key));
}
/// <summary>
/// 读取指定键的值
/// </summary>
/// <typeparam name="T">要读取的值的类型</typeparam>
/// <param name="key">要读取的键</param>
/// <returns>键对应的值</returns>
public T Read<T>(string key)
{
return inner.Read<T>(Key(key));
}
/// <summary>
/// 读取指定键的值,如果键不存在则返回默认值
/// </summary>
/// <typeparam name="T">要读取的值的类型</typeparam>
/// <param name="key">要读取的键</param>
/// <param name="defaultValue">当键不存在时返回的默认值</param>
/// <returns>键对应的值或默认值</returns>
public T Read<T>(string key, T defaultValue)
{
return inner.Read(Key(key), defaultValue);
}
/// <summary>
/// 异步读取指定键的值
/// </summary>
/// <typeparam name="T">要读取的值的类型</typeparam>
/// <param name="key">要读取的键</param>
/// <returns>键对应的值的任务</returns>
public Task<T> ReadAsync<T>(string key)
{
return inner.ReadAsync<T>(Key(key));
}
/// <summary>
/// 写入指定键值对
/// </summary>
/// <typeparam name="T">要写入的值的类型</typeparam>
/// <param name="key">要写入的键</param>
/// <param name="value">要写入的值</param>
public void Write<T>(string key, T value)
{
inner.Write(Key(key), value);
}
/// <summary>
/// 异步写入指定键值对
/// </summary>
/// <typeparam name="T">要写入的值的类型</typeparam>
/// <param name="key">要写入的键</param>
/// <param name="value">要写入的值</param>
public Task WriteAsync<T>(string key, T value)
{
return inner.WriteAsync(Key(key), value);
}
/// <summary>
/// 删除指定键
/// </summary>
/// <param name="key">要删除的键</param>
public void Delete(string key)
{
inner.Delete(Key(key));
}
/// <summary>
/// 异步删除指定键
/// </summary>
/// <param name="key">要删除的键</param>
/// <returns>异步操作任务</returns>
public async Task DeleteAsync(string key)
{
await inner.DeleteAsync(Key(key));
}
/// <summary>
/// 为给定的键添加前缀
/// </summary>
/// <param name="key">原始键</param>
/// <returns>添加前缀后的键</returns>
private string Key(string key)
{
return string.IsNullOrEmpty(prefix)
? key
: $"{prefix}/{key}";
}
/// <summary>
/// 创建一个新的作用域存储实例
/// </summary>
/// <param name="scope">新的作用域名称</param>
/// <returns>新的作用域存储实例</returns>
public IStorage Scope(string scope)
{
return new ScopedStorage(inner, Key(scope));
}
}