mirror of
https://github.com/GeWuYou/GFramework.git
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- 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
145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using GFramework.Core.extensions;
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using GFramework.Core.model;
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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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/// 设置模型类,用于管理不同类型的应用程序设置部分
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/// </summary>
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public class SettingsModel : AbstractModel, ISettingsModel
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{
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private readonly Dictionary<Type, IApplyAbleSettings> _applicators = new();
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private readonly Dictionary<Type, ISettingsData> _dataSettings = new();
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private ISettingsPersistence? _persistence;
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/// <summary>
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/// 获取或创建数据设置
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口并具有无参构造函数</typeparam>
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/// <returns>指定类型的设置数据实例</returns>
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public T GetData<T>() where T : class, ISettingsData, new()
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{
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var type = typeof(T);
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// 尝试从现有字典中获取已存在的设置数据
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if (_dataSettings.TryGetValue(type, out var existing))
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return (T)existing;
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// 创建新的设置数据实例并存储到字典中
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var created = new T();
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_dataSettings[type] = created;
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return created;
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}
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/// <summary>
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/// 注册可应用设置(必须手动注册)
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/// </summary>
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/// <typeparam name="T">可应用设置的类型,必须继承自class和IApplyAbleSettings</typeparam>
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/// <param name="applicator">要注册的可应用设置实例</param>
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/// <returns>返回当前设置模型实例,支持链式调用</returns>
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public ISettingsModel RegisterApplicator<T>(T applicator) where T : class, IApplyAbleSettings
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{
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var type = typeof(T);
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_applicators[type] = applicator;
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// 如果这个应用设置同时也是数据设置,也注册到数据字典中
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if (applicator is ISettingsData data)
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{
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_dataSettings[type] = data;
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}
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return this;
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}
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/// <summary>
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/// 获取已注册的可应用设置
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/// </summary>
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/// <typeparam name="T">可应用设置类型,必须实现IApplyAbleSettings接口</typeparam>
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/// <returns>找到的可应用设置实例,如果未找到则返回null</returns>
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public T? GetApplicator<T>() where T : class, IApplyAbleSettings
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{
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var type = typeof(T);
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return _applicators.TryGetValue(type, out var applicator)
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? (T)applicator
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: null;
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}
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/// <summary>
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/// 尝试获取指定类型的设置节
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/// </summary>
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/// <param name="type">要查找的设置类型</param>
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/// <param name="section">输出参数,找到的设置节实例</param>
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/// <returns>如果找到设置节则返回true,否则返回false</returns>
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public bool TryGet(Type type, out ISettingsSection section)
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{
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// 首先在数据设置字典中查找
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if (_dataSettings.TryGetValue(type, out var data))
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{
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section = data;
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return true;
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}
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// 然后在应用器字典中查找
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if (_applicators.TryGetValue(type, out var applicator))
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{
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section = applicator;
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return true;
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}
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section = null!;
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return false;
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}
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/// <summary>
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/// 获取所有设置节的集合
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/// </summary>
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/// <returns>包含所有设置节的可枚举集合</returns>
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public IEnumerable<ISettingsSection> All()
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{
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// 使用 HashSet 去重(避免同时实现两个接口的设置被重复返回)
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var sections = new HashSet<ISettingsSection>();
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foreach (var applicator in _applicators.Values)
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sections.Add(applicator);
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foreach (var data in _dataSettings.Values)
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sections.Add(data);
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return sections;
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}
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/// <summary>
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/// 初始化并加载指定类型的设置数据
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/// </summary>
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public async Task InitializeAsync(params Type[] settingTypes)
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{
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foreach (var type in settingTypes)
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{
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if (!typeof(ISettingsData).IsAssignableFrom(type) ||
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!type.IsClass ||
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type.GetConstructor(Type.EmptyTypes) == null)
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continue;
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// 使用反射调用泛型方法 LoadAsync<T>
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var method = typeof(ISettingsPersistence)
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.GetMethod(nameof(ISettingsPersistence.LoadAsync))!
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.MakeGenericMethod(type);
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var task = (Task)method.Invoke(_persistence, null)!;
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await task;
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var loaded = (ISettingsData)((dynamic)task).Result;
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_dataSettings[type] = loaded;
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}
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}
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/// <summary>
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/// 初始化方法,用于执行模型的初始化逻辑
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/// </summary>
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protected override void OnInit()
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{
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_persistence = this.GetUtility<ISettingsPersistence>();
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}
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} |