GFramework/GFramework.Godot/storage/GodotFileStorage.cs
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 System.Collections.Concurrent;
using System.IO;
using System.Text;
using GFramework.Core.Abstractions.serializer;
using GFramework.Core.Abstractions.storage;
using GFramework.Godot.extensions;
using Godot;
using FileAccess = Godot.FileAccess;
namespace GFramework.Godot.storage;
/// <summary>
/// Godot 特化的文件存储实现,支持 res://、user:// 和普通文件路径
/// 支持按 key 细粒度锁保证线程安全
/// </summary>
public sealed class GodotFileStorage : IStorage
{
/// <summary>
/// 每个 key 对应的锁对象
/// </summary>
private readonly ConcurrentDictionary<string, object> _keyLocks = new();
private readonly ISerializer _serializer;
/// <summary>
/// 初始化 Godot 文件存储
/// </summary>
/// <param name="serializer">序列化器实例</param>
public GodotFileStorage(ISerializer serializer)
{
_serializer = serializer ?? throw new ArgumentNullException(nameof(serializer));
}
#region Delete
/// <summary>
/// 删除指定键对应的文件
/// </summary>
/// <param name="key">存储键</param>
public void Delete(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
// 处理Godot文件系统路径的删除操作
if (path.IsGodotPath())
{
if (FileAccess.FileExists(path))
{
var err = DirAccess.RemoveAbsolute(path);
if (err != Error.Ok)
throw new IOException($"Failed to delete Godot file: {path}, error: {err}");
}
}
// 处理标准文件系统路径的删除操作
else
{
if (File.Exists(path)) File.Delete(path);
}
}
// 删除完成后尝试移除锁,防止锁字典无限增长
_keyLocks.TryRemove(path, out _);
}
/// <summary>
/// 异步删除指定键对应的文件
/// </summary>
/// <param name="key">存储键</param>
/// <returns>异步任务</returns>
public async Task DeleteAsync(string key)
{
await Task.Run(() => Delete(key));
}
#endregion
#region Helpers
/// <summary>
/// 清理路径段中的无效字符,将无效文件名字符替换为下划线
/// </summary>
/// <param name="segment">要清理的路径段</param>
/// <returns>清理后的路径段</returns>
private static string SanitizeSegment(string segment)
{
return Path.GetInvalidFileNameChars().Aggregate(segment, (current, c) => current.Replace(c, '_'));
}
/// <summary>
/// 将存储键转换为绝对路径,处理 Godot 虚拟路径和普通文件系统路径
/// </summary>
/// <param name="key">存储键</param>
/// <returns>绝对路径字符串</returns>
private static string ToAbsolutePath(string key)
{
if (string.IsNullOrWhiteSpace(key))
throw new ArgumentException("Storage key cannot be empty", nameof(key));
key = key.Replace('\\', '/');
if (key.Contains(".."))
throw new ArgumentException("Storage key cannot contain '..'", nameof(key));
// Godot 虚拟路径直接使用 FileAccess 支持
if (key.IsGodotPath())
return key;
// 普通文件系统路径
var segments = key.Split('/', StringSplitOptions.RemoveEmptyEntries)
.Select(SanitizeSegment)
.ToArray();
if (segments.Length == 0)
throw new ArgumentException("Invalid storage key", nameof(key));
var dir = Path.Combine(segments[..^1]);
var fileName = segments[^1];
if (!string.IsNullOrEmpty(dir))
Directory.CreateDirectory(dir);
return Path.Combine(dir, fileName);
}
/// <summary>
/// 获取指定路径对应的锁对象,如果不存在则创建新的锁对象
/// </summary>
/// <param name="path">文件路径</param>
/// <returns>对应路径的锁对象</returns>
private object GetLock(string path)
{
return _keyLocks.GetOrAdd(path, _ => new object());
}
#endregion
#region Exists
/// <summary>
/// 检查指定键对应的文件是否存在
/// </summary>
/// <param name="key">存储键</param>
/// <returns>文件存在返回 true否则返回 false</returns>
public bool Exists(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
if (!path.IsGodotPath()) return File.Exists(path);
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
return file != null;
}
}
/// <summary>
/// 异步检查指定键对应的文件是否存在
/// </summary>
/// <param name="key">存储键</param>
/// <returns>表示异步操作的任务,结果为布尔值表示文件是否存在</returns>
public Task<bool> ExistsAsync(string key)
{
return Task.FromResult(Exists(key));
}
#endregion
#region Read
/// <summary>
/// 读取指定键对应的序列化数据并反序列化为指定类型
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <returns>反序列化后的对象实例</returns>
/// <exception cref="FileNotFoundException">当指定键对应的文件不存在时抛出</exception>
public T Read<T>(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
string content;
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
if (file == null) throw new FileNotFoundException($"Storage key not found: {key}", path);
content = file.GetAsText();
}
else
{
if (!File.Exists(path))
throw new FileNotFoundException($"Storage key not found: {key}", path);
content = File.ReadAllText(path, Encoding.UTF8);
}
return _serializer.Deserialize<T>(content);
}
}
/// <summary>
/// 读取指定键对应的序列化数据,如果文件不存在则返回默认值
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="defaultValue">当文件不存在时返回的默认值</param>
/// <returns>反序列化后的对象实例或默认值</returns>
public T Read<T>(string key, T defaultValue)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
if ((path.IsGodotPath() && !FileAccess.FileExists(path)) || (!path.IsGodotPath() && !File.Exists(path)))
return defaultValue;
return Read<T>(key);
}
}
/// <summary>
/// 异步读取指定键对应的序列化数据并反序列化为指定类型
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <returns>表示异步操作的任务,结果为反序列化后的对象实例</returns>
public async Task<T> ReadAsync<T>(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
return await Task.Run(() =>
{
lock (keyLock)
{
string content;
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
if (file == null) throw new FileNotFoundException($"Storage key not found: {key}", path);
content = file.GetAsText();
}
else
{
if (!File.Exists(path))
throw new FileNotFoundException($"Storage key not found: {key}", path);
content = File.ReadAllText(path, Encoding.UTF8);
}
return _serializer.Deserialize<T>(content);
}
});
}
#endregion
#region Write
/// <summary>
/// 将指定对象序列化并写入到指定键对应的文件中
/// </summary>
/// <typeparam name="T">要序列化的对象类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="value">要写入的对象实例</param>
public void Write<T>(string key, T value)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
var content = _serializer.Serialize(value);
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
if (file == null) throw new IOException($"Cannot write file: {path}");
file.StoreString(content);
}
else
{
Directory.CreateDirectory(Path.GetDirectoryName(path)!);
File.WriteAllText(path, content, Encoding.UTF8);
}
}
}
/// <summary>
/// 异步将指定对象序列化并写入到指定键对应的文件中
/// </summary>
/// <typeparam name="T">要序列化的对象类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="value">要写入的对象实例</param>
/// <returns>表示异步操作的任务</returns>
public async Task WriteAsync<T>(string key, T value)
{
await Task.Run(() => Write(key, value));
}
#endregion
}