GFramework/GFramework.Game/setting/SettingsPersistence.cs
GeWuYou 267d7cc84d feat(setting): 添加设置系统事件通知和重置功能
- 在SettingsModel中添加事件相关依赖引用
- 在SettingsPersistence中实现设置加载、保存、删除的事件发送机制
- 添加SettingsDeletedEvent用于通知设置删除操作
- 添加SettingsResetEvent和SettingsResetAllEvent支持设置重置功能
- 在SettingsPersistence中新增ResetAsync和ResetAllAsync方法
- 修改TryApply方法为实例方法并添加设置应用过程的事件通知
- 添加SettingsApplyingEvent和SettingsAppliedEvent跟踪设置应用状态
- [skip ci]
2026-01-17 13:43:15 +08:00

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using GFramework.Core.Abstractions.storage;
using GFramework.Core.extensions;
using GFramework.Core.utility;
using GFramework.Game.Abstractions.setting;
using GFramework.Game.setting.events;
namespace GFramework.Game.setting;
/// <summary>
/// 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
/// </summary>
public class SettingsPersistence : AbstractContextUtility, ISettingsPersistence
{
private IStorage _storage = null!;
/// <summary>
/// 异步加载指定类型的设置数据
/// </summary>
/// <typeparam name="T">设置数据类型必须实现ISettingsData接口</typeparam>
/// <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>
public async Task<T> LoadAsync<T>() where T : class, ISettingsData, new()
{
var key = GetKey<T>();
if (await _storage.ExistsAsync(key))
{
var result = await _storage.ReadAsync<T>(key);
this.SendEvent(new SettingsLoadedEvent<T>(result));
return result;
}
var newSettings = new T();
this.SendEvent(new SettingsLoadedEvent<T>(newSettings));
return newSettings;
}
/// <summary>
/// 异步保存设置数据到存储中
/// </summary>
/// <typeparam name="T">设置数据类型必须实现ISettingsData接口</typeparam>
/// <param name="section">要保存的设置数据实例</param>
public async Task SaveAsync<T>(T section) where T : class, ISettingsData
{
var key = GetKey<T>();
await _storage.WriteAsync(key, section);
this.SendEvent(new SettingsSavedEvent<T>(section));
}
/// <summary>
/// 检查指定类型的设置数据是否存在
/// </summary>
/// <typeparam name="T">设置数据类型必须实现ISettingsData接口</typeparam>
/// <returns>如果存在返回true否则返回false</returns>
public async Task<bool> ExistsAsync<T>() where T : class, ISettingsData
{
var key = GetKey<T>();
return await _storage.ExistsAsync(key);
}
/// <summary>
/// 异步删除指定类型的设置数据
/// </summary>
/// <typeparam name="T">设置数据类型必须实现ISettingsData接口</typeparam>
public async Task DeleteAsync<T>() where T : class, ISettingsData
{
var key = GetKey<T>();
_storage.Delete(key);
this.SendEvent(new SettingsDeletedEvent(typeof(T)));
await Task.CompletedTask;
}
/// <summary>
/// 异步保存所有设置数据到存储中
/// </summary>
/// <param name="allData">包含所有设置数据的可枚举集合</param>
public async Task SaveAllAsync(IEnumerable<ISettingsData> allData)
{
var dataList = allData.ToList();
foreach (var data in dataList)
{
var type = data.GetType();
var key = GetKey(type);
await _storage.WriteAsync(key, data);
}
this.SendEvent(new SettingsBatchSavedEvent(dataList));
}
/// <summary>
/// 异步加载所有已知类型的设置数据
/// </summary>
/// <param name="knownTypes">已知设置数据类型的集合</param>
/// <returns>类型与对应设置数据的字典映射</returns>
public async Task<IDictionary<Type, ISettingsData>> LoadAllAsync(IEnumerable<Type> knownTypes)
{
var result = new Dictionary<Type, ISettingsData>();
var allSettings = new List<ISettingsSection>();
foreach (var type in knownTypes)
{
var key = GetKey(type);
if (!await _storage.ExistsAsync(key)) continue;
// 使用反射调用泛型方法
var method = typeof(IStorage)
.GetMethod(nameof(IStorage.ReadAsync))!
.MakeGenericMethod(type);
var task = (Task)method.Invoke(_storage, [key])!;
await task;
var loaded = (ISettingsData)((dynamic)task).Result;
result[type] = loaded;
allSettings.Add(loaded);
}
this.SendEvent(new SettingsAllLoadedEvent(allSettings));
return result;
}
public async Task<T> ResetAsync<T>() where T : class, ISettingsData, new()
{
var type = typeof(T);
var key = GetKey(type);
T oldSettings;
if (await _storage.ExistsAsync(key))
{
oldSettings = await _storage.ReadAsync<T>(key);
}
else
{
oldSettings = new T();
}
var newSettings = new T();
await _storage.WriteAsync(key, newSettings);
this.SendEvent(new SettingsResetEvent<T>(oldSettings, newSettings));
return newSettings;
}
public async Task ResetAllAsync()
{
var knownTypes = new List<Type>();
var audioSettings = await LoadAllAsync(knownTypes);
var allNewSettings = new List<ISettingsSection>();
foreach (var kvp in audioSettings)
{
var type = kvp.Key;
var key = GetKey(type);
var newSettings = Activator.CreateInstance(type) as ISettingsSection;
if (newSettings is null) continue;
await _storage.WriteAsync(key, newSettings);
allNewSettings.Add(newSettings);
}
this.SendEvent(new SettingsResetAllEvent(allNewSettings));
}
protected override void OnInit()
{
_storage = this.GetUtility<IStorage>()!;
}
/// <summary>
/// 获取指定类型的存储键名
/// </summary>
/// <typeparam name="T">设置数据类型</typeparam>
/// <returns>格式为"Settings_类型名称"的键名</returns>
private static string GetKey<T>() where T : ISettingsData
=> GetKey(typeof(T));
/// <summary>
/// 获取指定类型的存储键名
/// </summary>
/// <param name="type">设置数据类型</param>
/// <returns>格式为"Settings_类型名称"的键名</returns>
private static string GetKey(Type type)
=> $"Settings_{type.Name}";
}