GFramework/GFramework.Game/Config/GameConfigBootstrap.cs
GeWuYou 13c91c8869 feat(config): 添加配置模块架构集成与YAML加载器
- 实现 GameConfigBootstrap 启动帮助器,统一管理配置注册表、YAML加载器与热重载句柄
- 创建 GameConfigModule 配置模块,集成到 Architecture 生命周期中完成自动加载与资源回收
- 实现 YamlConfigLoader 基于文件目录的YAML配置加载器,支持批量加载与热重载功能
- 添加 ArchitectureConfigIntegrationTests 集成测试,验证模块安装、加载顺序与表访问
- 实现热重载防抖机制,支持开发期配置变更监听与增量更新
- 提供同步上下文桥接支持,避免Unity主线程或UI线程上的死锁问题
2026-04-09 14:48:05 +08:00

336 lines
11 KiB
C#

using System.Threading;
using GFramework.Core.Abstractions.Events;
using GFramework.Game.Abstractions.Config;
namespace GFramework.Game.Config;
/// <summary>
/// 提供官方的 C# 配置启动帮助器。
/// 该类型负责把配置注册表、YAML 加载器与开发期热重载句柄收敛到一个长生命周期对象中,
/// 让消费者项目可以通过一个稳定入口完成配置启动,而不是在多个脚本里重复拼装运行时细节。
/// </summary>
/// <remarks>
/// 生命周期转换会串行化执行,因此并发调用只会观察到已经提交完成的加载器与热重载句柄。
/// 如果初始化或热重载启动在中途失败,当前实例会保留失败前的稳定状态,而不会公开半初始化对象。
/// </remarks>
public sealed class GameConfigBootstrap : IDisposable
{
private const string ConfigureLoaderCannotBeNullMessage = "ConfigureLoader must be provided.";
private const string RootPathCannotBeNullOrWhiteSpaceMessage = "Root path cannot be null or whitespace.";
// All lifecycle transitions share one gate so initialization, hot-reload startup,
// stop, and disposal never publish half-finished state to concurrent callers.
private readonly object _stateGate = new();
private readonly GameConfigBootstrapOptions _options;
private IUnRegister? _hotReload;
private YamlConfigLoader? _loader;
private bool _disposed;
private bool _isInitializing;
private bool _isStartingHotReload;
private bool _stopHotReloadAfterStart;
/// <summary>
/// 使用指定选项创建配置启动帮助器。
/// </summary>
/// <param name="options">配置启动约定。</param>
/// <exception cref="ArgumentNullException">当 <paramref name="options" /> 为空时抛出。</exception>
/// <exception cref="ArgumentException">
/// 当 <paramref name="options" /> 的 <see cref="GameConfigBootstrapOptions.RootPath" /> 为空,
/// 或 <see cref="GameConfigBootstrapOptions.ConfigureLoader" /> 未提供时抛出。
/// </exception>
public GameConfigBootstrap(GameConfigBootstrapOptions options)
{
ArgumentNullException.ThrowIfNull(options);
if (string.IsNullOrWhiteSpace(options.RootPath))
{
throw new ArgumentException(
RootPathCannotBeNullOrWhiteSpaceMessage,
nameof(options));
}
if (options.ConfigureLoader == null)
{
throw new ArgumentException(
ConfigureLoaderCannotBeNullMessage,
nameof(options));
}
_options = options;
RootPath = options.RootPath;
Registry = options.Registry ?? new ConfigRegistry();
}
/// <summary>
/// 获取配置根目录。
/// </summary>
public string RootPath { get; }
/// <summary>
/// 获取当前配置生命周期共享的注册表。
/// 默认情况下该实例由启动帮助器创建;如调用方传入自定义注册表,则返回同一个对象。
/// </summary>
public IConfigRegistry Registry { get; }
/// <summary>
/// 获取一个值,指示启动帮助器是否已经成功完成初次加载。
/// 该状态只会在完整初始化链路(包括可选热重载启动)成功后才对外可见,
/// 避免并发调用观察到半初始化生命周期。
/// </summary>
public bool IsInitialized
{
get
{
lock (_stateGate)
{
return _loader != null;
}
}
}
/// <summary>
/// 获取一个值,指示开发期热重载是否已启用。
/// 只有当监听句柄已经成功创建并提交到当前生命周期后,该属性才会返回 <see langword="true" />。
/// </summary>
public bool IsHotReloadEnabled
{
get
{
lock (_stateGate)
{
return _hotReload != null;
}
}
}
/// <summary>
/// 获取当前生效的 YAML 配置加载器。
/// 只有在 <see cref="InitializeAsync" /> 成功返回后该属性才可访问。
/// </summary>
/// <exception cref="ObjectDisposedException">当当前实例已释放时抛出。</exception>
/// <exception cref="InvalidOperationException">当启动帮助器尚未初始化成功时抛出。</exception>
public YamlConfigLoader Loader
{
get
{
lock (_stateGate)
{
ThrowIfDisposedCore();
return _loader ?? throw new InvalidOperationException(
"The config bootstrap has not been initialized yet.");
}
}
}
/// <summary>
/// 执行初次配置加载,并在需要时启动开发期热重载。
/// 该方法只能成功调用一次,避免同一个生命周期对象在运行中被重新拼装为另一套加载约定。
/// </summary>
/// <param name="cancellationToken">取消令牌。</param>
/// <remarks>
/// 该入口会被 <see cref="GameConfigModule" /> 的同步生命周期钩子桥接调用,
/// 因此内部所有异步等待都必须使用 <c>ConfigureAwait(false)</c>,避免在 Unity 主线程、
/// UI Dispatcher 或带 <see cref="SynchronizationContext" /> 的测试线程上发生同步阻塞死锁。
/// </remarks>
/// <returns>表示异步初始化流程的任务。</returns>
/// <exception cref="ObjectDisposedException">当当前实例已释放时抛出。</exception>
/// <exception cref="InvalidOperationException">当当前实例已经初始化成功时抛出。</exception>
/// <exception cref="ConfigLoadException">当配置加载失败时抛出。</exception>
public async Task InitializeAsync(CancellationToken cancellationToken = default)
{
lock (_stateGate)
{
ThrowIfDisposedCore();
if (_isInitializing || _loader != null)
{
throw new InvalidOperationException(
"The config bootstrap can only be initialized once per instance.");
}
_isInitializing = true;
}
IUnRegister? hotReload = null;
try
{
var loader = new YamlConfigLoader(RootPath);
_options.ConfigureLoader!(loader);
await loader.LoadAsync(Registry, cancellationToken).ConfigureAwait(false);
if (_options.EnableHotReload)
{
hotReload = loader.EnableHotReload(Registry, _options.HotReloadOptions);
}
lock (_stateGate)
{
try
{
ThrowIfDisposedCore();
// 仅在初次加载与可选热重载都完整成功后才提交结果,
// 避免 IsInitialized / Loader 暴露半初始化生命周期。
_loader = loader;
_hotReload = hotReload;
hotReload = null;
}
finally
{
_isInitializing = false;
}
}
}
catch
{
lock (_stateGate)
{
_isInitializing = false;
}
hotReload?.UnRegister();
throw;
}
}
/// <summary>
/// 启用开发期热重载。
/// 该入口让调用方可以先完成一次确定性的初始加载,再按环境决定是否追加文件监听。
/// </summary>
/// <param name="options">热重载选项;为空时使用 <see cref="YamlConfigLoader" /> 的默认行为。</param>
/// <exception cref="ObjectDisposedException">当当前实例已释放时抛出。</exception>
/// <exception cref="InvalidOperationException">
/// 当初始加载尚未完成,或热重载已经处于启用状态时抛出。
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// 当 <paramref name="options" /> 的 <see cref="YamlConfigHotReloadOptions.DebounceDelay" /> 小于
/// <see cref="TimeSpan.Zero" /> 时抛出。
/// </exception>
public void StartHotReload(YamlConfigHotReloadOptions? options = null)
{
YamlConfigLoader loader;
lock (_stateGate)
{
ThrowIfDisposedCore();
loader = _loader ?? throw new InvalidOperationException(
"Hot reload can only be started after the initial config load succeeds.");
if (_isStartingHotReload || _hotReload != null)
{
throw new InvalidOperationException("Hot reload is already enabled.");
}
_isStartingHotReload = true;
_stopHotReloadAfterStart = false;
}
IUnRegister? hotReload = null;
try
{
hotReload = loader.EnableHotReload(Registry, options);
var shouldStop = false;
lock (_stateGate)
{
try
{
ThrowIfDisposedCore();
// Stop/Dispose may arrive while the watcher is being created. In that
// case, release the new handle immediately instead of publishing it.
if (_stopHotReloadAfterStart)
{
shouldStop = true;
_stopHotReloadAfterStart = false;
}
else
{
_hotReload = hotReload;
hotReload = null;
}
}
finally
{
_isStartingHotReload = false;
}
}
if (shouldStop)
{
hotReload?.UnRegister();
}
}
catch
{
lock (_stateGate)
{
_isStartingHotReload = false;
_stopHotReloadAfterStart = false;
}
hotReload?.UnRegister();
throw;
}
}
/// <summary>
/// 停止开发期热重载并释放监听资源。
/// 该方法是幂等的,允许启动层在销毁阶段无条件调用。
/// </summary>
public void StopHotReload()
{
IUnRegister? hotReload;
lock (_stateGate)
{
if (_isStartingHotReload && _hotReload == null)
{
_stopHotReloadAfterStart = true;
return;
}
hotReload = _hotReload;
_hotReload = null;
}
hotReload?.UnRegister();
}
/// <summary>
/// 停止热重载并释放当前帮助器持有的资源。
/// </summary>
public void Dispose()
{
IUnRegister? hotReload;
lock (_stateGate)
{
if (_disposed)
{
return;
}
_disposed = true;
if (_isStartingHotReload && _hotReload == null)
{
_stopHotReloadAfterStart = true;
}
hotReload = _hotReload;
_hotReload = null;
}
hotReload?.UnRegister();
}
private void ThrowIfDisposedCore()
{
if (_disposed)
{
throw new ObjectDisposedException(nameof(GameConfigBootstrap));
}
}
}