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创建了 GFramework.Game 模块的详细 README 文档,涵盖以下核心内容: - 模块概述和核心设计理念介绍 - 架构模块系统说明,包含 AbstractModule 使用示例 - 资产管理系统详解,包括资产目录和映射功能 - 存储系统实现,支持分层存储和缓存机制 - 序列化系统集成,基于 Newtonsoft.Json 的完整方案 - 丰富的代码示例,展示实际使用场景 - 最佳实践指南,涵盖数据模型设计和性能优化建议 - 性能特性说明和技术栈依赖关系
38 KiB
38 KiB
架构模式最佳实践
指导你如何设计清晰、可维护、可扩展的游戏架构,遵循 GFramework 的设计原则。
📋 目录
设计原则
1. 单一职责原则 (SRP)
确保每个类只负责一个功能领域:
// ✅ 好的做法:职责单一
public class PlayerMovementController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput);
}
private void OnPlayerInput(PlayerInputEvent e)
{
// 只负责移动逻辑
ProcessMovement(e.Direction);
}
private void ProcessMovement(Vector2 direction)
{
// 移动相关的业务逻辑
}
}
public class PlayerCombatController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<AttackInputEvent>(OnAttackInput);
}
private void OnAttackInput(AttackInputEvent e)
{
// 只负责战斗逻辑
ProcessAttack(e.Target);
}
private void ProcessAttack(Entity target)
{
// 战斗相关的业务逻辑
}
}
// ❌ 避免:职责混乱
public class PlayerController : AbstractSystem
{
private void OnPlayerInput(PlayerInputEvent e)
{
// 移动逻辑
ProcessMovement(e.Direction);
// 战斗逻辑
if (e.IsAttacking)
{
ProcessAttack(e.Target);
}
// UI逻辑
UpdateHealthBar();
// 音效逻辑
PlaySoundEffect();
// 存档逻辑
SaveGame();
// 职责太多,难以维护
}
}
2. 开闭原则 (OCP)
设计应该对扩展开放,对修改封闭:
// ✅ 好的做法:使用接口和策略模式
public interface IWeaponStrategy
{
void Attack(Entity attacker, Entity target);
int CalculateDamage(Entity attacker, Entity target);
}
public class SwordWeaponStrategy : IWeaponStrategy
{
public void Attack(Entity attacker, Entity target)
{
var damage = CalculateDamage(attacker, target);
target.TakeDamage(damage);
PlaySwingAnimation();
}
public int CalculateDamage(Entity attacker, Entity target)
{
return attacker.Strength + GetSwordBonus() - target.Armor;
}
}
public class MagicWeaponStrategy : IWeaponStrategy
{
public void Attack(Entity attacker, Entity target)
{
var damage = CalculateDamage(attacker, target);
target.TakeDamage(damage);
CastMagicEffect();
}
public int CalculateDamage(Entity attacker, Entity target)
{
return attacker.Intelligence * 2 + GetMagicBonus() - target.MagicResistance;
}
}
public class CombatSystem : AbstractSystem
{
private readonly Dictionary<WeaponType, IWeaponStrategy> _weaponStrategies;
public CombatSystem()
{
_weaponStrategies = new()
{
{ WeaponType.Sword, new SwordWeaponStrategy() },
{ WeaponType.Magic, new MagicWeaponStrategy() }
};
}
public void Attack(Entity attacker, Entity target)
{
var weaponType = attacker.EquippedWeapon.Type;
if (_weaponStrategies.TryGetValue(weaponType, out var strategy))
{
strategy.Attack(attacker, target);
}
}
// 添加新武器类型时,只需要添加新的策略,不需要修改现有代码
public void RegisterWeaponStrategy(WeaponType type, IWeaponStrategy strategy)
{
_weaponStrategies[type] = strategy;
}
}
// ❌ 避免:需要修改现有代码来扩展
public class CombatSystem : AbstractSystem
{
public void Attack(Entity attacker, Entity target)
{
var weaponType = attacker.EquippedWeapon.Type;
switch (weaponType)
{
case WeaponType.Sword:
// 剑的攻击逻辑
break;
case WeaponType.Bow:
// 弓的攻击逻辑
break;
default:
throw new NotSupportedException($"Weapon type {weaponType} not supported");
}
// 添加新武器类型时需要修改这里的 switch 语句
}
}
3. 依赖倒置原则 (DIP)
高层模块不应该依赖低层模块,两者都应该依赖抽象:
// ✅ 好的做法:依赖抽象
public interface IDataStorage
{
Task SaveAsync<T>(string key, T data);
Task<T> LoadAsync<T>(string key, T defaultValue = default);
Task<bool> ExistsAsync(string key);
}
public class FileStorage : IDataStorage
{
public async Task SaveAsync<T>(string key, T data)
{
var json = JsonConvert.SerializeObject(data);
await File.WriteAllTextAsync(GetFilePath(key), json);
}
public async Task<T> LoadAsync<T>(string key, T defaultValue = default)
{
var filePath = GetFilePath(key);
if (!File.Exists(filePath))
return defaultValue;
var json = await File.ReadAllTextAsync(filePath);
return JsonConvert.DeserializeObject<T>(json);
}
public async Task<bool> ExistsAsync(string key)
{
return File.Exists(GetFilePath(key));
}
private string GetFilePath(string key)
{
return $"saves/{key}.json";
}
}
public class CloudStorage : IDataStorage
{
public async Task SaveAsync<T>(string key, T data)
{
// 云存储实现
await UploadToCloud(key, data);
}
public async Task<T> LoadAsync<T>(string key, T defaultValue = default)
{
// 云存储实现
return await DownloadFromCloud<T>(key, defaultValue);
}
public async Task<bool> ExistsAsync(string key)
{
// 云存储实现
return await CheckCloudExists(key);
}
}
// 高层模块依赖抽象
public class SaveSystem : AbstractSystem
{
private readonly IDataStorage _storage;
public SaveSystem(IDataStorage storage)
{
_storage = storage;
}
public async Task SaveGameAsync(SaveData data)
{
await _storage.SaveAsync("current_save", data);
}
public async Task<SaveData> LoadGameAsync()
{
return await _storage.LoadAsync<SaveData>("current_save");
}
}
// ❌ 避免:依赖具体实现
public class SaveSystem : AbstractSystem
{
private readonly FileStorage _storage; // 直接依赖具体实现
public SaveSystem()
{
_storage = new FileStorage(); // 硬编码依赖
}
// 无法轻松切换到其他存储方式
}
架构分层
1. 清晰的层次结构
// ✅ 好的做法:清晰的分层架构
namespace Game.Models
{
// 数据层:只负责存储状态
public class PlayerModel : AbstractModel
{
public BindableProperty<int> Health { get; } = new(100);
public BindableProperty<int> MaxHealth { get; } = new(100);
public BindableProperty<Vector2> Position { get; } = new(Vector2.Zero);
public BindableProperty<PlayerState> State { get; } = new(PlayerState.Idle);
protected override void OnInit()
{
// 只处理数据相关的逻辑
Health.Register(OnHealthChanged);
}
private void OnHealthChanged(int newHealth)
{
if (newHealth <= 0)
{
State.Value = PlayerState.Dead;
SendEvent(new PlayerDeathEvent());
}
}
}
public enum PlayerState
{
Idle,
Moving,
Attacking,
Dead
}
}
namespace Game.Systems
{
// 业务逻辑层:处理游戏逻辑
public class PlayerMovementSystem : AbstractSystem
{
private PlayerModel _playerModel;
private GameModel _gameModel;
protected override void OnInit()
{
_playerModel = GetModel<PlayerModel>();
_gameModel = GetModel<GameModel>();
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput);
}
private void OnPlayerInput(PlayerInputEvent e)
{
if (_gameModel.State.Value != GameState.Playing)
return;
if (_playerModel.State.Value == PlayerState.Dead)
return;
// 处理移动逻辑
ProcessMovement(e.Direction);
}
private void ProcessMovement(Vector2 direction)
{
if (direction != Vector2.Zero)
{
_playerModel.Position.Value += direction.Normalized() * GetMovementSpeed();
_playerModel.State.Value = PlayerState.Moving;
SendEvent(new PlayerMovedEvent {
NewPosition = _playerModel.Position.Value,
Direction = direction
});
}
else
{
_playerModel.State.Value = PlayerState.Idle;
}
}
private float GetMovementSpeed()
{
// 从玩家属性或其他地方获取速度
return 5.0f;
}
}
}
namespace Game.Controllers
{
// 控制层:连接用户输入和业务逻辑
[ContextAware]
public partial class PlayerController : Node, IController
{
private PlayerModel _playerModel;
public override void _Ready()
{
_playerModel = Context.GetModel<PlayerModel>();
// 监听用户输入
SetProcessInput(true);
// 监听数据变化,更新UI
_playerModel.Health.Register(UpdateHealthUI);
_playerModel.Position.Register(UpdatePosition);
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetInputDirection(keyEvent);
Context.SendEvent(new PlayerInputEvent { Direction = direction });
}
}
private void UpdateHealthUI(int health)
{
// 更新UI显示
var healthBar = GetNode<ProgressBar>("UI/HealthBar");
healthBar.Value = (float)health / _playerModel.MaxHealth.Value * 100;
}
private void UpdatePosition(Vector2 position)
{
// 更新玩家位置
Position = position;
}
private Vector2 GetInputDirection(InputEventKey keyEvent)
{
return keyEvent.Keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
}
2. 避免层次混乱
// ❌ 避免:层次混乱
public class PlayerController : Node, IController
{
// 混合了数据层、业务逻辑层和控制层的职责
public BindableProperty<int> Health { get; } = new(100); // 数据层职责
public override void _Input(InputEvent @event) // 控制层职责
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.W)
{
Position += Vector2.Up * MovementSpeed; // 业务逻辑层职责
}
if (keyEvent.Keycode == Key.Space)
{
Health -= 10; // 业务逻辑层职责
PlaySoundEffect(); // 业务逻辑层职责
}
}
}
// 这样会导致代码难以测试和维护
}
依赖管理
1. 构造函数注入
// ✅ 好的做法:构造函数注入
public class PlayerCombatSystem : AbstractSystem
{
private readonly PlayerModel _playerModel;
private readonly IWeaponService _weaponService;
private readonly ISoundService _soundService;
private readonly IEffectService _effectService;
// 通过构造函数注入依赖
public PlayerCombatSystem(
PlayerModel playerModel,
IWeaponService weaponService,
ISoundService soundService,
IEffectService effectService)
{
_playerModel = playerModel;
_weaponService = weaponService;
_soundService = soundService;
_effectService = effectService;
}
protected override void OnInit()
{
this.RegisterEvent<AttackEvent>(OnAttack);
}
private void OnAttack(AttackEvent e)
{
var weapon = _weaponService.GetEquippedWeapon(_playerModel);
var damage = _weaponService.CalculateDamage(weapon, e.Target);
e.Target.TakeDamage(damage);
_soundService.PlayAttackSound(weapon.Type);
_effectService.PlayAttackEffect(_playerModel.Position, weapon.Type);
}
}
// ❌ 避免:依赖注入容器
public class PlayerCombatSystem : AbstractSystem
{
private PlayerModel _playerModel;
private IWeaponService _weaponService;
private ISoundService _soundService;
private IEffectService _effectService;
protected override void OnInit()
{
// 在运行时获取依赖,难以测试
_playerModel = GetModel<PlayerModel>();
_weaponService = GetService<IWeaponService>();
_soundService = GetService<ISoundService>();
_effectService = GetService<IEffectService>();
}
// 测试时难以模拟依赖
}
2. 接口隔离
// ✅ 好的做法:小而专注的接口
public interface IMovementController
{
void Move(Vector2 direction);
void Stop();
bool CanMove();
}
public interface ICombatController
{
void Attack(Entity target);
void Defend();
bool CanAttack();
}
public interface IUIController
{
void ShowHealthBar();
void HideHealthBar();
void UpdateHealthDisplay(int currentHealth, int maxHealth);
}
public class PlayerController : Node, IMovementController, ICombatController, IUIController
{
// 实现各个接口,职责清晰
}
// ❌ 避免:大而全的接口
public interface IPlayerController
{
void Move(Vector2 direction);
void Stop();
void Attack(Entity target);
void Defend();
void ShowHealthBar();
void HideHealthBar();
void UpdateHealthDisplay(int currentHealth, int maxHealth);
void SaveGame();
void LoadGame();
void Respawn();
void PlayAnimation(string animationName);
void StopAnimation();
// ... 更多方法,接口过于庞大
}
事件系统设计
1. 事件命名和结构
// ✅ 好的做法:清晰的事件命名和结构
public struct PlayerHealthChangedEvent
{
public int PreviousHealth { get; }
public int NewHealth { get; }
public int MaxHealth { get; }
public Vector3 DamagePosition { get; }
public DamageType DamageType { get; }
}
public struct PlayerDiedEvent
{
public Vector3 DeathPosition { get; }
public string CauseOfDeath { get; }
public TimeSpan SurvivalTime { get; }
}
public struct WeaponEquippedEvent
{
public string PlayerId { get; }
public WeaponType WeaponType { get; }
public string WeaponId { get; }
}
// ❌ 避免:模糊的事件命名和结构
public struct PlayerEvent
{
public EventType Type { get; }
public object Data { get; } // 类型不安全
public Dictionary<string, object> Properties { get; } // 难以理解
}
2. 事件处理职责
// ✅ 好的做法:单一职责的事件处理
public class UIHealthBarController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
UpdateHealthBar(e.NewHealth, e.MaxHealth);
if (e.NewHealth < e.PreviousHealth)
{
ShowDamageEffect(e.DamagePosition, e.PreviousHealth - e.NewHealth);
}
}
private void OnPlayerDied(PlayerDiedEvent e)
{
HideHealthBar();
ShowDeathScreen(e.CauseOfDeath);
}
}
public class AudioController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
if (e.NewHealth < e.PreviousHealth)
{
PlayHurtSound(e.DamageType);
}
}
private void OnPlayerDied(PlayerDiedEvent e)
{
PlayDeathSound();
}
}
// ❌ 避免:一个处理器处理多种不相关的事件
public class PlayerEventHandler : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
this.RegisterEvent<WeaponEquippedEvent>(OnWeaponEquipped);
this.RegisterEvent<LevelUpEvent>(OnLevelUp);
// 注册太多事件,职责混乱
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
UpdateUI(); // UI职责
PlayAudio(); // 音频职责
SaveStatistics(); // 存档职责
UpdateAchievements(); // 成就系统职责
// 一个事件处理器承担太多职责
}
}
模块化架构
1. 模块边界清晰
// ✅ 好的做法:清晰的模块边界
public class AudioModule : AbstractModule
{
// 模块只负责音频相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new AudioSystem());
architecture.RegisterSystem(new MusicSystem());
architecture.RegisterUtility(new AudioUtility());
}
}
public class InputModule : AbstractModule
{
// 模块只负责输入相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new InputSystem());
architecture.RegisterSystem(new InputMappingSystem());
architecture.RegisterUtility(new InputUtility());
}
}
public class UIModule : AbstractModule
{
// 模块只负责UI相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new UISystem());
architecture.RegisterSystem(new HUDSystem());
architecture.RegisterSystem(new MenuSystem());
architecture.RegisterUtility(new UIUtility());
}
}
// ❌ 避免:模块职责混乱
public class GameModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
// 一个模块包含所有功能
architecture.RegisterSystem(new AudioSystem()); // 音频
architecture.RegisterSystem(new InputSystem()); // 输入
architecture.RegisterSystem(new UISystem()); // UI
architecture.RegisterSystem(new CombatSystem()); // 战斗
architecture.RegisterSystem(new InventorySystem()); // 背包
architecture.RegisterSystem(new QuestSystem()); // 任务
// 模块过于庞大,难以维护
}
}
2. 模块间通信
// ✅ 好的做法:通过事件进行模块间通信
public class AudioModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new AudioSystem());
}
}
public class AudioSystem : AbstractSystem
{
protected override void OnInit()
{
// 监听其他模块发送的事件
this.RegisterEvent<PlayerAttackEvent>(OnPlayerAttack);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
this.RegisterEvent<WeaponEquippedEvent>(OnWeaponEquipped);
}
private void OnPlayerAttack(PlayerAttackEvent e)
{
PlayAttackSound(e.WeaponType);
}
private void OnPlayerDied(PlayerDiedEvent e)
{
PlayDeathSound();
}
private void OnWeaponEquipped(WeaponEquippedEvent e)
{
PlayEquipSound(e.WeaponType);
}
}
public class CombatModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new CombatSystem());
}
}
public class CombatSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<AttackInputEvent>(OnAttackInput);
}
private void OnAttackInput(AttackInputEvent e)
{
ProcessAttack(e);
// 发送事件通知其他模块
SendEvent(new PlayerAttackEvent {
PlayerId = e.PlayerId,
WeaponType = GetPlayerWeaponType(e.PlayerId)
});
}
}
// ❌ 避免:模块间直接依赖
public class CombatSystem : AbstractSystem
{
private AudioSystem _audioSystem; // 直接依赖其他模块
protected override void OnInit()
{
// 直接获取其他模块的系统
_audioSystem = GetSystem<AudioSystem>();
}
private void OnAttackInput(AttackInputEvent e)
{
ProcessAttack(e);
// 直接调用其他模块的方法
_audioSystem.PlayAttackSound(weaponType);
}
}
错误处理策略
1. 异常处理层次
// ✅ 好的做法:分层异常处理
public class GameApplicationException : Exception
{
public string ErrorCode { get; }
public Dictionary<string, object> Context { get; }
public GameApplicationException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, innerException)
{
ErrorCode = errorCode;
Context = context ?? new Dictionary<string, object>();
}
}
public class PlayerException : GameApplicationException
{
public PlayerException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, errorCode, context, innerException)
{
}
}
public class InventoryException : GameApplicationException
{
public InventoryException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, errorCode, context, innerException)
{
}
}
// 在系统中的使用
public class PlayerInventorySystem : AbstractSystem
{
public void AddItem(string playerId, Item item)
{
try
{
ValidateItem(item);
CheckInventorySpace(playerId, item);
AddItemToInventory(playerId, item);
SendEvent(new ItemAddedEvent { PlayerId = playerId, Item = item });
}
catch (ItemValidationException ex)
{
throw new InventoryException(
$"Failed to add item {item.Id} to player {playerId}",
"ITEM_VALIDATION_FAILED",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["validationError"] = ex.Message
},
ex
);
}
catch (InventoryFullException ex)
{
throw new InventoryException(
$"Player {playerId} inventory is full",
"INVENTORY_FULL",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["maxSlots"] = ex.MaxSlots,
["currentSlots"] = ex.CurrentSlots
},
ex
);
}
catch (Exception ex)
{
// 捕获未知异常并包装
throw new InventoryException(
$"Unexpected error adding item {item.Id} to player {playerId}",
"UNKNOWN_ERROR",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["originalError"] = ex.Message
},
ex
);
}
}
private void ValidateItem(Item item)
{
if (item == null)
throw new ItemValidationException("Item cannot be null");
if (string.IsNullOrEmpty(item.Id))
throw new ItemValidationException("Item ID cannot be empty");
if (item.StackSize <= 0)
throw new ItemValidationException("Item stack size must be positive");
}
private void CheckInventorySpace(string playerId, Item item)
{
var inventory = GetPlayerInventory(playerId);
var requiredSpace = CalculateRequiredSpace(item);
if (inventory.FreeSpace < requiredSpace)
{
throw new InventoryFullException(
inventory.FreeSpace,
inventory.MaxSlots
);
}
}
}
2. 错误恢复策略
// ✅ 好的做法:优雅的错误恢复
public class SaveSystem : AbstractSystem
{
private readonly IStorage _primaryStorage;
private readonly IStorage _backupStorage;
public SaveSystem(IStorage primaryStorage, IStorage backupStorage = null)
{
_primaryStorage = primaryStorage;
_backupStorage = backupStorage ?? new LocalStorage("backup");
}
public async Task<SaveData> LoadSaveDataAsync(string saveId)
{
try
{
// 尝试从主存储加载
return await _primaryStorage.ReadAsync<SaveData>(saveId);
}
catch (StorageException ex)
{
Logger.Warning($"Failed to load from primary storage: {ex.Message}");
try
{
// 尝试从备份存储加载
var backupData = await _backupStorage.ReadAsync<SaveData>(saveId);
Logger.Info($"Successfully loaded from backup storage: {saveId}");
// 恢复到主存储
await _primaryStorage.WriteAsync(saveId, backupData);
return backupData;
}
catch (Exception backupEx)
{
Logger.Error($"Failed to load from backup storage: {backupEx.Message}");
// 返回默认存档数据
return GetDefaultSaveData();
}
}
}
private SaveData GetDefaultSaveData()
{
Logger.Warning("Returning default save data due to loading failures");
return new SaveData
{
PlayerId = "default",
Level = 1,
Health = 100,
Position = Vector3.Zero,
CreatedAt = DateTime.Now
};
}
}
// ❌ 避免:粗暴的错误处理
public class SaveSystem : AbstractSystem
{
public async Task<SaveData> LoadSaveDataAsync(string saveId)
{
try
{
return await _storage.ReadAsync<SaveData>(saveId);
}
catch (Exception ex)
{
// 直接抛出异常,不提供恢复机制
throw new Exception($"Failed to load save: {ex.Message}", ex);
}
}
}
测试策略
1. 可测试的架构设计
// ✅ 好的做法:可测试的架构
public interface IPlayerMovementService
{
void MovePlayer(string playerId, Vector2 direction);
bool CanPlayerMove(string playerId);
}
public class PlayerMovementService : IPlayerMovementService
{
private readonly IPlayerRepository _playerRepository;
private readonly ICollisionService _collisionService;
private readonly IMapService _mapService;
public PlayerMovementService(
IPlayerRepository playerRepository,
ICollisionService collisionService,
IMapService mapService)
{
_playerRepository = playerRepository;
_collisionService = collisionService;
_mapService = mapService;
}
public void MovePlayer(string playerId, Vector2 direction)
{
if (!CanPlayerMove(playerId))
return;
var player = _playerRepository.GetById(playerId);
var newPosition = player.Position + direction * player.Speed;
if (_collisionService.CanMoveTo(newPosition))
{
player.Position = newPosition;
_playerRepository.Update(player);
}
}
public bool CanPlayerMove(string playerId)
{
var player = _playerRepository.GetById(playerId);
return player != null && player.IsAlive && !player.IsStunned;
}
}
// 测试代码
[TestFixture]
public class PlayerMovementServiceTests
{
private Mock<IPlayerRepository> _mockPlayerRepository;
private Mock<ICollisionService> _mockCollisionService;
private Mock<IMapService> _mockMapService;
private PlayerMovementService _movementService;
[SetUp]
public void Setup()
{
_mockPlayerRepository = new Mock<IPlayerRepository>();
_mockCollisionService = new Mock<ICollisionService>();
_mockMapService = new Mock<IMapService>();
_movementService = new PlayerMovementService(
_mockPlayerRepository.Object,
_mockCollisionService.Object,
_mockMapService.Object
);
}
[Test]
public void MovePlayer_ValidMovement_ShouldUpdatePlayerPosition()
{
// Arrange
var playerId = "player1";
var player = new Player { Id = playerId, Position = Vector2.Zero, Speed = 5.0f };
var direction = Vector2.Right;
_mockPlayerRepository.Setup(r => r.GetById(playerId)).Returns(player);
_mockCollisionService.Setup(c => c.CanMoveTo(It.IsAny<Vector2>())).Returns(true);
// Act
_movementService.MovePlayer(playerId, direction);
// Assert
_mockPlayerRepository.Verify(r => r.Update(It.Is<Player>(p => p.Position == Vector2.Right * 5.0f)), Times.Once);
}
[Test]
public void MovePlayer_CollisionBlocked_ShouldNotUpdatePlayerPosition()
{
// Arrange
var playerId = "player1";
var player = new Player { Id = playerId, Position = Vector2.Zero, Speed = 5.0f };
var direction = Vector2.Right;
_mockPlayerRepository.Setup(r => r.GetById(playerId)).Returns(player);
_mockCollisionService.Setup(c => c.CanMoveTo(It.IsAny<Vector2>())).Returns(false);
// Act
_movementService.MovePlayer(playerId, direction);
// Assert
_mockPlayerRepository.Verify(r => r.Update(It.IsAny<Player>()), Times.Never);
}
}
// ❌ 避免:难以测试的设计
public class PlayerMovementSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<MovementInputEvent>(OnMovementInput);
}
private void OnMovementInput(MovementInputEvent e)
{
var player = GetModel<PlayerModel>(); // 依赖架构,难以测试
var newPosition = player.Position + e.Direction * player.Speed;
if (CanMoveTo(newPosition)) // 私有方法,难以直接测试
{
player.Position = newPosition;
}
}
private bool CanMoveTo(Vector2 position)
{
// 复杂的碰撞检测逻辑,难以测试
return true;
}
}
重构指南
1. 识别代码异味
// ❌ 代码异味:长方法、重复代码、上帝类
public class GameManager : Node
{
public void ProcessPlayerInput(InputEvent @event)
{
// 长方法 - 做太多事情
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
switch (keyEvent.Keycode)
{
case Key.W:
MovePlayer(Vector2.Up);
PlayFootstepSound();
UpdatePlayerAnimation("walk_up");
CheckPlayerCollisions();
UpdateCameraPosition();
SavePlayerPosition();
break;
case Key.S:
MovePlayer(Vector2.Down);
PlayFootstepSound();
UpdatePlayerAnimation("walk_down");
CheckPlayerCollisions();
UpdateCameraPosition();
SavePlayerPosition();
break;
// 重复代码
}
}
}
private void MovePlayer(Vector2 direction)
{
Player.Position += direction * Player.Speed;
}
private void PlayFootstepSound()
{
AudioPlayer.Play("footstep.wav");
}
// ... 更多方法,类过于庞大
}
// ✅ 重构后:职责分离
public class PlayerInputController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<InputEvent>(OnInput);
}
private void OnInput(InputEvent e)
{
if (e is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
SendEvent(new PlayerMoveEvent { Direction = direction });
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
public class PlayerMovementSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMoveEvent>(OnPlayerMove);
}
private void OnPlayerMove(PlayerMoveEvent e)
{
var playerModel = GetModel<PlayerModel>();
var newPosition = playerModel.Position + e.Direction * playerModel.Speed;
if (CanMoveTo(newPosition))
{
playerModel.Position = newPosition;
SendEvent(new PlayerMovedEvent { NewPosition = newPosition });
}
}
private bool CanMoveTo(Vector2 position)
{
var collisionService = GetUtility<ICollisionService>();
return collisionService.CanMoveTo(position);
}
}
public class AudioSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMovedEvent>(OnPlayerMoved);
}
private void OnPlayerMoved(PlayerMovedEvent e)
{
PlayFootstepSound();
}
private void PlayFootstepSound()
{
var audioUtility = GetUtility<AudioUtility>();
audioUtility.PlaySound("footstep.wav");
}
}
public class AnimationSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMovedEvent>(OnPlayerMoved);
}
private void OnPlayerMoved(PlayerMovedEvent e)
{
var animationName = GetAnimationNameFromDirection(e.Direction);
SendEvent(new PlayAnimationEvent { AnimationName = animationName });
}
private string GetAnimationNameFromDirection(Vector2 direction)
{
if (direction == Vector2.Up) return "walk_up";
if (direction == Vector2.Down) return "walk_down";
if (direction == Vector2.Left) return "walk_left";
if (direction == Vector2.Right) return "walk_right";
return "idle";
}
}
2. 渐进式重构
// 第一步:提取重复代码
public class PlayerController : Node
{
public void ProcessInput(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
Vector2 direction;
switch (keyEvent.Keycode)
{
case Key.W:
direction = Vector2.Up;
break;
case Key.S:
direction = Vector2.Down;
break;
case Key.A:
direction = Vector2.Left;
break;
case Key.D:
direction = Vector2.Right;
break;
default:
return;
}
MovePlayer(direction);
}
}
}
// 第二步:提取方法
public class PlayerController : Node
{
public void ProcessInput(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
MovePlayer(direction);
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
// 第三步:引入系统和事件
public class PlayerController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<InputEvent>(OnInput);
}
private void OnInput(InputEvent e)
{
if (e is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
SendEvent(new PlayerMoveEvent { Direction = direction });
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
总结
遵循这些架构模式最佳实践,你将能够构建:
- ✅ 清晰的代码结构 - 易于理解和维护
- ✅ 松耦合的组件 - 便于测试和扩展
- ✅ 可重用的模块 - 提高开发效率
- ✅ 健壮的错误处理 - 提高系统稳定性
- ✅ 完善的测试覆盖 - 保证代码质量
记住,好的架构不是一蹴而就的,需要持续的重构和改进。
文档版本: 1.0.0
更新日期: 2026-01-12