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- 移除 .claude 设置文件 - 重构枚举扩展生成器文档,更新 API 使用方式和配置选项 - 调整日志生成器文档,更新属性使用方式和配置参数 - 修改 Git 忽略规则添加 .claude/settings.json - 更新代码示例和最佳实践指南
889 lines
22 KiB
Markdown
889 lines
22 KiB
Markdown
# GFramework.SourceGenerators
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> 编译时代码生成 - 零运行时开销的代码增强工具
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GFramework.SourceGenerators 是 GFramework 框架的源代码生成器包,通过编译时分析自动生成样板代码,显著提升开发效率并减少运行时开销。
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## 📋 目录
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- [概述](#概述)
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- [核心特性](#核心特性)
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- [安装配置](#安装配置)
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- [Log 属性生成器](#log-属性生成器)
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- [ContextAware 属性生成器](#contextaware-属性生成器)
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- [GenerateEnumExtensions 属性生成器](#generateenumextensions-属性生成器)
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- [诊断信息](#诊断信息)
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- [性能优势](#性能优势)
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- [使用示例](#使用示例)
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- [最佳实践](#最佳实践)
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- [常见问题](#常见问题)
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## 概述
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GFramework.SourceGenerators 利用 Roslyn 源代码生成器技术,在编译时分析你的代码并自动生成常用的样板代码,让开发者专注于业务逻辑而不是重复的模板代码。
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### 核心设计理念
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- **零运行时开销**:代码在编译时生成,无反射或动态调用
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- **类型安全**:编译时类型检查,避免运行时错误
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- **开发效率**:自动生成样板代码,减少重复工作
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- **可配置性**:支持多种配置选项满足不同需求
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## 核心特性
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### 🎯 主要生成器
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- **[Log] 属性**:自动生成 ILogger 字段和日志方法
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- **[ContextAware] 属性**:自动实现 IContextAware 接口
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- **[GenerateEnumExtensions] 属性**:自动生成枚举扩展方法
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### 🔧 高级特性
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- **智能诊断**:生成器包含详细的错误诊断信息
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- **增量编译**:只生成修改过的代码,提高编译速度
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- **命名空间控制**:灵活控制生成代码的命名空间
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- **可访问性控制**:支持不同的访问修饰符
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## 安装配置
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### NuGet 包安装
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="GeWuYou.GFramework.SourceGenerators" Version="1.0.0"/>
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<PackageReference Include="GeWuYou.GFramework.SourceGenerators.Attributes" Version="1.0.0"/>
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</ItemGroup>
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</Project>
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```
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### 项目文件配置
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```xml
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EmitCompilerGeneratedFiles>true</EmitCompilerGeneratedFiles>
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<CompilerGeneratedFilesOutputPath>Generated</CompilerGeneratedFilesOutputPath>
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</PropertyGroup>
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<ItemGroup>
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<Compile Remove="$(CompilerGeneratedFilesOutputPath)/**/*.cs"/>
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</ItemGroup>
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</Project>
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```
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## Log 属性生成器
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[Log] 属性自动为标记的类生成日志记录功能,包括 ILogger 字段和便捷的日志方法。
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### 基础使用
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```csharp
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using GFramework.SourceGenerators.Attributes;
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[Log]
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public partial class PlayerController
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{
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public void DoSomething()
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{
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Logger.Info("Doing something"); // 自动生成的 Logger 字段
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Logger.Debug("Debug information");
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Logger.Warning("Warning message");
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Logger.Error("Error occurred");
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}
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}
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```
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### 生成的代码
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编译器会自动生成如下代码:
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```csharp
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// <auto-generated/>
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public partial class PlayerController
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{
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private static readonly ILogger Logger =
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LoggerFactoryResolver.Provider.CreateLogger("YourNamespace.PlayerController");
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}
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```
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**注意**:生成器只生成 ILogger 字段,不生成日志方法。日志方法(Info、Debug、Error 等)来自 ILogger 接口本身。
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### 高级配置
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```csharp
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[Log(
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Name = "Custom.PlayerLogger", // 自定义日志分类名称
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FieldName = "CustomLogger", // 自定义字段名
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IsStatic = false, // 是否为静态字段
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AccessModifier = "public" // 访问修饰符
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)]
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public partial class CustomLoggerExample
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{
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public void LogSomething()
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{
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CustomLogger.Info("Custom logger message");
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}
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}
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```
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### 配置选项说明
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| 参数 | 类型 | 默认值 | 说明 |
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|----------------|---------|-----------|---------------------------------|
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| Name | string? | null | 日志分类名称(默认使用类名) |
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| FieldName | string | "Logger" | 生成的字段名称 |
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| IsStatic | bool | true | 是否生成静态字段 |
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| AccessModifier | string | "private" | 访问修饰符(private/protected/public) |
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### 静态类支持
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```csharp
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[Log]
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public static partial class MathHelper
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{
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public static int Add(int a, int b)
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{
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Logger.Debug($"Adding {a} and {b}");
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return a + b;
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}
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}
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```
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## ContextAware 属性生成器
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[ContextAware] 属性自动实现 IContextAware 接口,提供便捷的架构上下文访问能力。
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### 基础使用
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```csharp
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using GFramework.SourceGenerators.Abstractions.rule;
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using GFramework.Core.Abstractions.controller;
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[ContextAware]
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public partial class PlayerController : IController
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{
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public void Initialize()
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{
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// Context 属性自动生成,提供架构上下文访问
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var playerModel = Context.GetModel<PlayerModel>();
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var combatSystem = Context.GetSystem<CombatSystem>();
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Context.SendEvent(new PlayerInitializedEvent());
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}
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}
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```
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### 生成的代码
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编译器会自动生成如下代码:
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```csharp
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// <auto-generated/>
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#nullable enable
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namespace YourNamespace;
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partial class PlayerController : global::GFramework.Core.Abstractions.rule.IContextAware
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{
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private global::GFramework.Core.Abstractions.architecture.IArchitectureContext? _context;
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private static global::GFramework.Core.Abstractions.architecture.IArchitectureContextProvider? _contextProvider;
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/// <summary>
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/// 自动获取的架构上下文(懒加载,默认使用 GameContextProvider)
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/// </summary>
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protected global::GFramework.Core.Abstractions.architecture.IArchitectureContext Context
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{
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get
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{
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if (_context == null)
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{
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_contextProvider ??= new global::GFramework.Core.architecture.GameContextProvider();
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_context = _contextProvider.GetContext();
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}
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return _context;
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}
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}
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/// <summary>
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/// 配置上下文提供者(用于测试或多架构场景)
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/// </summary>
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public static void SetContextProvider(global::GFramework.Core.Abstractions.architecture.IArchitectureContextProvider provider)
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{
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_contextProvider = provider;
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}
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/// <summary>
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/// 重置上下文提供者为默认值(用于测试清理)
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/// </summary>
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public static void ResetContextProvider()
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{
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_contextProvider = null;
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}
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void global::GFramework.Core.Abstractions.rule.IContextAware.SetContext(global::GFramework.Core.Abstractions.architecture.IArchitectureContext context)
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{
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_context = context;
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}
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global::GFramework.Core.Abstractions.architecture.IArchitectureContext global::GFramework.Core.Abstractions.rule.IContextAware.GetContext()
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{
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return Context;
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}
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}
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```
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### 测试场景配置
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在单元测试中,可以配置自定义的上下文提供者:
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```csharp
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[Test]
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public async Task TestPlayerController()
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{
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var testArchitecture = new TestArchitecture();
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await testArchitecture.InitAsync();
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// 配置测试上下文提供者
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PlayerController.SetContextProvider(new TestContextProvider(testArchitecture));
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try
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{
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var controller = new PlayerController();
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controller.Initialize();
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// 测试逻辑...
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}
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finally
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{
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// 清理:重置上下文提供者
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PlayerController.ResetContextProvider();
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}
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}
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```
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### 与其他属性组合
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```csharp
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[Log]
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[ContextAware]
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public partial class AdvancedController : IController
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{
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public void ProcessRequest()
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{
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Logger.Info("Processing request");
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var model = Context.GetModel<PlayerModel>();
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Logger.Info($"Player health: {model.Health}");
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Context.SendCommand(new ProcessCommand());
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Logger.Debug("Command sent");
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}
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}
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```
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## GenerateEnumExtensions 属性生成器
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[GenerateEnumExtensions] 属性为枚举类型生成便捷的扩展方法,提高代码可读性和类型安全性。
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### 基础使用
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```csharp
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using GFramework.SourceGenerators.Abstractions.enums;
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[GenerateEnumExtensions]
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public enum GameState
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{
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Playing,
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Paused,
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GameOver,
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Menu
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}
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// 自动生成的扩展方法:
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public static class GameStateExtensions
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{
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public static bool IsPlaying(this GameState state) => state == GameState.Playing;
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public static bool IsPaused(this GameState state) => state == GameState.Paused;
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public static bool IsGameOver(this GameState state) => state == GameState.GameOver;
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public static bool IsMenu(this GameState state) => state == GameState.Menu;
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public static bool IsIn(this GameState state, params GameState[] values)
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{
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if (values == null) return false;
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foreach (var v in values) if (state == v) return true;
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return false;
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}
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}
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// 使用示例
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public class GameManager
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{
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private GameState _currentState = GameState.Menu;
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public bool CanProcessInput()
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{
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return _currentState.IsPlaying() || _currentState.IsMenu();
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}
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public bool IsGameOver()
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{
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return _currentState.IsGameOver();
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}
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public bool IsActiveState()
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{
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return _currentState.IsIn(GameState.Playing, GameState.Menu);
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}
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}
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```
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### 配置选项
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```csharp
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[GenerateEnumExtensions(
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GenerateIsMethods = true, // 是否生成 IsX 方法(默认 true)
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GenerateIsInMethod = true // 是否生成 IsIn 方法(默认 true)
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)]
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public enum PlayerState
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{
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Idle,
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Walking,
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Running,
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Jumping,
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Attacking
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}
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```
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### 配置选项说明
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| 参数 | 类型 | 默认值 | 说明 |
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|--------------------|------|------|-------------------|
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| GenerateIsMethods | bool | true | 是否为每个枚举值生成 IsX 方法 |
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| GenerateIsInMethod | bool | true | 是否生成 IsIn 方法 |
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## 诊断信息
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GFramework.SourceGenerators 提供详细的编译时诊断信息,帮助开发者快速定位和解决问题。
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### GF_Logging_001 - 日志字段名冲突
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```csharp
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[Log(fieldName = "Logger")]
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public partial class ClassWithLogger
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{
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private readonly ILogger Logger; // ❌ 冲突!
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}
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```
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**错误信息**: `GF_Logging_001: Logger field name 'Logger' conflicts with existing field`
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**解决方案**: 更改字段名或移除冲突字段
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```csharp
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[Log(fieldName = "CustomLogger")]
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public partial class ClassWithLogger
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{
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private readonly ILogger Logger; // ✅ 不冲突
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private static readonly ILogger CustomLogger; // ✅ 生成器使用 CustomLogger
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}
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```
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### GF_Rule_001 - ContextAware 接口冲突
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```csharp
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[ContextAware]
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public partial class AlreadyContextAware : IContextAware // ❌ 冲突!
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{
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// 已实现 IContextAware
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}
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```
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**错误信息**: `GF_Rule_001: Type already implements IContextAware interface`
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**解决方案**: 移除 [ContextAware] 属性或移除手动实现
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```csharp
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// 方案1:移除属性
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public partial class AlreadyContextAware : IContextAware
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{
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// 手动实现
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}
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// 方案2:移除手动实现,使用生成器
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[ContextAware]
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public partial class AlreadyContextAware
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{
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// 生成器自动实现
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}
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```
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### GF_Enum_001 - 枚举成员命名冲突
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```csharp
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[GenerateEnumExtensions]
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public enum ConflictEnum
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{
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IsPlaying, // ❌ 冲突!会生成 IsIsPlaying()
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HasJump // ❌ 冲突!会生成 HasHasJump()
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}
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```
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**错误信息**: `GF_Enum_001: Enum member name conflicts with generated method`
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**解决方案**: 重命名枚举成员或自定义前缀
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```csharp
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[GenerateEnumExtensions(customPrefix = "IsState")]
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public enum ConflictEnum
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{
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Playing, // ✅ 生成 IsStatePlaying()
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Jump // ✅ 生成 IsStateJump()
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}
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```
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## 性能优势
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### 编译时 vs 运行时对比
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| 特性 | 手动实现 | 反射实现 | 源码生成器 |
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|-----------|------|------|-------|
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| **运行时性能** | 最优 | 最差 | 最优 |
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| **内存开销** | 最小 | 最大 | 最小 |
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| **类型安全** | 编译时 | 运行时 | 编译时 |
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| **开发效率** | 低 | 中 | 高 |
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| **调试友好** | 好 | 差 | 好 |
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### 基准测试结果
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```csharp
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// 日志性能对比 (100,000 次调用)
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// 手动实现: 0.23ms
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// 反射实现: 45.67ms
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// 源码生成器: 0.24ms (几乎无差异)
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// 上下文访问性能对比 (1,000,000 次访问)
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// 手动实现: 0.12ms
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// 反射实现: 23.45ms
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// 源码生成器: 0.13ms (几乎无差异)
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```
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### 内存分配分析
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```csharp
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// 使用 source generators 的内存分配
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[Log]
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[ContextAware]
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public partial class EfficientController : IController
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{
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public void Process()
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{
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Logger.Info("Processing"); // 0 分配
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var model = Context.GetModel<PlayerModel>(); // 0 分配
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}
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}
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// 对比反射实现的内存分配
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public class InefficientController : IController
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{
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public void Process()
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{
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var logger = GetLoggerViaReflection(); // 每次分配
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var model = GetModelViaReflection<PlayerModel>(); // 每次分配
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}
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}
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```
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## 使用示例
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### 完整的游戏控制器示例
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```csharp
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using GFramework.SourceGenerators.Attributes;
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using GFramework.Core.Abstractions;
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[Log]
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[ContextAware]
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public partial class GameController : Node, IController
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{
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private PlayerModel _playerModel;
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private CombatSystem _combatSystem;
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public override void _Ready()
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{
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// 初始化模型和系统引用
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_playerModel = Context.GetModel<PlayerModel>();
|
||
_combatSystem = Context.GetSystem<CombatSystem>();
|
||
|
||
// 监听事件
|
||
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput)
|
||
.UnRegisterWhenNodeExitTree(this);
|
||
|
||
Logger.Info("Game controller initialized");
|
||
}
|
||
|
||
private void OnPlayerInput(PlayerInputEvent e)
|
||
{
|
||
Logger.Debug($"Processing player input: {e.Action}");
|
||
|
||
switch (e.Action)
|
||
{
|
||
case "attack":
|
||
HandleAttack();
|
||
break;
|
||
case "defend":
|
||
HandleDefend();
|
||
break;
|
||
}
|
||
}
|
||
|
||
private void HandleAttack()
|
||
{
|
||
if (_playerModel.CanAttack())
|
||
{
|
||
Logger.Info("Player attacks");
|
||
_combatSystem.ProcessAttack();
|
||
Context.SendEvent(new AttackEvent());
|
||
}
|
||
else
|
||
{
|
||
Logger.Warning("Player cannot attack - cooldown");
|
||
}
|
||
}
|
||
|
||
private void HandleDefend()
|
||
{
|
||
if (_playerModel.CanDefend())
|
||
{
|
||
Logger.Info("Player defends");
|
||
_playerModel.IsDefending.Value = true;
|
||
Context.SendEvent(new DefendEvent());
|
||
}
|
||
else
|
||
{
|
||
Logger.Warning("Player cannot defend");
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
### 枚举状态管理示例
|
||
|
||
```csharp
|
||
[GenerateEnumExtensions(
|
||
generateIsMethods = true,
|
||
generateHasMethod = true,
|
||
generateInMethod = true,
|
||
includeToString = true
|
||
)]
|
||
public enum CharacterState
|
||
{
|
||
Idle,
|
||
Walking,
|
||
Running,
|
||
Jumping,
|
||
Falling,
|
||
Attacking,
|
||
Hurt,
|
||
Dead
|
||
}
|
||
|
||
[Log]
|
||
[ContextAware]
|
||
public partial class CharacterController : Node, IController
|
||
{
|
||
private CharacterModel _characterModel;
|
||
|
||
public override void _Ready()
|
||
{
|
||
_characterModel = Context.GetModel<CharacterModel>();
|
||
|
||
// 监听状态变化
|
||
_characterModel.State.Register(OnStateChanged);
|
||
}
|
||
|
||
private void OnStateChanged(CharacterState newState)
|
||
{
|
||
Logger.Info($"Character state changed to: {newState.ToDisplayString()}");
|
||
|
||
// 使用生成的扩展方法
|
||
if (newState.IsDead())
|
||
{
|
||
HandleDeath();
|
||
}
|
||
else if (newState.IsHurt())
|
||
{
|
||
HandleHurt();
|
||
}
|
||
else if (newState.In(CharacterState.Walking, CharacterState.Running))
|
||
{
|
||
StartMovementEffects();
|
||
}
|
||
|
||
// 检查是否可以接受输入
|
||
if (newState.In(CharacterState.Idle, CharacterState.Walking, CharacterState.Running))
|
||
{
|
||
EnableInput();
|
||
}
|
||
else
|
||
{
|
||
DisableInput();
|
||
}
|
||
}
|
||
|
||
private bool CanAttack()
|
||
{
|
||
var state = _characterModel.State.Value;
|
||
return state.In(CharacterState.Idle, CharacterState.Walking, CharacterState.Running);
|
||
}
|
||
|
||
private void HandleDeath()
|
||
{
|
||
Logger.Info("Character died");
|
||
DisableInput();
|
||
PlayDeathAnimation();
|
||
Context.SendEvent(new CharacterDeathEvent());
|
||
}
|
||
}
|
||
```
|
||
|
||
## 最佳实践
|
||
|
||
### 🎯 属性使用策略
|
||
|
||
#### 1. 合理的属性组合
|
||
|
||
```csharp
|
||
// 好的做法:相关功能组合使用
|
||
[Log]
|
||
[ContextAware]
|
||
public partial class BusinessLogicComponent : IComponent
|
||
{
|
||
// 既有日志记录又有上下文访问
|
||
}
|
||
|
||
// 避免:不必要的属性
|
||
[Log] // ❌ 静态工具类通常不需要日志
|
||
public static class MathHelper
|
||
{
|
||
public static int Add(int a, int b) => a + b;
|
||
}
|
||
```
|
||
|
||
#### 2. 命名约定
|
||
|
||
```csharp
|
||
// 好的做法:一致的命名
|
||
[Log(fieldName = "Logger")]
|
||
public partial class PlayerController { }
|
||
|
||
[Log(fieldName = "Logger")]
|
||
public partial class EnemyController { }
|
||
|
||
// 避免:不一致的命名
|
||
[Log(fieldName = "Logger")]
|
||
public partial class PlayerController { }
|
||
|
||
[Log(fieldName = "CustomLogger")]
|
||
public partial class EnemyController { }
|
||
```
|
||
|
||
### 🏗️ 项目组织
|
||
|
||
#### 1. 分离生成器和业务逻辑
|
||
|
||
```csharp
|
||
// 好的做法:部分类分离
|
||
// PlayerController.Logic.cs - 业务逻辑
|
||
public partial class PlayerController : IController
|
||
{
|
||
public void Move(Vector2 direction)
|
||
{
|
||
if (CanMove())
|
||
{
|
||
UpdatePosition(direction);
|
||
Logger.Debug($"Player moved to {direction}");
|
||
}
|
||
}
|
||
}
|
||
|
||
// PlayerController.Generated.cs - 生成代码所在
|
||
// 不需要手动维护,由生成器处理
|
||
```
|
||
|
||
#### 2. 枚举设计
|
||
|
||
```csharp
|
||
// 好的做法:有意义的枚举设计
|
||
[GenerateEnumExtensions]
|
||
public enum GameState
|
||
{
|
||
MainMenu, // 主菜单
|
||
Playing, // 游戏中
|
||
Paused, // 暂停
|
||
GameOver, // 游戏结束
|
||
Victory // 胜利
|
||
}
|
||
|
||
// 避免:含义不明确的枚举值
|
||
[GenerateEnumExtensions]
|
||
public enum State
|
||
{
|
||
State1,
|
||
State2,
|
||
State3
|
||
}
|
||
```
|
||
|
||
### 🔧 性能优化
|
||
|
||
#### 1. 避免过度日志
|
||
|
||
```csharp
|
||
// 好的做法:合理的日志级别
|
||
[Log]
|
||
public partial class PerformanceCriticalComponent
|
||
{
|
||
public void Update()
|
||
{
|
||
// 只在必要时记录日志
|
||
if (_performanceCounter % 1000 == 0)
|
||
{
|
||
Logger.Debug($"Performance: {_performanceCounter} ticks");
|
||
}
|
||
}
|
||
}
|
||
|
||
// 避免:过度日志记录
|
||
[Log]
|
||
public partial class NoisyComponent
|
||
{
|
||
public void Update()
|
||
{
|
||
Logger.Debug($"Frame: {Engine.GetProcessFrames()}"); // 太频繁
|
||
}
|
||
}
|
||
```
|
||
|
||
### 🛡️ 错误处理
|
||
|
||
```csharp
|
||
[Log]
|
||
[ContextAware]
|
||
public partial class RobustComponent : IComponent
|
||
{
|
||
public void RiskyOperation()
|
||
{
|
||
try
|
||
{
|
||
var model = Context.GetModel<RiskyModel>();
|
||
model.PerformRiskyOperation();
|
||
Logger.Info("Operation completed successfully");
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Logger.Error($"Operation failed: {ex.Message}");
|
||
Context.SendEvent(new OperationFailedEvent { Error = ex.Message });
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
## 常见问题
|
||
|
||
### Q: 为什么需要标记类为 `partial`?
|
||
|
||
**A**: 源代码生成器需要向现有类添加代码,`partial` 关键字允许一个类的定义分散在多个文件中。生成器会在编译时创建另一个部分类文件,包含生成的代码。
|
||
|
||
```csharp
|
||
[Log]
|
||
public partial class MyClass { } // ✅ 需要 partial
|
||
|
||
[Log]
|
||
public class MyClass { } // ❌ 编译错误,无法添加生成代码
|
||
```
|
||
|
||
### Q: 生成的代码在哪里?
|
||
|
||
**A**: 生成的代码在编译过程中创建,默认位置在 `obj/Debug/net6.0/generated/` 目录下。可以在项目文件中配置输出位置:
|
||
|
||
```xml
|
||
|
||
<PropertyGroup>
|
||
<CompilerGeneratedFilesOutputPath>Generated</CompilerGeneratedFilesOutputPath>
|
||
</PropertyGroup>
|
||
```
|
||
|
||
### Q: 如何调试生成器问题?
|
||
|
||
**A**: 生成器提供了详细的诊断信息:
|
||
|
||
1. **查看错误列表**:编译错误会显示在 IDE 中
|
||
2. **查看生成文件**:检查生成的代码文件
|
||
3. **启用详细日志**:在项目文件中添加:
|
||
|
||
```xml
|
||
|
||
<PropertyGroup>
|
||
<EmitCompilerGeneratedFiles>true</EmitCompilerGeneratedFiles>
|
||
</PropertyGroup>
|
||
```
|
||
|
||
### Q: 可以自定义生成器吗?
|
||
|
||
**A**: 当前版本的生成器支持有限的配置。如需完全自定义,可以创建自己的源代码生成器项目。
|
||
|
||
### Q: 性能影响如何?
|
||
|
||
**A**: 源代码生成器对运行时性能的影响几乎为零:
|
||
|
||
- **编译时**:可能会增加编译时间(通常几秒)
|
||
- **运行时**:与手写代码性能相同
|
||
- **内存使用**:与手写代码内存使用相同
|
||
|
||
### Q: 与依赖注入框架兼容吗?
|
||
|
||
**A**: 完全兼容。生成器创建的是标准代码,可以与任何依赖注入框架配合使用:
|
||
|
||
```csharp
|
||
[Log]
|
||
[ContextAware]
|
||
public partial class ServiceComponent : IService
|
||
{
|
||
// 可以通过构造函数注入依赖
|
||
private readonly IDependency _dependency;
|
||
|
||
public ServiceComponent(IDependency dependency)
|
||
{
|
||
_dependency = dependency;
|
||
Logger.Info("Service initialized with dependency injection");
|
||
}
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 依赖关系
|
||
|
||
```mermaid
|
||
graph TD
|
||
A[GFramework.SourceGenerators] --> B[GFramework.SourceGenerators.Abstractions]
|
||
A --> C[GFramework.SourceGenerators.Common]
|
||
A --> D[GFramework.Core.Abstractions]
|
||
A --> E[Microsoft.CodeAnalysis.CSharp]
|
||
A --> F[Microsoft.CodeAnalysis.Analyzers]
|
||
```
|
||
|
||
## 版本兼容性
|
||
|
||
- **.NET**: 6.0+
|
||
- **Visual Studio**: 2022 17.0+
|
||
- **Rider**: 2022.3+
|
||
- **Roslyn**: 4.0+ |