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- 新增 Core API 参考文档,涵盖架构与模块、数据模型与系统、命令与查询等核心组件 - 添加事件系统接口详细文档,包括 IEvent、IEventBus、IUnRegister 等接口说明 - 提供完整的 API 使用示例路径、最佳实践与性能建议 - 包含架构图、依赖关系图与故障排查指南 - 添加测试用例参考与扩展方法说明 - [skip ci]
597 lines
17 KiB
Markdown
597 lines
17 KiB
Markdown
# 从零开始教程
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<cite>
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**本文档引用的文件**
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- [README.md](file://README.md)
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- [GFramework.Core/README.md](file://GFramework.Core/README.md)
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- [GFramework.Core/GFramework.Core.csproj](file://GFramework.Core/GFramework.Core.csproj)
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- [GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj](file://GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj)
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- [GFramework.Game/README.md](file://GFramework.Game/README.md)
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- [GFramework.Godot/README.md](file://GFramework.Godot/README.md)
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- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs)
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- [GFramework.Core/model/AbstractModel.cs](file://GFramework.Core/model/AbstractModel.cs)
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- [GFramework.Core/system/AbstractSystem.cs](file://GFramework.Core/system/AbstractSystem.cs)
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- [GFramework.Core/command/AbstractCommand.cs](file://GFramework.Core/command/AbstractCommand.cs)
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- [GFramework.Core/query/AbstractQuery.cs](file://GFramework.Core/query/AbstractQuery.cs)
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- [GFramework.Core/property/BindableProperty.cs](file://GFramework.Core/property/BindableProperty.cs)
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- [GFramework.Core.Tests/system/TestSystem.cs](file://GFramework.Core.Tests/system/TestSystem.cs)
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- [GFramework.Core.Tests/model/TestModel.cs](file://GFramework.Core.Tests/model/TestModel.cs)
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</cite>
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## 目录
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1. [简介](#简介)
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2. [项目结构](#项目结构)
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3. [核心组件](#核心组件)
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4. [架构概览](#架构概览)
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5. [详细组件分析](#详细组件分析)
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6. [依赖关系分析](#依赖关系分析)
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7. [性能考虑](#性能考虑)
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8. [故障排除指南](#故障排除指南)
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9. [结论](#结论)
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10. [附录](#附录)
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## 简介
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本教程面向希望使用GFramework从零开始创建游戏项目的开发者。GFramework是一个基于CQRS、MVC和事件驱动的轻量级游戏开发架构框架,提供与平台无关的核心模块以及针对Godot引擎的深度集成。本教程将涵盖环境准备、项目创建、架构设计、功能实现、测试验证和项目打包的完整流程。
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## 项目结构
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GFramework采用模块化设计,主要包含以下核心模块:
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```mermaid
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graph TB
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subgraph "核心框架"
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Core[GFramework.Core<br/>平台无关核心]
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CoreAbstraction[GFramework.Core.Abstractions<br/>核心接口定义]
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end
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subgraph "游戏功能"
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Game[GFramework.Game<br/>游戏特定功能]
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GameAbstraction[GFramework.Game.Abstractions<br/>游戏接口定义]
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end
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subgraph "平台集成"
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Godot[GFramework.Godot<br/>Godot引擎集成]
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SourceGen[GFramework.SourceGenerators<br/>通用源码生成器]
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GodotSourceGen[GFramework.Godot.SourceGenerators<br/>Godot源码生成器]
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end
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subgraph "测试"
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CoreTests[GFramework.Core.Tests<br/>核心单元测试]
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end
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Core --> CoreAbstraction
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Game --> GameAbstraction
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Godot --> Core
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SourceGen --> Core
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GodotSourceGen --> Godot
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CoreTests --> Core
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```
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**图表来源**
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- [GFramework.Core/GFramework.Core.csproj](file://GFramework.Core/GFramework.Core.csproj#L1-L13)
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- [GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj](file://GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj#L1-L29)
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**章节来源**
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- [README.md](file://README.md#L1-L320)
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- [GFramework.Core/README.md](file://GFramework.Core/README.md#L1-L508)
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## 核心组件
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GFramework的核心架构遵循清洁架构原则,包含五个主要层次:
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### 五层架构设计
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```mermaid
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graph TB
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subgraph "UI层"
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UI[用户界面]
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end
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subgraph "控制层"
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Controller[控制器]
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end
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subgraph "逻辑层"
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System[系统]
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end
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subgraph "数据层"
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Model[模型]
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end
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subgraph "工具层"
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Utility[工具]
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end
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subgraph "横切关注点"
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Command[命令]
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Query[查询]
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Event[事件]
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end
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UI --> Controller
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Controller --> Command
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Controller --> Query
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Command --> System
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Query --> Model
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System --> Model
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Model --> Event
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Event --> Controller
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Event --> System
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Event --> Model
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Utility -.-> Controller
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Utility -.-> System
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Utility -.-> Model
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```
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**图表来源**
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- [GFramework.Core/README.md](file://GFramework.Core/README.md#L42-L108)
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### 架构阶段管理
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GFramework采用阶段化的生命周期管理模式:
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```mermaid
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stateDiagram-v2
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[*] --> 初始化
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初始化 --> BeforeUtilityInit
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BeforeUtilityInit --> AfterUtilityInit
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AfterUtilityInit --> BeforeModelInit
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BeforeModelInit --> AfterModelInit
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AfterModelInit --> BeforeSystemInit
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BeforeSystemInit --> AfterSystemInit
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AfterSystemInit --> 就绪
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就绪 --> 销毁中
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销毁中 --> 已销毁
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已销毁 --> [*]
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note right of 初始化
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架构创建和基础环境初始化
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end note
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note right of 就绪
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所有组件初始化完成
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end note
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note right of 销毁中
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开始清理资源
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end note
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```
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**图表来源**
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- [GFramework.Core/README.md](file://GFramework.Core/README.md#L66-L71)
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**章节来源**
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- [GFramework.Core/README.md](file://GFramework.Core/README.md#L40-L108)
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## 架构概览
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GFramework的核心架构由Architecture基类提供统一的组件管理能力,支持模块化扩展和生命周期管理。
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### 架构初始化流程
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```mermaid
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sequenceDiagram
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participant Dev as 开发者
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participant Arch as Architecture
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participant Container as IoC容器
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participant Utils as 工具组件
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participant Models as 模型组件
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participant Systems as 系统组件
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Dev->>Arch : 创建架构实例
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Dev->>Arch : Initialize()
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Arch->>Arch : Init() (用户自定义)
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Arch->>Container : 注册组件
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Arch->>Utils : 初始化工具组件
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Utils-->>Arch : 工具初始化完成
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Arch->>Models : 初始化模型组件
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Models-->>Arch : 模型初始化完成
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Arch->>Systems : 初始化系统组件
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Systems-->>Arch : 系统初始化完成
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Arch->>Container : 冻结容器
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Arch-->>Dev : 架构就绪
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```
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**图表来源**
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- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L526-L566)
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### 组件注册机制
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架构提供统一的组件注册接口,支持系统、模型和工具的注册管理:
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```mermaid
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classDiagram
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class Architecture {
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+RegisterSystem(system)
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+RegisterModel(model)
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+RegisterUtility(utility)
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+InstallModule(module)
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+Initialize()
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+Destroy()
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-RegisterLifecycleComponent(component)
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-ValidateRegistration(componentType)
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}
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class ISystem {
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<<interface>>
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+Init()
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+Destroy()
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+SetContext(context)
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}
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class IModel {
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<<interface>>
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+Init()
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+SetContext(context)
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}
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class IUtility {
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<<interface>>
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+SetContext(context)
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}
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Architecture --> ISystem : 注册
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Architecture --> IModel : 注册
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Architecture --> IUtility : 注册
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Architecture --> IIocContainer : 使用
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```
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**图表来源**
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- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L416-L483)
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**章节来源**
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- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L1-L569)
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## 详细组件分析
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### 模型层 (Model)
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模型层负责存储和管理游戏状态,采用响应式编程设计。
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#### 模型基类设计
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```mermaid
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classDiagram
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class AbstractModel {
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<<abstract>>
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+Context : IArchitectureContext
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+OnArchitecturePhase(phase)
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#OnInit()
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}
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class IModel {
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<<interface>>
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+Init()
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+SetContext(context)
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}
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class ContextAwareBase {
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<<abstract>>
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+Context : IArchitectureContext
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+GetModel~T~()
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+GetSystem~T~()
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+GetUtility~T~()
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+SendEvent(event)
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+RegisterEvent~T~()
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}
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AbstractModel --|> ContextAwareBase
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AbstractModel ..|> IModel
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ContextAwareBase --> IArchitectureContext : 使用
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```
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**图表来源**
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- [GFramework.Core/model/AbstractModel.cs](file://GFramework.Core/model/AbstractModel.cs#L11-L34)
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#### 响应式属性系统
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可绑定属性提供自动化的数据变化通知机制:
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```mermaid
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flowchart TD
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SetValue[设置属性值] --> Compare[比较新旧值]
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Compare --> Equal{值相同?}
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Equal --> |是| End[结束]
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Equal --> |否| Update[更新内部值]
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Update --> Trigger[触发回调事件]
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Trigger --> End
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subgraph "事件注册"
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Register[注册回调]
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RegisterWithInitValue[注册并立即调用]
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UnRegister[取消注册]
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end
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Register --> Callback[存储回调]
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RegisterWithInitValue --> Immediate[立即调用回调]
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Immediate --> Callback
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UnRegister --> Remove[移除回调]
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```
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**图表来源**
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- [GFramework.Core/property/BindableProperty.cs](file://GFramework.Core/property/BindableProperty.cs#L24-L87)
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**章节来源**
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- [GFramework.Core/model/AbstractModel.cs](file://GFramework.Core/model/AbstractModel.cs#L1-L34)
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- [GFramework.Core/property/BindableProperty.cs](file://GFramework.Core/property/BindableProperty.cs#L1-L135)
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### 系统层 (System)
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系统层处理业务逻辑,通过事件驱动实现组件间的松耦合通信。
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#### 系统生命周期管理
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```mermaid
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sequenceDiagram
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participant Sys as System
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participant Logger as 日志系统
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participant Events as 事件系统
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Sys->>Logger : 初始化日志记录器
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Sys->>Sys : OnInit()
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Sys->>Events : 注册事件监听
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Sys-->>Logger : 系统初始化完成
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Note over Sys : 运行时
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Sys->>Events : 处理事件
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Sys->>Sys : 更新业务状态
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Sys->>Logger : 开始销毁
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Sys->>Sys : OnDestroy()
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Sys-->>Logger : 系统销毁完成
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```
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**图表来源**
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- [GFramework.Core/system/AbstractSystem.cs](file://GFramework.Core/system/AbstractSystem.cs#L20-L41)
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**章节来源**
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- [GFramework.Core/system/AbstractSystem.cs](file://GFramework.Core/system/AbstractSystem.cs#L1-L62)
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### 命令查询模式 (Command & Query)
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GFramework采用CQRS模式分离读写操作,提供类型安全的命令和查询机制。
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#### 命令执行流程
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```mermaid
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flowchart TD
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Start[开始执行命令] --> Validate[验证命令输入]
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Validate --> InputValid{输入有效?}
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InputValid --> |否| Error[返回错误]
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InputValid --> |是| GetModels[获取所需模型]
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GetModels --> ExecuteLogic[执行业务逻辑]
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ExecuteLogic --> UpdateModels[更新模型状态]
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UpdateModels --> SendEvents[发送相关事件]
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SendEvents --> Complete[执行完成]
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Error --> Complete
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```
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**图表来源**
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- [GFramework.Core/command/AbstractCommand.cs](file://GFramework.Core/command/AbstractCommand.cs#L17-L26)
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#### 查询执行流程
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```mermaid
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flowchart TD
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QueryStart[开始执行查询] --> ValidateQuery[验证查询输入]
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ValidateQuery --> InputValid{输入有效?}
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InputValid --> |否| QueryError[返回默认值]
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InputValid --> |是| GetModels[获取所需模型]
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GetModels --> ExecuteQuery[执行查询逻辑]
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ExecuteQuery --> ReturnResult[返回查询结果]
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QueryError --> End[结束]
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ReturnResult --> End
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```
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**图表来源**
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- [GFramework.Core/query/AbstractQuery.cs](file://GFramework.Core/query/AbstractQuery.cs#L18-L28)
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**章节来源**
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- [GFramework.Core/command/AbstractCommand.cs](file://GFramework.Core/command/AbstractCommand.cs#L1-L53)
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- [GFramework.Core/query/AbstractQuery.cs](file://GFramework.Core/query/AbstractQuery.cs#L1-L29)
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### 控制器层 (Controller)
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控制器作为UI和业务逻辑之间的桥梁,负责处理用户输入和协调组件交互。
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#### 控制器设计模式
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```mermaid
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classDiagram
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class IController {
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<<interface>>
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+Initialize()
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+Cleanup()
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}
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class ContextAwareBase {
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+Context : IArchitectureContext
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+GetModel~T~()
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+GetSystem~T~()
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+GetUtility~T~()
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+SendEvent(event)
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+RegisterEvent~T~()
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}
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class IController {
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<<interface>>
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+Initialize()
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+Cleanup()
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}
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ContextAwareBase --> IArchitectureContext : 使用
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IController --|> ContextAwareBase
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```
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**图表来源**
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- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L23-L28)
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## 依赖关系分析
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GFramework采用清晰的依赖层次结构,确保模块间的松耦合和高内聚。
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### 项目依赖图
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```mermaid
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graph TB
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subgraph "外部依赖"
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DotNet[.NET 8/9]
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NuGet[NuGet包管理器]
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end
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subgraph "核心框架"
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Core[GFramework.Core]
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CoreAbstraction[GFramework.Core.Abstractions]
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end
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subgraph "功能扩展"
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Game[GFramework.Game]
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GameAbstraction[GFramework.Game.Abstractions]
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Godot[GFramework.Godot]
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SourceGen[GFramework.SourceGenerators]
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end
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subgraph "测试"
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CoreTests[GFramework.Core.Tests]
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end
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DotNet --> Core
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NuGet --> Core
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CoreAbstraction --> Core
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Game --> Core
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GameAbstraction --> Game
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Godot --> Core
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SourceGen --> Core
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CoreTests --> Core
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```
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**图表来源**
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- [GFramework.Core/GFramework.Core.csproj](file://GFramework.Core/GFramework.Core.csproj#L1-L13)
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- [GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj](file://GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj#L1-L29)
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### 组件间通信机制
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```mermaid
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graph LR
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subgraph "事件驱动通信"
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EventSystem[事件系统]
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EventBus[IEventBus]
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EventHandlers[事件处理器]
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end
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subgraph "依赖注入"
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IoC[IoC容器]
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Container[IIocContainer]
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Services[架构服务]
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end
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subgraph "上下文管理"
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Context[架构上下文]
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ArchitectureContext[IArchitectureContext]
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end
|
||
EventSystem --> EventBus
|
||
EventBus --> EventHandlers
|
||
IoC --> Container
|
||
Container --> Services
|
||
Services --> ArchitectureContext
|
||
ArchitectureContext --> Context
|
||
```
|
||
|
||
**图表来源**
|
||
- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L72-L87)
|
||
|
||
**章节来源**
|
||
- [GFramework.Core/GFramework.Core.csproj](file://GFramework.Core/GFramework.Core.csproj#L1-L13)
|
||
- [GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj](file://GFramework.Core.Abstractions/GFramework.Core.Abstractions.csproj#L1-L29)
|
||
|
||
## 性能考虑
|
||
GFramework在设计时充分考虑了性能优化,提供多种性能提升策略:
|
||
|
||
### 内存管理优化
|
||
- **对象池化**: 通过AbstractNodePoolSystem实现Godot节点的高效复用
|
||
- **延迟初始化**: 组件采用延迟初始化策略,减少启动时间
|
||
- **生命周期管理**: 自动化的资源清理,防止内存泄漏
|
||
|
||
### 并发处理
|
||
- **异步初始化**: 支持异步组件初始化,提高响应性
|
||
- **事件队列**: 事件处理采用队列机制,避免阻塞主线程
|
||
- **批量操作**: 支持批量注册和初始化操作
|
||
|
||
### 编译时优化
|
||
- **源码生成器**: 通过源码生成器减少运行时开销
|
||
- **接口隔离**: 小而专注的接口设计,减少不必要的依赖
|
||
- **泛型优化**: 广泛使用泛型,提供类型安全的同时保持性能
|
||
|
||
## 故障排除指南
|
||
|
||
### 常见环境配置问题
|
||
|
||
#### .NET SDK安装问题
|
||
**问题**: dotnet命令不可用
|
||
**解决方案**:
|
||
1. 确认已安装.NET 8.0或更高版本
|
||
2. 重启开发环境使PATH生效
|
||
3. 运行`dotnet --info`验证安装
|
||
|
||
#### NuGet包引用问题
|
||
**问题**: 包安装失败或版本冲突
|
||
**解决方案**:
|
||
1. 清理NuGet缓存: `dotnet nuget locals all --clear`
|
||
2. 删除bin和obj文件夹
|
||
3. 重新还原包: `dotnet restore`
|
||
|
||
### 编译错误排查
|
||
|
||
#### 类型不匹配错误
|
||
**常见症状**: 编译时报错提示类型不匹配
|
||
**解决方法**:
|
||
1. 检查接口实现是否完整
|
||
2. 确认泛型参数类型正确
|
||
3. 验证依赖项版本兼容性
|
||
|
||
#### 依赖注入错误
|
||
**常见症状**: 运行时抛出依赖解析异常
|
||
**解决方法**:
|
||
1. 检查组件注册顺序
|
||
2. 确认构造函数参数正确
|
||
3. 验证模块安装时机
|
||
|
||
### 运行时问题诊断
|
||
|
||
#### 事件未触发
|
||
**排查步骤**:
|
||
1. 检查事件注册是否在正确的生命周期阶段
|
||
2. 验证事件处理器是否正确实现
|
||
3. 确认事件类型匹配
|
||
|
||
#### 组件初始化失败
|
||
**排查步骤**:
|
||
1. 查看架构初始化日志
|
||
2. 检查组件依赖关系
|
||
3. 验证上下文绑定状态
|
||
|
||
**章节来源**
|
||
- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L164-L183)
|
||
- [GFramework.Core/architecture/Architecture.cs](file://GFramework.Core/architecture/Architecture.cs#L357-L396)
|
||
|
||
## 结论
|
||
GFramework为游戏开发提供了一个完整、可扩展且高性能的架构解决方案。通过模块化设计和清晰的分层架构,开发者可以专注于游戏逻辑的实现,而无需担心底层基础设施的复杂性。
|
||
|
||
### 主要优势
|
||
- **平台无关**: 核心模块可在任何.NET环境中运行
|
||
- **模块化设计**: 支持按需组合和扩展功能模块
|
||
- **类型安全**: 基于泛型的组件获取和事件系统
|
||
- **事件驱动**: 松耦合的组件通信机制
|
||
- **生命周期管理**: 自动化的组件初始化和清理
|
||
|
||
### 下一步建议
|
||
1. 从简单的游戏原型开始实践
|
||
2. 参考测试用例理解最佳实践
|
||
3. 根据项目需求选择合适的模块组合
|
||
4. 利用源码生成器提升开发效率
|
||
|
||
## 附录
|
||
|
||
### 快速开始模板
|
||
以下是一个最小化的GFramework项目模板:
|
||
|
||
```csharp
|
||
// 1. 定义架构
|
||
public class MyGameArchitecture : Architecture
|
||
{
|
||
protected override void Init()
|
||
{
|
||
RegisterModel(new GameStateModel());
|
||
RegisterSystem(new GameStateSystem());
|
||
RegisterUtility(new GameUtility());
|
||
}
|
||
}
|
||
|
||
// 2. 定义模型
|
||
public class GameStateModel : AbstractModel
|
||
{
|
||
public BindableProperty<int> Score { get; } = new(0);
|
||
|
||
protected override void OnInit()
|
||
{
|
||
// 初始化逻辑
|
||
}
|
||
}
|
||
|
||
// 3. 定义系统
|
||
public class GameStateSystem : AbstractSystem
|
||
{
|
||
protected override void OnInit()
|
||
{
|
||
this.RegisterEvent<GameEvent>(OnGameEvent);
|
||
}
|
||
|
||
private void OnGameEvent(GameEvent e)
|
||
{
|
||
// 业务逻辑
|
||
}
|
||
}
|
||
|
||
// 4. 初始化和运行
|
||
var architecture = new MyGameArchitecture();
|
||
architecture.Initialize();
|
||
```
|
||
|
||
### 测试验证清单
|
||
- [ ] 架构成功初始化
|
||
- [ ] 所有组件正确注册
|
||
- [ ] 事件系统正常工作
|
||
- [ ] 数据绑定功能正常
|
||
- [ ] 生命周期管理正确执行
|
||
|
||
### 项目打包建议
|
||
1. 配置适当的版本号和发布设置
|
||
2. 确保所有依赖项正确打包
|
||
3. 测试不同.NET版本的兼容性
|
||
4. 准备部署脚本和自动化流程 |