mirror of
https://github.com/GeWuYou/GFramework.git
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- 新增 IRuntimeTypeSerializer 接口支持运行时类型序列化 - 将序列化器接口从 Game 模块迁移到 Core 模块 - 更新 JsonSerializer 的命名空间引用 - 为 Godot 音频和图形设置类添加持久化应用接口实现 - 重构设置模型的初始化和去重逻辑 - 移除批量加载所有设置的功能 - 优化设置应用过程为异步执行 - 在存储接口中添加异步删除方法 - 为各种存储实现添加异步删除功能 - 为 Godot 文件存储添加标准文件系统路径删除支持 - 删除废弃的设置数据基类实现
113 lines
3.7 KiB
C#
113 lines
3.7 KiB
C#
using GFramework.Core.Abstractions.storage;
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using GFramework.Core.extensions;
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using GFramework.Core.utility;
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using GFramework.Game.Abstractions.setting;
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using GFramework.Game.setting.events;
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namespace GFramework.Game.setting;
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/// <summary>
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/// 设置持久化服务类,负责处理设置数据的加载、保存、删除等操作
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/// </summary>
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public class SettingsPersistence : AbstractContextUtility, ISettingsPersistence
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{
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private IStorage _storage = null!;
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/// <summary>
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/// 异步加载指定类型的设置数据
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <returns>如果存在则返回存储的设置数据,否则返回新创建的实例</returns>
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public async Task<T> LoadAsync<T>() where T : class, ISettingsData, new()
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{
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var key = GetKey<T>();
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if (await _storage.ExistsAsync(key))
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{
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var result = await _storage.ReadAsync<T>(key);
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this.SendEvent(new SettingsLoadedEvent<T>(result));
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return result;
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}
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var newSettings = new T();
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this.SendEvent(new SettingsLoadedEvent<T>(newSettings));
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return newSettings;
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}
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/// <summary>
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/// 异步保存设置数据到存储中
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <param name="section">要保存的设置数据实例</param>
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public async Task SaveAsync<T>(T section) where T : class, ISettingsData
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{
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var key = GetKey<T>();
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await _storage.WriteAsync(key, section);
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this.SendEvent(new SettingsSavedEvent<T>(section));
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}
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/// <summary>
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/// 检查指定类型的设置数据是否存在
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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/// <returns>如果存在返回true,否则返回false</returns>
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public async Task<bool> ExistsAsync<T>() where T : class, ISettingsData
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{
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var key = GetKey<T>();
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return await _storage.ExistsAsync(key);
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}
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/// <summary>
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/// 异步删除指定类型的设置数据
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/// </summary>
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/// <typeparam name="T">设置数据类型,必须实现ISettingsData接口</typeparam>
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public async Task DeleteAsync<T>() where T : class, ISettingsData
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{
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var key = GetKey<T>();
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await _storage.DeleteAsync(key);
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this.SendEvent(new SettingsDeletedEvent(typeof(T)));
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await Task.CompletedTask;
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}
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/// <summary>
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/// 异步保存所有设置数据到存储中
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/// </summary>
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/// <param name="allData">包含所有设置数据的可枚举集合</param>
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public async Task SaveAllAsync(IEnumerable<ISettingsData> allData)
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{
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var dataList = allData.ToList();
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foreach (var data in dataList)
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{
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var type = data.GetType();
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var key = GetKey(type);
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await _storage.WriteAsync(key, data);
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}
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this.SendEvent(new SettingsBatchSavedEvent(dataList));
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}
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protected override void OnInit()
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{
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_storage = this.GetUtility<IStorage>()!;
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}
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/// <summary>
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/// 获取指定类型的存储键名
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/// </summary>
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/// <typeparam name="T">设置数据类型</typeparam>
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/// <returns>格式为"Settings_类型名称"的键名</returns>
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private static string GetKey<T>() where T : ISettingsData
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{
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return GetKey(typeof(T));
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}
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/// <summary>
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/// 获取指定类型的存储键名
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/// </summary>
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/// <param name="type">设置数据类型</param>
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/// <returns>格式为"Settings_类型名称"的键名</returns>
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private static string GetKey(Type type)
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{
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return $"Settings_{type.Name}";
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}
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} |