GFramework/GFramework.Game/data/DataRepository.cs
GeWuYou 970b8d3b96 refactor(settings): 重构设置系统和数据仓库实现
- 将音频和图形设置从 IResettable, IVersioned 迁移到 ISettingsData 接口
- 添加数据位置接口 IDataLocation 和数据位置提供者接口 IDataLocationProvider
- 修改数据仓库实现,使用数据位置替代类型进行数据操作
- 更新数据仓库的加载、保存、删除和存在检查方法以使用数据位置参数
- 重命名 IPersistentApplyAbleSettings 为 IResetApplyAbleSettings 并更新其实现
- 创建 ISettingsData 接口整合设置数据的基础功能
- 更新设置模型实现,统一管理设置数据的生命周期和应用器
- 添加版本化数据接口 IVersionedData 和可从源加载接口 ILoadableFrom
- 实现数据位置到存储键的扩展方法
- 更新数据事件类型以使用数据位置信息
- 重构设置模型的数据加载、保存和应用逻辑
- [skip ci]
2026-01-30 16:48:09 +08:00

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.storage;
using GFramework.Core.extensions;
using GFramework.Core.utility;
using GFramework.Game.Abstractions.data;
using GFramework.Game.Abstractions.data.events;
using GFramework.Game.extensions;
namespace GFramework.Game.data;
/// <summary>
/// 数据仓库类,用于管理游戏数据的存储和读取
/// </summary>
/// <param name="storage">存储接口实例</param>
/// <param name="options">数据仓库配置选项</param>
public class DataRepository(IStorage? storage, DataRepositoryOptions? options = null)
: AbstractContextUtility, IDataRepository
{
private readonly DataRepositoryOptions _options = options ?? new DataRepositoryOptions();
private IStorage? _storage = storage;
private IStorage Storage => _storage ??
throw new InvalidOperationException(
"Failed to initialize storage. No IStorage utility found in context.");
protected override void OnInit()
{
_storage ??= this.GetUtility<IStorage>()!;
}
/// <summary>
/// 异步加载指定位置的数据
/// </summary>
/// <typeparam name="T">数据类型必须实现IData接口</typeparam>
/// <param name="location">数据位置信息</param>
/// <returns>加载的数据对象</returns>
public async Task<T> LoadAsync<T>(IDataLocation location)
where T : class, IData, new()
{
var key = location.ToStorageKey();
T result;
// 检查存储中是否存在指定键的数据
if (await Storage.ExistsAsync(key))
result = await Storage.ReadAsync<T>(key);
else
result = new T();
// 如果启用事件功能,则发送数据加载完成事件
if (_options.EnableEvents)
this.SendEvent(new DataLoadedEvent<T>(result));
return result;
}
/// <summary>
/// 异步保存数据到指定位置
/// </summary>
/// <typeparam name="T">数据类型必须实现IData接口</typeparam>
/// <param name="location">数据位置信息</param>
/// <param name="data">要保存的数据对象</param>
public async Task SaveAsync<T>(IDataLocation location, T data)
where T : class, IData
{
var key = location.ToStorageKey();
// 自动备份
if (_options.AutoBackup && await Storage.ExistsAsync(key))
{
var backupKey = $"{key}.backup";
var existing = await Storage.ReadAsync<T>(key);
await Storage.WriteAsync(backupKey, existing);
}
await Storage.WriteAsync(key, data);
if (_options.EnableEvents)
this.SendEvent(new DataSavedEvent<T>(data));
}
/// <summary>
/// 检查指定位置的数据是否存在
/// </summary>
/// <param name="location">数据位置信息</param>
/// <returns>如果数据存在返回true否则返回false</returns>
public Task<bool> ExistsAsync(IDataLocation location)
=> Storage.ExistsAsync(location.ToStorageKey());
/// <summary>
/// 异步删除指定位置的数据
/// </summary>
/// <param name="location">数据位置信息</param>
public async Task DeleteAsync(IDataLocation location)
{
var key = location.ToStorageKey();
await Storage.DeleteAsync(key);
if (_options.EnableEvents)
this.SendEvent(new DataDeletedEvent(location));
}
/// <summary>
/// 异步批量保存多个数据项
/// </summary>
/// <param name="dataList">包含数据位置和数据对象的枚举集合</param>
public async Task SaveAllAsync(IEnumerable<(IDataLocation location, IData data)> dataList)
{
var valueTuples = dataList.ToList();
foreach (var (location, data) in valueTuples)
{
await SaveAsync(location, data);
}
if (_options.EnableEvents)
this.SendEvent(new DataBatchSavedEvent(valueTuples));
}
}