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
129 lines
3.9 KiB
C#
129 lines
3.9 KiB
C#
using GFramework.Core.Abstractions.storage;
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using GFramework.Game.Abstractions.storage;
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namespace GFramework.Game.storage;
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/// <summary>
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/// 提供带有作用域前缀的存储包装器,将所有键都加上指定的前缀
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/// </summary>
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/// <param name="inner">内部的实际存储实现</param>
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/// <param name="prefix">用于所有键的前缀字符串</param>
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public sealed class ScopedStorage(IStorage inner, string prefix) : IScopedStorage
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{
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/// <summary>
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/// 检查指定键是否存在
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/// </summary>
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/// <param name="key">要检查的键</param>
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/// <returns>如果键存在则返回true,否则返回false</returns>
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public bool Exists(string key)
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{
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return inner.Exists(Key(key));
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}
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/// <summary>
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/// 异步检查指定键是否存在
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/// </summary>
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/// <param name="key">要检查的键</param>
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/// <returns>如果键存在则返回true,否则返回false</returns>
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public Task<bool> ExistsAsync(string key)
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{
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return inner.ExistsAsync(Key(key));
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}
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/// <summary>
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/// 读取指定键的值
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/// </summary>
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/// <typeparam name="T">要读取的值的类型</typeparam>
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/// <param name="key">要读取的键</param>
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/// <returns>键对应的值</returns>
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public T Read<T>(string key)
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{
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return inner.Read<T>(Key(key));
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}
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/// <summary>
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/// 读取指定键的值,如果键不存在则返回默认值
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/// </summary>
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/// <typeparam name="T">要读取的值的类型</typeparam>
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/// <param name="key">要读取的键</param>
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/// <param name="defaultValue">当键不存在时返回的默认值</param>
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/// <returns>键对应的值或默认值</returns>
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public T Read<T>(string key, T defaultValue)
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{
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return inner.Read(Key(key), defaultValue);
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}
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/// <summary>
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/// 异步读取指定键的值
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/// </summary>
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/// <typeparam name="T">要读取的值的类型</typeparam>
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/// <param name="key">要读取的键</param>
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/// <returns>键对应的值的任务</returns>
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public Task<T> ReadAsync<T>(string key)
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{
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return inner.ReadAsync<T>(Key(key));
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}
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/// <summary>
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/// 写入指定键值对
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/// </summary>
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/// <typeparam name="T">要写入的值的类型</typeparam>
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/// <param name="key">要写入的键</param>
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/// <param name="value">要写入的值</param>
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public void Write<T>(string key, T value)
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{
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inner.Write(Key(key), value);
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}
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/// <summary>
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/// 异步写入指定键值对
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/// </summary>
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/// <typeparam name="T">要写入的值的类型</typeparam>
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/// <param name="key">要写入的键</param>
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/// <param name="value">要写入的值</param>
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public Task WriteAsync<T>(string key, T value)
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{
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return inner.WriteAsync(Key(key), value);
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}
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/// <summary>
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/// 删除指定键
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/// </summary>
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/// <param name="key">要删除的键</param>
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public void Delete(string key)
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{
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inner.Delete(Key(key));
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}
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/// <summary>
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/// 异步删除指定键
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/// </summary>
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/// <param name="key">要删除的键</param>
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/// <returns>异步操作任务</returns>
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public async Task DeleteAsync(string key)
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{
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await inner.DeleteAsync(Key(key));
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}
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/// <summary>
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/// 为给定的键添加前缀
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/// </summary>
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/// <param name="key">原始键</param>
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/// <returns>添加前缀后的键</returns>
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private string Key(string key)
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{
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return string.IsNullOrEmpty(prefix)
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? key
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: $"{prefix}/{key}";
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}
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/// <summary>
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/// 创建一个新的作用域存储实例
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/// </summary>
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/// <param name="scope">新的作用域名称</param>
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/// <returns>新的作用域存储实例</returns>
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public IStorage Scope(string scope)
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{
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return new ScopedStorage(inner, Key(scope));
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}
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} |