mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-23 03:04:29 +08:00
- 将 OnPauseStateChanged 事件从 Action<PauseGroup, bool> 类型改为 EventHandler<PauseStateChangedEventArgs> - 添加 PauseStateChangedEventArgs 类来封装事件数据 - 更新所有事件处理方法的签名以匹配新的事件参数 - 修改文档中相关的事件处理代码示例 - 在 PauseStackManager 中添加 RaisePauseStateChanged 方法统一处理事件触发 - 更新测试代码以适应新的事件处理方式
329 lines
11 KiB
C#
329 lines
11 KiB
C#
using GFramework.Core.Abstractions.Events;
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namespace GFramework.Core.Events;
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/// <summary>
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/// 支持优先级的泛型事件类
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/// </summary>
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/// <typeparam name="T">事件回调函数的参数类型</typeparam>
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public class PriorityEvent<T> : IEvent
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{
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/// <summary>
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/// 存储已注册的上下文事件处理器列表
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/// </summary>
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private readonly List<ContextEventHandler> _contextHandlers = new();
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/// <summary>
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/// 存储已注册的事件处理器列表
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/// </summary>
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private readonly List<EventHandler> _handlers = new();
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/// <summary>
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/// 保护处理器集合的并发访问
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/// </summary>
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private readonly object _syncRoot = new();
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/// <summary>
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/// 标记事件是否已被处理(用于 UntilHandled 传播模式)
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/// </summary>
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private bool _handled;
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/// <summary>
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/// 显式实现 IEvent 接口中的 Register 方法
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/// </summary>
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/// <param name="onEvent">无参事件处理方法</param>
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/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
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IUnRegister IEvent.Register(Action onEvent)
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{
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return Register(_ => onEvent(), 0);
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}
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/// <summary>
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/// 注册一个事件监听器,默认优先级为 0
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/// </summary>
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/// <param name="onEvent">要注册的事件处理方法</param>
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/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
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public IUnRegister Register(Action<T> onEvent)
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{
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return Register(onEvent, 0);
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}
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/// <summary>
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/// 注册一个事件监听器,并指定优先级
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/// </summary>
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/// <param name="onEvent">要注册的事件处理方法</param>
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/// <param name="priority">优先级,数值越大优先级越高</param>
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/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
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public IUnRegister Register(Action<T> onEvent, int priority)
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{
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var handler = new EventHandler(onEvent, priority);
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lock (_syncRoot)
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{
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_handlers.Add(handler);
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// 按优先级降序排序(高优先级在前)
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_handlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
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}
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return new DefaultUnRegister(() => UnRegister(onEvent));
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}
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/// <summary>
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/// 取消指定的事件监听器
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/// </summary>
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/// <param name="onEvent">需要被注销的事件处理方法</param>
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public void UnRegister(Action<T> onEvent)
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{
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lock (_syncRoot)
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{
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_handlers.RemoveAll(h => h.Handler == onEvent);
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}
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}
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/// <summary>
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/// 注册一个上下文事件监听器,并指定优先级
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/// </summary>
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/// <param name="onEvent">要注册的事件处理方法,接收 EventContext 参数</param>
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/// <param name="priority">优先级,数值越大优先级越高</param>
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/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
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public IUnRegister RegisterWithContext(Action<EventContext<T>> onEvent, int priority = 0)
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{
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var handler = new ContextEventHandler(onEvent, priority);
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lock (_syncRoot)
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{
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_contextHandlers.Add(handler);
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// 按优先级降序排序(高优先级在前)
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_contextHandlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
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}
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return new DefaultUnRegister(() => UnRegisterContext(onEvent));
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}
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/// <summary>
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/// 取消指定的上下文事件监听器
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/// </summary>
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/// <param name="onEvent">需要被注销的事件处理方法</param>
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public void UnRegisterContext(Action<EventContext<T>> onEvent)
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{
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lock (_syncRoot)
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{
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_contextHandlers.RemoveAll(h => h.Handler == onEvent);
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}
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}
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/// <summary>
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/// 触发事件处理程序,并指定传播模式
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/// </summary>
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/// <param name="t">传递给事件处理程序的参数</param>
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/// <param name="propagation">事件传播模式</param>
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public void Trigger(T t, EventPropagation propagation = EventPropagation.All)
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{
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_handled = false;
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switch (propagation)
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{
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case EventPropagation.All:
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TriggerAll(t);
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break;
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case EventPropagation.UntilHandled:
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TriggerUntilHandled(t);
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break;
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case EventPropagation.Highest:
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TriggerHighest(t);
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break;
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}
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}
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/// <summary>
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/// 触发所有事件处理器(按优先级顺序)
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/// </summary>
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/// <param name="t">事件参数</param>
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private void TriggerAll(T t)
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{
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var allHandlers = MergeAndSortHandlers(t);
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var context = new EventContext<T>(t);
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foreach (var item in allHandlers)
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{
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if (item.IsContext)
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{
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item.ContextHandler?.Invoke(context);
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}
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else
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{
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item.Handler?.Invoke();
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}
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}
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}
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/// <summary>
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/// 触发事件处理器直到被处理
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/// </summary>
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/// <param name="t">事件参数</param>
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private void TriggerUntilHandled(T t)
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{
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var allHandlers = MergeAndSortHandlers(t);
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var context = new EventContext<T>(t);
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foreach (var item in allHandlers)
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{
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if (item.IsContext)
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{
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item.ContextHandler?.Invoke(context);
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if (context.IsHandled) break;
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}
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else
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{
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item.Handler?.Invoke();
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if (_handled) break; // 保持向后兼容
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}
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}
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}
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/// <summary>
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/// 仅触发最高优先级的事件处理器
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/// </summary>
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/// <param name="t">事件参数</param>
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private void TriggerHighest(T t)
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{
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var (normalSnapshot, contextSnapshot) = CreateSnapshots();
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var highestPriority = GetHighestPriority(normalSnapshot, contextSnapshot);
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if (highestPriority != int.MinValue)
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{
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ExecuteHighPriorityNormalHandlers(normalSnapshot, t, highestPriority);
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ExecuteHighPriorityContextHandlers(contextSnapshot, t, highestPriority);
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}
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}
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/// <summary>
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/// 合并并排序所有事件处理器
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/// </summary>
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/// <param name="t">事件参数</param>
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/// <returns>合并排序后的处理器列表</returns>
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private List<(int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)>
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MergeAndSortHandlers(T t)
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{
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var (normalSnapshot, contextSnapshot) = CreateSnapshots();
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// 使用统一的投影方法显式固定元组的可空标注,避免 LINQ 在 Concat 时推断出不兼容的签名。
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return normalSnapshot
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.Select(h => CreateNormalHandlerInvocation(h, t))
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.Concat(contextSnapshot.Select(CreateContextHandlerInvocation))
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.OrderByDescending(h => h.Priority)
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.ToList();
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}
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/// <summary>
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/// 获取最高优先级
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/// </summary>
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/// <param name="normalHandlers">普通事件处理器数组</param>
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/// <param name="contextHandlers">上下文事件处理器数组</param>
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/// <returns>最高优先级值</returns>
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private static int GetHighestPriority(EventHandler[] normalHandlers, ContextEventHandler[] contextHandlers)
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{
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var highestPriority = int.MinValue;
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if (normalHandlers.Length > 0)
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highestPriority = Math.Max(highestPriority, normalHandlers[0].Priority);
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if (contextHandlers.Length > 0)
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highestPriority = Math.Max(highestPriority, contextHandlers[0].Priority);
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return highestPriority;
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}
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/// <summary>
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/// 执行高优先级的普通事件处理器
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/// </summary>
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/// <param name="handlers">处理器数组</param>
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/// <param name="t">事件参数</param>
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/// <param name="highestPriority">最高优先级</param>
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private static void ExecuteHighPriorityNormalHandlers(EventHandler[] handlers, T t, int highestPriority)
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{
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foreach (var handler in handlers)
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{
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if (handler.Priority < highestPriority) break;
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handler.Handler.Invoke(t);
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}
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}
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/// <summary>
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/// 执行高优先级的上下文事件处理器
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/// </summary>
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/// <param name="handlers">处理器数组</param>
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/// <param name="t">事件参数</param>
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/// <param name="highestPriority">最高优先级</param>
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private static void ExecuteHighPriorityContextHandlers(ContextEventHandler[] handlers, T t, int highestPriority)
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{
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var context = new EventContext<T>(t);
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foreach (var handler in handlers)
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{
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if (handler.Priority < highestPriority) break;
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handler.Handler.Invoke(context);
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}
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}
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/// <summary>
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/// 获取当前已注册的监听器总数量(包括普通监听器和上下文监听器)
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/// </summary>
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/// <returns>监听器总数量</returns>
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public int GetListenerCount()
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{
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lock (_syncRoot)
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{
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return _handlers.Count + _contextHandlers.Count;
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}
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}
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private (EventHandler[] NormalHandlers, ContextEventHandler[] ContextHandlers) CreateSnapshots()
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{
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lock (_syncRoot)
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{
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return (_handlers.ToArray(), _contextHandlers.ToArray());
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}
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}
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/// <summary>
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/// 将普通事件处理器转换为统一的调用描述。
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/// </summary>
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/// <param name="handler">要包装的普通处理器。</param>
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/// <param name="t">当前触发的事件数据。</param>
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/// <returns>可与上下文处理器合并排序的统一调用描述。</returns>
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private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
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CreateNormalHandlerInvocation(EventHandler handler, T t)
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{
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return (handler.Priority, () => handler.Handler.Invoke(t), null, false);
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}
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/// <summary>
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/// 将上下文事件处理器转换为统一的调用描述。
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/// </summary>
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/// <param name="handler">要包装的上下文处理器。</param>
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/// <returns>可与普通处理器合并排序的统一调用描述。</returns>
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private static (int Priority, Action? Handler, Action<EventContext<T>>? ContextHandler, bool IsContext)
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CreateContextHandlerInvocation(ContextEventHandler handler)
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{
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return (handler.Priority, null, handler.Handler, true);
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}
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/// <summary>
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/// 事件处理器包装类,包含处理器和优先级
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/// </summary>
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private sealed class EventHandler(Action<T> handler, int priority)
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{
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public Action<T> Handler { get; } = handler;
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public int Priority { get; } = priority;
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}
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/// <summary>
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/// 上下文事件处理器包装类,包含处理器和优先级
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/// </summary>
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private sealed class ContextEventHandler(Action<EventContext<T>> handler, int priority)
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{
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public Action<EventContext<T>> Handler { get; } = handler;
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public int Priority { get; } = priority;
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}
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} |