GFramework/GFramework.Core/state/StateMachine.cs
GeWuYou ce6cb3f8df refactor(state): 修改状态机接口返回类型支持链式调用
- 将Register方法返回类型从void改为IStateMachine
- 将Unregister方法返回类型从void改为IStateMachine
- 在实现类中添加return this语句
- 更新接口定义以匹配新的返回类型
- 实现链式调用功能提升API易用性
2026-01-17 13:20:33 +08:00

276 lines
8.1 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using GFramework.Core.Abstractions.state;
namespace GFramework.Core.state;
/// <summary>
/// 状态机实现类,用于管理状态的注册、切换和生命周期
/// </summary>
public class StateMachine(int maxHistorySize = 10) : IStateMachine
{
private readonly object _lock = new();
private readonly Stack<IState> _stateHistory = new();
/// <summary>
/// 存储所有已注册状态的字典,键为状态类型,值为状态实例
/// </summary>
protected readonly Dictionary<Type, IState> States = new();
/// <summary>
/// 获取当前激活的状态
/// </summary>
public IState? Current { get; protected set; }
/// <summary>
/// 注册一个状态到状态机中
/// </summary>
/// <param name="state">要注册的状态实例</param>
public IStateMachine Register(IState state)
{
lock (_lock)
{
States[state.GetType()] = state;
}
return this;
}
/// <summary>
/// 从状态机中注销指定类型的状态
/// </summary>
/// <typeparam name="T">要注销的状态类型</typeparam>
public IStateMachine Unregister<T>() where T : IState
{
lock (_lock)
{
var type = typeof(T);
if (!States.TryGetValue(type, out var state)) return this;
// 如果当前状态是要注销的状态,则先执行退出逻辑
if (Current == state)
{
Current.OnExit(null);
Current = null;
}
// 从历史记录中移除该状态的所有引用
var tempStack = new Stack<IState>(_stateHistory.Reverse());
_stateHistory.Clear();
foreach (var historyState in tempStack.Where(s => s != state))
{
_stateHistory.Push(historyState);
}
States.Remove(type);
}
return this;
}
/// <summary>
/// 检查是否可以切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <returns>如果可以切换则返回true否则返回false</returns>
public bool CanChangeTo<T>() where T : IState
{
if (!States.TryGetValue(typeof(T), out var target))
return false;
return Current?.CanTransitionTo(target) ?? true;
}
/// <summary>
/// 切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <returns>如果成功切换则返回true否则返回false</returns>
/// <exception cref="InvalidOperationException">当目标状态未注册时抛出</exception>
public bool ChangeTo<T>() where T : IState
{
lock (_lock)
{
// 检查目标状态是否已注册
if (!States.TryGetValue(typeof(T), out var target))
throw new InvalidOperationException("State not registered.");
// 验证当前状态是否可以转换到目标状态
if (Current != null && !Current.CanTransitionTo(target))
{
OnTransitionRejected(Current, target);
return false;
}
ChangeInternal(target);
return true;
}
}
/// <summary>
/// 检查指定类型的状态是否已注册
/// </summary>
/// <typeparam name="T">要检查的状态类型</typeparam>
/// <returns>如果状态已注册则返回true否则返回false</returns>
public bool IsRegistered<T>() where T : IState => States.ContainsKey(typeof(T));
/// <summary>
/// 获取指定类型的已注册状态实例
/// </summary>
/// <typeparam name="T">要获取的状态类型</typeparam>
/// <returns>如果状态存在则返回对应实例否则返回null</returns>
public T? GetState<T>() where T : class, IState => States.TryGetValue(typeof(T), out var state) ? state as T : null;
/// <summary>
/// 获取所有已注册状态的类型集合
/// </summary>
/// <returns>包含所有已注册状态类型的枚举器</returns>
public IEnumerable<Type> GetRegisteredStateTypes() => States.Keys;
/// <summary>
/// 获取上一个状态
/// </summary>
/// <returns>如果历史记录存在则返回上一个状态否则返回null</returns>
public IState? GetPreviousState()
{
lock (_lock)
{
return _stateHistory.Count > 0 ? _stateHistory.Peek() : null;
}
}
/// <summary>
/// 获取状态历史记录
/// </summary>
/// <returns>状态历史记录的只读副本,从最近到最远排序</returns>
public IReadOnlyList<IState> GetStateHistory()
{
lock (_lock)
{
return _stateHistory.ToList().AsReadOnly();
}
}
/// <summary>
/// 回退到上一个状态
/// </summary>
/// <returns>如果成功回退则返回true否则返回false</returns>
public bool GoBack()
{
lock (_lock)
{
if (_stateHistory.Count == 0) return false;
var previousState = _stateHistory.Pop();
// 检查上一个状态是否仍然注册
if (!States.ContainsValue(previousState))
{
// 如果状态已被注销,继续尝试更早的状态
return GoBack();
}
// 回退时不添加到历史记录
ChangeInternalWithoutHistory(previousState);
return true;
}
}
/// <summary>
/// 清空状态历史记录
/// </summary>
public void ClearHistory()
{
lock (_lock)
{
_stateHistory.Clear();
}
}
/// <summary>
/// 内部状态切换方法(不记录历史),用于回退操作
/// </summary>
/// <param name="next">下一个状态实例</param>
protected virtual void ChangeInternalWithoutHistory(IState next)
{
if (Current == next) return;
var old = Current;
OnStateChanging(old, next);
old?.OnExit(next);
Current = next;
Current.OnEnter(old);
OnStateChanged(old, Current);
}
/// <summary>
/// 内部状态切换方法,处理状态切换的核心逻辑
/// </summary>
/// <param name="next">下一个状态实例</param>
protected virtual void ChangeInternal(IState next)
{
// 检查是否为相同状态,避免不必要的切换
if (Current == next) return;
// 验证当前状态是否允许切换到目标状态
if (Current != null && !Current.CanTransitionTo(next))
{
OnTransitionRejected(Current, next);
return;
}
var old = Current;
OnStateChanging(old, next);
// 将当前状态添加到历史记录
if (Current != null)
{
_stateHistory.Push(Current);
// 限制历史记录大小
if (_stateHistory.Count > maxHistorySize)
{
// 移除最旧的记录(栈底元素)
var tempStack = new Stack<IState>(_stateHistory.Reverse().Skip(1));
_stateHistory.Clear();
foreach (var state in tempStack.Reverse())
{
_stateHistory.Push(state);
}
}
}
old?.OnExit(next);
Current = next;
Current.OnEnter(old);
OnStateChanged(old, Current);
}
/// <summary>
/// 当状态转换被拒绝时的回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual void OnTransitionRejected(IState from, IState to)
{
}
/// <summary>
/// 当状态即将发生改变时的回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual void OnStateChanging(IState? from, IState to)
{
}
/// <summary>
/// 当状态改变完成后的回调方法
/// </summary>
/// <param name="from">源状态</param>
/// <param name="to">目标状态</param>
protected virtual void OnStateChanged(IState? from, IState? to)
{
}
}