GFramework/GFramework.Core/events/PriorityEvent.cs
GeWuYou eec50ab45b feat(events): 添加事件上下文支持和线程安全改进
- 在EventBus中添加RegisterWithContext方法支持事件上下文
- 实现EventContext<T>类包装事件数据并提供处理控制
- 在PriorityEvent中添加上下文事件处理器和相关管理逻辑
- 改进事件触发机制支持普通和上下文处理器混合使用
- 优化MicrosoftDiContainer的线程安全性和并发访问
- 修复SpanExtensions中TryParseValue的返回值类型问题
- 添加全面的单元测试覆盖新功能和边界情况
2026-02-25 21:39:53 +08:00

215 lines
8.0 KiB
C#

using GFramework.Core.Abstractions.events;
namespace GFramework.Core.events;
/// <summary>
/// 支持优先级的泛型事件类
/// </summary>
/// <typeparam name="T">事件回调函数的参数类型</typeparam>
public class PriorityEvent<T> : IEvent
{
/// <summary>
/// 存储已注册的上下文事件处理器列表
/// </summary>
private readonly List<ContextEventHandler> _contextHandlers = new();
/// <summary>
/// 存储已注册的事件处理器列表
/// </summary>
private readonly List<EventHandler> _handlers = new();
/// <summary>
/// 标记事件是否已被处理(用于 UntilHandled 传播模式)
/// </summary>
private bool _handled;
/// <summary>
/// 显式实现 IEvent 接口中的 Register 方法
/// </summary>
/// <param name="onEvent">无参事件处理方法</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
IUnRegister IEvent.Register(Action onEvent)
{
return Register(_ => onEvent(), 0);
}
/// <summary>
/// 注册一个事件监听器,默认优先级为 0
/// </summary>
/// <param name="onEvent">要注册的事件处理方法</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister Register(Action<T> onEvent)
{
return Register(onEvent, 0);
}
/// <summary>
/// 注册一个事件监听器,并指定优先级
/// </summary>
/// <param name="onEvent">要注册的事件处理方法</param>
/// <param name="priority">优先级,数值越大优先级越高</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister Register(Action<T> onEvent, int priority)
{
var handler = new EventHandler(onEvent, priority);
_handlers.Add(handler);
// 按优先级降序排序(高优先级在前)
_handlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
return new DefaultUnRegister(() => UnRegister(onEvent));
}
/// <summary>
/// 取消指定的事件监听器
/// </summary>
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegister(Action<T> onEvent)
{
_handlers.RemoveAll(h => h.Handler == onEvent);
}
/// <summary>
/// 注册一个上下文事件监听器,并指定优先级
/// </summary>
/// <param name="onEvent">要注册的事件处理方法,接收 EventContext 参数</param>
/// <param name="priority">优先级,数值越大优先级越高</param>
/// <returns>IUnRegister 对象,用于稍后注销该事件监听器</returns>
public IUnRegister RegisterWithContext(Action<EventContext<T>> onEvent, int priority = 0)
{
var handler = new ContextEventHandler(onEvent, priority);
_contextHandlers.Add(handler);
// 按优先级降序排序(高优先级在前)
_contextHandlers.Sort((a, b) => b.Priority.CompareTo(a.Priority));
return new DefaultUnRegister(() => UnRegisterContext(onEvent));
}
/// <summary>
/// 取消指定的上下文事件监听器
/// </summary>
/// <param name="onEvent">需要被注销的事件处理方法</param>
public void UnRegisterContext(Action<EventContext<T>> onEvent)
{
_contextHandlers.RemoveAll(h => h.Handler == onEvent);
}
/// <summary>
/// 触发事件处理程序,并指定传播模式
/// </summary>
/// <param name="t">传递给事件处理程序的参数</param>
/// <param name="propagation">事件传播模式</param>
public void Trigger(T t, EventPropagation propagation = EventPropagation.All)
{
_handled = false;
switch (propagation)
{
case EventPropagation.All:
// 使用快照避免迭代期间修改
// 合并所有处理器并按优先级排序
var allHandlersForAll = _handlers
.Select(h => (h.Priority, Handler: (Action?)(() => h.Handler.Invoke(t)),
ContextHandler: (Action<EventContext<T>>?)null, IsContext: false))
.Concat(_contextHandlers
.Select(h => (h.Priority, Handler: (Action?)null,
ContextHandler: (Action<EventContext<T>>?)h.Handler, IsContext: true)))
.OrderByDescending(h => h.Priority)
.ToList();
var contextAll = new EventContext<T>(t);
foreach (var item in allHandlersForAll)
{
if (item.IsContext)
{
item.ContextHandler?.Invoke(contextAll);
}
else
{
item.Handler?.Invoke();
}
}
break;
case EventPropagation.UntilHandled:
// 合并所有处理器并按优先级排序
var allHandlers = _handlers
.Select(h => (h.Priority, Handler: (Action?)(() => h.Handler.Invoke(t)),
ContextHandler: (Action<EventContext<T>>?)null, IsContext: false))
.Concat(_contextHandlers
.Select(h => (h.Priority, Handler: (Action?)null,
ContextHandler: (Action<EventContext<T>>?)h.Handler, IsContext: true)))
.OrderByDescending(h => h.Priority)
.ToList();
var context = new EventContext<T>(t);
foreach (var item in allHandlers)
{
if (item.IsContext)
{
item.ContextHandler?.Invoke(context);
if (context.IsHandled) break;
}
else
{
item.Handler?.Invoke();
if (_handled) break; // 保持向后兼容
}
}
break;
case EventPropagation.Highest:
// 使用快照避免迭代期间修改
var normalSnapshot = _handlers.ToArray();
var contextSnapshot = _contextHandlers.ToArray();
// 找到最高优先级
var highestPriority = int.MinValue;
if (normalSnapshot.Length > 0)
highestPriority = Math.Max(highestPriority, normalSnapshot[0].Priority);
if (contextSnapshot.Length > 0)
highestPriority = Math.Max(highestPriority, contextSnapshot[0].Priority);
if (highestPriority != int.MinValue)
{
// 触发最高优先级的普通处理器
foreach (var handler in normalSnapshot)
{
if (handler.Priority < highestPriority) break;
handler.Handler.Invoke(t);
}
// 触发最高优先级的上下文处理器
var contextHighest = new EventContext<T>(t);
foreach (var handler in contextSnapshot)
{
if (handler.Priority < highestPriority) break;
handler.Handler.Invoke(contextHighest);
}
}
break;
}
}
/// <summary>
/// 事件处理器包装类,包含处理器和优先级
/// </summary>
private sealed class EventHandler(Action<T> handler, int priority)
{
public Action<T> Handler { get; } = handler;
public int Priority { get; } = priority;
}
/// <summary>
/// 上下文事件处理器包装类,包含处理器和优先级
/// </summary>
private sealed class ContextEventHandler(Action<EventContext<T>> handler, int priority)
{
public Action<EventContext<T>> Handler { get; } = handler;
public int Priority { get; } = priority;
}
}