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https://github.com/GeWuYou/GFramework.git
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- 实现ICoroutineContext和ICoroutineHandle接口,提供协程上下文和句柄的标准定义 - 重构CoroutineContext实现ICoroutineContext接口,统一协程上下文访问方式 - 修改CoroutineHandle实现ICoroutineHandle接口,标准化协程控制方法 - 扩展ICoroutineScheduler和ICoroutineScope接口,增加ActiveCount属性和Launch方法 - 优化CoroutineScheduler线程安全性,添加线程ID检查防止跨线程调用 - 为WaitForSeconds、WaitUntil、WaitWhile添加Reset方法支持状态重置 - 重构CoroutineScopeExtensions移除类型转换,使用接口方法替代具体类型 - 改进GlobalCoroutineScope添加TryGetScope方法,使用TryGet模式替代异常控制 - 优化CoroutineHandle取消逻辑,确保取消时正确触发OnComplete事件 - 统一各协程组件的XML文档注释,完善参数和返回值说明 - [skip ci]
28 lines
937 B
C#
28 lines
937 B
C#
using GFramework.Game.Abstractions.coroutine;
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namespace GFramework.Game.coroutine;
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/// <summary>
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/// 协程上下文类,用于封装协程执行所需的环境信息
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/// </summary>
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/// <param name="scope">协程作用域,定义协程的执行范围</param>
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/// <param name="scheduler">协程调度器,负责协程的调度和执行管理</param>
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/// <param name="owner">协程的所有者对象,可为空,默认为null</param>
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public class CoroutineContext(ICoroutineScope scope, CoroutineScheduler scheduler, object? owner = null)
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: ICoroutineContext
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{
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/// <summary>
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/// 获取协程作用域
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/// </summary>
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public ICoroutineScope Scope { get; } = scope;
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/// <summary>
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/// 获取协程调度器
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/// </summary>
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public ICoroutineScheduler Scheduler { get; } = scheduler;
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/// <summary>
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/// 获取协程所有者对象
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/// </summary>
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public object? Owner { get; } = owner;
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} |