mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-22 10:34:30 +08:00
- 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]
186 lines
5.0 KiB
C#
186 lines
5.0 KiB
C#
using System.Collections;
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using GFramework.Game.Abstractions.coroutine;
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namespace GFramework.Game.coroutine;
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/// <summary>
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/// 协程句柄类,用于管理和控制协程的执行状态
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/// 实现了IYieldInstruction和ICoroutineHandle接口
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/// </summary>
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public class CoroutineHandle : IYieldInstruction, ICoroutineHandle
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{
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/// <summary>
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/// 存储协程执行栈的堆栈结构
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/// </summary>
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private readonly Stack<IEnumerator> _stack = new();
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/// <summary>
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/// 当前等待执行的指令
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/// </summary>
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private IYieldInstruction? _waitingInstruction;
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/// <summary>
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/// 初始化一个新的协程句柄实例
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/// </summary>
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/// <param name="routine">要执行的枚举器协程</param>
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/// <param name="context">协程上下文环境</param>
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/// <param name="waitingInstruction">初始等待的指令</param>
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internal CoroutineHandle(IEnumerator routine, CoroutineContext context, IYieldInstruction? waitingInstruction)
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{
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_stack.Push(routine);
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Context = context;
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_waitingInstruction = waitingInstruction;
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}
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/// <summary>
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/// 获取协程的上下文环境
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/// </summary>
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public CoroutineContext Context { get; }
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/// <summary>
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/// 获取协程句柄的上下文环境(接口实现)
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/// </summary>
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ICoroutineContext ICoroutineHandle.Context => Context;
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/// <summary>
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/// 获取协程是否已被取消的标志
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/// </summary>
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public bool IsCancelled { get; private set; }
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/// <summary>
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/// 协程完成时触发的事件
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/// </summary>
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public event Action? OnComplete;
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/// <summary>
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/// 协程发生错误时触发的事件
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/// </summary>
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public event Action<Exception>? OnError;
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/// <summary>
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/// 取消协程的执行
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/// </summary>
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public void Cancel()
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{
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if (IsDone) return;
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IsDone = true;
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IsCancelled = true;
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_stack.Clear();
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_waitingInstruction = null;
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OnComplete?.Invoke();
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}
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/// <summary>
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/// 获取协程是否已完成的标志
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/// </summary>
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public bool IsDone { get; private set; }
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/// <summary>
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/// 更新协程执行状态(接口实现)
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/// </summary>
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/// <param name="deltaTime">时间增量</param>
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void IYieldInstruction.Update(float deltaTime)
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{
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InternalUpdate(deltaTime);
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}
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/// <summary>
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/// 内部更新协程执行逻辑
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/// </summary>
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/// <param name="deltaTime">时间增量</param>
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/// <returns>如果协程仍在运行返回true,否则返回false</returns>
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private bool InternalUpdate(float deltaTime)
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{
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if (IsDone) return false;
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// 检查并更新当前等待的指令
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if (_waitingInstruction != null)
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{
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_waitingInstruction.Update(deltaTime);
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if (!_waitingInstruction.IsDone) return true;
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_waitingInstruction = null;
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}
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if (_stack.Count == 0)
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{
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Complete();
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return false;
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}
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try
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{
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var current = _stack.Peek();
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if (current.MoveNext())
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{
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ProcessYieldValue(current.Current);
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return true;
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}
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_stack.Pop();
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return _stack.Count > 0 || !CompleteCheck();
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}
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catch (Exception ex)
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{
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HandleError(ex);
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return false;
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}
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}
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/// <summary>
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/// 处理协程中yield返回的值,根据类型决定如何处理
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/// </summary>
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/// <param name="yielded">协程yield返回的对象</param>
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private void ProcessYieldValue(object yielded)
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{
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switch (yielded)
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{
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case CoroutineHandle otherHandle:
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_waitingInstruction = otherHandle;
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break;
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case IEnumerator nested:
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_stack.Push(nested);
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break;
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case IYieldInstruction instruction:
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_waitingInstruction = instruction;
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break;
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case null:
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break;
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default:
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throw new InvalidOperationException($"Unsupported yield type: {yielded.GetType()}");
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}
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}
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/// <summary>
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/// 检查协程是否完成并进行相应处理
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/// </summary>
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/// <returns>如果协程已完成返回true,否则返回false</returns>
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private bool CompleteCheck()
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{
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if (_stack.Count == 0) Complete();
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return IsDone;
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}
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/// <summary>
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/// 标记协程完成并清理相关资源
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/// </summary>
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private void Complete()
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{
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if (IsDone) return;
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IsDone = true;
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_stack.Clear();
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_waitingInstruction = null;
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OnComplete?.Invoke();
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}
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/// <summary>
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/// 处理协程执行过程中发生的异常
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/// </summary>
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/// <param name="ex">发生的异常</param>
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private void HandleError(Exception ex)
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{
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IsDone = true;
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_stack.Clear();
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_waitingInstruction = null;
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OnError?.Invoke(ex);
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}
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} |