com.alicizax.unity/Runtime/Base/EventPool/EventPool.cs

320 lines
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using System;
using System.Collections.Generic;
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namespace AlicizaX
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{
/// <summary>
/// 事件池。
/// </summary>
/// <typeparam name="T">事件类型。</typeparam>
public sealed partial class EventPool<T> where T : BaseEventArgs
{
private readonly object _lock = new object();
private readonly GameFrameworkMultiDictionary<string, EventHandler<T>> _eventHandlers;
private readonly Queue<EventNode> _events;
private readonly Dictionary<object, LinkedListNode<EventHandler<T>>> _cachedNodes;
private readonly Dictionary<object, LinkedListNode<EventHandler<T>>> _tempNodes;
private readonly EventPoolMode _eventPoolMode;
private EventHandler<T> _defaultHandler;
/// <summary>
/// 初始化事件池的新实例。
/// </summary>
/// <param name="mode">事件池模式。</param>
public EventPool(EventPoolMode mode)
{
_eventHandlers = new GameFrameworkMultiDictionary<string, EventHandler<T>>();
_events = new Queue<EventNode>();
_cachedNodes = new Dictionary<object, LinkedListNode<EventHandler<T>>>();
_tempNodes = new Dictionary<object, LinkedListNode<EventHandler<T>>>();
_eventPoolMode = mode;
_defaultHandler = null;
}
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
public int EventHandlerCount
{
get
{
lock (_lock)
{
return _eventHandlers.Count;
}
}
}
/// <summary>
/// 获取事件数量。
/// </summary>
public int EventCount
{
get
{
lock (_lock)
{
return _events.Count;
}
}
}
/// <summary>
/// 事件池轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
public void Update(float elapseSeconds, float realElapseSeconds)
{
lock (_lock)
{
while (_events.Count > 0)
{
EventNode eventNodeNode = _events.Dequeue();
HandleEvent(eventNodeNode.Sender, eventNodeNode.EventArgs);
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MemoryPool.Release(eventNodeNode);
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}
}
}
/// <summary>
/// 关闭并清理事件池。
/// </summary>
public void Shutdown()
{
Clear();
_eventHandlers.Clear();
_cachedNodes.Clear();
_tempNodes.Clear();
_defaultHandler = null;
}
/// <summary>
/// 清理事件。
/// </summary>
public void Clear()
{
lock (_lock)
{
_events.Clear();
}
}
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <returns>事件处理函数的数量。</returns>
public int Count(string id)
{
lock (_lock)
{
if (_eventHandlers.TryGetValue(id, out var listRange))
{
return listRange.Count;
}
return 0;
}
}
/// <summary>
/// 检查是否存在事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要检查的事件处理函数。</param>
/// <returns>是否存在事件处理函数。</returns>
public bool Check(string id, EventHandler<T> handler)
{
lock (_lock)
{
if (handler == null)
{
throw new GameFrameworkException("Event handler is invalid.");
}
return _eventHandlers.Contains(id, handler);
}
}
/// <summary>
/// 订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要订阅的事件处理函数。</param>
public void Subscribe(string id, EventHandler<T> handler)
{
lock (_lock)
{
if (handler == null)
{
throw new GameFrameworkException("Event handler is invalid.");
}
if (!_eventHandlers.Contains(id))
{
_eventHandlers.Add(id, handler);
}
else if ((_eventPoolMode & EventPoolMode.AllowMultiHandler) != EventPoolMode.AllowMultiHandler)
{
throw new GameFrameworkException(Utility.Text.Format("Event '{0}' not allow multi handler.", id));
}
else if ((_eventPoolMode & EventPoolMode.AllowDuplicateHandler) != EventPoolMode.AllowDuplicateHandler && Check(id, handler))
{
throw new GameFrameworkException(Utility.Text.Format("Event '{0}' not allow duplicate handler.", id));
}
else
{
_eventHandlers.Add(id, handler);
}
}
}
/// <summary>
/// 取消订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要取消订阅的事件处理函数。</param>
public void Unsubscribe(string id, EventHandler<T> handler)
{
lock (_lock)
{
if (handler == null)
{
throw new GameFrameworkException("Event handler is invalid.");
}
if (_cachedNodes.Count > 0)
{
foreach (KeyValuePair<object, LinkedListNode<EventHandler<T>>> cachedNode in _cachedNodes)
{
if (cachedNode.Value != null && cachedNode.Value.Value == handler)
{
_tempNodes.Add(cachedNode.Key, cachedNode.Value.Next);
}
}
if (_tempNodes.Count > 0)
{
foreach (KeyValuePair<object, LinkedListNode<EventHandler<T>>> cachedNode in _tempNodes)
{
_cachedNodes[cachedNode.Key] = cachedNode.Value;
}
_tempNodes.Clear();
}
}
if (!_eventHandlers.Remove(id, handler))
{
throw new GameFrameworkException(Utility.Text.Format("Event '{0}' not exists specified handler.", id));
}
}
}
/// <summary>
/// 设置默认事件处理函数。
/// </summary>
/// <param name="handler">要设置的默认事件处理函数。</param>
public void SetDefaultHandler(EventHandler<T> handler)
{
_defaultHandler = handler;
}
/// <summary>
/// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void Fire(object sender, T e)
{
lock (_lock)
{
if (e == null)
{
throw new GameFrameworkException("Event is invalid.");
}
var eventNodeNode = EventNode.Create(sender, e);
lock (_events)
{
_events.Enqueue(eventNodeNode);
}
}
}
/// <summary>
/// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void FireNow(object sender, T e)
{
lock (_lock)
{
if (e == null)
{
throw new GameFrameworkException("Event is invalid.");
}
HandleEvent(sender, e);
}
}
/// <summary>
/// 处理事件结点。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
private void HandleEvent(object sender, T e)
{
lock (_lock)
{
bool noHandlerException = false;
if (_eventHandlers.TryGetValue(e.Id, out var range))
{
LinkedListNode<EventHandler<T>> current = range.First;
while (current != null && current != range.Terminal)
{
_cachedNodes[e] = current.Next != range.Terminal ? current.Next : null;
try
{
current.Value?.Invoke(sender, e);
}
catch (Exception exception)
{
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Log.Exception(exception);
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}
current = _cachedNodes[e];
}
_cachedNodes.Remove(e);
}
else if (_defaultHandler != null)
{
try
{
_defaultHandler(sender, e);
}
catch (Exception exception)
{
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Log.Exception(exception);
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}
}
else if ((_eventPoolMode & EventPoolMode.AllowNoHandler) == 0)
{
noHandlerException = true;
}
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MemoryPool.Release(e);
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if (noHandlerException)
{
throw new GameFrameworkException(Utility.Text.Format("Event '{0}' not allow no handler.", e.Id));
}
}
}
}
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}