438 lines
14 KiB
C#
438 lines
14 KiB
C#
![]() |
using System.Collections.Generic;
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namespace AlicizaX.Runtime
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{
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/// <summary>
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/// 任务池。
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/// </summary>
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/// <typeparam name="T">任务类型。</typeparam>
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public sealed class TaskPool<T> where T : TaskBase
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{
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private readonly Stack<ITaskAgent<T>> m_FreeAgents;
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private readonly GameFrameworkLinkedList<ITaskAgent<T>> m_WorkingAgents;
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private readonly GameFrameworkLinkedList<T> m_WaitingTasks;
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private bool m_Paused;
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/// <summary>
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/// 初始化任务池的新实例。
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/// </summary>
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public TaskPool()
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{
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m_FreeAgents = new Stack<ITaskAgent<T>>();
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m_WorkingAgents = new GameFrameworkLinkedList<ITaskAgent<T>>();
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m_WaitingTasks = new GameFrameworkLinkedList<T>();
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m_Paused = false;
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}
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/// <summary>
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/// 获取或设置任务池是否被暂停。
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/// </summary>
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public bool Paused
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{
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get
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{
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return m_Paused;
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}
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set
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{
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m_Paused = value;
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}
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}
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/// <summary>
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/// 获取任务代理总数量。
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/// </summary>
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public int TotalAgentCount
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{
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get
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{
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return FreeAgentCount + WorkingAgentCount;
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}
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}
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/// <summary>
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/// 获取可用任务代理数量。
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/// </summary>
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public int FreeAgentCount
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{
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get
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{
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return m_FreeAgents.Count;
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}
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}
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/// <summary>
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/// 获取工作中任务代理数量。
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/// </summary>
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public int WorkingAgentCount
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{
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get
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{
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return m_WorkingAgents.Count;
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}
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}
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/// <summary>
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/// 获取等待任务数量。
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/// </summary>
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public int WaitingTaskCount
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{
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get
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{
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return m_WaitingTasks.Count;
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}
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}
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/// <summary>
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/// 任务池轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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public void Update(float elapseSeconds, float realElapseSeconds)
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{
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if (m_Paused)
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{
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return;
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}
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ProcessRunningTasks(elapseSeconds, realElapseSeconds);
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ProcessWaitingTasks(elapseSeconds, realElapseSeconds);
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}
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/// <summary>
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/// 关闭并清理任务池。
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/// </summary>
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public void Shutdown()
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{
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RemoveAllTasks();
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while (FreeAgentCount > 0)
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{
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m_FreeAgents.Pop().Shutdown();
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}
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}
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/// <summary>
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/// 增加任务代理。
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/// </summary>
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/// <param name="agent">要增加的任务代理。</param>
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public void AddAgent(ITaskAgent<T> agent)
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{
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if (agent == null)
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{
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throw new GameFrameworkException("Task agent is invalid.");
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}
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agent.Initialize();
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m_FreeAgents.Push(agent);
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}
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/// <summary>
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/// 根据任务的序列编号获取任务的信息。
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/// </summary>
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/// <param name="serialId">要获取信息的任务的序列编号。</param>
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/// <returns>任务的信息。</returns>
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public TaskInfo GetTaskInfo(int serialId)
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{
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foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
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{
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T workingTask = workingAgent.Task;
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if (workingTask.SerialId == serialId)
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{
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return new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description);
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}
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}
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foreach (T waitingTask in m_WaitingTasks)
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{
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if (waitingTask.SerialId == serialId)
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{
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return new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description);
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}
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}
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return default(TaskInfo);
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}
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/// <summary>
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/// 根据任务的标签获取任务的信息。
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/// </summary>
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/// <param name="tag">要获取信息的任务的标签。</param>
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/// <returns>任务的信息。</returns>
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public TaskInfo[] GetTaskInfos(string tag)
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{
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List<TaskInfo> results = new List<TaskInfo>();
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GetTaskInfos(tag, results);
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return results.ToArray();
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}
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/// <summary>
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/// 根据任务的标签获取任务的信息。
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/// </summary>
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/// <param name="tag">要获取信息的任务的标签。</param>
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/// <param name="results">任务的信息。</param>
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public void GetTaskInfos(string tag, List<TaskInfo> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
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{
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T workingTask = workingAgent.Task;
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if (workingTask.Tag == tag)
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{
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results.Add(new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description));
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}
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}
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foreach (T waitingTask in m_WaitingTasks)
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{
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if (waitingTask.Tag == tag)
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{
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results.Add(new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description));
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}
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}
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}
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/// <summary>
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/// 获取所有任务的信息。
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/// </summary>
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/// <returns>所有任务的信息。</returns>
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public TaskInfo[] GetAllTaskInfos()
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{
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int index = 0;
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TaskInfo[] results = new TaskInfo[m_WorkingAgents.Count + m_WaitingTasks.Count];
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foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
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{
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T workingTask = workingAgent.Task;
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results[index++] = new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description);
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}
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foreach (T waitingTask in m_WaitingTasks)
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{
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results[index++] = new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description);
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}
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return results;
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}
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/// <summary>
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/// 获取所有任务的信息。
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/// </summary>
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/// <param name="results">所有任务的信息。</param>
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public void GetAllTaskInfos(List<TaskInfo> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
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{
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T workingTask = workingAgent.Task;
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results.Add(new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description));
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}
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foreach (T waitingTask in m_WaitingTasks)
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{
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results.Add(new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description));
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}
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}
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/// <summary>
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/// 增加任务。
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/// </summary>
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/// <param name="task">要增加的任务。</param>
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public void AddTask(T task)
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{
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LinkedListNode<T> current = m_WaitingTasks.Last;
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while (current != null)
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{
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if (task.Priority <= current.Value.Priority)
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{
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break;
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}
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current = current.Previous;
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}
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if (current != null)
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{
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m_WaitingTasks.AddAfter(current, task);
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}
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else
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{
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m_WaitingTasks.AddFirst(task);
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}
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}
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/// <summary>
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/// 根据任务的序列编号移除任务。
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/// </summary>
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/// <param name="serialId">要移除任务的序列编号。</param>
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/// <returns>是否移除任务成功。</returns>
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public bool RemoveTask(int serialId)
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{
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foreach (T task in m_WaitingTasks)
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{
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if (task.SerialId == serialId)
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{
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m_WaitingTasks.Remove(task);
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ReferencePool.Release(task);
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return true;
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}
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}
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LinkedListNode<ITaskAgent<T>> currentWorkingAgent = m_WorkingAgents.First;
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while (currentWorkingAgent != null)
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{
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LinkedListNode<ITaskAgent<T>> next = currentWorkingAgent.Next;
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ITaskAgent<T> workingAgent = currentWorkingAgent.Value;
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T task = workingAgent.Task;
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if (task.SerialId == serialId)
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{
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workingAgent.Reset();
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m_FreeAgents.Push(workingAgent);
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m_WorkingAgents.Remove(currentWorkingAgent);
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ReferencePool.Release(task);
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return true;
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}
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currentWorkingAgent = next;
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}
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return false;
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}
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/// <summary>
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/// 根据任务的标签移除任务。
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/// </summary>
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/// <param name="tag">要移除任务的标签。</param>
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/// <returns>移除任务的数量。</returns>
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public int RemoveTasks(string tag)
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{
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int count = 0;
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LinkedListNode<T> currentWaitingTask = m_WaitingTasks.First;
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while (currentWaitingTask != null)
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{
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LinkedListNode<T> next = currentWaitingTask.Next;
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T task = currentWaitingTask.Value;
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if (task.Tag == tag)
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{
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m_WaitingTasks.Remove(currentWaitingTask);
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ReferencePool.Release(task);
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count++;
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}
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currentWaitingTask = next;
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}
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LinkedListNode<ITaskAgent<T>> currentWorkingAgent = m_WorkingAgents.First;
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while (currentWorkingAgent != null)
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{
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LinkedListNode<ITaskAgent<T>> next = currentWorkingAgent.Next;
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ITaskAgent<T> workingAgent = currentWorkingAgent.Value;
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T task = workingAgent.Task;
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if (task.Tag == tag)
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{
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workingAgent.Reset();
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m_FreeAgents.Push(workingAgent);
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m_WorkingAgents.Remove(currentWorkingAgent);
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ReferencePool.Release(task);
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count++;
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}
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currentWorkingAgent = next;
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}
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return count;
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}
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/// <summary>
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/// 移除所有任务。
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/// </summary>
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/// <returns>移除任务的数量。</returns>
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public int RemoveAllTasks()
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{
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int count = m_WaitingTasks.Count + m_WorkingAgents.Count;
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foreach (T task in m_WaitingTasks)
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{
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ReferencePool.Release(task);
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}
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m_WaitingTasks.Clear();
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foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
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{
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T task = workingAgent.Task;
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workingAgent.Reset();
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m_FreeAgents.Push(workingAgent);
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ReferencePool.Release(task);
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}
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m_WorkingAgents.Clear();
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return count;
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}
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private void ProcessRunningTasks(float elapseSeconds, float realElapseSeconds)
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{
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LinkedListNode<ITaskAgent<T>> current = m_WorkingAgents.First;
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while (current != null)
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{
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T task = current.Value.Task;
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if (!task.Done)
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{
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current.Value.Update(elapseSeconds, realElapseSeconds);
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current = current.Next;
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continue;
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}
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LinkedListNode<ITaskAgent<T>> next = current.Next;
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current.Value.Reset();
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m_FreeAgents.Push(current.Value);
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m_WorkingAgents.Remove(current);
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ReferencePool.Release(task);
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current = next;
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}
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}
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private void ProcessWaitingTasks(float elapseSeconds, float realElapseSeconds)
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{
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LinkedListNode<T> current = m_WaitingTasks.First;
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while (current != null && FreeAgentCount > 0)
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{
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ITaskAgent<T> agent = m_FreeAgents.Pop();
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LinkedListNode<ITaskAgent<T>> agentNode = m_WorkingAgents.AddLast(agent);
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T task = current.Value;
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LinkedListNode<T> next = current.Next;
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StartTaskStatus status = agent.Start(task);
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if (status == StartTaskStatus.Done || status == StartTaskStatus.HasToWait || status == StartTaskStatus.UnknownError)
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{
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agent.Reset();
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m_FreeAgents.Push(agent);
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m_WorkingAgents.Remove(agentNode);
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}
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if (status == StartTaskStatus.Done || status == StartTaskStatus.CanResume || status == StartTaskStatus.UnknownError)
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{
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m_WaitingTasks.Remove(current);
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}
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if (status == StartTaskStatus.Done || status == StartTaskStatus.UnknownError)
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{
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ReferencePool.Release(task);
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}
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current = next;
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}
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}
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}
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}
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