com.alicizax.unity/Runtime/Base/TaskPool/TaskPool.cs
陈思海 bf0d8340af init
2025-02-07 16:04:12 +08:00

438 lines
14 KiB
C#

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