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Convention-Unity/Convention/[Architecture]/Architecture.cs

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using Convention.Experimental.PublicType;
using System;
using System.Collections.Generic;
namespace Convention.Experimental
{
public static class Architecture
{
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private static readonly LinkedCacheList<object> s_GameFrameworkModules = new();
/// <summary>
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/// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
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/// <param name="instanceType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>Ŀ<><C4BF>ʵ<EFBFBD><CAB5></returns>
private static object Create(Type instanceType, int stackLayer = 0)
{
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if (stackLayer >= 100)
{
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throw new GameException($"Create instance '{instanceType.FullName}' failed, recursion too deep, there may be a circular dependency.");
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}
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object instance = Activator.CreateInstance(instanceType);
if (instance == null)
{
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throw new GameException($"Can not create instance '{instanceType.FullName}'");
}
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if (instance is GameModule module)
{
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// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
foreach (var dependenceType in module.Dependences())
_ = Get(dependenceType, stackLayer + 1);
var current = s_GameFrameworkModules.First;
while (current != null)
{
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if (current.Value is GameModule nextModule && module.Priority > nextModule.Priority)
{
break;
}
current = current.Next;
}
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if (current != null)
{
s_GameFrameworkModules.AddBefore(current, module);
}
else
{
s_GameFrameworkModules.AddLast(module);
}
}
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return instance;
}
/// <summary>
/// <20><>ȡʵ<C8A1><CAB5>
/// </summary>
/// <param name="instanceType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>ʵ<><CAB5></returns>
/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD>Ͳ<EFBFBD><CDB2><EFBFBD><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD></remarks>
public static object Get(Type instanceType, int stackLayer = 0)
{
foreach (object obj in s_GameFrameworkModules)
{
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if (obj.GetType() == instanceType)
{
return obj;
}
}
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return Create(instanceType, stackLayer + 1);
}
/// <summary>
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/// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
/// </summary>
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/// <param name="type">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>ʵ<><CAB5><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD></returns>
public static bool Contains(Type type)
{
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foreach (object obj in s_GameFrameworkModules)
{
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if (obj.GetType() == type)
{
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return true;
}
}
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return false;
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>
/// </summary>
/// <typeparam name="T">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD></typeparam>
/// <returns>Ҫ<><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</returns>
/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E9B2BB><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</remarks>
public static T GetModule<T>() where T : GameModule
{
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return (T)Get(typeof(T));
}
/// <summary>
/// <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>
/// </summary>
public static void Shutdown()
{
for (var current = s_GameFrameworkModules.Last; current != null; current = current.Previous)
{
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if (current.Value is GameModule module)
module.Shutdown();
}
s_GameFrameworkModules.Clear();
ReferencePool.ClearAll();
Utility.Marshal.FreeCachedHGlobal();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF>
/// </summary>
/// <param name="elapseSeconds"><3E>߼<EFBFBD><DFBC><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
public static void Update(float elapseSeconds, float realElapseSeconds)
{
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foreach (object obj in s_GameFrameworkModules)
{
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if (obj is GameModule module)
module.Update(elapseSeconds, realElapseSeconds);
}
}
}
}