EP 实验性框架
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@@ -6,70 +6,90 @@ namespace Convention.Experimental
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{
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public static class Architecture
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{
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private static readonly LinkedCacheList<GameModule> s_GameFrameworkModules = new();
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private static readonly LinkedCacheList<object> s_GameFrameworkModules = new();
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><see cref="GameModule"/>
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/// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="moduleType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
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/// <returns>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/></returns>
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private static GameModule CreateModule(Type moduleType, int stackLayer = 0)
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/// <param name="instanceType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
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/// <returns>Ŀ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD></returns>
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private static object Create(Type instanceType, int stackLayer = 0)
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{
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if (stackLayer >= 100)
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{
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throw new GameException($"Create module '{moduleType.FullName}' failed, recursion too deep, there may be a circular dependency.");
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throw new GameException($"Create instance '{instanceType.FullName}' failed, recursion too deep, there may be a circular dependency.");
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}
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GameModule module = (GameModule)Activator.CreateInstance(moduleType);
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if (module == null)
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object instance = Activator.CreateInstance(instanceType);
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if (instance == null)
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{
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throw new GameException($"Can not create module '{moduleType.FullName}'");
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throw new GameException($"Can not create instance '{instanceType.FullName}'");
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}
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// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
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foreach (var dependenceType in module.Dependences())
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_ = GetModule(dependenceType, stackLayer + 1);
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LinkedListNode<GameModule> current = s_GameFrameworkModules.First;
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while (current != null)
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if (instance is GameModule module)
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{
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if (module.Priority > current.Value.Priority)
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// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
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foreach (var dependenceType in module.Dependences())
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_ = Get(dependenceType, stackLayer + 1);
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var current = s_GameFrameworkModules.First;
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while (current != null)
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{
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break;
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if (current.Value is GameModule nextModule && module.Priority > nextModule.Priority)
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{
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break;
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}
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current = current.Next;
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}
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current = current.Next;
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if (current != null)
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{
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s_GameFrameworkModules.AddBefore(current, module);
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}
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else
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{
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s_GameFrameworkModules.AddLast(module);
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}
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}
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if (current != null)
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{
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s_GameFrameworkModules.AddBefore(current, module);
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}
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else
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{
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s_GameFrameworkModules.AddLast(module);
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}
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return module;
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return instance;
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}
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/// <summary>
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/// <20><>ȡ<see cref="GameModule"/>
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/// <20><>ȡʵ<EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="moduleType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></param>
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/// <returns>Ҫ<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><see cref="GameModule"/></returns>
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/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/><3E><><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD></remarks>
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private static GameModule GetModule(Type moduleType, int stackLayer = 0)
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/// <param name="instanceType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
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/// <returns>ʵ<EFBFBD><EFBFBD></returns>
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/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD></remarks>
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public static object Get(Type instanceType, int stackLayer = 0)
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{
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foreach (GameModule module in s_GameFrameworkModules)
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foreach (object obj in s_GameFrameworkModules)
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{
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if (module.GetType() == moduleType)
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if (obj.GetType() == instanceType)
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{
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return module;
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return obj;
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}
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}
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return CreateModule(moduleType, stackLayer + 1);
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return Create(instanceType, stackLayer + 1);
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}
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/// <summary>
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/// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
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/// </summary>
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/// <param name="type">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
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/// <returns>ʵ<><CAB5><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD></returns>
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public static bool Contains(Type type)
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{
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foreach (object obj in s_GameFrameworkModules)
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{
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if (obj.GetType() == type)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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@@ -80,7 +100,7 @@ namespace Convention.Experimental
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/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>鲻<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>
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public static T GetModule<T>() where T : GameModule
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{
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return (T)GetModule(typeof(T));
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return (T)Get(typeof(T));
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}
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/// <summary>
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@@ -90,7 +110,8 @@ namespace Convention.Experimental
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{
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for (var current = s_GameFrameworkModules.Last; current != null; current = current.Previous)
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{
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current.Value.Shutdown();
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if (current.Value is GameModule module)
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module.Shutdown();
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}
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s_GameFrameworkModules.Clear();
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@@ -105,9 +126,10 @@ namespace Convention.Experimental
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/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
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public static void Update(float elapseSeconds, float realElapseSeconds)
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{
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foreach (var module in s_GameFrameworkModules)
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foreach (object obj in s_GameFrameworkModules)
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{
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module.Update(elapseSeconds, realElapseSeconds);
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if (obj is GameModule module)
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module.Update(elapseSeconds, realElapseSeconds);
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}
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}
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}
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