从ellan/GameFramework中合并新的工具

This commit is contained in:
2025-11-13 16:39:25 +08:00
parent b6d2f38e72
commit 1a28eb62a8
12 changed files with 958 additions and 1 deletions

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using Convention;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Convention.Experimental.PublicType;
namespace Convention.Experimental
{
public static class Architecture
{
private static readonly LinkedCacheList<GameModule> s_GameFrameworkModules = new();
/// <summary>
/// <20><><EFBFBD><EFBFBD><see cref="GameModule"/>
/// </summary>
/// <param name="moduleType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/><3E><><EFBFBD><EFBFBD></param>
/// <returns>Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/></returns>
private static GameModule CreateModule(Type moduleType)
{
GameModule module = (GameModule)Activator.CreateInstance(moduleType);
if (module == null)
{
throw new GameException($"Can not create module '{moduleType.FullName}'");
}
LinkedListNode<GameModule> current = s_GameFrameworkModules.First;
while (current != null)
{
if (module.Priority > current.Value.Priority)
{
break;
}
current = current.Next;
}
if (current != null)
{
s_GameFrameworkModules.AddBefore(current, module);
}
else
{
s_GameFrameworkModules.AddLast(module);
}
return module;
}
/// <summary>
/// <20><>ȡ<see cref="GameModule"/>
/// </summary>
/// <param name="moduleType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></param>
/// <returns>Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></returns>
/// <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<><CAB5><EFBFBD><EFBFBD></remarks>
private static GameModule GetModule(Type moduleType)
{
foreach (GameModule module in s_GameFrameworkModules)
{
if (module.GetType() == moduleType)
{
return module;
}
}
return CreateModule(moduleType);
}
/// <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
{
return (T)GetModule(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)
{
current.Value.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)
{
foreach (var module in s_GameFrameworkModules)
{
module.Update(elapseSeconds, realElapseSeconds);
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
[Serializable]
public class GameException : Exception
{
/// <summary>
/// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
public GameException()
: base()
{
}
/// <summary>
/// ʹ<><CAB9>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
/// <param name="message"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
public GameException(string message)
: base(message)
{
}
/// <summary>
/// ʹ<><CAB9>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>Ͷ<EFBFBD><CDB6><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>쳣ԭ<ECB3A3><D4AD><EFBFBD><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
/// <param name="message"><3E><><EFBFBD><EFBFBD><EFBFBD>쳣ԭ<ECB3A3><D4AD><EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
/// <param name="innerException"><3E><><EFBFBD>µ<EFBFBD>ǰ<EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> innerException <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><C3A3><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><ECB3A3> catch <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><ECB3A3></param>
public GameException(string message, Exception innerException)
: base(message, innerException)
{
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD>ݳ<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
/// <param name="info"><3E><><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD><D0B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD></param>
/// <param name="context"><3E><><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD>Դ<EFBFBD><D4B4>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
protected GameException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public abstract class GameModule
{
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD><C8BC><EFBFBD>
/// </summary>
/// <remarks><3E><><EFBFBD>ȼ<EFBFBD><C8BC>ϸߵ<CFB8>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF><EFBFBD><EFBFBD><EFBFBD>ҹرղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD></remarks>
internal virtual int Priority
{
get
{
return 0;
}
}
/// <summary>
/// <20><>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>
internal abstract void Update(float elapseSeconds, float realElapseSeconds);
/// <summary>
/// <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>
/// </summary>
internal abstract void Shutdown();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// 附带有缓存机制的链表类。
/// </summary>
/// <typeparam name="T">指定链表的元素类型。</typeparam>
public sealed class LinkedCacheList<T> : ICollection<T>, IEnumerable<T>, ICollection, IEnumerable
{
private readonly LinkedList<T> m_LinkedList;
/// <summary>
/// 之所以需要这套缓存机制,主要有三点好处:
/// <list type="bullet">减少 GC 压力:大量频繁的插入/删除会产生很多短生命周期的节点对象,通过复用可以显著降低托管堆的分配与回收次数</list>
/// <list type="bullet">提升性能:避免频繁 new 和 GC能减少停顿时间提高链表在高频操作场景下的吞吐</list>
/// <list type="bullet">便于观察与管理:类中还提供了 CachedNodeCount 方便调试统计缓存规模,必要时可通过 ClearCachedNodes 主动释放</list>
/// 适用场景是节点使用模式“高频增删但总量有限”,此时缓存能稳定性能;若链表规模始终在增长且很少释放,缓存收益会较低。
/// </summary>
private readonly Queue<LinkedListNode<T>> m_CachedNodes;
/// <summary>
/// 初始化游戏框架链表类的新实例。
/// </summary>
public LinkedCacheList()
{
m_LinkedList = new LinkedList<T>();
m_CachedNodes = new Queue<LinkedListNode<T>>();
}
/// <summary>
/// 获取链表中实际包含的结点数量。
/// </summary>
public int Count
{
get
{
return m_LinkedList.Count;
}
}
/// <summary>
/// 获取链表结点缓存数量。
/// </summary>
public int CachedNodeCount
{
get
{
return m_CachedNodes.Count;
}
}
/// <summary>
/// 获取链表的第一个结点。
/// </summary>
public LinkedListNode<T> First
{
get
{
return m_LinkedList.First;
}
}
/// <summary>
/// 获取链表的最后一个结点。
/// </summary>
public LinkedListNode<T> Last
{
get
{
return m_LinkedList.Last;
}
}
/// <summary>
/// 获取一个值,该值指示 ICollection`1 是否为只读。
/// </summary>
public bool IsReadOnly
{
get
{
return ((ICollection<T>)m_LinkedList).IsReadOnly;
}
}
/// <summary>
/// 获取可用于同步对 ICollection 的访问的对象。
/// </summary>
public object SyncRoot
{
get
{
return ((ICollection)m_LinkedList).SyncRoot;
}
}
/// <summary>
/// 获取一个值,该值指示是否同步对 ICollection 的访问(线程安全)。
/// </summary>
public bool IsSynchronized
{
get
{
return ((ICollection)m_LinkedList).IsSynchronized;
}
}
/// <summary>
/// 在链表中指定的现有结点后添加包含指定值的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddAfter(LinkedListNode<T> node, T value)
{
LinkedListNode<T> newNode = AcquireNode(value);
m_LinkedList.AddAfter(node, newNode);
return newNode;
}
/// <summary>
/// 在链表中指定的现有结点后添加指定的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="newNode">指定的新结点。</param>
public void AddAfter(LinkedListNode<T> node, LinkedListNode<T> newNode)
{
m_LinkedList.AddAfter(node, newNode);
}
/// <summary>
/// 在链表中指定的现有结点前添加包含指定值的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddBefore(LinkedListNode<T> node, T value)
{
LinkedListNode<T> newNode = AcquireNode(value);
m_LinkedList.AddBefore(node, newNode);
return newNode;
}
/// <summary>
/// 在链表中指定的现有结点前添加指定的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="newNode">指定的新结点。</param>
public void AddBefore(LinkedListNode<T> node, LinkedListNode<T> newNode)
{
m_LinkedList.AddBefore(node, newNode);
}
/// <summary>
/// 在链表的开头处添加包含指定值的新结点。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddFirst(T value)
{
LinkedListNode<T> node = AcquireNode(value);
m_LinkedList.AddFirst(node);
return node;
}
/// <summary>
/// 在链表的开头处添加指定的新结点。
/// </summary>
/// <param name="node">指定的新结点。</param>
public void AddFirst(LinkedListNode<T> node)
{
m_LinkedList.AddFirst(node);
}
/// <summary>
/// 在链表的结尾处添加包含指定值的新结点。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddLast(T value)
{
LinkedListNode<T> node = AcquireNode(value);
m_LinkedList.AddLast(node);
return node;
}
/// <summary>
/// 在链表的结尾处添加指定的新结点。
/// </summary>
/// <param name="node">指定的新结点。</param>
public void AddLast(LinkedListNode<T> node)
{
m_LinkedList.AddLast(node);
}
/// <summary>
/// 从链表中移除所有结点。
/// </summary>
public void Clear()
{
LinkedListNode<T> current = m_LinkedList.First;
while (current != null)
{
ReleaseNode(current);
current = current.Next;
}
m_LinkedList.Clear();
}
/// <summary>
/// 清除链表结点缓存。
/// </summary>
public void ClearCachedNodes()
{
m_CachedNodes.Clear();
}
/// <summary>
/// 确定某值是否在链表中。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>某值是否在链表中。</returns>
public bool Contains(T value)
{
return m_LinkedList.Contains(value);
}
/// <summary>
/// 从目标数组的指定索引处开始将整个链表复制到兼容的一维数组。
/// </summary>
/// <param name="array">一维数组,它是从链表复制的元素的目标。数组必须具有从零开始的索引。</param>
/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
public void CopyTo(T[] array, int index)
{
m_LinkedList.CopyTo(array, index);
}
/// <summary>
/// 从特定的 ICollection 索引开始,将数组的元素复制到一个数组中。
/// </summary>
/// <param name="array">一维数组,它是从 ICollection 复制的元素的目标。数组必须具有从零开始的索引。</param>
/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
public void CopyTo(Array array, int index)
{
((ICollection)m_LinkedList).CopyTo(array, index);
}
/// <summary>
/// 查找包含指定值的第一个结点。
/// </summary>
/// <param name="value">要查找的指定值。</param>
/// <returns>包含指定值的第一个结点。</returns>
public LinkedListNode<T> Find(T value)
{
return m_LinkedList.Find(value);
}
/// <summary>
/// 查找包含指定值的最后一个结点。
/// </summary>
/// <param name="value">要查找的指定值。</param>
/// <returns>包含指定值的最后一个结点。</returns>
public LinkedListNode<T> FindLast(T value)
{
return m_LinkedList.FindLast(value);
}
/// <summary>
/// 从链表中移除指定值的第一个匹配项。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>是否移除成功。</returns>
public bool Remove(T value)
{
LinkedListNode<T> node = m_LinkedList.Find(value);
if (node != null)
{
m_LinkedList.Remove(node);
ReleaseNode(node);
return true;
}
return false;
}
/// <summary>
/// 从链表中移除指定的结点。
/// </summary>
/// <param name="node">指定的结点。</param>
public void Remove(LinkedListNode<T> node)
{
m_LinkedList.Remove(node);
ReleaseNode(node);
}
/// <summary>
/// 移除位于链表开头处的结点。
/// </summary>
public void RemoveFirst()
{
LinkedListNode<T> first = m_LinkedList.First;
if (first == null)
{
throw new GameException("First is invalid.");
}
m_LinkedList.RemoveFirst();
ReleaseNode(first);
}
/// <summary>
/// 移除位于链表结尾处的结点。
/// </summary>
public void RemoveLast()
{
LinkedListNode<T> last = m_LinkedList.Last;
if (last == null)
{
throw new GameException("Last is invalid.");
}
m_LinkedList.RemoveLast();
ReleaseNode(last);
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
public Enumerator GetEnumerator()
{
return new Enumerator(m_LinkedList);
}
private LinkedListNode<T> AcquireNode(T value)
{
LinkedListNode<T> node = null;
if (m_CachedNodes.Count > 0)
{
node = m_CachedNodes.Dequeue();
node.Value = value;
}
else
{
node = new LinkedListNode<T>(value);
}
return node;
}
private void ReleaseNode(LinkedListNode<T> node)
{
node.Value = default(T);
m_CachedNodes.Enqueue(node);
}
/// <summary>
/// 将值添加到 ICollection`1 的结尾处。
/// </summary>
/// <param name="value">要添加的值。</param>
void ICollection<T>.Add(T value)
{
AddLast(value);
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
IEnumerator<T> IEnumerable<T>.GetEnumerator()
{
return GetEnumerator();
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <summary>
/// 循环访问集合的枚举数。
/// </summary>
[StructLayout(LayoutKind.Auto)]
public struct Enumerator : IEnumerator<T>, IEnumerator
{
private LinkedList<T>.Enumerator m_Enumerator;
internal Enumerator(LinkedList<T> linkedList)
{
if (linkedList == null)
{
throw new GameException("Linked list is invalid.");
}
m_Enumerator = linkedList.GetEnumerator();
}
/// <summary>
/// 获取当前结点。
/// </summary>
public T Current
{
get
{
return m_Enumerator.Current;
}
}
/// <summary>
/// 获取当前的枚举数。
/// </summary>
object IEnumerator.Current
{
get
{
return m_Enumerator.Current;
}
}
/// <summary>
/// 清理枚举数。
/// </summary>
public void Dispose()
{
m_Enumerator.Dispose();
}
/// <summary>
/// 获取下一个结点。
/// </summary>
/// <returns>返回下一个结点。</returns>
public bool MoveNext()
{
return m_Enumerator.MoveNext();
}
/// <summary>
/// 重置枚举数。
/// </summary>
void IEnumerator.Reset()
{
((IEnumerator<T>)m_Enumerator).Reset();
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 34c26073576fd3b488f2b547e7e8eb0a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -421,4 +421,4 @@ namespace Convention
#endregion #endregion
} }
} }

View File

@@ -424,6 +424,245 @@ namespace Convention
{ {
return DateTime.Now.ToString(format); return DateTime.Now.ToString(format);
} }
/// <summary>
/// Marshal 相关的实用函数。
/// </summary>
public static class Marshal
{
[Serializable]
public class MarshalException : Exception
{
public MarshalException() { }
public MarshalException(string message) : base(message) { }
public MarshalException(string message, Exception inner) : base(message, inner) { }
protected MarshalException(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
}
private const int BlockSize = 1024 * 4;
private static IntPtr s_CachedHGlobalPtr = IntPtr.Zero;
private static int s_CachedHGlobalSize = 0;
/// <summary>
/// 获取缓存的从进程的非托管内存中分配的内存的大小。
/// </summary>
public static int CachedHGlobalSize
{
get
{
return s_CachedHGlobalSize;
}
}
/// <summary>
/// 确保从进程的非托管内存中分配足够大小的内存并缓存。
/// </summary>
/// <param name="ensureSize">要确保从进程的非托管内存中分配内存的大小。</param>
public static void EnsureCachedHGlobalSize(int ensureSize)
{
if (ensureSize < 0)
{
throw new MarshalException("Ensure size is invalid.");
}
if (s_CachedHGlobalPtr == IntPtr.Zero || s_CachedHGlobalSize < ensureSize)
{
FreeCachedHGlobal();
int size = (ensureSize - 1 + BlockSize) / BlockSize * BlockSize;
s_CachedHGlobalPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(size);
s_CachedHGlobalSize = size;
}
}
/// <summary>
/// 释放缓存的从进程的非托管内存中分配的内存。
/// </summary>
public static void FreeCachedHGlobal()
{
if (s_CachedHGlobalPtr != IntPtr.Zero)
{
System.Runtime.InteropServices.Marshal.FreeHGlobal(s_CachedHGlobalPtr);
s_CachedHGlobalPtr = IntPtr.Zero;
s_CachedHGlobalSize = 0;
}
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <returns>存储转换结果的二进制流。</returns>
public static byte[] StructureToBytes<T>(T structure)
{
return StructureToBytes(structure, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)));
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <param name="structureSize">要转换的对象的大小。</param>
/// <returns>存储转换结果的二进制流。</returns>
internal static byte[] StructureToBytes<T>(T structure, int structureSize)
{
if (structureSize < 0)
{
throw new MarshalException("Structure size is invalid.");
}
EnsureCachedHGlobalSize(structureSize);
System.Runtime.InteropServices.Marshal.StructureToPtr(structure, s_CachedHGlobalPtr, true);
byte[] result = new byte[structureSize];
System.Runtime.InteropServices.Marshal.Copy(s_CachedHGlobalPtr, result, 0, structureSize);
return result;
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <param name="result">存储转换结果的二进制流。</param>
public static void StructureToBytes<T>(T structure, byte[] result)
{
StructureToBytes(structure, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)), result, 0);
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <param name="structureSize">要转换的对象的大小。</param>
/// <param name="result">存储转换结果的二进制流。</param>
internal static void StructureToBytes<T>(T structure, int structureSize, byte[] result)
{
StructureToBytes(structure, structureSize, result, 0);
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <param name="result">存储转换结果的二进制流。</param>
/// <param name="startIndex">写入存储转换结果的二进制流的起始位置。</param>
public static void StructureToBytes<T>(T structure, byte[] result, int startIndex)
{
StructureToBytes(structure, System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)), result, startIndex);
}
/// <summary>
/// 将数据从对象转换为二进制流。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structure">要转换的对象。</param>
/// <param name="structureSize">要转换的对象的大小。</param>
/// <param name="result">存储转换结果的二进制流。</param>
/// <param name="startIndex">写入存储转换结果的二进制流的起始位置。</param>
internal static void StructureToBytes<T>(T structure, int structureSize, byte[] result, int startIndex)
{
if (structureSize < 0)
{
throw new MarshalException("Structure size is invalid.");
}
if (result == null)
{
throw new MarshalException("Result is invalid.");
}
if (startIndex < 0)
{
throw new MarshalException("Start index is invalid.");
}
if (startIndex + structureSize > result.Length)
{
throw new MarshalException("Result length is not enough.");
}
EnsureCachedHGlobalSize(structureSize);
System.Runtime.InteropServices.Marshal.StructureToPtr(structure, s_CachedHGlobalPtr, true);
System.Runtime.InteropServices.Marshal.Copy(s_CachedHGlobalPtr, result, startIndex, structureSize);
}
/// <summary>
/// 将数据从二进制流转换为对象。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="buffer">要转换的二进制流。</param>
/// <returns>存储转换结果的对象。</returns>
public static T BytesToStructure<T>(byte[] buffer)
{
return BytesToStructure<T>(System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)), buffer, 0);
}
/// <summary>
/// 将数据从二进制流转换为对象。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="buffer">要转换的二进制流。</param>
/// <param name="startIndex">读取要转换的二进制流的起始位置。</param>
/// <returns>存储转换结果的对象。</returns>
public static T BytesToStructure<T>(byte[] buffer, int startIndex)
{
return BytesToStructure<T>(System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)), buffer, startIndex);
}
/// <summary>
/// 将数据从二进制流转换为对象。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structureSize">要转换的对象的大小。</param>
/// <param name="buffer">要转换的二进制流。</param>
/// <returns>存储转换结果的对象。</returns>
internal static T BytesToStructure<T>(int structureSize, byte[] buffer)
{
return BytesToStructure<T>(structureSize, buffer, 0);
}
/// <summary>
/// 将数据从二进制流转换为对象。
/// </summary>
/// <typeparam name="T">要转换的对象的类型。</typeparam>
/// <param name="structureSize">要转换的对象的大小。</param>
/// <param name="buffer">要转换的二进制流。</param>
/// <param name="startIndex">读取要转换的二进制流的起始位置。</param>
/// <returns>存储转换结果的对象。</returns>
internal static T BytesToStructure<T>(int structureSize, byte[] buffer, int startIndex)
{
if (structureSize < 0)
{
throw new MarshalException("Structure size is invalid.");
}
if (buffer == null)
{
throw new MarshalException("Buffer is invalid.");
}
if (startIndex < 0)
{
throw new MarshalException("Start index is invalid.");
}
if (startIndex + structureSize > buffer.Length)
{
throw new MarshalException("Buffer length is not enough.");
}
EnsureCachedHGlobalSize(structureSize);
System.Runtime.InteropServices.Marshal.Copy(buffer, startIndex, s_CachedHGlobalPtr, structureSize);
return (T)System.Runtime.InteropServices.Marshal.PtrToStructure(s_CachedHGlobalPtr, typeof(T));
}
}
} }
} }
@@ -2232,3 +2471,10 @@ namespace Convention
} }
} }
} }
namespace Convention
{
public static partial class ConventionUtility
{
}
}