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6 Commits

Author SHA1 Message Date
fd68071416 修复一些遗漏 2025-12-16 17:54:29 +08:00
a530eba460 优化参数传递 2025-12-15 17:45:36 +08:00
32f0038e34 新增类型友好的名称打印 2025-12-15 11:36:06 +08:00
c12d4a3754 开始增加二进制序列化器 2025-12-12 17:45:25 +08:00
a3483f23d8 更新迭代器函数 2025-12-11 18:02:49 +08:00
3db8bde1c2 新增Avoid拆分协程 2025-12-09 18:00:47 +08:00

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@@ -8,12 +8,15 @@ using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using Convention.WindowsUI;
using Demo.Game;
using Unity.Collections;
using UnityEditor;
#if UNITY_EDITOR
using UnityEditor.Build;
#endif
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
@@ -1271,7 +1274,11 @@ namespace Convention
#endif
public static void InitExtensionEnv()
{
UnityEngine.Application.quitting += () => CoroutineStarter = null;
UnityEngine.Application.quitting += () =>
{
GameObject.Destroy(s_CoroutineStarter.gameObject);
s_CoroutineStarter = null;
};
InitExtensionEnvCalls();
GlobalConfig.InitExtensionEnv();
@@ -1285,27 +1292,82 @@ namespace Convention
return MainThreadID == Thread.CurrentThread.ManagedThreadId;
}
private static CoroutineMonoStarterUtil CoroutineStarter;
private static CoroutineMonoStarterUtil s_CoroutineStarter;
private static CoroutineMonoStarterUtil CoroutineStarter
{
get
{
if (s_CoroutineStarter == null)
{
s_CoroutineStarter = new GameObject($"{nameof(ConventionUtility)}-{nameof(CoroutineStarter)}").AddComponent<CoroutineMonoStarterUtil>();
}
return s_CoroutineStarter;
}
}
public static GameObject Singleton => CoroutineStarter.gameObject;
private class CoroutineMonoStarterUtil : MonoBehaviour
{
internal float waitClock;
private void Update()
{
waitClock = Time.realtimeSinceStartup;
MainThreadID = Thread.CurrentThread.ManagedThreadId;
}
private void OnDestroy()
{
CoroutineStarter = null;
s_CoroutineStarter = null;
}
}
/// <summary>
/// 包装即将用于协程的迭代器成为一个防止假死机的迭代器
/// </summary>
/// <param name="ir"></param>
/// <returns></returns>
public static IEnumerator AvoidFakeStop(IEnumerator ir, float fps = 5)
{
Stack<IEnumerator> loadingTask = new();
loadingTask.Push(ir);
float maxWaitClock = 1 / fps;
while (loadingTask.Count > 0)
{
// 防止大量无延迟函数的使用导致假死机
//if (Time.realtimeSinceStartup - CoroutineStarter.waitClock > maxWaitClock)
{
yield return null;
}
if (loadingTask.Peek().MoveNext())
{
if (loadingTask.Peek().Current is IEnumerator next)
loadingTask.Push(next);
}
else
{
loadingTask.Pop();
}
}
}
/// <summary>
/// 包装即将用于协程的迭代器成为一个防止假死机的迭代器
/// </summary>
/// <param name="ir"></param>
/// <returns></returns>
public static IEnumerator AvoidFakeStopWithoutDeepStack(IEnumerator ir, float fps = 5)
{
float maxWaitClock = 1 / fps;
while (ir.MoveNext())
{
// 防止大量无延迟函数的使用导致假死机
if (Time.realtimeSinceStartup - CoroutineStarter.waitClock > maxWaitClock)
{
yield return null;
}
}
}
public static Coroutine StartCoroutine(IEnumerator coroutine)
{
if (CoroutineStarter == null)
{
CoroutineStarter = new GameObject($"{nameof(ConventionUtility)}-{nameof(CoroutineStarter)}").AddComponent<CoroutineMonoStarterUtil>();
}
return CoroutineStarter.StartCoroutine(coroutine);
}
public static void CloseCoroutine(Coroutine coroutine)
@@ -2539,3 +2601,441 @@ namespace Convention
}
}
namespace Convention
{
public static class BinarySerializeUtility
{
#region Base
public static void WriteBool(BinaryWriter writer, bool data)
{
writer.Write(data);
}
public static bool ReadBool(BinaryReader reader)
{
return reader.ReadBoolean();
}
public static void WriteInt(BinaryWriter writer, in int data)
{
writer.Write(data);
}
public static int ReadInt(BinaryReader reader)
{
return reader.ReadInt32();
}
public static void WriteFloat(BinaryWriter writer, in float data)
{
writer.Write(data);
}
public static float ReadFloat(BinaryReader reader)
{
return reader.ReadSingle();
}
public static void WriteChar(BinaryWriter writer, in char data)
{
writer.Write(data);
}
public static char ReadChar(BinaryReader reader)
{
return reader.ReadChar();
}
public static void WriteString(BinaryWriter writer, in string data)
{
writer.Write(data ?? "");
}
public static string ReadString(BinaryReader reader)
{
return reader.ReadString();
}
public static void WriteVec3(BinaryWriter writer, in Vector3 data)
{
writer.Write(data.x);
writer.Write(data.y);
writer.Write(data.z);
}
public static Vector3 ReadVec3(BinaryReader reader)
{
float x, y, z;
x = reader.ReadSingle();
y = reader.ReadSingle();
z = reader.ReadSingle();
return new Vector3(x, y, z);
}
public static void WriteVec2(BinaryWriter writer, in Vector2 data)
{
writer.Write(data.x);
writer.Write(data.y);
}
public static Vector2 ReadVec2(BinaryReader reader)
{
float x, y;
x = reader.ReadSingle();
y = reader.ReadSingle();
return new Vector2(x, y);
}
public static void WriteColor(BinaryWriter writer, in Color data)
{
writer.Write(data.r);
writer.Write(data.g);
writer.Write(data.b);
writer.Write(data.a);
}
public static Color ReadColor(BinaryReader reader)
{
float r, g, b, a;
r = reader.ReadSingle();
g = reader.ReadSingle();
b = reader.ReadSingle();
a = reader.ReadSingle();
return new(r, g, b, a);
}
#endregion
#region Serialize
#region Int
public static void SerializeNativeArray(BinaryWriter writer, in NativeArray<int> array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start++]);
}
}
public static int DeserializeNativeArray(BinaryReader reader, ref NativeArray<int> array)
{
int count = reader.ReadInt32();
if (array.Length < count)
array.ResizeArray(count);
for (int i = 0; i < count; i++)
{
array[i] = reader.ReadInt32();
}
return count;
}
public static void SerializeArray(BinaryWriter writer, in int[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start++]);
}
}
public static int[] DeserializeIntArray(BinaryReader reader)
{
int count = reader.ReadInt32();
int[] array = new int[count];
for (int i = 0; i < count; i++)
{
array[i] = reader.ReadInt32();
}
return array;
}
#endregion
#region Float
public static void SerializeNativeArray(BinaryWriter writer, in NativeArray<float> array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start++]);
}
}
public static int DeserializeNativeArray(BinaryReader reader, ref NativeArray<float> array)
{
int count = reader.ReadInt32();
if (array.Length < count)
array.ResizeArray(count);
for (int i = 0; i < count; i++)
{
array[i] = reader.ReadSingle();
}
return count;
}
public static void SerializeArray(BinaryWriter writer, in float[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start++]);
}
}
public static float[] DeserializeFloatArray(BinaryReader reader)
{
int count = reader.ReadInt32();
float[] array = new float[count];
for (int i = 0; i < count; i++)
{
array[i] = reader.ReadSingle();
}
return array;
}
#endregion
#region String
public static void SerializeArray(BinaryWriter writer, in string[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start++] ?? "");
}
}
public static string[] DeserializeStringArray(BinaryReader reader)
{
int count = reader.ReadInt32();
string[] array = new string[count];
for (int i = 0; i < count; i++)
{
array[i] = reader.ReadString();
}
return array;
}
#endregion
#region Vector3
public static void SerializeNativeArray(BinaryWriter writer, in NativeArray<Vector3> array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start].x);
writer.Write(array[start].y);
writer.Write(array[start].z);
start++;
}
}
public static int DeserializeNativeArray(BinaryReader reader, ref NativeArray<Vector3> array)
{
int count = reader.ReadInt32();
if (array.Length < count)
array.ResizeArray(count);
float x, y, z;
for (int i = 0; i < count; i++)
{
x = reader.ReadSingle();
y = reader.ReadSingle();
z = reader.ReadSingle();
array[i] = new(x, y, z);
}
return count;
}
public static void SerializeArray(BinaryWriter writer, in Vector3[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start].x);
writer.Write(array[start].y);
writer.Write(array[start].z);
start++;
}
}
public static Vector3[] DeserializeVec3Array(BinaryReader reader, int start = 0)
{
int count = reader.ReadInt32();
Vector3[] array = new Vector3[count];
float x, y, z;
for (int i = 0; i < count; i++)
{
x = reader.ReadSingle();
y = reader.ReadSingle();
z = reader.ReadSingle();
array[start + i] = new(x, y, z);
}
return array;
}
#endregion
#region Vector2
public static void SerializeNativeArray(BinaryWriter writer, in NativeArray<Vector2> array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start].x);
writer.Write(array[start].y);
start++;
}
}
public static int DeserializeNativeArray(BinaryReader reader, ref NativeArray<Vector2> array)
{
int count = reader.ReadInt32();
if (array.Length < count)
array.ResizeArray(count);
float x, y;
for (int i = 0; i < count; i++)
{
x = reader.ReadSingle();
y = reader.ReadSingle();
array[i] = new(x, y);
}
return count;
}
public static void SerializeArray(BinaryWriter writer, in Vector2[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
writer.Write(array[start].x);
writer.Write(array[start].y);
start++;
}
}
public static Vector2[] DeserializeVec2Array(BinaryReader reader)
{
int count = reader.ReadInt32();
Vector2[] array = new Vector2[count];
float x, y;
for (int i = 0; i < count; i++)
{
x = reader.ReadSingle();
y = reader.ReadSingle();
array[i] = new(x, y);
}
return array;
}
#endregion
#region Color
public static void SerializeNativeArray(BinaryWriter writer, in NativeArray<Color> array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
WriteColor(writer, array[start]);
start++;
}
}
public static int DeserializeNativeArray(BinaryReader reader, ref NativeArray<Color> array)
{
int count = reader.ReadInt32();
if (array.Length < count)
array.ResizeArray(count);
float x, y, z;
for (int i = 0; i < count; i++)
{
array[i] = ReadColor(reader);
}
return count;
}
public static void SerializeArray(BinaryWriter writer, in Color[] array, int start = 0, int end = int.MaxValue)
{
int e = Mathf.Min(array.Length, end);
writer.Write(e - start);
while (start < e)
{
WriteColor(writer, array[start]);
start++;
}
}
public static Color[] DeserializeVec3Array(BinaryReader reader)
{
int count = reader.ReadInt32();
Color[] array = new Color[count];
float x, y, z;
for (int i = 0; i < count; i++)
{
array[i] = ReadColor(reader);
}
return array;
}
#endregion
#endregion
}
public static partial class Utility
{
/// <summary>
/// 获取类型的友好显示名称,支持泛型、数组等复杂类型
/// </summary>
public static string GetFriendlyName(this Type type)
{
if (type == null) return null;
// 处理泛型类型
if (type.IsGenericType)
{
// 特殊处理可空类型Nullable<T>
if (type.IsNullable())
{
return $"{GetFriendlyName(type.GetGenericArguments()[0])}?";
}
var sb = new StringBuilder();
// 获取类型基础名称(移除 `1, `2 等后缀)
string baseName = type.Name.Contains('`') ? type.Name[..type.Name.IndexOf('`')] : type.Name;
sb.Append(baseName);
sb.Append('<');
// 递归处理泛型参数
Type[] args = type.GetGenericArguments();
for (int i = 0; i < args.Length; i++)
{
if (i > 0) sb.Append(", ");
sb.Append(GetFriendlyName(args[i]));
}
sb.Append('>');
return sb.ToString();
}
// 处理数组类型
if (type.IsArray)
{
string elementName = GetFriendlyName(type.GetElementType());
int rank = type.GetArrayRank();
return rank == 1 ? $"{elementName}[]" : $"{elementName}[{new string(',', rank - 1)}]";
}
// 处理指针类型
if (type.IsPointer)
{
return $"{GetFriendlyName(type.GetElementType())}*";
}
// 处理引用类型ref/out 参数)
if (type.IsByRef)
{
return $"{GetFriendlyName(type.GetElementType())}&";
}
// 普通类型直接返回名称
return type.Name;
}
/// <summary>
/// 判断是否为可空类型
/// </summary>
public static bool IsNullable(this Type type)
{
return type.IsGenericType &&
type.GetGenericTypeDefinition() == typeof(Nullable<>);
}
}
}