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Author SHA1 Message Date
bf81df9581 新增实验框架 2025-11-14 17:14:08 +08:00
6d72129bae 新增实验框架 2025-11-14 17:13:10 +08:00
1a28eb62a8 从ellan/GameFramework中合并新的工具 2025-11-13 16:39:25 +08:00
19 changed files with 1592 additions and 1 deletions

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using Convention.Experimental.PublicType;
using System;
using System.Collections.Generic;
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, int stackLayer = 0)
{
if (stackLayer >= 100)
{
throw new GameException($"Create module '{moduleType.FullName}' failed, recursion too deep, there may be a circular dependency.");
}
GameModule module = (GameModule)Activator.CreateInstance(moduleType);
if (module == null)
{
throw new GameException($"Can not create module '{moduleType.FullName}'");
}
// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
foreach (var dependenceType in module.Dependences())
_ = GetModule(dependenceType, stackLayer + 1);
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, int stackLayer = 0)
{
foreach (GameModule module in s_GameFrameworkModules)
{
if (module.GetType() == moduleType)
{
return module;
}
}
return CreateModule(moduleType, stackLayer + 1);
}
/// <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.Generic;
namespace Convention.Experimental.Modules
{
public class ConfigManager : PublicType.GameModule
{
public readonly ProjectConfig m_ProjectConfig = new();
public bool IsSavePropertiesWhenShutdown = false;
internal override void Shutdown()
{
if (IsSavePropertiesWhenShutdown)
m_ProjectConfig.SaveProperties();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Convention.Experimental.Modules
{
public class ObjectPoolManager : PublicType.GameModule
{
public interface IPawn
{
void Release();
}
private readonly Dictionary<GameObject, Stack<GameObject>> ObjectPools = new();
private readonly Dictionary<GameObject, GameObject> LeavePoolObjects = new();
public GameObject Spawn(GameObject prefab)
{
if (!ObjectPools.ContainsKey(prefab))
{
ObjectPools[prefab] = new();
}
var pool = ObjectPools[prefab];
GameObject instance;
if (pool.Count > 0)
{
instance = pool.Pop();
instance.SetActive(true);
instance.transform.SetParent(null);
}
else
{
instance = GameObject.Instantiate(prefab);
}
LeavePoolObjects[instance] = prefab;
return instance;
}
public void BackPool(GameObject instance)
{
if(LeavePoolObjects.TryGetValue(instance,out var prefab))
{
var releaser = instance.GetComponents<IPawn>();
foreach (var r in releaser)
{
r.Release();
}
instance.SetActive(false);
instance.transform.SetParent(ConventionUtility.Singleton.transform);
ObjectPools[prefab].Push(instance);
LeavePoolObjects.Remove(instance);
}
else
{
throw new PublicType.GameException("This object does not belong to any pool.");
}
}
public void ClearPool(GameObject prefab)
{
if (ObjectPools.TryGetValue(prefab, out var pool))
{
while (pool.Count > 0)
{
var instance = pool.Pop();
GameObject.Destroy(instance);
}
}
else
{
throw new PublicType.GameException("This pool does not exist.");
}
}
}
}

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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;
using System.Collections.Generic;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><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>
/// </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>ȼ<EFBFBD><C8BC>ϵ͵<CFB5>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6></remarks>
internal virtual int Priority
{
get
{
return 0;
}
}
/// <summary>
/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD>ѯ
/// </summary>
/// <param name="elapseSeconds"><3E>߼<EFBFBD><DFBC><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ</param>
/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ</param>
internal virtual void Update(float elapseSeconds, float realElapseSeconds) { }
/// <summary>
/// <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
/// </summary>
internal virtual void Shutdown() { }
/// <summary>
/// ǰ<><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>
/// </summary>
internal virtual IEnumerable<Type> Dependences() => Array.Empty<Type>();
}
}

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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

@@ -0,0 +1,491 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Unity.VisualScripting;
using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// <20><><EFBFBD>ýӿڡ<D3BF>
/// </summary>
public interface IReference
{
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
/// </summary>
void Clear();
}
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD>
/// </summary>
public static partial class ReferencePool
{
private static bool m_EnableStrictCheck = false;
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD>Ƽ<EFBFBD><C6BC><EFBFBD>
/// </summary>
public static bool EnableStrictCheck
{
get
{
return m_EnableStrictCheck;
}
set
{
m_EnableStrictCheck = value;
}
}
private sealed class ReferenceCollection
{
private readonly Queue<IReference> m_References;
private readonly Type m_ReferenceType;
private int m_UsingReferenceCount;
private int m_AcquireReferenceCount;
private int m_ReleaseReferenceCount;
private int m_AddReferenceCount;
private int m_RemoveReferenceCount;
public ReferenceCollection(Type referenceType)
{
m_References = new Queue<IReference>();
m_ReferenceType = referenceType;
m_UsingReferenceCount = 0;
m_AcquireReferenceCount = 0;
m_ReleaseReferenceCount = 0;
m_AddReferenceCount = 0;
m_RemoveReferenceCount = 0;
}
public Type ReferenceType
{
get
{
return m_ReferenceType;
}
}
public int UnusedReferenceCount
{
get
{
return m_References.Count;
}
}
public int UsingReferenceCount
{
get
{
return m_UsingReferenceCount;
}
}
public int AcquireReferenceCount
{
get
{
return m_AcquireReferenceCount;
}
}
public int ReleaseReferenceCount
{
get
{
return m_ReleaseReferenceCount;
}
}
public int AddReferenceCount
{
get
{
return m_AddReferenceCount;
}
}
public int RemoveReferenceCount
{
get
{
return m_RemoveReferenceCount;
}
}
public T Acquire<T>() where T : class, IReference, new()
{
if (typeof(T) != m_ReferenceType)
{
throw new GameException("Type is invalid.");
}
m_UsingReferenceCount++;
m_AcquireReferenceCount++;
lock (m_References)
{
if (m_References.Count > 0)
{
return (T)m_References.Dequeue();
}
}
m_AddReferenceCount++;
return new T();
}
public IReference Acquire()
{
m_UsingReferenceCount++;
m_AcquireReferenceCount++;
lock (m_References)
{
if (m_References.Count > 0)
{
return m_References.Dequeue();
}
}
m_AddReferenceCount++;
return (IReference)Activator.CreateInstance(m_ReferenceType);
}
public void Release(IReference reference)
{
reference.Clear();
lock (m_References)
{
if (m_EnableStrictCheck && m_References.Contains(reference))
{
throw new GameException("The reference has been released.");
}
m_References.Enqueue(reference);
}
m_ReleaseReferenceCount++;
m_UsingReferenceCount--;
}
public void Add<T>(int count) where T : class, IReference, new()
{
if (typeof(T) != m_ReferenceType)
{
throw new GameException("Type is invalid.");
}
lock (m_References)
{
m_AddReferenceCount += count;
while (count-- > 0)
{
m_References.Enqueue(new T());
}
}
}
public void Add(int count)
{
lock (m_References)
{
m_AddReferenceCount += count;
while (count-- > 0)
{
m_References.Enqueue((IReference)Activator.CreateInstance(m_ReferenceType));
}
}
}
public void Remove(int count)
{
lock (m_References)
{
if (count > m_References.Count)
{
count = m_References.Count;
}
m_RemoveReferenceCount += count;
while (count-- > 0)
{
m_References.Dequeue();
}
}
}
public void RemoveAll()
{
lock (m_References)
{
m_RemoveReferenceCount += m_References.Count;
m_References.Clear();
}
}
}
private static readonly Dictionary<Type, ReferenceCollection> s_ReferenceCollections = new();
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD>óص<C3B3><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public static int Count
{
get
{
return s_ReferenceCollections.Count;
}
}
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ
/// </summary>
[StructLayout(LayoutKind.Auto)]
public readonly struct ReferencePoolInfo
{
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly Type Type;
/// <summary>
/// δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int UnusedReferenceCount;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int UsingReferenceCount;
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int AcquireReferenceCount;
/// <summary>
/// <20><EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int ReleaseReferenceCount;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int AddReferenceCount;
/// <summary>
/// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int RemoveReferenceCount;
/// <summary>
/// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
/// <param name="type"><3E><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>͡<EFBFBD></param>
/// <param name="unusedReferenceCount">δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="usingReferenceCount"><3E><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="acquireReferenceCount"><3E><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="releaseReferenceCount"><3E><EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="addReferenceCount"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="removeReferenceCount"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public ReferencePoolInfo(Type type,
int unusedReferenceCount,
int usingReferenceCount,
int acquireReferenceCount,
int releaseReferenceCount,
int addReferenceCount,
int removeReferenceCount)
{
this.Type = type;
this.UnusedReferenceCount = unusedReferenceCount;
this.UsingReferenceCount = usingReferenceCount;
this.AcquireReferenceCount = acquireReferenceCount;
this.ReleaseReferenceCount = releaseReferenceCount;
this.AddReferenceCount = addReferenceCount;
this.RemoveReferenceCount = removeReferenceCount;
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ
/// </summary>
/// <returns><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ</returns>
public static ReferencePoolInfo[] GetAllReferencePoolInfos()
{
int index = 0;
ReferencePoolInfo[] results = null;
lock (s_ReferenceCollections)
{
results = new ReferencePoolInfo[s_ReferenceCollections.Count];
foreach (var (key,value) in s_ReferenceCollections)
{
results[index++] = new ReferencePoolInfo(key,
value.UnusedReferenceCount,
value.UsingReferenceCount,
value.AcquireReferenceCount,
value.ReleaseReferenceCount,
value.AddReferenceCount,
value.RemoveReferenceCount);
}
}
return results;
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD>
/// </summary>
public static void ClearAll()
{
lock (s_ReferenceCollections)
{
foreach (var (_, value) in s_ReferenceCollections)
{
value.RemoveAll();
}
s_ReferenceCollections.Clear();
}
}
private static ReferenceCollection GetReferenceCollection(Type referenceType)
{
if (referenceType == null)
{
throw new GameException("ReferenceType is invalid.");
}
ReferenceCollection referenceCollection = null;
lock (s_ReferenceCollections)
{
if (!s_ReferenceCollections.TryGetValue(referenceType, out referenceCollection))
{
referenceCollection = new ReferenceCollection(referenceType);
s_ReferenceCollections.Add(referenceType, referenceCollection);
}
}
return referenceCollection;
}
private static void InternalCheckReferenceType(Type referenceType)
{
if (!m_EnableStrictCheck)
{
return;
}
if (referenceType == null)
{
throw new GameException("Reference type is invalid.");
}
if (!referenceType.IsClass || referenceType.IsAbstract)
{
throw new GameException("Reference type is not a non-abstract class type.");
}
if (!typeof(IReference).IsAssignableFrom(referenceType))
{
throw new GameException($"Reference type '{referenceType.FullName}' is invalid.");
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns><3E><><EFBFBD><EFBFBD></returns>
public static IReference Acquire(Type referenceType)
{
InternalCheckReferenceType(referenceType);
return GetReferenceCollection(referenceType).Acquire();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <returns><3E><><EFBFBD><EFBFBD></returns>
public static T Acquire<T>() where T : class, IReference, new()
{
return GetReferenceCollection(typeof(T)).Acquire<T>();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ù黹<C3B9><E9BBB9><EFBFBD>ó<EFBFBD>
/// </summary>
/// <param name="reference"><3E><><EFBFBD><EFBFBD></param>
public static void Release(IReference reference)
{
if (reference == null)
{
throw new GameException("Reference is invalid.");
}
Type referenceType = reference.GetType();
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Release(reference);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>׷<EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <param name="count">׷<><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public static void Add<T>(int count) where T : class, IReference, new()
{
GetReferenceCollection(typeof(T)).Add<T>(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>׷<EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="count">׷<><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public static void Add(Type referenceType, int count)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Add(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
public static void Remove<T>(int count) where T : class, IReference
{
GetReferenceCollection(typeof(T)).Remove(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
public static void Remove(Type referenceType, int count)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Remove(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
public static void RemoveAll<T>() where T : class, IReference
{
GetReferenceCollection(typeof(T)).RemoveAll();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>á<EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD></param>
public static void RemoveAll(Type referenceType)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).RemoveAll();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7a8ec3e4cc6e7e242b158fc02010c774
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

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

View File

@@ -424,6 +424,245 @@ namespace Convention
{
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));
}
}
}
}
@@ -1046,6 +1285,7 @@ namespace Convention
}
private static CoroutineMonoStarterUtil CoroutineStarter;
public static GameObject Singleton => CoroutineStarter.gameObject;
private class CoroutineMonoStarterUtil : MonoBehaviour
{
@@ -2232,3 +2472,10 @@ namespace Convention
}
}
}
namespace Convention
{
public static partial class ConventionUtility
{
}
}