forked from sin365/AxibugEmuOnline
引入最新版本的AxiNSApi
This commit is contained in:
parent
8afcbce6b1
commit
57c4947623
@ -15,6 +15,11 @@ public class AxiNS
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}
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}
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/// <summary>
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/// 延迟提交是否使用多线程
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/// </summary>
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public static bool usedmultithreading = false;
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public AxiNSUser user;
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public AxiNSMount mount;
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public AxiNSIO io;
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@ -7,20 +7,20 @@ using System.Text.RegularExpressions;
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public class AxiNSIO
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{
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string save_name => AxiNS.instance.mount.SaveMountName;
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public string save_path => $"{save_name}:/";
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string save_name => AxiNS.instance.mount.SaveMountName;
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public string save_path => $"{save_name}:/";
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#if UNITY_SWITCH
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private FileHandle fileHandle = new nn.fs.FileHandle();
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#endif
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static object commitLock = new object();
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static object commitLock = new object();
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static bool bDirty = false;
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static bool bDirty = false;
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bool CommitSave()
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{
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lock (commitLock)
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{
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bool CommitSave()
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{
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lock (commitLock)
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{
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#if UNITY_SWITCH && !UNITY_EDITOR
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// 阻止用户在保存时,退出游戏 Switch 条例 0080
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@ -39,41 +39,41 @@ public class AxiNSIO
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bDirty = false;
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return true;
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#else
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return false;
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return false;
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#endif
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}
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}
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}
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}
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void SetCommitDirty()
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{
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lock (commitLock)
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{
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bDirty = true;
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}
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}
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void SetCommitDirty()
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{
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lock (commitLock)
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{
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bDirty = true;
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}
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}
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public void ApplyAutoCommit()
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{
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bool temp;
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lock (commitLock)
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{
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temp = bDirty;
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}
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public void ApplyAutoCommit()
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{
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bool temp;
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lock (commitLock)
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{
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temp = bDirty;
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}
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if (temp)
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{
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CommitSave();
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}
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}
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if (temp)
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{
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CommitSave();
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}
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}
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/// <summary>
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/// 检查Path是否存在
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CheckPathExists(string filePath)
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{
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/// <summary>
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/// 检查Path是否存在
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CheckPathExists(string filePath)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -86,14 +86,14 @@ public class AxiNSIO
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//return nn.fs.FileSystem.ResultPathAlreadyExists.Includes(result);
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return !nn.fs.FileSystem.ResultPathNotFound.Includes(result);
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#endif
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}
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/// <summary>
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/// 检查Path是否不存在
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CheckPathNotFound(string filePath)
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{
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}
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/// <summary>
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/// 检查Path是否不存在
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CheckPathNotFound(string filePath)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -102,16 +102,16 @@ public class AxiNSIO
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//这个异常捕获。真的别扭
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return nn.fs.FileSystem.ResultPathNotFound.Includes(result);
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#endif
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}
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/// <summary>
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/// 创建目录,目录存在也会返回true
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CreateDir(string filePath)
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{
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lock (commitLock)
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{
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}
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/// <summary>
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/// 创建目录,目录存在也会返回true
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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public bool CreateDir(string filePath)
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{
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lock (commitLock)
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{
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#if !UNITY_SWITCH
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return false;
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@ -124,43 +124,43 @@ public class AxiNSIO
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}
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return true;
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#endif
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}
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}
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}
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="bw"></param>
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/// <returns></returns>
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public bool FileToSaveWithCreate(string filePath, System.IO.MemoryStream ms)
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{
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return FileToSaveWithCreate(filePath, ms.ToArray());
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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public AxiNSWait_FileToSaveByMSWithCreate FileToSaveWithCreateAsync(string filePath, System.IO.MemoryStream ms)
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{
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var wait = new AxiNSWait_FileToSaveByMSWithCreate(filePath, ms);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="bw"></param>
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/// <returns></returns>
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public bool FileToSaveWithCreate(string filePath, System.IO.MemoryStream ms)
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{
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return FileToSaveWithCreate(filePath, ms.ToArray());
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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public AxiNSWait_FileToSaveByMSWithCreate FileToSaveWithCreateAsync(string filePath, System.IO.MemoryStream ms)
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{
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var wait = new AxiNSWait_FileToSaveByMSWithCreate(filePath, ms);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <param name="immediatelyCommit">是否立即Commit到物理存储</param>
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/// <returns></returns>
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public bool FileToSaveWithCreate(string filePath, byte[] data, bool immediatelyCommit = true)
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{
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lock (commitLock)
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{
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <param name="immediatelyCommit">是否立即Commit到物理存储</param>
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/// <returns></returns>
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public bool FileToSaveWithCreate(string filePath, byte[] data, bool immediatelyCommit = true)
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{
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lock (commitLock)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -293,42 +293,45 @@ public class AxiNSIO
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return true;
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}
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#endif
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}
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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public AxiNSWait_FileToSaveWithCreate FileToSaveWithCreateAsync(string filePath, byte[] data)
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{
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var wait = new AxiNSWait_FileToSaveWithCreate(filePath, data);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public byte[] LoadSwitchDataFile(string filename)
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{
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LoadSwitchDataFile(filename, out byte[] outputData);
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return outputData;
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}
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public bool LoadSwitchDataFile(string filename, ref System.IO.MemoryStream ms)
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{
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if (LoadSwitchDataFile(filename, out byte[] outputData))
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{
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using (System.IO.BinaryWriter writer = new System.IO.BinaryWriter(ms))
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{
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writer.Write(outputData);
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}
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return true;
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}
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return false;
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}
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public bool LoadSwitchDataFile(string filename, out byte[] outputData)
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{
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}
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}
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/// <summary>
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/// 保存并创建文件(如果目录不存在回先自动创建目录)
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/// </summary>
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/// <param name="filePath"></param>
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/// <param name="data"></param>
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/// <returns></returns>
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public AxiNSWait_FileToSaveWithCreate FileToSaveWithCreateAsync(string filePath, byte[] data)
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{
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var wait = new AxiNSWait_FileToSaveWithCreate(filePath, data);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public byte[] LoadSwitchDataFile(string filename)
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{
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byte[] outputData;
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LoadSwitchDataFile(filename, out outputData);
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return outputData;
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}
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public bool LoadSwitchDataFile(string filename, ref System.IO.MemoryStream ms)
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{
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byte[] outputData;
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if (LoadSwitchDataFile(filename, out outputData))
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{
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using (System.IO.BinaryWriter writer = new System.IO.BinaryWriter(ms))
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{
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writer.Write(outputData);
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}
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return true;
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}
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return false;
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}
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public bool LoadSwitchDataFile(string filename, out byte[] outputData)
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{
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#if !UNITY_SWITCH || UNITY_EDITOR
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outputData = null;
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return false;
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outputData = null;
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return false;
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#else
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outputData = null;
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if (!AxiNS.instance.mount.SaveIsMount)
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@ -376,32 +379,34 @@ public class AxiNSIO
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outputData = loadedData;
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return true;
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#endif
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}
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public AxiNSWait_LoadSwitchDataFile LoadSwitchDataFileAsync(string filename)
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{
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var wait = new AxiNSWait_LoadSwitchDataFile(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool GetDirectoryFiles(string path, out string[] entrys)
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{
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}
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public AxiNSWait_LoadSwitchDataFile LoadSwitchDataFileAsync(string filename)
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{
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var wait = new AxiNSWait_LoadSwitchDataFile(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool GetDirectoryFiles(string path, out string[] entrys)
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{
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#if !UNITY_SWITCH || UNITY_EDITOR
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entrys = null;
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return false;
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entrys = null;
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return false;
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#else
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return GetDirectoryEntrys(path,nn.fs.OpenDirectoryMode.File,out entrys);
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#endif
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}
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public bool GetDirectoryDirs(string path, out string[] entrys)
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{
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}
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public bool GetDirectoryDirs(string path, out string[] entrys)
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{
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#if !UNITY_SWITCH || UNITY_EDITOR
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entrys = null;
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return false;
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entrys = null;
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return false;
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#else
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return GetDirectoryEntrys(path, nn.fs.OpenDirectoryMode.Directory, out entrys);
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#endif
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}
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}
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#if UNITY_SWITCH
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public bool GetDirectoryEntrys(string path, nn.fs.OpenDirectoryMode type, out string[] entrys)
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@ -430,8 +435,9 @@ public class AxiNSIO
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}
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#endif
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public bool GetDirectoryEntrysFullRecursion(string path, out string[] entrys)
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{
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public bool GetDirectoryEntrysFullRecursion(string path, out string[] entrys)
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{
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#if UNITY_SWITCH
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nn.fs.DirectoryHandle eHandle = new nn.fs.DirectoryHandle();
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@ -462,15 +468,15 @@ public class AxiNSIO
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entrys = temp.ToArray();
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return true;
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#else
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entrys = default;
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entrys = null;
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return false;
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#endif
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}
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}
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public IEnumerable<string> EnumerateFiles(string path, string searchPattern)
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{
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public IEnumerable<string> EnumerateFiles(string path, string searchPattern)
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{
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#if !UNITY_SWITCH || UNITY_EDITOR
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yield break;
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yield break;
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#else
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// 将通配符转换为正则表达式(支持*和?)
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var regexPattern = "^" +
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@ -494,10 +500,10 @@ public class AxiNSIO
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}
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}
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#endif
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}
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}
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public bool DeletePathFile(string filename)
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{
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public bool DeletePathFile(string filename)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -526,15 +532,15 @@ public class AxiNSIO
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return CommitSave();
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#endif
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}
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public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathFile(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool DeletePathDir(string filename)
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{
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}
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public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathFile(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool DeletePathDir(string filename)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -561,15 +567,15 @@ public class AxiNSIO
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#endif
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return CommitSave();
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#endif
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}
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public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathDir(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool DeletePathDirRecursively(string filename)
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{
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}
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public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathDir(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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public bool DeletePathDirRecursively(string filename)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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@ -596,19 +602,86 @@ public class AxiNSIO
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#endif
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return CommitSave();
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#endif
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}
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}
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public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathDirRecursively(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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#if UNITY_SWITCH
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public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
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{
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var wait = new AxiNSWait_DeletePathDirRecursively(filename);
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AxiNS.instance.wait.AddWait(wait);
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return wait;
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}
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/// <summary>
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/// 递归删除目录
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/// </summary>
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/// <param name="filename"></param>
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/// <returns></returns>
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public bool DeleteRecursivelyPathDir(string filename)
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{
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#if !UNITY_SWITCH
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return false;
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#else
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#if UNITY_SWITCH && !UNITY_EDITOR
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// This next line prevents the user from quitting the game while saving.
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// This is required for Nintendo Switch Guideline 0080
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UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
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#endif
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public bool RenameDir(string oldpath, string newpath)
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{
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if (CheckPathNotFound(filename))
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return false;
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nn.Result result;
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result = nn.fs.Directory.DeleteRecursively(filename);
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if (result.IsSuccess() == false)
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{
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UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
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return false;
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}
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
return CommitSave();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归删除情况
|
||||
/// </summary>
|
||||
/// <param name="filename"></param>
|
||||
/// <returns></returns>
|
||||
public bool CleanRecursivelyPathDir(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.CleanRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
return CommitSave();
|
||||
#endif
|
||||
}
|
||||
|
||||
public bool RenameDir(string oldpath, string newpath)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
@ -637,9 +710,9 @@ public class AxiNSIO
|
||||
return CommitSave();
|
||||
|
||||
#endif
|
||||
}
|
||||
bool EnsureParentDirectory(string filePath, bool bAutoCreateDir = true)
|
||||
{
|
||||
}
|
||||
bool EnsureParentDirectory(string filePath, bool bAutoCreateDir = true)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
@ -715,14 +788,14 @@ public class AxiNSIO
|
||||
return true;
|
||||
|
||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查指定挂载点是否可访问
|
||||
/// </summary>
|
||||
/// <param name="pathPrefix">路径前缀,例如 "save:/" 或 "sd:/"</param>
|
||||
/// <returns>挂载点是否可访问</returns>
|
||||
bool IsMountPointAccessible(string pathPrefix)
|
||||
{
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查指定挂载点是否可访问
|
||||
/// </summary>
|
||||
/// <param name="pathPrefix">路径前缀,例如 "save:/" 或 "sd:/"</param>
|
||||
/// <returns>挂载点是否可访问</returns>
|
||||
bool IsMountPointAccessible(string pathPrefix)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
@ -760,5 +833,5 @@ public class AxiNSIO
|
||||
return true; // 其他挂载点需根据实际需求实现
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
41
AxibugEmuOnline.Client/Assets/Plugins/AxiNSApi/AxiNSMono.cs
Normal file
41
AxibugEmuOnline.Client/Assets/Plugins/AxiNSApi/AxiNSMono.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class AxiNSMono : MonoBehaviour
|
||||
{
|
||||
Action act;
|
||||
float waittime;
|
||||
float lastinvokeTime;
|
||||
|
||||
public static void SetInvoke(Action _act, int _waitsec)
|
||||
{
|
||||
GameObject gobj = GameObject.Find($"[{nameof(AxiNSMono)}]");
|
||||
if (gobj == null)
|
||||
{
|
||||
gobj = new GameObject();
|
||||
gobj.name = $"[{nameof(AxiNSMono)}]";
|
||||
GameObject.DontDestroyOnLoad(gobj);
|
||||
}
|
||||
AxiNSMono com = gobj.GetComponent<AxiNSMono>();
|
||||
if (com == null)
|
||||
{
|
||||
com = gobj.AddComponent<AxiNSMono>();
|
||||
}
|
||||
com.act = _act;
|
||||
com.waittime = _waitsec;
|
||||
}
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
Debug.Log("AxiNSMono Enable");
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Time.time - lastinvokeTime < waittime)
|
||||
return;
|
||||
lastinvokeTime = Time.time;
|
||||
if (act != null)
|
||||
act.Invoke();
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23d5745b8989af04d8a871b5c7b65d50
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -116,4 +116,19 @@ public class AxiNSWait_DeletePathDir : AxiNSWaitBase
|
||||
{
|
||||
result = AxiNS.instance.io.DeletePathDir(req.filePath);
|
||||
}
|
||||
}
|
||||
|
||||
public class AxiNSWait_DeletePathDirRecursively : AxiNSWaitBase
|
||||
{
|
||||
S_NSWAIT_Path req;
|
||||
public bool result;
|
||||
public AxiNSWait_DeletePathDirRecursively(string filePath)
|
||||
{
|
||||
req = new S_NSWAIT_Path() { filePath = filePath };
|
||||
}
|
||||
|
||||
public override void Invoke()
|
||||
{
|
||||
result = AxiNS.instance.io.DeletePathDirRecursively(req.filePath);
|
||||
}
|
||||
}
|
||||
@ -4,21 +4,30 @@ using System.Threading;
|
||||
|
||||
public class AxiNSWaitHandle
|
||||
{
|
||||
static AutoResetEvent autoEvent = new AutoResetEvent(false);
|
||||
static Thread waitThread = new Thread(Loop);
|
||||
static bool bSingleInit = false;
|
||||
static Queue<AxiNSWaitBase> m_QueueReady = new Queue<AxiNSWaitBase>();
|
||||
static Queue<AxiNSWaitBase> m_QueueWork = new Queue<AxiNSWaitBase>();
|
||||
public void AddWait(AxiNSWaitBase wait)
|
||||
{
|
||||
InitInternalThread();
|
||||
lock (m_QueueReady)
|
||||
{
|
||||
m_QueueReady.Enqueue(wait);
|
||||
}
|
||||
autoEvent.Set();
|
||||
|
||||
if (AxiNS.usedmultithreading)
|
||||
{
|
||||
InitInternalThread();
|
||||
autoEvent.Set();
|
||||
}
|
||||
else
|
||||
{
|
||||
InitMonoInit();
|
||||
}
|
||||
}
|
||||
|
||||
#region 多线程实现
|
||||
static AutoResetEvent autoEvent = new AutoResetEvent(false);
|
||||
static Thread waitThread = new Thread(Loop);
|
||||
static bool bSingleInit = false;
|
||||
static void InitInternalThread()
|
||||
{
|
||||
if (bSingleInit) return;
|
||||
@ -30,27 +39,43 @@ public class AxiNSWaitHandle
|
||||
{
|
||||
while (autoEvent.WaitOne())
|
||||
{
|
||||
lock (m_QueueReady)
|
||||
Do();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 主线程时间间隔实现
|
||||
static bool bMonoInit = false;
|
||||
static void InitMonoInit()
|
||||
{
|
||||
if (bMonoInit) return;
|
||||
AxiNSMono.SetInvoke(Do,15);
|
||||
bMonoInit = true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
static void Do()
|
||||
{
|
||||
lock (m_QueueReady)
|
||||
{
|
||||
while (m_QueueReady.Count > 0)
|
||||
{
|
||||
while (m_QueueReady.Count > 0)
|
||||
{
|
||||
m_QueueWork.Enqueue(m_QueueReady.Dequeue());
|
||||
}
|
||||
m_QueueWork.Enqueue(m_QueueReady.Dequeue());
|
||||
}
|
||||
while (m_QueueWork.Count > 0)
|
||||
}
|
||||
while (m_QueueWork.Count > 0)
|
||||
{
|
||||
AxiNSWaitBase wait = m_QueueWork.Dequeue();
|
||||
try
|
||||
{
|
||||
AxiNSWaitBase wait = m_QueueWork.Dequeue();
|
||||
try
|
||||
{
|
||||
wait.Invoke();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
wait.errmsg = ex.ToString();
|
||||
UnityEngine.Debug.Log(ex.ToString());
|
||||
}
|
||||
wait.SetDone();
|
||||
wait.Invoke();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
wait.errmsg = ex.ToString();
|
||||
UnityEngine.Debug.Log(ex.ToString());
|
||||
}
|
||||
wait.SetDone();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user