278 lines
9.2 KiB
C#
278 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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namespace CaoCao
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{
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/// <summary>
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/// 事件池。
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/// </summary>
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/// <typeparam name="T">事件类型。</typeparam>
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internal sealed partial class EventPool<T> where T : BaseEventArgs
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{
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private readonly GameMultiDictionary<int, EventHandler<T>> m_EventHandlers;
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private readonly Queue<Event> m_Events;
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private readonly Dictionary<object, LinkedListNode<EventHandler<T>>> m_CachedNodes;
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private readonly Dictionary<object, LinkedListNode<EventHandler<T>>> m_TempNodes;
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private readonly EventPoolMode m_EventPoolMode;
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private EventHandler<T> m_DefaultHandler;
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/// <summary>
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/// 初始化事件池的新实例。
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/// </summary>
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/// <param name="mode">事件池模式。</param>
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public EventPool(EventPoolMode mode)
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{
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m_EventHandlers = new GameMultiDictionary<int, EventHandler<T>>();
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m_Events = new Queue<Event>();
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m_CachedNodes = new Dictionary<object, LinkedListNode<EventHandler<T>>>();
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m_TempNodes = new Dictionary<object, LinkedListNode<EventHandler<T>>>();
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m_EventPoolMode = mode;
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m_DefaultHandler = null;
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}
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/// <summary>
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/// 获取事件处理函数的数量。
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/// </summary>
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public int EventHandlerCount
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{
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get
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{
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return m_EventHandlers.Count;
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}
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}
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/// <summary>
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/// 获取事件数量。
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/// </summary>
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public int EventCount
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{
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get
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{
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return m_Events.Count;
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}
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}
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/// <summary>
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/// 事件池轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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public void Update(float elapseSeconds, float realElapseSeconds)
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{
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lock (m_Events)
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{
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while (m_Events.Count > 0)
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{
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Event eventNode = m_Events.Dequeue();
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HandleEvent(eventNode.Sender, eventNode.LogicEventArgs);
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ReferencePool.Release(eventNode);
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}
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}
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}
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/// <summary>
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/// 关闭并清理事件池。
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/// </summary>
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public void Shutdown()
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{
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Clear();
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m_EventHandlers.Clear();
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m_CachedNodes.Clear();
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m_TempNodes.Clear();
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m_DefaultHandler = null;
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}
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/// <summary>
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/// 清理事件。
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/// </summary>
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public void Clear()
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{
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lock (m_Events)
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{
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m_Events.Clear();
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}
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}
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/// <summary>
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/// 获取事件处理函数的数量。
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/// </summary>
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/// <param name="id">事件类型编号。</param>
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/// <returns>事件处理函数的数量。</returns>
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public int Count(int id)
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{
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GameLinkedListRange<EventHandler<T>> range = default(GameLinkedListRange<EventHandler<T>>);
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if (m_EventHandlers.TryGetValue(id, out range))
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{
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return range.Count;
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}
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return 0;
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}
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/// <summary>
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/// 检查是否存在事件处理函数。
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/// </summary>
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/// <param name="id">事件类型编号。</param>
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/// <param name="handler">要检查的事件处理函数。</param>
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/// <returns>是否存在事件处理函数。</returns>
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public bool Check(int id, EventHandler<T> handler)
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{
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if (handler == null)
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{
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throw new GameException("Event handler is invalid.");
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}
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return m_EventHandlers.Contains(id, handler);
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}
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/// <summary>
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/// 订阅事件处理函数。
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/// </summary>
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/// <param name="id">事件类型编号。</param>
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/// <param name="handler">要订阅的事件处理函数。</param>
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public void Subscribe(int id, EventHandler<T> handler)
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{
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if (handler == null)
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{
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throw new GameException("Event handler is invalid.");
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}
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if (!m_EventHandlers.Contains(id))
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{
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m_EventHandlers.Add(id, handler);
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}
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else if ((m_EventPoolMode & EventPoolMode.AllowMultiHandler) != EventPoolMode.AllowMultiHandler)
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{
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throw new GameException(Utility.Text.Format("Event '{0}' not allow multi handler.", id));
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}
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else if ((m_EventPoolMode & EventPoolMode.AllowDuplicateHandler) != EventPoolMode.AllowDuplicateHandler && Check(id, handler))
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{
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throw new GameException(Utility.Text.Format("Event '{0}' not allow duplicate handler.", id));
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}
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else
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{
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m_EventHandlers.Add(id, handler);
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}
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}
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/// <summary>
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/// 取消订阅事件处理函数。
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/// </summary>
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/// <param name="id">事件类型编号。</param>
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/// <param name="handler">要取消订阅的事件处理函数。</param>
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public void Unsubscribe(int id, EventHandler<T> handler)
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{
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if (handler == null)
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{
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throw new GameException("Event handler is invalid.");
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}
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if (m_CachedNodes.Count > 0)
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{
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foreach (KeyValuePair<object, LinkedListNode<EventHandler<T>>> cachedNode in m_CachedNodes)
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{
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if (cachedNode.Value != null && cachedNode.Value.Value == handler)
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{
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m_TempNodes.Add(cachedNode.Key, cachedNode.Value.Next);
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}
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}
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if (m_TempNodes.Count > 0)
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{
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foreach (KeyValuePair<object, LinkedListNode<EventHandler<T>>> cachedNode in m_TempNodes)
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{
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m_CachedNodes[cachedNode.Key] = cachedNode.Value;
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}
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m_TempNodes.Clear();
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}
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}
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if (!m_EventHandlers.Remove(id, handler))
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{
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throw new GameException(Utility.Text.Format("Event '{0}' not exists specified handler.", id));
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}
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}
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/// <summary>
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/// 设置默认事件处理函数。
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/// </summary>
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/// <param name="handler">要设置的默认事件处理函数。</param>
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public void SetDefaultHandler(EventHandler<T> handler)
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{
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m_DefaultHandler = handler;
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}
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/// <summary>
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/// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
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/// </summary>
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/// <param name="sender">事件源。</param>
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/// <param name="e">事件参数。</param>
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public void Fire(object sender, T e)
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{
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if (e == null)
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{
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throw new GameException("Event is invalid.");
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}
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Event eventNode = Event.Create(sender, e);
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lock (m_Events)
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{
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m_Events.Enqueue(eventNode);
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}
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}
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/// <summary>
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/// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
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/// </summary>
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/// <param name="sender">事件源。</param>
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/// <param name="e">事件参数。</param>
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public void FireNow(object sender, T e)
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{
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if (e == null)
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{
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throw new GameException("Event is invalid.");
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}
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HandleEvent(sender, e);
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}
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/// <summary>
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/// 处理事件结点。
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/// </summary>
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/// <param name="sender">事件源。</param>
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/// <param name="e">事件参数。</param>
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private void HandleEvent(object sender, T e)
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{
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bool noHandlerException = false;
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GameLinkedListRange<EventHandler<T>> range = default(GameLinkedListRange<EventHandler<T>>);
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if (m_EventHandlers.TryGetValue(e.Id, out range))
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{
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LinkedListNode<EventHandler<T>> current = range.First;
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while (current != null && current != range.Terminal)
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{
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m_CachedNodes[e] = current.Next != range.Terminal ? current.Next : null;
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current.Value(sender, e);
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current = m_CachedNodes[e];
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}
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m_CachedNodes.Remove(e);
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}
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else if (m_DefaultHandler != null)
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{
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m_DefaultHandler(sender, e);
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}
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else if ((m_EventPoolMode & EventPoolMode.AllowNoHandler) == 0)
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{
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noHandlerException = true;
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}
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ReferencePool.Release(e);
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if (noHandlerException)
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{
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throw new GameException(Utility.Text.Format("Event '{0}' not allow no handler.", e.Id));
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}
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}
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}
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} |