TheInitialProject/Assets/CaoCao/Libraries/CaoCao/Base/EventPool/EventPool.cs
2024-10-23 16:59:02 +08:00

278 lines
9.2 KiB
C#

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