ConfigManager.cs 17 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework.Resource;
  8. using System;
  9. using System.Collections.Generic;
  10. namespace GameFramework.Config
  11. {
  12. /// <summary>
  13. /// 全局配置管理器。
  14. /// </summary>
  15. internal sealed partial class ConfigManager : GameFrameworkModule, IConfigManager
  16. {
  17. private readonly Dictionary<string, ConfigData> m_ConfigDatas;
  18. private readonly DataProvider<IConfigManager> m_DataProvider;
  19. private IConfigHelper m_ConfigHelper;
  20. /// <summary>
  21. /// 初始化全局配置管理器的新实例。
  22. /// </summary>
  23. public ConfigManager()
  24. {
  25. m_ConfigDatas = new Dictionary<string, ConfigData>(StringComparer.Ordinal);
  26. m_DataProvider = new DataProvider<IConfigManager>(this);
  27. m_ConfigHelper = null;
  28. }
  29. /// <summary>
  30. /// 获取全局配置项数量。
  31. /// </summary>
  32. public int Count
  33. {
  34. get
  35. {
  36. return m_ConfigDatas.Count;
  37. }
  38. }
  39. /// <summary>
  40. /// 获取缓冲二进制流的大小。
  41. /// </summary>
  42. public int CachedBytesSize
  43. {
  44. get
  45. {
  46. return DataProvider<IConfigManager>.CachedBytesSize;
  47. }
  48. }
  49. /// <summary>
  50. /// 读取全局配置成功事件。
  51. /// </summary>
  52. public event EventHandler<ReadDataSuccessEventArgs> ReadDataSuccess
  53. {
  54. add
  55. {
  56. m_DataProvider.ReadDataSuccess += value;
  57. }
  58. remove
  59. {
  60. m_DataProvider.ReadDataSuccess -= value;
  61. }
  62. }
  63. /// <summary>
  64. /// 读取全局配置失败事件。
  65. /// </summary>
  66. public event EventHandler<ReadDataFailureEventArgs> ReadDataFailure
  67. {
  68. add
  69. {
  70. m_DataProvider.ReadDataFailure += value;
  71. }
  72. remove
  73. {
  74. m_DataProvider.ReadDataFailure -= value;
  75. }
  76. }
  77. /// <summary>
  78. /// 读取全局配置更新事件。
  79. /// </summary>
  80. public event EventHandler<ReadDataUpdateEventArgs> ReadDataUpdate
  81. {
  82. add
  83. {
  84. m_DataProvider.ReadDataUpdate += value;
  85. }
  86. remove
  87. {
  88. m_DataProvider.ReadDataUpdate -= value;
  89. }
  90. }
  91. /// <summary>
  92. /// 读取全局配置时加载依赖资源事件。
  93. /// </summary>
  94. public event EventHandler<ReadDataDependencyAssetEventArgs> ReadDataDependencyAsset
  95. {
  96. add
  97. {
  98. m_DataProvider.ReadDataDependencyAsset += value;
  99. }
  100. remove
  101. {
  102. m_DataProvider.ReadDataDependencyAsset -= value;
  103. }
  104. }
  105. /// <summary>
  106. /// 全局配置管理器轮询。
  107. /// </summary>
  108. /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
  109. /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
  110. internal override void Update(float elapseSeconds, float realElapseSeconds)
  111. {
  112. }
  113. /// <summary>
  114. /// 关闭并清理全局配置管理器。
  115. /// </summary>
  116. internal override void Shutdown()
  117. {
  118. }
  119. /// <summary>
  120. /// 设置资源管理器。
  121. /// </summary>
  122. /// <param name="resourceManager">资源管理器。</param>
  123. public void SetResourceManager(IResourceManager resourceManager)
  124. {
  125. m_DataProvider.SetResourceManager(resourceManager);
  126. }
  127. /// <summary>
  128. /// 设置全局配置数据提供者辅助器。
  129. /// </summary>
  130. /// <param name="dataProviderHelper">全局配置数据提供者辅助器。</param>
  131. public void SetDataProviderHelper(IDataProviderHelper<IConfigManager> dataProviderHelper)
  132. {
  133. m_DataProvider.SetDataProviderHelper(dataProviderHelper);
  134. }
  135. /// <summary>
  136. /// 设置全局配置辅助器。
  137. /// </summary>
  138. /// <param name="configHelper">全局配置辅助器。</param>
  139. public void SetConfigHelper(IConfigHelper configHelper)
  140. {
  141. if (configHelper == null)
  142. {
  143. throw new GameFrameworkException("Config helper is invalid.");
  144. }
  145. m_ConfigHelper = configHelper;
  146. }
  147. /// <summary>
  148. /// 确保二进制流缓存分配足够大小的内存并缓存。
  149. /// </summary>
  150. /// <param name="ensureSize">要确保二进制流缓存分配内存的大小。</param>
  151. public void EnsureCachedBytesSize(int ensureSize)
  152. {
  153. DataProvider<IConfigManager>.EnsureCachedBytesSize(ensureSize);
  154. }
  155. /// <summary>
  156. /// 释放缓存的二进制流。
  157. /// </summary>
  158. public void FreeCachedBytes()
  159. {
  160. DataProvider<IConfigManager>.FreeCachedBytes();
  161. }
  162. /// <summary>
  163. /// 读取全局配置。
  164. /// </summary>
  165. /// <param name="configAssetName">全局配置资源名称。</param>
  166. public void ReadData(string configAssetName)
  167. {
  168. m_DataProvider.ReadData(configAssetName);
  169. }
  170. /// <summary>
  171. /// 读取全局配置。
  172. /// </summary>
  173. /// <param name="configAssetName">全局配置资源名称。</param>
  174. /// <param name="priority">加载全局配置资源的优先级。</param>
  175. public void ReadData(string configAssetName, int priority)
  176. {
  177. m_DataProvider.ReadData(configAssetName, priority);
  178. }
  179. /// <summary>
  180. /// 读取全局配置。
  181. /// </summary>
  182. /// <param name="configAssetName">全局配置资源名称。</param>
  183. /// <param name="userData">用户自定义数据。</param>
  184. public void ReadData(string configAssetName, object userData)
  185. {
  186. m_DataProvider.ReadData(configAssetName, userData);
  187. }
  188. /// <summary>
  189. /// 读取全局配置。
  190. /// </summary>
  191. /// <param name="configAssetName">全局配置资源名称。</param>
  192. /// <param name="priority">加载全局配置资源的优先级。</param>
  193. /// <param name="userData">用户自定义数据。</param>
  194. public void ReadData(string configAssetName, int priority, object userData)
  195. {
  196. m_DataProvider.ReadData(configAssetName, priority, userData);
  197. }
  198. /// <summary>
  199. /// 解析全局配置。
  200. /// </summary>
  201. /// <param name="configString">要解析的全局配置字符串。</param>
  202. /// <returns>是否解析全局配置成功。</returns>
  203. public bool ParseData(string configString)
  204. {
  205. return m_DataProvider.ParseData(configString);
  206. }
  207. /// <summary>
  208. /// 解析全局配置。
  209. /// </summary>
  210. /// <param name="configString">要解析的全局配置字符串。</param>
  211. /// <param name="userData">用户自定义数据。</param>
  212. /// <returns>是否解析全局配置成功。</returns>
  213. public bool ParseData(string configString, object userData)
  214. {
  215. return m_DataProvider.ParseData(configString, userData);
  216. }
  217. /// <summary>
  218. /// 解析全局配置。
  219. /// </summary>
  220. /// <param name="configBytes">要解析的全局配置二进制流。</param>
  221. /// <returns>是否解析全局配置成功。</returns>
  222. public bool ParseData(byte[] configBytes)
  223. {
  224. return m_DataProvider.ParseData(configBytes);
  225. }
  226. /// <summary>
  227. /// 解析全局配置。
  228. /// </summary>
  229. /// <param name="configBytes">要解析的全局配置二进制流。</param>
  230. /// <param name="userData">用户自定义数据。</param>
  231. /// <returns>是否解析全局配置成功。</returns>
  232. public bool ParseData(byte[] configBytes, object userData)
  233. {
  234. return m_DataProvider.ParseData(configBytes, userData);
  235. }
  236. /// <summary>
  237. /// 解析全局配置。
  238. /// </summary>
  239. /// <param name="configBytes">要解析的全局配置二进制流。</param>
  240. /// <param name="startIndex">全局配置二进制流的起始位置。</param>
  241. /// <param name="length">全局配置二进制流的长度。</param>
  242. /// <returns>是否解析全局配置成功。</returns>
  243. public bool ParseData(byte[] configBytes, int startIndex, int length)
  244. {
  245. return m_DataProvider.ParseData(configBytes, startIndex, length);
  246. }
  247. /// <summary>
  248. /// 解析全局配置。
  249. /// </summary>
  250. /// <param name="configBytes">要解析的全局配置二进制流。</param>
  251. /// <param name="startIndex">全局配置二进制流的起始位置。</param>
  252. /// <param name="length">全局配置二进制流的长度。</param>
  253. /// <param name="userData">用户自定义数据。</param>
  254. /// <returns>是否解析全局配置成功。</returns>
  255. public bool ParseData(byte[] configBytes, int startIndex, int length, object userData)
  256. {
  257. return m_DataProvider.ParseData(configBytes, startIndex, length, userData);
  258. }
  259. /// <summary>
  260. /// 检查是否存在指定全局配置项。
  261. /// </summary>
  262. /// <param name="configName">要检查全局配置项的名称。</param>
  263. /// <returns>指定的全局配置项是否存在。</returns>
  264. public bool HasConfig(string configName)
  265. {
  266. return GetConfigData(configName).HasValue;
  267. }
  268. /// <summary>
  269. /// 从指定全局配置项中读取布尔值。
  270. /// </summary>
  271. /// <param name="configName">要获取全局配置项的名称。</param>
  272. /// <returns>读取的布尔值。</returns>
  273. public bool GetBool(string configName)
  274. {
  275. ConfigData? configData = GetConfigData(configName);
  276. if (!configData.HasValue)
  277. {
  278. throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
  279. }
  280. return configData.Value.BoolValue;
  281. }
  282. /// <summary>
  283. /// 从指定全局配置项中读取布尔值。
  284. /// </summary>
  285. /// <param name="configName">要获取全局配置项的名称。</param>
  286. /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
  287. /// <returns>读取的布尔值。</returns>
  288. public bool GetBool(string configName, bool defaultValue)
  289. {
  290. ConfigData? configData = GetConfigData(configName);
  291. return configData.HasValue ? configData.Value.BoolValue : defaultValue;
  292. }
  293. /// <summary>
  294. /// 从指定全局配置项中读取整数值。
  295. /// </summary>
  296. /// <param name="configName">要获取全局配置项的名称。</param>
  297. /// <returns>读取的整数值。</returns>
  298. public int GetInt(string configName)
  299. {
  300. ConfigData? configData = GetConfigData(configName);
  301. if (!configData.HasValue)
  302. {
  303. throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
  304. }
  305. return configData.Value.IntValue;
  306. }
  307. /// <summary>
  308. /// 从指定全局配置项中读取整数值。
  309. /// </summary>
  310. /// <param name="configName">要获取全局配置项的名称。</param>
  311. /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
  312. /// <returns>读取的整数值。</returns>
  313. public int GetInt(string configName, int defaultValue)
  314. {
  315. ConfigData? configData = GetConfigData(configName);
  316. return configData.HasValue ? configData.Value.IntValue : defaultValue;
  317. }
  318. /// <summary>
  319. /// 从指定全局配置项中读取浮点数值。
  320. /// </summary>
  321. /// <param name="configName">要获取全局配置项的名称。</param>
  322. /// <returns>读取的浮点数值。</returns>
  323. public float GetFloat(string configName)
  324. {
  325. ConfigData? configData = GetConfigData(configName);
  326. if (!configData.HasValue)
  327. {
  328. throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
  329. }
  330. return configData.Value.FloatValue;
  331. }
  332. /// <summary>
  333. /// 从指定全局配置项中读取浮点数值。
  334. /// </summary>
  335. /// <param name="configName">要获取全局配置项的名称。</param>
  336. /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
  337. /// <returns>读取的浮点数值。</returns>
  338. public float GetFloat(string configName, float defaultValue)
  339. {
  340. ConfigData? configData = GetConfigData(configName);
  341. return configData.HasValue ? configData.Value.FloatValue : defaultValue;
  342. }
  343. /// <summary>
  344. /// 从指定全局配置项中读取字符串值。
  345. /// </summary>
  346. /// <param name="configName">要获取全局配置项的名称。</param>
  347. /// <returns>读取的字符串值。</returns>
  348. public string GetString(string configName)
  349. {
  350. ConfigData? configData = GetConfigData(configName);
  351. if (!configData.HasValue)
  352. {
  353. throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
  354. }
  355. return configData.Value.StringValue;
  356. }
  357. /// <summary>
  358. /// 从指定全局配置项中读取字符串值。
  359. /// </summary>
  360. /// <param name="configName">要获取全局配置项的名称。</param>
  361. /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
  362. /// <returns>读取的字符串值。</returns>
  363. public string GetString(string configName, string defaultValue)
  364. {
  365. ConfigData? configData = GetConfigData(configName);
  366. return configData.HasValue ? configData.Value.StringValue : defaultValue;
  367. }
  368. /// <summary>
  369. /// 增加指定全局配置项。
  370. /// </summary>
  371. /// <param name="configName">要增加全局配置项的名称。</param>
  372. /// <param name="configValue">全局配置项的值。</param>
  373. /// <returns>是否增加全局配置项成功。</returns>
  374. public bool AddConfig(string configName, string configValue)
  375. {
  376. bool boolValue = false;
  377. bool.TryParse(configValue, out boolValue);
  378. int intValue = 0;
  379. int.TryParse(configValue, out intValue);
  380. float floatValue = 0f;
  381. float.TryParse(configValue, out floatValue);
  382. return AddConfig(configName, boolValue, intValue, floatValue, configValue);
  383. }
  384. /// <summary>
  385. /// 增加指定全局配置项。
  386. /// </summary>
  387. /// <param name="configName">要增加全局配置项的名称。</param>
  388. /// <param name="boolValue">全局配置项布尔值。</param>
  389. /// <param name="intValue">全局配置项整数值。</param>
  390. /// <param name="floatValue">全局配置项浮点数值。</param>
  391. /// <param name="stringValue">全局配置项字符串值。</param>
  392. /// <returns>是否增加全局配置项成功。</returns>
  393. public bool AddConfig(string configName, bool boolValue, int intValue, float floatValue, string stringValue)
  394. {
  395. if (HasConfig(configName))
  396. {
  397. return false;
  398. }
  399. m_ConfigDatas.Add(configName, new ConfigData(boolValue, intValue, floatValue, stringValue));
  400. return true;
  401. }
  402. /// <summary>
  403. /// 移除指定全局配置项。
  404. /// </summary>
  405. /// <param name="configName">要移除全局配置项的名称。</param>
  406. public bool RemoveConfig(string configName)
  407. {
  408. if (!HasConfig(configName))
  409. {
  410. return false;
  411. }
  412. return m_ConfigDatas.Remove(configName);
  413. }
  414. /// <summary>
  415. /// 清空所有全局配置项。
  416. /// </summary>
  417. public void RemoveAllConfigs()
  418. {
  419. m_ConfigDatas.Clear();
  420. }
  421. private ConfigData? GetConfigData(string configName)
  422. {
  423. if (string.IsNullOrEmpty(configName))
  424. {
  425. throw new GameFrameworkException("Config name is invalid.");
  426. }
  427. ConfigData configData = default(ConfigData);
  428. if (m_ConfigDatas.TryGetValue(configName, out configData))
  429. {
  430. return configData;
  431. }
  432. return null;
  433. }
  434. }
  435. }