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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework.Resource;
- using System;
- using System.Collections.Generic;
- namespace GameFramework.Config
- {
- /// <summary>
- /// 全局配置管理器。
- /// </summary>
- internal sealed partial class ConfigManager : GameFrameworkModule, IConfigManager
- {
- private readonly Dictionary<string, ConfigData> m_ConfigDatas;
- private readonly DataProvider<IConfigManager> m_DataProvider;
- private IConfigHelper m_ConfigHelper;
- /// <summary>
- /// 初始化全局配置管理器的新实例。
- /// </summary>
- public ConfigManager()
- {
- m_ConfigDatas = new Dictionary<string, ConfigData>(StringComparer.Ordinal);
- m_DataProvider = new DataProvider<IConfigManager>(this);
- m_ConfigHelper = null;
- }
- /// <summary>
- /// 获取全局配置项数量。
- /// </summary>
- public int Count
- {
- get
- {
- return m_ConfigDatas.Count;
- }
- }
- /// <summary>
- /// 获取缓冲二进制流的大小。
- /// </summary>
- public int CachedBytesSize
- {
- get
- {
- return DataProvider<IConfigManager>.CachedBytesSize;
- }
- }
- /// <summary>
- /// 读取全局配置成功事件。
- /// </summary>
- public event EventHandler<ReadDataSuccessEventArgs> ReadDataSuccess
- {
- add
- {
- m_DataProvider.ReadDataSuccess += value;
- }
- remove
- {
- m_DataProvider.ReadDataSuccess -= value;
- }
- }
- /// <summary>
- /// 读取全局配置失败事件。
- /// </summary>
- public event EventHandler<ReadDataFailureEventArgs> ReadDataFailure
- {
- add
- {
- m_DataProvider.ReadDataFailure += value;
- }
- remove
- {
- m_DataProvider.ReadDataFailure -= value;
- }
- }
- /// <summary>
- /// 读取全局配置更新事件。
- /// </summary>
- public event EventHandler<ReadDataUpdateEventArgs> ReadDataUpdate
- {
- add
- {
- m_DataProvider.ReadDataUpdate += value;
- }
- remove
- {
- m_DataProvider.ReadDataUpdate -= value;
- }
- }
- /// <summary>
- /// 读取全局配置时加载依赖资源事件。
- /// </summary>
- public event EventHandler<ReadDataDependencyAssetEventArgs> ReadDataDependencyAsset
- {
- add
- {
- m_DataProvider.ReadDataDependencyAsset += value;
- }
- remove
- {
- m_DataProvider.ReadDataDependencyAsset -= value;
- }
- }
- /// <summary>
- /// 全局配置管理器轮询。
- /// </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>
- internal override void Update(float elapseSeconds, float realElapseSeconds)
- {
- }
- /// <summary>
- /// 关闭并清理全局配置管理器。
- /// </summary>
- internal override void Shutdown()
- {
- }
- /// <summary>
- /// 设置资源管理器。
- /// </summary>
- /// <param name="resourceManager">资源管理器。</param>
- public void SetResourceManager(IResourceManager resourceManager)
- {
- m_DataProvider.SetResourceManager(resourceManager);
- }
- /// <summary>
- /// 设置全局配置数据提供者辅助器。
- /// </summary>
- /// <param name="dataProviderHelper">全局配置数据提供者辅助器。</param>
- public void SetDataProviderHelper(IDataProviderHelper<IConfigManager> dataProviderHelper)
- {
- m_DataProvider.SetDataProviderHelper(dataProviderHelper);
- }
- /// <summary>
- /// 设置全局配置辅助器。
- /// </summary>
- /// <param name="configHelper">全局配置辅助器。</param>
- public void SetConfigHelper(IConfigHelper configHelper)
- {
- if (configHelper == null)
- {
- throw new GameFrameworkException("Config helper is invalid.");
- }
- m_ConfigHelper = configHelper;
- }
- /// <summary>
- /// 确保二进制流缓存分配足够大小的内存并缓存。
- /// </summary>
- /// <param name="ensureSize">要确保二进制流缓存分配内存的大小。</param>
- public void EnsureCachedBytesSize(int ensureSize)
- {
- DataProvider<IConfigManager>.EnsureCachedBytesSize(ensureSize);
- }
- /// <summary>
- /// 释放缓存的二进制流。
- /// </summary>
- public void FreeCachedBytes()
- {
- DataProvider<IConfigManager>.FreeCachedBytes();
- }
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configAssetName">全局配置资源名称。</param>
- public void ReadData(string configAssetName)
- {
- m_DataProvider.ReadData(configAssetName);
- }
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configAssetName">全局配置资源名称。</param>
- /// <param name="priority">加载全局配置资源的优先级。</param>
- public void ReadData(string configAssetName, int priority)
- {
- m_DataProvider.ReadData(configAssetName, priority);
- }
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configAssetName">全局配置资源名称。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void ReadData(string configAssetName, object userData)
- {
- m_DataProvider.ReadData(configAssetName, userData);
- }
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configAssetName">全局配置资源名称。</param>
- /// <param name="priority">加载全局配置资源的优先级。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void ReadData(string configAssetName, int priority, object userData)
- {
- m_DataProvider.ReadData(configAssetName, priority, userData);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configString">要解析的全局配置字符串。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(string configString)
- {
- return m_DataProvider.ParseData(configString);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configString">要解析的全局配置字符串。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(string configString, object userData)
- {
- return m_DataProvider.ParseData(configString, userData);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configBytes">要解析的全局配置二进制流。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(byte[] configBytes)
- {
- return m_DataProvider.ParseData(configBytes);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configBytes">要解析的全局配置二进制流。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(byte[] configBytes, object userData)
- {
- return m_DataProvider.ParseData(configBytes, userData);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configBytes">要解析的全局配置二进制流。</param>
- /// <param name="startIndex">全局配置二进制流的起始位置。</param>
- /// <param name="length">全局配置二进制流的长度。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(byte[] configBytes, int startIndex, int length)
- {
- return m_DataProvider.ParseData(configBytes, startIndex, length);
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configBytes">要解析的全局配置二进制流。</param>
- /// <param name="startIndex">全局配置二进制流的起始位置。</param>
- /// <param name="length">全局配置二进制流的长度。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public bool ParseData(byte[] configBytes, int startIndex, int length, object userData)
- {
- return m_DataProvider.ParseData(configBytes, startIndex, length, userData);
- }
- /// <summary>
- /// 检查是否存在指定全局配置项。
- /// </summary>
- /// <param name="configName">要检查全局配置项的名称。</param>
- /// <returns>指定的全局配置项是否存在。</returns>
- public bool HasConfig(string configName)
- {
- return GetConfigData(configName).HasValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取布尔值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <returns>读取的布尔值。</returns>
- public bool GetBool(string configName)
- {
- ConfigData? configData = GetConfigData(configName);
- if (!configData.HasValue)
- {
- throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
- }
- return configData.Value.BoolValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取布尔值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
- /// <returns>读取的布尔值。</returns>
- public bool GetBool(string configName, bool defaultValue)
- {
- ConfigData? configData = GetConfigData(configName);
- return configData.HasValue ? configData.Value.BoolValue : defaultValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取整数值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <returns>读取的整数值。</returns>
- public int GetInt(string configName)
- {
- ConfigData? configData = GetConfigData(configName);
- if (!configData.HasValue)
- {
- throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
- }
- return configData.Value.IntValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取整数值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
- /// <returns>读取的整数值。</returns>
- public int GetInt(string configName, int defaultValue)
- {
- ConfigData? configData = GetConfigData(configName);
- return configData.HasValue ? configData.Value.IntValue : defaultValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取浮点数值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <returns>读取的浮点数值。</returns>
- public float GetFloat(string configName)
- {
- ConfigData? configData = GetConfigData(configName);
- if (!configData.HasValue)
- {
- throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
- }
- return configData.Value.FloatValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取浮点数值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
- /// <returns>读取的浮点数值。</returns>
- public float GetFloat(string configName, float defaultValue)
- {
- ConfigData? configData = GetConfigData(configName);
- return configData.HasValue ? configData.Value.FloatValue : defaultValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取字符串值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <returns>读取的字符串值。</returns>
- public string GetString(string configName)
- {
- ConfigData? configData = GetConfigData(configName);
- if (!configData.HasValue)
- {
- throw new GameFrameworkException(Utility.Text.Format("Config name '{0}' is not exist.", configName));
- }
- return configData.Value.StringValue;
- }
- /// <summary>
- /// 从指定全局配置项中读取字符串值。
- /// </summary>
- /// <param name="configName">要获取全局配置项的名称。</param>
- /// <param name="defaultValue">当指定的全局配置项不存在时,返回此默认值。</param>
- /// <returns>读取的字符串值。</returns>
- public string GetString(string configName, string defaultValue)
- {
- ConfigData? configData = GetConfigData(configName);
- return configData.HasValue ? configData.Value.StringValue : defaultValue;
- }
- /// <summary>
- /// 增加指定全局配置项。
- /// </summary>
- /// <param name="configName">要增加全局配置项的名称。</param>
- /// <param name="configValue">全局配置项的值。</param>
- /// <returns>是否增加全局配置项成功。</returns>
- public bool AddConfig(string configName, string configValue)
- {
- bool boolValue = false;
- bool.TryParse(configValue, out boolValue);
- int intValue = 0;
- int.TryParse(configValue, out intValue);
- float floatValue = 0f;
- float.TryParse(configValue, out floatValue);
- return AddConfig(configName, boolValue, intValue, floatValue, configValue);
- }
- /// <summary>
- /// 增加指定全局配置项。
- /// </summary>
- /// <param name="configName">要增加全局配置项的名称。</param>
- /// <param name="boolValue">全局配置项布尔值。</param>
- /// <param name="intValue">全局配置项整数值。</param>
- /// <param name="floatValue">全局配置项浮点数值。</param>
- /// <param name="stringValue">全局配置项字符串值。</param>
- /// <returns>是否增加全局配置项成功。</returns>
- public bool AddConfig(string configName, bool boolValue, int intValue, float floatValue, string stringValue)
- {
- if (HasConfig(configName))
- {
- return false;
- }
- m_ConfigDatas.Add(configName, new ConfigData(boolValue, intValue, floatValue, stringValue));
- return true;
- }
- /// <summary>
- /// 移除指定全局配置项。
- /// </summary>
- /// <param name="configName">要移除全局配置项的名称。</param>
- public bool RemoveConfig(string configName)
- {
- if (!HasConfig(configName))
- {
- return false;
- }
- return m_ConfigDatas.Remove(configName);
- }
- /// <summary>
- /// 清空所有全局配置项。
- /// </summary>
- public void RemoveAllConfigs()
- {
- m_ConfigDatas.Clear();
- }
- private ConfigData? GetConfigData(string configName)
- {
- if (string.IsNullOrEmpty(configName))
- {
- throw new GameFrameworkException("Config name is invalid.");
- }
- ConfigData configData = default(ConfigData);
- if (m_ConfigDatas.TryGetValue(configName, out configData))
- {
- return configData;
- }
- return null;
- }
- }
- }
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