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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using System.Collections;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- namespace GameFramework
- {
- /// <summary>
- /// 游戏框架多值字典类。
- /// </summary>
- /// <typeparam name="TKey">指定多值字典的主键类型。</typeparam>
- /// <typeparam name="TValue">指定多值字典的值类型。</typeparam>
- public sealed class GameFrameworkMultiDictionary<TKey, TValue> : IEnumerable<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>, IEnumerable
- {
- private readonly GameFrameworkLinkedList<TValue> m_LinkedList;
- private readonly Dictionary<TKey, GameFrameworkLinkedListRange<TValue>> m_Dictionary;
- /// <summary>
- /// 初始化游戏框架多值字典类的新实例。
- /// </summary>
- public GameFrameworkMultiDictionary()
- {
- m_LinkedList = new GameFrameworkLinkedList<TValue>();
- m_Dictionary = new Dictionary<TKey, GameFrameworkLinkedListRange<TValue>>();
- }
- /// <summary>
- /// 获取多值字典中实际包含的主键数量。
- /// </summary>
- public int Count
- {
- get
- {
- return m_Dictionary.Count;
- }
- }
- /// <summary>
- /// 获取多值字典中指定主键的范围。
- /// </summary>
- /// <param name="key">指定的主键。</param>
- /// <returns>指定主键的范围。</returns>
- public GameFrameworkLinkedListRange<TValue> this[TKey key]
- {
- get
- {
- GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
- m_Dictionary.TryGetValue(key, out range);
- return range;
- }
- }
- /// <summary>
- /// 清理多值字典。
- /// </summary>
- public void Clear()
- {
- m_Dictionary.Clear();
- m_LinkedList.Clear();
- }
- /// <summary>
- /// 检查多值字典中是否包含指定主键。
- /// </summary>
- /// <param name="key">要检查的主键。</param>
- /// <returns>多值字典中是否包含指定主键。</returns>
- public bool Contains(TKey key)
- {
- return m_Dictionary.ContainsKey(key);
- }
- /// <summary>
- /// 检查多值字典中是否包含指定值。
- /// </summary>
- /// <param name="key">要检查的主键。</param>
- /// <param name="value">要检查的值。</param>
- /// <returns>多值字典中是否包含指定值。</returns>
- public bool Contains(TKey key, TValue value)
- {
- GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
- if (m_Dictionary.TryGetValue(key, out range))
- {
- return range.Contains(value);
- }
- return false;
- }
- /// <summary>
- /// 尝试获取多值字典中指定主键的范围。
- /// </summary>
- /// <param name="key">指定的主键。</param>
- /// <param name="range">指定主键的范围。</param>
- /// <returns>是否获取成功。</returns>
- public bool TryGetValue(TKey key, out GameFrameworkLinkedListRange<TValue> range)
- {
- return m_Dictionary.TryGetValue(key, out range);
- }
- /// <summary>
- /// 向指定的主键增加指定的值。
- /// </summary>
- /// <param name="key">指定的主键。</param>
- /// <param name="value">指定的值。</param>
- public void Add(TKey key, TValue value)
- {
- GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
- if (m_Dictionary.TryGetValue(key, out range))
- {
- m_LinkedList.AddBefore(range.Terminal, value);
- }
- else
- {
- LinkedListNode<TValue> first = m_LinkedList.AddLast(value);
- LinkedListNode<TValue> terminal = m_LinkedList.AddLast(default(TValue));
- m_Dictionary.Add(key, new GameFrameworkLinkedListRange<TValue>(first, terminal));
- }
- }
- /// <summary>
- /// 从指定的主键中移除指定的值。
- /// </summary>
- /// <param name="key">指定的主键。</param>
- /// <param name="value">指定的值。</param>
- /// <returns>是否移除成功。</returns>
- public bool Remove(TKey key, TValue value)
- {
- GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
- if (m_Dictionary.TryGetValue(key, out range))
- {
- for (LinkedListNode<TValue> current = range.First; current != null && current != range.Terminal; current = current.Next)
- {
- if (current.Value.Equals(value))
- {
- if (current == range.First)
- {
- LinkedListNode<TValue> next = current.Next;
- if (next == range.Terminal)
- {
- m_LinkedList.Remove(next);
- m_Dictionary.Remove(key);
- }
- else
- {
- m_Dictionary[key] = new GameFrameworkLinkedListRange<TValue>(next, range.Terminal);
- }
- }
- m_LinkedList.Remove(current);
- return true;
- }
- }
- }
- return false;
- }
- /// <summary>
- /// 从指定的主键中移除所有的值。
- /// </summary>
- /// <param name="key">指定的主键。</param>
- /// <returns>是否移除成功。</returns>
- public bool RemoveAll(TKey key)
- {
- GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
- if (m_Dictionary.TryGetValue(key, out range))
- {
- m_Dictionary.Remove(key);
- LinkedListNode<TValue> current = range.First;
- while (current != null)
- {
- LinkedListNode<TValue> next = current != range.Terminal ? current.Next : null;
- m_LinkedList.Remove(current);
- current = next;
- }
- return true;
- }
- return false;
- }
- /// <summary>
- /// 返回循环访问集合的枚举数。
- /// </summary>
- /// <returns>循环访问集合的枚举数。</returns>
- public Enumerator GetEnumerator()
- {
- return new Enumerator(m_Dictionary);
- }
- /// <summary>
- /// 返回循环访问集合的枚举数。
- /// </summary>
- /// <returns>循环访问集合的枚举数。</returns>
- IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>> IEnumerable<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>.GetEnumerator()
- {
- return GetEnumerator();
- }
- /// <summary>
- /// 返回循环访问集合的枚举数。
- /// </summary>
- /// <returns>循环访问集合的枚举数。</returns>
- IEnumerator IEnumerable.GetEnumerator()
- {
- return GetEnumerator();
- }
- /// <summary>
- /// 循环访问集合的枚举数。
- /// </summary>
- [StructLayout(LayoutKind.Auto)]
- public struct Enumerator : IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>, IEnumerator
- {
- private Dictionary<TKey, GameFrameworkLinkedListRange<TValue>>.Enumerator m_Enumerator;
- internal Enumerator(Dictionary<TKey, GameFrameworkLinkedListRange<TValue>> dictionary)
- {
- if (dictionary == null)
- {
- throw new GameFrameworkException("Dictionary is invalid.");
- }
- m_Enumerator = dictionary.GetEnumerator();
- }
- /// <summary>
- /// 获取当前结点。
- /// </summary>
- public KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>> Current
- {
- get
- {
- return m_Enumerator.Current;
- }
- }
- /// <summary>
- /// 获取当前的枚举数。
- /// </summary>
- object IEnumerator.Current
- {
- get
- {
- return m_Enumerator.Current;
- }
- }
- /// <summary>
- /// 清理枚举数。
- /// </summary>
- public void Dispose()
- {
- m_Enumerator.Dispose();
- }
- /// <summary>
- /// 获取下一个结点。
- /// </summary>
- /// <returns>返回下一个结点。</returns>
- public bool MoveNext()
- {
- return m_Enumerator.MoveNext();
- }
- /// <summary>
- /// 重置枚举数。
- /// </summary>
- void IEnumerator.Reset()
- {
- ((IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>)m_Enumerator).Reset();
- }
- }
- }
- }
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