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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;
- using System.Collections.Generic;
- namespace GameFramework
- {
- /// <summary>
- /// 事件池。
- /// </summary>
- /// <typeparam name="T">事件类型。</typeparam>
- internal sealed partial class EventPool<T> where T : BaseEventArgs
- {
- private readonly GameFrameworkMultiDictionary<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 GameFrameworkMultiDictionary<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.EventArgs);
- 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)
- {
- GameFrameworkLinkedListRange<EventHandler<T>> range = default(GameFrameworkLinkedListRange<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 GameFrameworkException("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 GameFrameworkException("Event handler is invalid.");
- }
- if (!m_EventHandlers.Contains(id))
- {
- m_EventHandlers.Add(id, handler);
- }
- else if ((m_EventPoolMode & EventPoolMode.AllowMultiHandler) != EventPoolMode.AllowMultiHandler)
- {
- throw new GameFrameworkException(Utility.Text.Format("Event '{0}' not allow multi handler.", id));
- }
- else if ((m_EventPoolMode & EventPoolMode.AllowDuplicateHandler) != EventPoolMode.AllowDuplicateHandler && Check(id, handler))
- {
- throw new GameFrameworkException(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 GameFrameworkException("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 GameFrameworkException(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 GameFrameworkException("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 GameFrameworkException("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;
- GameFrameworkLinkedListRange<EventHandler<T>> range = default(GameFrameworkLinkedListRange<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 GameFrameworkException(Utility.Text.Format("Event '{0}' not allow no handler.", e.Id));
- }
- }
- }
- }
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