208 lines
7.1 KiB
C#
208 lines
7.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace TEngine
|
|
{
|
|
/// <summary>
|
|
/// 游戏框架模块实现类管理系统。
|
|
/// </summary>
|
|
public static class ModuleSystem
|
|
{
|
|
/// <summary>
|
|
/// 默认设计的模块数量。
|
|
/// <remarks>有增删可以自行修改减少内存分配与GCAlloc。</remarks>
|
|
/// </summary>
|
|
internal const int DESIGN_MODULE_COUNT = 16;
|
|
|
|
private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(DESIGN_MODULE_COUNT);
|
|
private static readonly LinkedList<Module> _modules = new LinkedList<Module>();
|
|
private static readonly LinkedList<Module> _updateModules = new LinkedList<Module>();
|
|
private static readonly List<IUpdateModule> _updateExecuteList = new List<IUpdateModule>(DESIGN_MODULE_COUNT);
|
|
|
|
private static bool _isExecuteListDirty;
|
|
|
|
/// <summary>
|
|
/// 所有游戏框架模块轮询。
|
|
/// </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 static void Update(float elapseSeconds, float realElapseSeconds)
|
|
{
|
|
if (_isExecuteListDirty)
|
|
{
|
|
_isExecuteListDirty = false;
|
|
BuildExecuteList();
|
|
}
|
|
|
|
int executeCount = _updateExecuteList.Count;
|
|
for (int i = 0; i < executeCount; i++)
|
|
{
|
|
_updateExecuteList[i].Update(elapseSeconds, realElapseSeconds);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 关闭并清理所有游戏框架模块。
|
|
/// </summary>
|
|
public static void Shutdown()
|
|
{
|
|
for (LinkedListNode<Module> current = _modules.Last; current != null; current = current.Previous)
|
|
{
|
|
current.Value.Shutdown();
|
|
}
|
|
|
|
_modules.Clear();
|
|
_moduleMaps.Clear();
|
|
_updateModules.Clear();
|
|
_updateExecuteList.Clear();
|
|
MemoryPool.ClearAll();
|
|
Utility.Marshal.FreeCachedHGlobal();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取游戏框架模块。
|
|
/// </summary>
|
|
/// <typeparam name="T">要获取的游戏框架模块类型。</typeparam>
|
|
/// <returns>要获取的游戏框架模块。</returns>
|
|
/// <remarks>如果要获取的游戏框架模块不存在,则自动创建该游戏框架模块。</remarks>
|
|
public static T GetModule<T>() where T : class
|
|
{
|
|
Type interfaceType = typeof(T);
|
|
if (!interfaceType.IsInterface)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("You must get module by interface, but '{0}' is not.", interfaceType.FullName));
|
|
}
|
|
|
|
if (_moduleMaps.TryGetValue(interfaceType, out Module module))
|
|
{
|
|
return module as T;
|
|
}
|
|
|
|
string moduleName = Utility.Text.Format("{0}.{1}", interfaceType.Namespace, interfaceType.Name.Substring(1));
|
|
Type moduleType = Type.GetType(moduleName);
|
|
if (moduleType == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find Game Framework module type '{0}'.", moduleName));
|
|
}
|
|
|
|
return GetModule(moduleType) as T;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取游戏框架模块。
|
|
/// </summary>
|
|
/// <param name="moduleType">要获取的游戏框架模块类型。</param>
|
|
/// <returns>要获取的游戏框架模块。</returns>
|
|
/// <remarks>如果要获取的游戏框架模块不存在,则自动创建该游戏框架模块。</remarks>
|
|
private static Module GetModule(Type moduleType)
|
|
{
|
|
return _moduleMaps.TryGetValue(moduleType, out Module module) ? module : CreateModule(moduleType);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 创建游戏框架模块。
|
|
/// </summary>
|
|
/// <param name="moduleType">要创建的游戏框架模块类型。</param>
|
|
/// <returns>要创建的游戏框架模块。</returns>
|
|
private static Module CreateModule(Type moduleType)
|
|
{
|
|
Module module = (Module)Activator.CreateInstance(moduleType);
|
|
if (module == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not create module '{0}'.", moduleType.FullName));
|
|
}
|
|
|
|
_moduleMaps[moduleType] = module;
|
|
|
|
RegisterUpdate(module);
|
|
|
|
return module;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 注册自定义Module。
|
|
/// </summary>
|
|
/// <param name="module">Module。</param>
|
|
/// <returns>Module实例。</returns>
|
|
/// <exception cref="GameFrameworkException">框架异常。</exception>
|
|
public static T RegisterModule<T>(Module module) where T : class
|
|
{
|
|
Type interfaceType = typeof(T);
|
|
if (!interfaceType.IsInterface)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("You must get module by interface, but '{0}' is not.", interfaceType.FullName));
|
|
}
|
|
|
|
_moduleMaps[interfaceType] = module;
|
|
|
|
RegisterUpdate(module);
|
|
|
|
return module as T;
|
|
}
|
|
|
|
private static void RegisterUpdate(Module module)
|
|
{
|
|
LinkedListNode<Module> current = _modules.First;
|
|
while (current != null)
|
|
{
|
|
if (module.Priority > current.Value.Priority)
|
|
{
|
|
break;
|
|
}
|
|
|
|
current = current.Next;
|
|
}
|
|
|
|
if (current != null)
|
|
{
|
|
_modules.AddBefore(current, module);
|
|
}
|
|
else
|
|
{
|
|
_modules.AddLast(module);
|
|
}
|
|
|
|
Type interfaceType = typeof(IUpdateModule);
|
|
bool implementsInterface = interfaceType.IsInstanceOfType(module);
|
|
|
|
if (implementsInterface)
|
|
{
|
|
LinkedListNode<Module> currentUpdate = _updateModules.First;
|
|
while (currentUpdate != null)
|
|
{
|
|
if (module.Priority > currentUpdate.Value.Priority)
|
|
{
|
|
break;
|
|
}
|
|
|
|
currentUpdate = currentUpdate.Next;
|
|
}
|
|
|
|
if (currentUpdate != null)
|
|
{
|
|
_updateModules.AddBefore(currentUpdate, module);
|
|
}
|
|
else
|
|
{
|
|
_updateModules.AddLast(module);
|
|
}
|
|
|
|
_isExecuteListDirty = true;
|
|
}
|
|
|
|
module.OnInit();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 构造执行队列。
|
|
/// </summary>
|
|
private static void BuildExecuteList()
|
|
{
|
|
_updateExecuteList.Clear();
|
|
foreach (var updateModule in _updateModules)
|
|
{
|
|
_updateExecuteList.Add(updateModule as IUpdateModule);
|
|
}
|
|
}
|
|
}
|
|
} |