EventSystem.cs 10.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Model;
  4. namespace Hotfix
  5. {
  6. public sealed class EventSystem
  7. {
  8. private readonly Dictionary<int, List<IEvent>> allEvents = new Dictionary<int, List<IEvent>>();
  9. private readonly UnOrderMultiMap<Type, AAwakeSystem> awakeEvents = new UnOrderMultiMap<Type, AAwakeSystem>();
  10. private readonly UnOrderMultiMap<Type, AStartSystem> startEvents = new UnOrderMultiMap<Type, AStartSystem>();
  11. private readonly UnOrderMultiMap<Type, ALoadSystem> loadEvents = new UnOrderMultiMap<Type, ALoadSystem>();
  12. private readonly UnOrderMultiMap<Type, AUpdateSystem> updateEvents = new UnOrderMultiMap<Type, AUpdateSystem>();
  13. private readonly UnOrderMultiMap<Type, ALateUpdateSystem> lateUpdateEvents = new UnOrderMultiMap<Type, ALateUpdateSystem>();
  14. private Queue<Component> updates = new Queue<Component>();
  15. private Queue<Component> updates2 = new Queue<Component>();
  16. private readonly Queue<Component> starts = new Queue<Component>();
  17. private Queue<Component> loaders = new Queue<Component>();
  18. private Queue<Component> loaders2 = new Queue<Component>();
  19. private Queue<Component> lateUpdates = new Queue<Component>();
  20. private Queue<Component> lateUpdates2 = new Queue<Component>();
  21. private readonly HashSet<Component> unique = new HashSet<Component>();
  22. public EventSystem()
  23. {
  24. Type[] types = Model.Game.Hotfix.GetHotfixTypes();
  25. foreach (Type type in types)
  26. {
  27. object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);
  28. if (attrs.Length == 0)
  29. {
  30. continue;
  31. }
  32. object obj = Activator.CreateInstance(type);
  33. AAwakeSystem objectSystem = obj as AAwakeSystem;
  34. if (objectSystem != null)
  35. {
  36. this.awakeEvents.Add(objectSystem.Type(), objectSystem);
  37. }
  38. AUpdateSystem aUpdateSystem = obj as AUpdateSystem;
  39. if (aUpdateSystem != null)
  40. {
  41. this.updateEvents.Add(aUpdateSystem.Type(), aUpdateSystem);
  42. }
  43. ALateUpdateSystem aLateUpdateSystem = obj as ALateUpdateSystem;
  44. if (aLateUpdateSystem != null)
  45. {
  46. this.lateUpdateEvents.Add(aLateUpdateSystem.Type(), aLateUpdateSystem);
  47. }
  48. AStartSystem aStartSystem = obj as AStartSystem;
  49. if (aStartSystem != null)
  50. {
  51. this.startEvents.Add(aStartSystem.Type(), aStartSystem);
  52. }
  53. ALoadSystem aLoadSystem = obj as ALoadSystem;
  54. if (aLoadSystem != null)
  55. {
  56. this.loadEvents.Add(aLoadSystem.Type(), aLoadSystem);
  57. }
  58. }
  59. this.allEvents.Clear();
  60. foreach (Type type in types)
  61. {
  62. object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);
  63. foreach (object attr in attrs)
  64. {
  65. EventAttribute aEventAttribute = (EventAttribute)attr;
  66. object obj = Activator.CreateInstance(type);
  67. IEvent iEvent = obj as IEvent;
  68. if (iEvent == null)
  69. {
  70. Log.Error($"{obj.GetType().Name} 没有继承IEvent");
  71. }
  72. this.RegisterEvent(aEventAttribute.Type, iEvent);
  73. // hotfix的事件也要注册到mono层,hotfix可以订阅mono层的事件
  74. Action<List<object>> action = list => { Handle(aEventAttribute.Type, list); };
  75. Model.Game.EventSystem.RegisterEvent(aEventAttribute.Type, new EventProxy(action));
  76. }
  77. }
  78. this.Load();
  79. }
  80. public static void Handle(int type, List<object> param)
  81. {
  82. switch (param.Count)
  83. {
  84. case 0:
  85. Game.EventSystem.Run(type);
  86. break;
  87. case 1:
  88. Game.EventSystem.Run(type, param[0]);
  89. break;
  90. case 2:
  91. Game.EventSystem.Run(type, param[0], param[1]);
  92. break;
  93. case 3:
  94. Game.EventSystem.Run(type, param[0], param[1], param[2]);
  95. break;
  96. }
  97. }
  98. public void RegisterEvent(int eventId, IEvent e)
  99. {
  100. if (!this.allEvents.ContainsKey(eventId))
  101. {
  102. this.allEvents.Add(eventId, new List<IEvent>());
  103. }
  104. this.allEvents[eventId].Add(e);
  105. }
  106. public void Add(Component disposer)
  107. {
  108. Type type = disposer.GetType();
  109. if (this.loadEvents.ContainsKey(type))
  110. {
  111. this.loaders.Enqueue(disposer);
  112. }
  113. if (this.updateEvents.ContainsKey(type))
  114. {
  115. this.updates.Enqueue(disposer);
  116. }
  117. if (this.startEvents.ContainsKey(type))
  118. {
  119. this.starts.Enqueue(disposer);
  120. }
  121. if (this.lateUpdateEvents.ContainsKey(type))
  122. {
  123. this.lateUpdates.Enqueue(disposer);
  124. }
  125. }
  126. public void Awake(Component disposer)
  127. {
  128. this.Add(disposer);
  129. List<AAwakeSystem> iAwakeSystems = this.awakeEvents[disposer.GetType()];
  130. if (iAwakeSystems == null)
  131. {
  132. return;
  133. }
  134. foreach (AAwakeSystem aAwakeSystem in iAwakeSystems)
  135. {
  136. if (aAwakeSystem == null)
  137. {
  138. continue;
  139. }
  140. IAwake iAwake = aAwakeSystem as IAwake;
  141. if (iAwake == null)
  142. {
  143. continue;
  144. }
  145. iAwake.Run(disposer);
  146. }
  147. }
  148. public void Awake<P1>(Component disposer, P1 p1)
  149. {
  150. this.Add(disposer);
  151. List<AAwakeSystem> iAwakeSystems = this.awakeEvents[disposer.GetType()];
  152. if (iAwakeSystems == null)
  153. {
  154. return;
  155. }
  156. foreach (AAwakeSystem aAwakeSystem in iAwakeSystems)
  157. {
  158. if (aAwakeSystem == null)
  159. {
  160. continue;
  161. }
  162. IAwake<P1> iAwake = aAwakeSystem as IAwake<P1>;
  163. if (iAwake == null)
  164. {
  165. continue;
  166. }
  167. iAwake.Run(disposer, p1);
  168. }
  169. }
  170. public void Awake<P1, P2>(Component disposer, P1 p1, P2 p2)
  171. {
  172. this.Add(disposer);
  173. List<AAwakeSystem> iAwakeSystems = this.awakeEvents[disposer.GetType()];
  174. if (iAwakeSystems == null)
  175. {
  176. return;
  177. }
  178. foreach (AAwakeSystem aAwakeSystem in iAwakeSystems)
  179. {
  180. if (aAwakeSystem == null)
  181. {
  182. continue;
  183. }
  184. IAwake<P1, P2> iAwake = aAwakeSystem as IAwake<P1, P2>;
  185. if (iAwake == null)
  186. {
  187. continue;
  188. }
  189. iAwake.Run(disposer, p1, p2);
  190. }
  191. }
  192. public void Awake<P1, P2, P3>(Component disposer, P1 p1, P2 p2, P3 p3)
  193. {
  194. this.Add(disposer);
  195. List<AAwakeSystem> iAwakeSystems = this.awakeEvents[disposer.GetType()];
  196. if (iAwakeSystems == null)
  197. {
  198. return;
  199. }
  200. foreach (AAwakeSystem aAwakeSystem in iAwakeSystems)
  201. {
  202. if (aAwakeSystem == null)
  203. {
  204. continue;
  205. }
  206. IAwake<P1, P2, P3> iAwake = aAwakeSystem as IAwake<P1, P2, P3>;
  207. if (iAwake == null)
  208. {
  209. continue;
  210. }
  211. iAwake.Run(disposer, p1, p2, p3);
  212. }
  213. }
  214. public void Load()
  215. {
  216. unique.Clear();
  217. while (this.loaders.Count > 0)
  218. {
  219. Component disposer = this.loaders.Dequeue();
  220. if (disposer.IsDisposed)
  221. {
  222. continue;
  223. }
  224. if (!this.unique.Add(disposer))
  225. {
  226. continue;
  227. }
  228. List<ALoadSystem> aLoadSystems = this.loadEvents[disposer.GetType()];
  229. if (aLoadSystems == null)
  230. {
  231. continue;
  232. }
  233. this.loaders2.Enqueue(disposer);
  234. foreach (ALoadSystem aLoadSystem in aLoadSystems)
  235. {
  236. try
  237. {
  238. aLoadSystem.Run(disposer);
  239. }
  240. catch (Exception e)
  241. {
  242. Log.Error(e.ToString());
  243. }
  244. }
  245. }
  246. ObjectHelper.Swap(ref this.loaders, ref this.loaders2);
  247. }
  248. private void Start()
  249. {
  250. unique.Clear();
  251. while (this.starts.Count > 0)
  252. {
  253. Component disposer = this.starts.Dequeue();
  254. if (!this.unique.Add(disposer))
  255. {
  256. continue;
  257. }
  258. List<AStartSystem> aStartSystems = this.startEvents[disposer.GetType()];
  259. if (aStartSystems == null)
  260. {
  261. continue;
  262. }
  263. foreach (AStartSystem aStartSystem in aStartSystems)
  264. {
  265. try
  266. {
  267. aStartSystem.Run(disposer);
  268. }
  269. catch (Exception e)
  270. {
  271. Log.Error(e.ToString());
  272. }
  273. }
  274. }
  275. }
  276. public void Update()
  277. {
  278. this.Start();
  279. this.unique.Clear();
  280. while (this.updates.Count > 0)
  281. {
  282. Component disposer = this.updates.Dequeue();
  283. if (disposer.IsDisposed)
  284. {
  285. continue;
  286. }
  287. if (!this.unique.Add(disposer))
  288. {
  289. continue;
  290. }
  291. List<AUpdateSystem> aUpdateSystems = this.updateEvents[disposer.GetType()];
  292. if (aUpdateSystems == null)
  293. {
  294. continue;
  295. }
  296. this.updates2.Enqueue(disposer);
  297. foreach (AUpdateSystem aUpdateSystem in aUpdateSystems)
  298. {
  299. try
  300. {
  301. aUpdateSystem.Run(disposer);
  302. }
  303. catch (Exception e)
  304. {
  305. Log.Error(e.ToString());
  306. }
  307. }
  308. }
  309. ObjectHelper.Swap(ref this.updates, ref this.updates2);
  310. }
  311. public void LateUpdate()
  312. {
  313. this.unique.Clear();
  314. while (this.lateUpdates.Count > 0)
  315. {
  316. Component disposer = this.lateUpdates.Dequeue();
  317. if (disposer.IsDisposed)
  318. {
  319. continue;
  320. }
  321. if (!this.unique.Add(disposer))
  322. {
  323. continue;
  324. }
  325. List<ALateUpdateSystem> aLateUpdateSystems = this.lateUpdateEvents[disposer.GetType()];
  326. if (aLateUpdateSystems == null)
  327. {
  328. continue;
  329. }
  330. this.lateUpdates2.Enqueue(disposer);
  331. foreach (ALateUpdateSystem aLateUpdateSystem in aLateUpdateSystems)
  332. {
  333. try
  334. {
  335. aLateUpdateSystem.Run(disposer);
  336. }
  337. catch (Exception e)
  338. {
  339. Log.Error(e.ToString());
  340. }
  341. }
  342. }
  343. ObjectHelper.Swap(ref this.lateUpdates, ref this.lateUpdates2);
  344. }
  345. public void Run(int type)
  346. {
  347. List<IEvent> iEvents;
  348. if (!this.allEvents.TryGetValue((int)type, out iEvents))
  349. {
  350. return;
  351. }
  352. foreach (IEvent iEvent in iEvents)
  353. {
  354. try
  355. {
  356. iEvent?.Handle();
  357. }
  358. catch (Exception e)
  359. {
  360. Log.Error(e.ToString());
  361. }
  362. }
  363. }
  364. public void Run<A>(int type, A a)
  365. {
  366. List<IEvent> iEvents;
  367. if (!this.allEvents.TryGetValue((int)type, out iEvents))
  368. {
  369. return;
  370. }
  371. foreach (IEvent iEvent in iEvents)
  372. {
  373. try
  374. {
  375. iEvent?.Handle(a);
  376. }
  377. catch (Exception e)
  378. {
  379. Log.Error(e.ToString());
  380. }
  381. }
  382. }
  383. public void Run<A, B>(int type, A a, B b)
  384. {
  385. List<IEvent> iEvents;
  386. if (!this.allEvents.TryGetValue((int)type, out iEvents))
  387. {
  388. return;
  389. }
  390. foreach (IEvent iEvent in iEvents)
  391. {
  392. try
  393. {
  394. iEvent?.Handle(a, b);
  395. }
  396. catch (Exception e)
  397. {
  398. Log.Error(e.ToString());
  399. }
  400. }
  401. }
  402. public void Run<A, B, C>(int type, A a, B b, C c)
  403. {
  404. List<IEvent> iEvents;
  405. if (!this.allEvents.TryGetValue((int)type, out iEvents))
  406. {
  407. return;
  408. }
  409. foreach (IEvent iEvent in iEvents)
  410. {
  411. try
  412. {
  413. iEvent?.Handle(a, b, c);
  414. }
  415. catch (Exception e)
  416. {
  417. Log.Error(e.ToString());
  418. }
  419. }
  420. }
  421. }
  422. }