195 lines
5.3 KiB
C#
195 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Timers;
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using Cysharp.Threading.Tasks;
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using Microsoft.Extensions.Logging;
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namespace BITKit
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{
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/// <summary>
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/// 循环
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/// </summary>
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public interface ITicker
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{
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/// <summary>
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/// 总帧数
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/// </summary>
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ulong TickCount { get; }
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/// <summary>
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/// 在下一次循环时执行,仅执行一次
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/// </summary>
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/// <param name="action"></param>
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void Add(Action action);
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/// <summary>
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/// 注册在下一次循环时执行,每次循环都会执行
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/// </summary>
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/// <param name="action"></param>
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void Add(Action<float> action);
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/// <summary>
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/// 移除循环
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/// </summary>
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/// <param name="action"></param>
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void Remove(Action<float> action);
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/// <summary>
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/// 手动调用循环
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/// </summary>
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/// <param name="delta"></param>
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void ManualTick(float delta);
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}
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/// <summary>
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/// 异步循环
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/// </summary>
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public interface IAsyncTicker
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{
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ulong TickCount { get; }
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int TickRate { get; set; }
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bool IsConcurrent { get; set; }
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event Func<float, UniTask> OnTickAsync;
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}
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/// <summary>
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/// 主线程循环
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/// </summary>
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public interface IMainTicker : ITicker { }
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/// <summary>
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/// 线程池循环
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/// </summary>
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public interface IThreadTicker : ITicker { }
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#if UNITY_5_3_OR_NEWER
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/// <summary>
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/// 最后执行的循环,通常用于旋转、位移等
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/// </summary>
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public interface IAfterTicker : ITicker{}
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/// <summary>
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/// Unity专用固定循环
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/// </summary>
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public interface IFixedTicker : ITicker{}
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#endif
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public class AsyncTicker : IAsyncTicker,IDisposable
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{
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private readonly ILogger<AsyncTicker> _logger;
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private readonly Timer _timer=new();
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private bool _isDisposed;
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private readonly Stopwatch _stopwatch=new();
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public AsyncTicker(ILogger<AsyncTicker> logger)
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{
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_logger = logger;
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if (TickRate <= 0)
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{
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TickRate = 1;
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}
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_timer.Elapsed += OnElapsed;
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if (_isDisposed is false)
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_timer.Start();
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_logger.LogInformation($"异步循环就绪,TickRate:{TickRate}");
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}
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#if UNITY_5_3_OR_NEWER
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[UnityEngine.HideInCallstack]
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#endif
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private async void OnElapsed(object sender, ElapsedEventArgs e)
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{
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try
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{
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if(_isDisposed)return;
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if (IsSyncContext)
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{
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await BITApp.SwitchToMainThread();
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if(_isDisposed)return;
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}
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var deltaTime = 1f / TickRate;
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if (_stopwatch.IsRunning)
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{
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deltaTime = (float)_stopwatch.Elapsed.TotalSeconds;
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_stopwatch.Reset();
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}
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_stopwatch.Start();
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if (IsConcurrent)
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{
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var tasks = OnTickAsync.CastAsFunc().ToArray();
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foreach (var func in tasks)
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{
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if (_isDisposed) return;
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try
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{
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await func.Invoke(deltaTime);
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}
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catch (Exception exception)
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{
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_logger.LogCritical(exception,exception.Message);
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}
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}
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}
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else
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{
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try
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{
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await OnTickAsync.UniTaskFunc(deltaTime);
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}
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catch (Exception exception)
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{
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_logger.LogCritical(exception,exception.Message);
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}
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}
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}
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catch (Exception exception)
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{
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_logger.LogCritical(exception,exception.Message);
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}
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TickCount++;
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if(_isDisposed)return;
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_timer.Start();
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}
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public bool IsSyncContext { get; set; } = true;
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public ulong TickCount { get; set; }
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public int TickRate { get; set; }
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public bool IsConcurrent { get; set; }
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public event Func<float, UniTask> OnTickAsync;
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public void Dispose()
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{
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}
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}
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public class Ticker : ITicker
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{
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private readonly Queue<Action> _queue = new();
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private event Action<float> TickEvents;
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public ulong TickCount { get; private set; }
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public void Add(Action action)
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{
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_queue.Enqueue(action);
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}
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public void Add(Action<float> action)=>TickEvents += action;
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public void Remove(Action<float> action)=>TickEvents -= action;
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public void ManualTick(float delta)
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{
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TickCount++;
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while (_queue.TryDequeue(out var action))
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{
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action.Invoke();
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}
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TickEvents?.Invoke(delta);
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}
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}
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}
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