200 lines
No EOL
6.8 KiB
Lua
200 lines
No EOL
6.8 KiB
Lua
--######################## 独立事件系统,用于提供信号机制拥有独立处理事件的功能 ########################
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local XEventSystem = XClass(nil, "XEventSystem")
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function XEventSystem:Ctor( )
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self._handlers = {}
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end
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-- 注册事件
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-- @params keepEvent : bool 常驻事件,不会被清除
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function XEventSystem:Push( eventType, caller, callback, keepEvent, returnArgKey)
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assert(eventType and callback, "XEventSystem:Push fail. eventType or callback cannot be empty")
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local handler = self._handlers[eventType]
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if not handler then
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handler = {}
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self._handlers[eventType] = handler
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end
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table.insert(
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handler,
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1,
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{
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eventType = eventType,
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caller = caller,
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callback = callback,
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keepEvent = keepEvent,
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returnArgKey = returnArgKey
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}
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)
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end
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function XEventSystem:_PopWithHandler( handler, ignoreCaller, caller )
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if not handler then
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return
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end
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for i = #handler, 1, -1 do
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if ignoreCaller or handler[i].caller == caller then
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-- 判断是否常驻事件
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if not handler[i].keepEvent then
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table.remove(handler, i)
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end
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end
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end
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end
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function XEventSystem:PopWithEventType( eventType )
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self:_PopWithHandler(self._handlers[eventType], true)
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end
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function XEventSystem:PopWithCaller( caller )
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for _, handler in pairs(self._handlers) do
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self:_PopWithHandler(handler, false, caller)
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end
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end
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function XEventSystem:Call( eventType, ... )
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local callResult = nil
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local handler = self._handlers[eventType]
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if nil == handler then
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return callResult
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end
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local msgData
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for i=#handler, 1, -1 do
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msgData = handler[i]
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if msgData then
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local tmpResult = msgData.callback(msgData.caller, ...)
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-- 如果被通知的事件方法有返回值并注册时显示传入返回结果的key,丢进callResult里返回调用者进行下一步处理
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if tmpResult and msgData.returnArgKey then
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if callResult == nil then callResult = {} end
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-- 小优化:可判断是否存在相同key进行报错或警告处理
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callResult[msgData.returnArgKey] = tmpResult
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end
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end
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end
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return callResult
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end
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function XEventSystem:ClearAll()
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for _, handler in pairs(self._handlers) do
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self:_PopWithHandler(handler, true)
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end
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end
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--######################## 信号数据 ########################
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XSignalCode = {
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SUCCESS = 0,
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EMPTY_FROM_OBJ = 1, -- 等待信号的对象已被置为null
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RELEASE = 2, -- 信号拥有者已被释放,如果是XLuaUi被关闭时也会触发此code,因为有部分Ui代码直接判断RELEASE来获取Ui是否关闭
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EMPTY_UI = 3, -- 针对Ui,Ui信号拥有者为null。PS:这块可以统一成EMPTY_FROM_OBJ
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}
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---@class XSignalData
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XSignalData = XClass(nil, "XSignalData")
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function XSignalData:Ctor()
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self.SignalMap = {}
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self.EventSystem = XEventSystem.New()
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end
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function XSignalData:ConnectSignal(signalName, caller, callback, returnArgKey)
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if self.EventSystem == nil then return end
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self.EventSystem:Push(signalName, caller, callback, nil, returnArgKey)
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end
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function XSignalData:RemoveConnectSignalWithName(signalName)
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if self.EventSystem == nil then return end
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self.EventSystem:PopWithEventType(signalName)
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end
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-- 等待信号,必选放在RunAsyn方法内才会起作用
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-- signalName: 等待的信号名
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-- fromObj: 在等待该信号的对象
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function XSignalData:AwaitSignal(signalName, fromObj)
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self.SignalMap[signalName] = self.SignalMap[signalName] or {}
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-- 获取正在运行的协程
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local running = coroutine.running()
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-- 注册正在挂起的协程
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table.insert(self.SignalMap[signalName], {
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running = running,
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fromObj = fromObj
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})
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-- 挂起协程,直到等到信号回来
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return coroutine.yield()
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end
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-- 检查是否有signalName信号,如果不传fromObj则不判断fromObj
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function XSignalData:CheckHasSignal(signalName, fromObj)
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local signalData = self.SignalMap[signalName]
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if not signalData then return false end
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if fromObj == nil then return true end
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for _, v in ipairs(signalData) do
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if v.fromObj == fromObj then
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return true
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end
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end
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return false
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end
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-- 发射信号,通知已注册的事件(ConnectSignal)调用回调或解除已挂起的协程(AwaitSignal)继续往下运行
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function XSignalData:EmitSignal(signalName, ...)
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local result = nil
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-- 发送事件
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result = self.EventSystem:Call(signalName, ...)
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-- 处理信号
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local signalData = self.SignalMap[signalName]
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-- 如果没有对应的信号处理直接返回
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if XTool.IsTableEmpty(signalData) then
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return result
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end
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local tmpData, code
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for i = #signalData, 1, -1 do
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tmpData = signalData[i]
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-- 如果状态没有运行完主体函数或因错误停止的话,恢复协程
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if coroutine.status(tmpData.running) ~= "dead" then
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-- 可优化的点:如果fromObj为nil的时候直接不处理即可,但这里需要测试一下不处理后积攒了大量挂起的协程会有什么影响,目前这个写法判空是为了尽量让所有活着的协程都尽量恢复。
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code = tmpData.fromObj ~= nil and XSignalCode.SUCCESS or XSignalCode.EMPTY_FROM_OBJ
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coroutine.resume(tmpData.running, code, ...)
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end
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table.remove(signalData, i)
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end
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signalData = nil
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self.SignalMap[signalName] = nil
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return result
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end
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-- function XSignalData:EmitSingleSignal(signalName, ...)
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-- local signalData = self.SignalMap[signalName]
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-- if XTool.IsTableEmpty(signalData) then
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-- return
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-- end
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-- local code
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-- local tmpData = signalData[#signalData]
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-- if coroutine.status(tmpData.running) ~= "dead" then
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-- code = tmpData.fromObj ~= nil and XSignalCode.SUCCESS or XSignalCode.EMPTY_FROM_OBJ
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-- coroutine.resume(tmpData.running, code, ...)
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-- end
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-- table.remove(signalData, #signalData)
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-- if #signalData <= 0 then
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-- signalData = nil
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-- self.SignalMap[signalName] = nil
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-- end
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-- end
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function XSignalData:Release()
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if self.EventSystem then
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self.EventSystem:ClearAll()
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self.EventSystem = nil
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end
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if self.SignalMap == nil then
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return
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end
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-- 释放时,全部发送出去,避免挂着无效的程序,错误由收信号方处理
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for name, signalData in pairs(self.SignalMap) do
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for i = #signalData, 1, -1 do
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if coroutine.status(signalData[i].running) ~= "dead" then
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coroutine.resume(signalData[i].running, XSignalCode.RELEASE)
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end
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table.remove(signalData, i)
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end
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signalData = nil
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end
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self.SignalMap = nil
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end |