Revert "框架更新"

This reverts commit a2cb248512.
This commit is contained in:
2025-10-29 22:41:19 +08:00
parent a2cb248512
commit 9572cf1955
429 changed files with 38758 additions and 7183 deletions

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#if !FANTASY_WEBGL
using System.Collections.Concurrent;
#endif
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
namespace Fantasy.Async
{
/// <summary>
/// 一个异步任务
/// </summary>
public partial class FTask
{
private bool _isPool;
#if FANTASY_WEBGL
private static readonly Queue<FTask> Caches = new Queue<FTask>();
#else
private static readonly ConcurrentQueue<FTask> Caches = new ConcurrentQueue<FTask>();
#endif
/// <summary>
/// 创建一个空的任务
/// </summary>
public static FTaskCompleted CompletedTask => new FTaskCompleted();
private FTask() { }
/// <summary>
/// 创建一个任务
/// </summary>
/// <param name="isPool">是否从对象池中创建</param>
/// <returns></returns>
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static FTask Create(bool isPool = true)
{
if (!isPool)
{
return new FTask();
}
if (!Caches.TryDequeue(out var fTask))
{
fTask = new FTask();
}
fTask._isPool = true;
return fTask;
}
private void Return()
{
if (!_isPool || Caches.Count > 2000)
{
return;
}
_callBack = null;
_status = STaskStatus.Pending;
Caches.Enqueue(this);
}
}
/// <summary>
/// 一个异步任务
/// </summary>
/// <typeparam name="T">任务的泛型类型</typeparam>
public partial class FTask<T>
{
private bool _isPool;
#if FANTASY_WEBGL
private static readonly Queue<FTask<T>> Caches = new Queue<FTask<T>>();
#else
private static readonly ConcurrentQueue<FTask<T>> Caches = new ConcurrentQueue<FTask<T>>();
#endif
/// <summary>
/// 创建一个任务
/// </summary>
/// <param name="isPool">是否从对象池中创建</param>
/// <returns></returns>
[DebuggerHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static FTask<T> Create(bool isPool = true)
{
if (!isPool)
{
return new FTask<T>();
}
if (!Caches.TryDequeue(out var fTask))
{
fTask = new FTask<T>();
}
fTask._isPool = true;
return fTask;
}
private FTask() { }
private void Return()
{
if (!_isPool || Caches.Count > 2000)
{
return;
}
_callBack = null;
_status = STaskStatus.Pending;
Caches.Enqueue(this);
}
}
}

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// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
using System;
using System.Collections.Generic;
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
namespace Fantasy.Async
{
public partial class FTask
{
#region NetTimer
/// <summary>
/// 异步等待指定时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public static FTask<bool> Wait(Scene scene, long time, FCancellationToken cancellationToken = null)
{
return scene.TimerComponent.Net.WaitAsync(time, cancellationToken);
}
/// <summary>
/// 异步等待直到指定时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public static FTask<bool> WaitTill(Scene scene, long time, FCancellationToken cancellationToken = null)
{
return scene.TimerComponent.Net.WaitTillAsync(time, cancellationToken);
}
/// <summary>
/// 异步等待一帧时间
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static FTask WaitFrame(Scene scene)
{
return scene.TimerComponent.Net.WaitFrameAsync();
}
/// <summary>
/// 创建一个只执行一次的计时器,直到指定时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long OnceTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Net.OnceTimer(time, action);
}
/// <summary>
/// 创建一个只执行一次的计时器,直到指定时间。
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long OnceTillTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Net.OnceTillTimer(time, action);
}
/// <summary>
/// 创建一个只执行一次的计时器,用于发布指定类型的事件。
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long OnceTimer<T>(Scene scene, long time, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Net.OnceTimer<T>(time, timerHandlerType);
}
/// <summary>
/// 创建一个只执行一次的计时器,直到指定时间,用于发布指定类型的事件。
/// </summary>
/// <param name="scene"></param>
/// <param name="tillTime"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long OnceTillTimer<T>(Scene scene, long tillTime, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Net.OnceTillTimer<T>(tillTime, timerHandlerType);
}
/// <summary>
/// 创建一个重复执行的计时器。
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long RepeatedTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Net.RepeatedTimer(time, action);
}
/// <summary>
/// 创建一个重复执行的计时器,用于发布指定类型的事件。
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long RepeatedTimer<T>(Scene scene, long time, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Net.RepeatedTimer<T>(time, timerHandlerType);
}
/// <summary>
/// 移除指定 ID 的计时器。
/// </summary>
/// <param name="scene"></param>
/// <param name="timerId"></param>
/// <returns></returns>
public static bool RemoveTimer(Scene scene, ref long timerId)
{
return scene.TimerComponent.Net.Remove(ref timerId);
}
#endregion
#region Unity
#if FANTASY_UNITY
/// <summary>
/// 异步等待指定时间。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public static FTask<bool> UnityWait(Scene scene, long time, FCancellationToken cancellationToken = null)
{
return scene.TimerComponent.Unity.WaitAsync(time, cancellationToken);
}
/// <summary>
/// 异步等待直到指定时间。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public static FTask<bool> UnityWaitTill(Scene scene, long time, FCancellationToken cancellationToken = null)
{
return scene.TimerComponent.Unity.WaitTillAsync(time, cancellationToken);
}
/// <summary>
/// 异步等待一帧时间。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static FTask UnityWaitFrame(Scene scene)
{
return scene.TimerComponent.Unity.WaitFrameAsync();
}
/// <summary>
/// 创建一个只执行一次的计时器直到指定时间。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long UnityOnceTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Unity.OnceTimer(time, action);
}
/// <summary>
/// 创建一个只执行一次的计时器直到指定时间。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long UnityOnceTillTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Unity.OnceTillTimer(time, action);
}
/// <summary>
/// 创建一个只执行一次的计时器用于发布指定类型的事件。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long UnityOnceTimer<T>(Scene scene, long time, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Unity.OnceTimer<T>(time, timerHandlerType);
}
/// <summary>
/// 创建一个只执行一次的计时器直到指定时间用于发布指定类型的事件。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="tillTime"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long UnityOnceTillTimer<T>(Scene scene, long tillTime, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Unity.OnceTillTimer<T>(tillTime, timerHandlerType);
}
/// <summary>
/// 创建一个重复执行的计时器。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="action"></param>
/// <returns></returns>
public static long UnityRepeatedTimer(Scene scene, long time, Action action)
{
return scene.TimerComponent.Unity.RepeatedTimer(time, action);
}
/// <summary>
/// 创建一个重复执行的计时器用于发布指定类型的事件。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="time"></param>
/// <param name="timerHandlerType"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static long UnityRepeatedTimer<T>(Scene scene, long time, T timerHandlerType) where T : struct
{
return scene.TimerComponent.Unity.RepeatedTimer<T>(time, timerHandlerType);
}
/// <summary>
/// 移除指定 ID 的计时器。使用Unity的Time时间
/// </summary>
/// <param name="scene"></param>
/// <param name="timerId"></param>
/// <returns></returns>
public static bool UnityRemoveTimer(Scene scene, ref long timerId)
{
return scene.TimerComponent.Unity.Remove(ref timerId);
}
#endif
#endregion
/// <summary>
/// 创建并运行一个异步任务
/// </summary>
/// <param name="factory"></param>
/// <returns></returns>
public static FTask Run(Func<FTask> factory)
{
return factory();
}
/// <summary>
/// 创建并运行一个带有结果的异步任务
/// </summary>
/// <param name="factory"></param>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public static FTask<T> Run<T>(Func<FTask<T>> factory)
{
return factory();
}
/// <summary>
/// 等待所有任务完成
/// </summary>
/// <param name="tasks"></param>
public static async FTask WaitAll(List<FTask> tasks)
{
if (tasks.Count <= 0)
{
return;
}
var count = tasks.Count;
var sTaskCompletionSource = Create();
foreach (var task in tasks)
{
RunSTask(task).Coroutine();
}
await sTaskCompletionSource;
async FVoid RunSTask(FTask task)
{
await task;
count--;
if (count <= 0)
{
sTaskCompletionSource.SetResult();
}
}
}
/// <summary>
/// 等待其中一个任务完成
/// </summary>
/// <param name="tasks"></param>
public static async FTask WaitAny(List<FTask> tasks)
{
if (tasks.Count <= 0)
{
return;
}
var count = 1;
var sTaskCompletionSource = Create();
foreach (var task in tasks)
{
RunSTask(task).Coroutine();
}
await sTaskCompletionSource;
async FVoid RunSTask(FTask task)
{
await task;
count--;
if (count == 0)
{
sTaskCompletionSource.SetResult();
}
}
}
}
}