From 686163c164bc7ead852aa3f092e7b57572a376ac Mon Sep 17 00:00:00 2001 From: GeWuYou <95328647+GeWuYou@users.noreply.github.com> Date: Mon, 23 Feb 2026 21:54:49 +0800 Subject: [PATCH 1/2] =?UTF-8?q?feat(godot):=20=E6=B7=BB=E5=8A=A0=E8=B5=84?= =?UTF-8?q?=E6=BA=90=E4=BB=93=E5=82=A8=E5=8A=9F=E8=83=BD=E6=94=AF=E6=8C=81?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 新增 IHasKey 接口定义键值访问契约 - 新增 IRepository 接口提供通用数据仓储功能 - 实现 GodotResourceRepository 类支持资源的存储和加载 - 添加 IResourceRepository 接口扩展通用仓储功能 - 实现从路径批量加载 Godot 资源的功能 - 支持递归加载子目录中的资源文件 - 提供 .tres 和 .res 文件的自动识别和加载 --- GFramework.Core.Abstractions/bases/IHasKey.cs | 26 +++ GFramework.Core.Tests/ecs/EcsAdvancedTests.cs | 2 - .../data/IRepository.cs | 68 +++++++ .../data/GodotResourceRepository.cs | 184 ++++++++++++++++++ GFramework.Godot/data/IResourceRepository.cs | 41 ++++ 5 files changed, 319 insertions(+), 2 deletions(-) create mode 100644 GFramework.Core.Abstractions/bases/IHasKey.cs create mode 100644 GFramework.Game.Abstractions/data/IRepository.cs create mode 100644 GFramework.Godot/data/GodotResourceRepository.cs create mode 100644 GFramework.Godot/data/IResourceRepository.cs diff --git a/GFramework.Core.Abstractions/bases/IHasKey.cs b/GFramework.Core.Abstractions/bases/IHasKey.cs new file mode 100644 index 00000000..a2b09fa1 --- /dev/null +++ b/GFramework.Core.Abstractions/bases/IHasKey.cs @@ -0,0 +1,26 @@ +// Copyright (c) 2026 GeWuYou +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +namespace GFramework.Core.Abstractions.bases; + +/// +/// 定义具有键值访问能力的接口契约 +/// +/// 键的类型 +public interface IHasKey +{ + /// + /// 获取对象的键值 + /// + TKey Key { get; } +} \ No newline at end of file diff --git a/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs b/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs index 577f7e11..53582efa 100644 --- a/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs +++ b/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs @@ -1,4 +1,3 @@ -using System.Diagnostics.CodeAnalysis; using System.Reflection; using Arch.Core; using GFramework.Core.Abstractions.ecs; @@ -14,7 +13,6 @@ namespace GFramework.Core.Tests.ecs; [TestFixture] -[Experimental("GFrameworkECS")] public class EcsAdvancedTests { [SetUp] diff --git a/GFramework.Game.Abstractions/data/IRepository.cs b/GFramework.Game.Abstractions/data/IRepository.cs new file mode 100644 index 00000000..3e7724ee --- /dev/null +++ b/GFramework.Game.Abstractions/data/IRepository.cs @@ -0,0 +1,68 @@ +// Copyright (c) 2026 GeWuYou +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +namespace GFramework.Game.Abstractions.data; + +/// +/// 定义数据仓储接口,提供键值对数据的基本操作功能 +/// +/// 键的类型 +/// 值的类型 +public interface IRepository +{ + /// + /// 添加键值对到仓储中 + /// + /// 要添加的键 + /// 要添加的值 + void Add(TKey key, TValue value); + + /// + /// 根据键获取对应的值 + /// + /// 要查找的键 + /// 与指定键关联的值 + TValue Get(TKey key); + + /// + /// 尝试根据键获取对应的值 + /// + /// 要查找的键 + /// 输出参数,如果找到则返回对应的值,否则返回默认值 + /// 如果找到键则返回true,否则返回false + bool TryGet(TKey key, out TValue value); + + /// + /// 获取仓储中的所有值 + /// + /// 包含所有值的只读集合 + IReadOnlyCollection GetAll(); + + /// + /// 检查仓储中是否包含指定的键 + /// + /// 要检查的键 + /// 如果包含该键则返回true,否则返回false + bool Contains(TKey key); + + /// + /// 从仓储中移除指定键的项 + /// + /// 要移除的键 + void Remove(TKey key); + + /// + /// 清空仓储中的所有数据 + /// + void Clear(); +} \ No newline at end of file diff --git a/GFramework.Godot/data/GodotResourceRepository.cs b/GFramework.Godot/data/GodotResourceRepository.cs new file mode 100644 index 00000000..5119f71e --- /dev/null +++ b/GFramework.Godot/data/GodotResourceRepository.cs @@ -0,0 +1,184 @@ +// Copyright (c) 2026 GeWuYou +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using GFramework.Core.Abstractions.bases; +using Godot; + +namespace GFramework.Godot.data; + +/// +/// Godot资源仓储实现类,用于管理Godot资源的存储和加载。 +/// 实现了IResourceRepository接口,提供基于键的资源存取功能。 +/// +/// 资源键的类型 +/// 资源类型,必须继承自Godot.Resource并实现IHasKey接口 +public class GodotResourceRepository + : IResourceRepository + where TResource : Resource, IHasKey + where TKey : notnull +{ + /// + /// 内部存储字典,用于保存键值对形式的资源 + /// + private readonly Dictionary _storage = new(); + + /// + /// 向仓储中添加资源 + /// + /// 资源的键 + /// 要添加的资源对象 + /// 当键已存在时抛出异常 + public void Add(TKey key, TResource value) + { + if (!_storage.TryAdd(key, value)) + throw new InvalidOperationException($"Duplicate key detected: {key}"); + } + + /// + /// 根据键获取资源 + /// + /// 资源的键 + /// 对应的资源对象 + /// 当键不存在时抛出异常 + public TResource Get(TKey key) + { + if (!_storage.TryGetValue(key, out var value)) + throw new KeyNotFoundException($"Resource with key '{key}' not found."); + + return value; + } + + /// + /// 尝试根据键获取资源 + /// + /// 资源的键 + /// 输出参数,返回找到的资源对象 + /// 如果找到资源返回true,否则返回false + public bool TryGet(TKey key, out TResource value) + => _storage.TryGetValue(key, out value!); + + /// + /// 获取所有资源的只读集合 + /// + /// 包含所有资源的只读集合 + public IReadOnlyCollection GetAll() + => _storage.Values; + + /// + /// 检查是否包含指定键的资源 + /// + /// 要检查的键 + /// 如果包含该键返回true,否则返回false + public bool Contains(TKey key) + => _storage.ContainsKey(key); + + /// + /// 从仓储中移除指定键的资源 + /// + /// 要移除的资源键 + /// 当键不存在时抛出异常 + public void Remove(TKey key) + { + if (!_storage.Remove(key)) + throw new KeyNotFoundException($"Resource with key '{key}' not found."); + } + + /// + /// 清空仓储中的所有资源 + /// + public void Clear() + => _storage.Clear(); + + /// + /// 从指定路径集合加载资源到仓储中 + /// + /// 资源文件路径的集合 + /// 是否递归加载子目录中的资源 + public void LoadFromPath(IEnumerable paths, bool recursive = false) + { + foreach (var path in paths) + { + LoadSinglePath(path, recursive); + } + } + + /// + /// 从指定路径数组加载资源到仓储中 + /// 提供便捷的参数数组重载方法 + /// + /// 是否递归加载子目录中的资源 + /// 资源文件路径的参数数组 + public void LoadFromPath(bool recursive = false, params string[] paths) + { + LoadFromPath(paths, recursive); + } + + /// + /// 从单个路径加载资源 + /// 遍历目录中的所有.tres和.res文件并加载为资源 + /// + /// 要加载资源的目录路径 + /// 是否递归加载子目录中的资源 + private void LoadSinglePath(string path, bool recursive) + { + // 打开目录访问对象 + var dir = DirAccess.Open(path); + if (dir == null) + { + GD.PushWarning($"Path not found: {path}"); + return; + } + + // 开始遍历目录 + dir.ListDirBegin(); + + while (true) + { + var entry = dir.GetNext(); + if (string.IsNullOrEmpty(entry)) + break; + + var fullPath = $"{path}/{entry}"; + + // 处理目录项 + if (dir.CurrentIsDir()) + { + // 递归处理子目录(排除.和..目录) + if (recursive && entry != "." && entry != "..") + { + LoadSinglePath(fullPath, true); + } + + continue; + } + + // 只处理.tres和.res文件 + if (!entry.EndsWith(".tres") && !entry.EndsWith(".res")) + continue; + + // 加载资源文件 + var resource = GD.Load(fullPath); + + if (resource == null) + { + GD.PushWarning($"Failed to load resource: {fullPath}"); + continue; + } + + Add(resource.Key, resource); + } + + // 结束目录遍历 + dir.ListDirEnd(); + } +} \ No newline at end of file diff --git a/GFramework.Godot/data/IResourceRepository.cs b/GFramework.Godot/data/IResourceRepository.cs new file mode 100644 index 00000000..c510e675 --- /dev/null +++ b/GFramework.Godot/data/IResourceRepository.cs @@ -0,0 +1,41 @@ +// Copyright (c) 2026 GeWuYou +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using GFramework.Game.Abstractions.data; +using Godot; + +namespace GFramework.Godot.data; + +/// +/// 定义资源仓储接口,专门用于管理Godot资源的加载和存储 +/// 继承自通用仓储接口,添加了从路径加载资源的功能 +/// +/// 资源键的类型 +/// 资源类型,必须继承自Godot.Resource +public interface IResourceRepository : IRepository where TResource : Resource +{ + /// + /// 从指定路径加载资源到仓储中 + /// + /// 资源文件的路径集合 + /// 是否递归加载子目录中的资源 + void LoadFromPath(IEnumerable paths, bool recursive = false); + + /// + /// 从指定路径数组加载资源到仓储中 + /// 提供便捷的参数数组重载方法 + /// + /// 是否递归加载子目录中的资源 + /// 资源文件路径的参数数组 + void LoadFromPath(bool recursive = false, params string[] paths); +} \ No newline at end of file From b1d3192fc816446ca4a0eaf09b4776f0e30f80bb Mon Sep 17 00:00:00 2001 From: GeWuYou <95328647+GeWuYou@users.noreply.github.com> Date: Mon, 23 Feb 2026 22:25:29 +0800 Subject: [PATCH 2/2] =?UTF-8?q?refactor(GodotResourceRepository):=20?= =?UTF-8?q?=E9=87=8D=E6=9E=84=E8=B5=84=E6=BA=90=E4=BB=93=E5=BA=93=E8=B7=AF?= =?UTF-8?q?=E5=BE=84=E5=8A=A0=E8=BD=BD=E5=8A=9F=E8=83=BD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 添加ILogger用于日志记录替换GD.PushWarning - 修改GetAll方法返回ToArray()副本而非直接Values引用 - 分离路径加载方法为非递归和递归两个独立接口 - 新增LoadFromPath和LoadFromPathRecursive的重载方法 - 提取内部处理逻辑到ProcessEntry私有方法 - 优化目录遍历逻辑并改进错误处理机制 - 添加重复键检测和资源加载失败的日志记录 --- .../data/GodotResourceRepository.cs | 129 ++++++++++++------ GFramework.Godot/data/IResourceRepository.cs | 27 ++-- 2 files changed, 104 insertions(+), 52 deletions(-) diff --git a/GFramework.Godot/data/GodotResourceRepository.cs b/GFramework.Godot/data/GodotResourceRepository.cs index 5119f71e..e4801d6a 100644 --- a/GFramework.Godot/data/GodotResourceRepository.cs +++ b/GFramework.Godot/data/GodotResourceRepository.cs @@ -12,6 +12,8 @@ // limitations under the License. using GFramework.Core.Abstractions.bases; +using GFramework.Core.Abstractions.logging; +using GFramework.Core.logging; using Godot; namespace GFramework.Godot.data; @@ -27,6 +29,9 @@ public class GodotResourceRepository where TResource : Resource, IHasKey where TKey : notnull { + private static readonly ILogger Log = + LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotResourceRepository)); + /// /// 内部存储字典,用于保存键值对形式的资源 /// @@ -72,7 +77,7 @@ public bool TryGet(TKey key, out TResource value) /// /// 包含所有资源的只读集合 public IReadOnlyCollection GetAll() - => _storage.Values; + => _storage.Values.ToArray(); /// /// 检查是否包含指定键的资源 @@ -100,27 +105,52 @@ public void Clear() => _storage.Clear(); /// - /// 从指定路径集合加载资源到仓储中 + /// 从指定路径集合加载资源(非递归) /// - /// 资源文件路径的集合 - /// 是否递归加载子目录中的资源 - public void LoadFromPath(IEnumerable paths, bool recursive = false) + /// 资源文件路径集合 + public void LoadFromPath(IEnumerable paths) { - foreach (var path in paths) - { - LoadSinglePath(path, recursive); - } + LoadFromPathInternal(paths, recursive: false); + } + + /// + /// 从指定路径数组加载资源(非递归) + /// + /// 资源文件路径数组 + public void LoadFromPath(params string[] paths) + { + LoadFromPathInternal(paths, recursive: false); } /// - /// 从指定路径数组加载资源到仓储中 - /// 提供便捷的参数数组重载方法 + /// 递归从指定路径集合加载资源 /// + /// 资源文件路径集合 + public void LoadFromPathRecursive(IEnumerable paths) + { + LoadFromPathInternal(paths, recursive: true); + } + + /// + /// 递归从指定路径数组加载资源 + /// + /// 资源文件路径数组 + public void LoadFromPathRecursive(params string[] paths) + { + LoadFromPathInternal(paths, recursive: true); + } + + /// + /// 内部方法,根据路径集合和递归标志加载资源 + /// + /// 资源文件路径集合 /// 是否递归加载子目录中的资源 - /// 资源文件路径的参数数组 - public void LoadFromPath(bool recursive = false, params string[] paths) + private void LoadFromPathInternal(IEnumerable paths, bool recursive) { - LoadFromPath(paths, recursive); + foreach (var path in paths) + { + LoadSinglePath(path, recursive); + } } /// @@ -131,54 +161,67 @@ public void LoadFromPath(bool recursive = false, params string[] paths) /// 是否递归加载子目录中的资源 private void LoadSinglePath(string path, bool recursive) { - // 打开目录访问对象 + // 尝试打开指定路径的目录 var dir = DirAccess.Open(path); if (dir == null) { - GD.PushWarning($"Path not found: {path}"); + Log.Warn($"Path not found: {path}"); return; } // 开始遍历目录 dir.ListDirBegin(); - + // 循环读取目录中的每个条目 while (true) { var entry = dir.GetNext(); if (string.IsNullOrEmpty(entry)) break; + // 跳过当前目录和父目录的特殊条目 + if (entry is not ("." or "..")) + ProcessEntry(path, entry, dir.CurrentIsDir(), recursive); + } - var fullPath = $"{path}/{entry}"; - - // 处理目录项 - if (dir.CurrentIsDir()) - { - // 递归处理子目录(排除.和..目录) - if (recursive && entry != "." && entry != "..") - { - LoadSinglePath(fullPath, true); - } - - continue; - } + // 结束目录遍历 + dir.ListDirEnd(); + } - // 只处理.tres和.res文件 - if (!entry.EndsWith(".tres") && !entry.EndsWith(".res")) - continue; + /// + /// 处理目录中的单个条目 + /// 如果是目录且启用递归则继续深入处理,如果是资源文件则加载到存储中 + /// + /// 基础路径 + /// 当前处理的条目名称 + /// 当前条目是否为目录 + /// 是否递归处理子目录 + private void ProcessEntry(string basePath, string entry, bool isDir, bool recursive) + { + // 构建完整的文件路径 + var fullPath = $"{basePath}/{entry}"; - // 加载资源文件 - var resource = GD.Load(fullPath); + // 处理目录条目 + if (isDir) + { + // 如果启用递归,则递归处理子目录 + if (recursive) + LoadSinglePath(fullPath, true); + return; + } - if (resource == null) - { - GD.PushWarning($"Failed to load resource: {fullPath}"); - continue; - } + // 只处理.tres和.res扩展名的资源文件 + if (!entry.EndsWith(".tres") && !entry.EndsWith(".res")) + return; - Add(resource.Key, resource); + // 加载资源文件 + var resource = GD.Load(fullPath); + if (resource == null) + { + Log.Warn($"Failed to load resource: {fullPath}"); + return; } - // 结束目录遍历 - dir.ListDirEnd(); + // 将资源添加到存储中,如果键已存在则记录警告 + if (!_storage.TryAdd(resource.Key, resource)) + Log.Warn($"Duplicate key detected: {resource.Key}"); } } \ No newline at end of file diff --git a/GFramework.Godot/data/IResourceRepository.cs b/GFramework.Godot/data/IResourceRepository.cs index c510e675..99b7227b 100644 --- a/GFramework.Godot/data/IResourceRepository.cs +++ b/GFramework.Godot/data/IResourceRepository.cs @@ -25,17 +25,26 @@ namespace GFramework.Godot.data; public interface IResourceRepository : IRepository where TResource : Resource { /// - /// 从指定路径加载资源到仓储中 + /// 从指定路径集合加载资源 /// - /// 资源文件的路径集合 - /// 是否递归加载子目录中的资源 - void LoadFromPath(IEnumerable paths, bool recursive = false); + /// 资源文件路径集合 + void LoadFromPath(IEnumerable paths); /// - /// 从指定路径数组加载资源到仓储中 - /// 提供便捷的参数数组重载方法 + /// 从指定路径数组加载资源 /// - /// 是否递归加载子目录中的资源 - /// 资源文件路径的参数数组 - void LoadFromPath(bool recursive = false, params string[] paths); + /// 资源文件路径数组 + void LoadFromPath(params string[] paths); + + /// + /// 递归从指定路径集合加载资源 + /// + /// 资源文件路径集合 + void LoadFromPathRecursive(IEnumerable paths); + + /// + /// 递归从指定路径数组加载资源 + /// + /// 资源文件路径数组 + void LoadFromPathRecursive(params string[] paths); } \ No newline at end of file