TaskPool.cs 14 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using System.Collections.Generic;
  8. namespace GameFramework
  9. {
  10. /// <summary>
  11. /// 任务池。
  12. /// </summary>
  13. /// <typeparam name="T">任务类型。</typeparam>
  14. internal sealed class TaskPool<T> where T : TaskBase
  15. {
  16. private readonly Stack<ITaskAgent<T>> m_FreeAgents;
  17. private readonly GameFrameworkLinkedList<ITaskAgent<T>> m_WorkingAgents;
  18. private readonly GameFrameworkLinkedList<T> m_WaitingTasks;
  19. private bool m_Paused;
  20. /// <summary>
  21. /// 初始化任务池的新实例。
  22. /// </summary>
  23. public TaskPool()
  24. {
  25. m_FreeAgents = new Stack<ITaskAgent<T>>();
  26. m_WorkingAgents = new GameFrameworkLinkedList<ITaskAgent<T>>();
  27. m_WaitingTasks = new GameFrameworkLinkedList<T>();
  28. m_Paused = false;
  29. }
  30. /// <summary>
  31. /// 获取或设置任务池是否被暂停。
  32. /// </summary>
  33. public bool Paused
  34. {
  35. get
  36. {
  37. return m_Paused;
  38. }
  39. set
  40. {
  41. m_Paused = value;
  42. }
  43. }
  44. /// <summary>
  45. /// 获取任务代理总数量。
  46. /// </summary>
  47. public int TotalAgentCount
  48. {
  49. get
  50. {
  51. return FreeAgentCount + WorkingAgentCount;
  52. }
  53. }
  54. /// <summary>
  55. /// 获取可用任务代理数量。
  56. /// </summary>
  57. public int FreeAgentCount
  58. {
  59. get
  60. {
  61. return m_FreeAgents.Count;
  62. }
  63. }
  64. /// <summary>
  65. /// 获取工作中任务代理数量。
  66. /// </summary>
  67. public int WorkingAgentCount
  68. {
  69. get
  70. {
  71. return m_WorkingAgents.Count;
  72. }
  73. }
  74. /// <summary>
  75. /// 获取等待任务数量。
  76. /// </summary>
  77. public int WaitingTaskCount
  78. {
  79. get
  80. {
  81. return m_WaitingTasks.Count;
  82. }
  83. }
  84. /// <summary>
  85. /// 任务池轮询。
  86. /// </summary>
  87. /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
  88. /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
  89. public void Update(float elapseSeconds, float realElapseSeconds)
  90. {
  91. if (m_Paused)
  92. {
  93. return;
  94. }
  95. ProcessRunningTasks(elapseSeconds, realElapseSeconds);
  96. ProcessWaitingTasks(elapseSeconds, realElapseSeconds);
  97. }
  98. /// <summary>
  99. /// 关闭并清理任务池。
  100. /// </summary>
  101. public void Shutdown()
  102. {
  103. RemoveAllTasks();
  104. while (FreeAgentCount > 0)
  105. {
  106. m_FreeAgents.Pop().Shutdown();
  107. }
  108. }
  109. /// <summary>
  110. /// 增加任务代理。
  111. /// </summary>
  112. /// <param name="agent">要增加的任务代理。</param>
  113. public void AddAgent(ITaskAgent<T> agent)
  114. {
  115. if (agent == null)
  116. {
  117. throw new GameFrameworkException("Task agent is invalid.");
  118. }
  119. agent.Initialize();
  120. m_FreeAgents.Push(agent);
  121. }
  122. /// <summary>
  123. /// 根据任务的序列编号获取任务的信息。
  124. /// </summary>
  125. /// <param name="serialId">要获取信息的任务的序列编号。</param>
  126. /// <returns>任务的信息。</returns>
  127. public TaskInfo GetTaskInfo(int serialId)
  128. {
  129. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  130. {
  131. T workingTask = workingAgent.Task;
  132. if (workingTask.SerialId == serialId)
  133. {
  134. return new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description);
  135. }
  136. }
  137. foreach (T waitingTask in m_WaitingTasks)
  138. {
  139. if (waitingTask.SerialId == serialId)
  140. {
  141. return new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description);
  142. }
  143. }
  144. return default(TaskInfo);
  145. }
  146. /// <summary>
  147. /// 根据任务的标签获取任务的信息。
  148. /// </summary>
  149. /// <param name="tag">要获取信息的任务的标签。</param>
  150. /// <returns>任务的信息。</returns>
  151. public TaskInfo[] GetTaskInfos(string tag)
  152. {
  153. List<TaskInfo> results = new List<TaskInfo>();
  154. GetTaskInfos(tag, results);
  155. return results.ToArray();
  156. }
  157. /// <summary>
  158. /// 根据任务的标签获取任务的信息。
  159. /// </summary>
  160. /// <param name="tag">要获取信息的任务的标签。</param>
  161. /// <param name="results">任务的信息。</param>
  162. public void GetTaskInfos(string tag, List<TaskInfo> results)
  163. {
  164. if (results == null)
  165. {
  166. throw new GameFrameworkException("Results is invalid.");
  167. }
  168. results.Clear();
  169. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  170. {
  171. T workingTask = workingAgent.Task;
  172. if (workingTask.Tag == tag)
  173. {
  174. results.Add(new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description));
  175. }
  176. }
  177. foreach (T waitingTask in m_WaitingTasks)
  178. {
  179. if (waitingTask.Tag == tag)
  180. {
  181. results.Add(new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description));
  182. }
  183. }
  184. }
  185. /// <summary>
  186. /// 获取所有任务的信息。
  187. /// </summary>
  188. /// <returns>所有任务的信息。</returns>
  189. public TaskInfo[] GetAllTaskInfos()
  190. {
  191. int index = 0;
  192. TaskInfo[] results = new TaskInfo[m_WorkingAgents.Count + m_WaitingTasks.Count];
  193. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  194. {
  195. T workingTask = workingAgent.Task;
  196. results[index++] = new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description);
  197. }
  198. foreach (T waitingTask in m_WaitingTasks)
  199. {
  200. results[index++] = new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description);
  201. }
  202. return results;
  203. }
  204. /// <summary>
  205. /// 获取所有任务的信息。
  206. /// </summary>
  207. /// <param name="results">所有任务的信息。</param>
  208. public void GetAllTaskInfos(List<TaskInfo> results)
  209. {
  210. if (results == null)
  211. {
  212. throw new GameFrameworkException("Results is invalid.");
  213. }
  214. results.Clear();
  215. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  216. {
  217. T workingTask = workingAgent.Task;
  218. results.Add(new TaskInfo(workingTask.SerialId, workingTask.Tag, workingTask.Priority, workingTask.UserData, workingTask.Done ? TaskStatus.Done : TaskStatus.Doing, workingTask.Description));
  219. }
  220. foreach (T waitingTask in m_WaitingTasks)
  221. {
  222. results.Add(new TaskInfo(waitingTask.SerialId, waitingTask.Tag, waitingTask.Priority, waitingTask.UserData, TaskStatus.Todo, waitingTask.Description));
  223. }
  224. }
  225. /// <summary>
  226. /// 增加任务。
  227. /// </summary>
  228. /// <param name="task">要增加的任务。</param>
  229. public void AddTask(T task)
  230. {
  231. LinkedListNode<T> current = m_WaitingTasks.Last;
  232. while (current != null)
  233. {
  234. if (task.Priority <= current.Value.Priority)
  235. {
  236. break;
  237. }
  238. current = current.Previous;
  239. }
  240. if (current != null)
  241. {
  242. m_WaitingTasks.AddAfter(current, task);
  243. }
  244. else
  245. {
  246. m_WaitingTasks.AddFirst(task);
  247. }
  248. }
  249. /// <summary>
  250. /// 根据任务的序列编号移除任务。
  251. /// </summary>
  252. /// <param name="serialId">要移除任务的序列编号。</param>
  253. /// <returns>是否移除任务成功。</returns>
  254. public bool RemoveTask(int serialId)
  255. {
  256. foreach (T task in m_WaitingTasks)
  257. {
  258. if (task.SerialId == serialId)
  259. {
  260. m_WaitingTasks.Remove(task);
  261. ReferencePool.Release(task);
  262. return true;
  263. }
  264. }
  265. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  266. {
  267. if (workingAgent.Task.SerialId == serialId)
  268. {
  269. T task = workingAgent.Task;
  270. workingAgent.Reset();
  271. m_FreeAgents.Push(workingAgent);
  272. m_WorkingAgents.Remove(workingAgent);
  273. ReferencePool.Release(task);
  274. return true;
  275. }
  276. }
  277. return false;
  278. }
  279. /// <summary>
  280. /// 根据任务的标签移除任务。
  281. /// </summary>
  282. /// <param name="tag">要移除任务的标签。</param>
  283. /// <returns>移除任务的数量。</returns>
  284. public int RemoveTasks(string tag)
  285. {
  286. int count = 0;
  287. LinkedListNode<T> currentWaitingTask = m_WaitingTasks.First;
  288. while (currentWaitingTask != null)
  289. {
  290. LinkedListNode<T> next = currentWaitingTask.Next;
  291. T task = currentWaitingTask.Value;
  292. if (task.Tag == tag)
  293. {
  294. m_WaitingTasks.Remove(currentWaitingTask);
  295. ReferencePool.Release(task);
  296. count++;
  297. }
  298. currentWaitingTask = next;
  299. }
  300. LinkedListNode<ITaskAgent<T>> currentWorkingAgent = m_WorkingAgents.First;
  301. while (currentWorkingAgent != null)
  302. {
  303. LinkedListNode<ITaskAgent<T>> next = currentWorkingAgent.Next;
  304. ITaskAgent<T> workingAgent = currentWorkingAgent.Value;
  305. T task = workingAgent.Task;
  306. if (task.Tag == tag)
  307. {
  308. workingAgent.Reset();
  309. m_FreeAgents.Push(workingAgent);
  310. ReferencePool.Release(task);
  311. count++;
  312. }
  313. currentWorkingAgent = next;
  314. }
  315. return count;
  316. }
  317. /// <summary>
  318. /// 移除所有任务。
  319. /// </summary>
  320. /// <returns>移除任务的数量。</returns>
  321. public int RemoveAllTasks()
  322. {
  323. int count = m_WaitingTasks.Count + m_WorkingAgents.Count;
  324. foreach (T task in m_WaitingTasks)
  325. {
  326. ReferencePool.Release(task);
  327. }
  328. m_WaitingTasks.Clear();
  329. foreach (ITaskAgent<T> workingAgent in m_WorkingAgents)
  330. {
  331. T task = workingAgent.Task;
  332. workingAgent.Reset();
  333. m_FreeAgents.Push(workingAgent);
  334. ReferencePool.Release(task);
  335. }
  336. m_WorkingAgents.Clear();
  337. return count;
  338. }
  339. private void ProcessRunningTasks(float elapseSeconds, float realElapseSeconds)
  340. {
  341. LinkedListNode<ITaskAgent<T>> current = m_WorkingAgents.First;
  342. while (current != null)
  343. {
  344. T task = current.Value.Task;
  345. if (!task.Done)
  346. {
  347. current.Value.Update(elapseSeconds, realElapseSeconds);
  348. current = current.Next;
  349. continue;
  350. }
  351. LinkedListNode<ITaskAgent<T>> next = current.Next;
  352. current.Value.Reset();
  353. m_FreeAgents.Push(current.Value);
  354. m_WorkingAgents.Remove(current);
  355. ReferencePool.Release(task);
  356. current = next;
  357. }
  358. }
  359. private void ProcessWaitingTasks(float elapseSeconds, float realElapseSeconds)
  360. {
  361. LinkedListNode<T> current = m_WaitingTasks.First;
  362. while (current != null && FreeAgentCount > 0)
  363. {
  364. ITaskAgent<T> agent = m_FreeAgents.Pop();
  365. LinkedListNode<ITaskAgent<T>> agentNode = m_WorkingAgents.AddLast(agent);
  366. T task = current.Value;
  367. LinkedListNode<T> next = current.Next;
  368. StartTaskStatus status = agent.Start(task);
  369. if (status == StartTaskStatus.Done || status == StartTaskStatus.HasToWait || status == StartTaskStatus.UnknownError)
  370. {
  371. agent.Reset();
  372. m_FreeAgents.Push(agent);
  373. m_WorkingAgents.Remove(agentNode);
  374. }
  375. if (status == StartTaskStatus.Done || status == StartTaskStatus.CanResume || status == StartTaskStatus.UnknownError)
  376. {
  377. m_WaitingTasks.Remove(current);
  378. }
  379. if (status == StartTaskStatus.Done || status == StartTaskStatus.UnknownError)
  380. {
  381. ReferencePool.Release(task);
  382. }
  383. current = next;
  384. }
  385. }
  386. }
  387. }