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TimerComponent.cs
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605 lines (529 loc) · 18.3 KB
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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using ET;
using GameFramework;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace UGFExtensions.Timer
{
public class TimerComponent : GameFrameworkComponent
{
/// <summary>
/// timer 类型
/// </summary>
private enum TimerType
{
/// <summary>
/// 默认 无
/// </summary>
None,
/// <summary>
/// 等待执行一次
/// </summary>
OnceWait,
/// <summary>
/// 执行一次
/// </summary>
Once,
/// <summary>
/// 重复执行
/// </summary>
Repeated,
}
/// <summary>
/// 定时器
/// </summary>
private class Timer : IReference
{
/// <summary>
/// 自增id
/// </summary>
private static int m_SerialId;
static Timer()
{
m_SerialId = 0;
}
/// <summary>
/// timer 类型
/// </summary>
public TimerType TimerType { get; private set; }
/// <summary>
/// 计时结束回调函数
/// </summary>
public object Callback { get; private set; }
/// <summary>
/// 每帧回调函数 (返回剩余时间)
/// </summary>
public Action<long> UpdateCallBack { get; private set; }
/// <summary>
/// 时间
/// </summary>
public long Time { get; set; }
/// <summary>
/// 开始时间
/// </summary>
public long StartTime { get; set; }
/// <summary>
/// 开始时间
/// </summary>
public int RepeatCount { get; set; }
/// <summary>
/// ID
/// </summary>
public int ID { get; private set; }
/// <summary>
/// 创建定时器
/// </summary>
/// <param name="time">时间</param>
/// <param name="startTime">开始时间</param>
/// <param name="timerType">定时器类型</param>
/// <param name="callback">回调</param>
/// <param name="repeatCount">调用次数</param>
/// <param name="updateCallBack">每帧回调</param>
/// <returns>定时器</returns>
public static Timer Create(long time, long startTime, TimerType timerType, object callback,
int repeatCount = 0, Action<long> updateCallBack = null)
{
Timer timer = ReferencePool.Acquire<Timer>();
timer.ID = m_SerialId++;
timer.Time = time;
timer.StartTime = startTime;
timer.TimerType = timerType;
timer.Callback = callback;
timer.RepeatCount = repeatCount;
timer.UpdateCallBack = updateCallBack;
return timer;
}
public void Clear()
{
ID = -1;
Time = 0;
StartTime = 0;
Callback = null;
UpdateCallBack = null;
RepeatCount = 0;
TimerType = TimerType.None;
}
}
/// <summary>
/// 暂停的定时器
/// </summary>
private class PausedTimer : IReference
{
/// <summary>
/// 被暂停的定时器
/// </summary>
public Timer Timer { get; private set; }
/// <summary>
/// 暂停时间
/// </summary>
public long PausedTime { get; private set; }
/// <summary>
/// 获取剩余运行时间
/// </summary>
/// <returns>剩余运行时间</returns>
public long GetResidueTime()
{
return Timer.Time + Timer.StartTime - PausedTime;
}
/// <summary>
/// 创建定时器
/// </summary>
/// <param name="pausedTime">暂停时间</param>
/// <param name="pauseTimer">暂停的计时器</param>
/// <returns>暂停的定时器</returns>
public static PausedTimer Create(long pausedTime, Timer pauseTimer)
{
PausedTimer timer = ReferencePool.Acquire<PausedTimer>();
timer.Timer = pauseTimer;
timer.PausedTime = pausedTime;
return timer;
}
public void Clear()
{
Timer = null;
PausedTime = 0;
}
}
/// <summary>
/// 存储所有的timer
/// </summary>
private readonly Dictionary<int, Timer> m_Timers = new Dictionary<int, Timer>();
/// <summary>
/// 根据timer的到期时间存储 对应的 N个timerId
/// </summary>
private readonly MultiMap<long, int> m_TimeId = new MultiMap<long, int>();
/// <summary>
/// 需要执行的 到期时间
/// </summary>
private readonly Queue<long> m_TimeOutTime = new Queue<long>();
/// <summary>
/// 到期的所有 timerId
/// </summary>
private readonly Queue<int> m_TimeOutTimerIds = new Queue<int>();
/// <summary>
/// 暂停的计时器
/// </summary>
private readonly Dictionary<int, PausedTimer> m_PausedTimer = new Dictionary<int, PausedTimer>();
/// <summary>
/// 需要每帧回调的计时器
/// </summary>
private readonly Dictionary<int, Timer> m_UpdateTimer = new Dictionary<int, Timer>();
/// <summary>
/// 记录最小时间,不用每次都去MultiMap取第一个值
/// </summary>
private long m_MinTime;
private void Update()
{
RunUpdateCallBack();
if (m_TimeId.Count == 0)
{
return;
}
long timeNow = TimerTimeUtility.Now();
if (timeNow < m_MinTime)
{
return;
}
foreach (KeyValuePair<long, List<int>> kv in m_TimeId)
{
long k = kv.Key;
if (k > timeNow)
{
m_MinTime = k;
break;
}
m_TimeOutTime.Enqueue(k);
}
while (m_TimeOutTime.Count > 0)
{
long time = m_TimeOutTime.Dequeue();
foreach (int timerId in m_TimeId[time])
{
m_TimeOutTimerIds.Enqueue(timerId);
}
m_TimeId.Remove(time);
}
while (m_TimeOutTimerIds.Count > 0)
{
int timerId = m_TimeOutTimerIds.Dequeue();
m_Timers.TryGetValue(timerId, out Timer timer);
if (timer == null)
{
continue;
}
RunTimer(timer);
}
}
/// <summary>
/// 执行每帧回调
/// </summary>
private void RunUpdateCallBack()
{
if (m_UpdateTimer.Count == 0)
{
return;
}
long timeNow = TimerTimeUtility.Now();
foreach (Timer timer in m_UpdateTimer.Values)
{
timer.UpdateCallBack?.Invoke(timer.Time + timer.StartTime - timeNow);
}
}
/// <summary>
/// 执行定时器回调
/// </summary>
/// <param name="timer">定时器</param>
private void RunTimer(Timer timer)
{
switch (timer.TimerType)
{
case TimerType.OnceWait:
{
TaskCompletionSource<bool> tcs = timer.Callback as TaskCompletionSource<bool>;
RemoveTimer(timer.ID);
tcs?.SetResult(true);
break;
}
case TimerType.Once:
{
Action action = timer.Callback as Action;
RemoveTimer(timer.ID);
action?.Invoke();
break;
}
case TimerType.Repeated:
{
Action action = timer.Callback as Action;
long nowTime = TimerTimeUtility.Now();
long tillTime = nowTime + timer.Time;
if (timer.RepeatCount == 1)
{
RemoveTimer(timer.ID);
}
else
{
if (timer.RepeatCount > 1)
{
timer.RepeatCount--;
}
timer.StartTime = nowTime;
AddTimer(tillTime, timer.ID);
}
action?.Invoke();
break;
}
}
}
/// <summary>
/// 添加定时器
/// </summary>
/// <param name="tillTime">延时时间</param>
/// <param name="id">定时器ID</param>
private void AddTimer(long tillTime, int id)
{
m_TimeId.Add(tillTime, id);
if (tillTime < m_MinTime)
{
m_MinTime = tillTime;
}
}
/// <summary>
/// 删除定时器
/// </summary>
/// <param name="id">定时器ID</param>
private void RemoveTimer(int id)
{
m_Timers.TryGetValue(id, out Timer timer);
if (timer == null)
{
Debug.LogError($"删除了不存在的Timer ID:{id}");
return;
}
ReferencePool.Release(timer);
m_Timers.Remove(id);
m_UpdateTimer.Remove(id);
if (m_PausedTimer.ContainsKey(id))
{
ReferencePool.Release(m_PausedTimer[id]);
m_PausedTimer.Remove(id);
}
}
/// <summary>
/// 取消计时器
/// </summary>
/// <param name="id">定时器ID</param>
public void CancelTimer(int id)
{
if (m_PausedTimer.ContainsKey(id))
{
ReferencePool.Release(m_PausedTimer[id].Timer);
ReferencePool.Release(m_PausedTimer[id]);
m_PausedTimer.Remove(id);
return;
}
RemoveTimer(id);
}
/// <summary>
/// 查询是否存在计时器
/// </summary>
/// <param name="id">定时器ID</param>
public bool IsExistTimer(int id)
{
return m_PausedTimer.ContainsKey(id) || m_Timers.ContainsKey(id);
}
/// <summary>
/// 暂停计时器
/// </summary>
/// <param name="id">定时器ID</param>
public void PauseTimer(int id)
{
m_Timers.TryGetValue(id, out Timer oldTimer);
if (oldTimer == null)
{
Debug.LogError($"Timer不存在 ID:{id}");
return;
}
m_TimeId.Remove(oldTimer.StartTime + oldTimer.Time, oldTimer.ID);
m_Timers.Remove(id);
m_UpdateTimer.Remove(id);
PausedTimer timer = PausedTimer.Create(TimerTimeUtility.Now(), oldTimer);
m_PausedTimer.Add(id, timer);
}
/// <summary>
/// 恢复计时器
/// </summary>
/// <param name="id">定时器ID</param>
public void ResumeTimer(int id)
{
m_PausedTimer.TryGetValue(id, out PausedTimer timer);
if (timer == null)
{
Debug.LogError($"Timer不存在 ID:{id}");
return;
}
m_Timers.Add(id, timer.Timer);
if (timer.Timer.UpdateCallBack != null)
{
m_UpdateTimer.Add(id, timer.Timer);
}
long tillTime = TimerTimeUtility.Now() + timer.GetResidueTime();
timer.Timer.StartTime += TimerTimeUtility.Now() - timer.PausedTime;
AddTimer(tillTime, timer.Timer.ID);
ReferencePool.Release(timer);
m_PausedTimer.Remove(id);
}
/// <summary>
/// 修改定时器时间
/// </summary>
/// <param name="id">定时器ID</param>
/// <param name="time">修改时间</param>
/// <param name="isChangeRepeat">是否修改如果是RepeatTimer每次运行时间</param>
public void ChangeTime(int id, long time, bool isChangeRepeat = false)
{
m_PausedTimer.TryGetValue(id, out PausedTimer pausedTimer);
if (pausedTimer?.Timer != null)
{
pausedTimer.Timer.Time += time;
return;
}
m_Timers.TryGetValue(id, out Timer oldTimer);
if (oldTimer == null)
{
Debug.LogError($"Timer不存在 ID:{id}");
}
m_TimeId.Remove(oldTimer.StartTime + oldTimer.Time, oldTimer.ID);
if (oldTimer.TimerType == TimerType.Repeated && !isChangeRepeat)
{
oldTimer.StartTime += time;
}
else
{
oldTimer.Time += time;
}
AddTimer(oldTimer.StartTime + oldTimer.Time, oldTimer.ID);
}
/// <summary>
/// 添加执行一次的定时器
/// </summary>
/// <param name="time">定时时间</param>
/// <param name="callback">回调函数</param>
/// <param name="updateCallBack">每帧回调函数</param>
/// <returns></returns>
public int AddOnceTimer(long time, Action callback, Action<long> updateCallBack = null)
{
if (time < 0)
{
Debug.LogError($"new once time too small: {time}");
}
long nowTime = TimerTimeUtility.Now();
Timer timer = Timer.Create(time, nowTime, TimerType.Once, callback, 1, updateCallBack);
m_Timers.Add(timer.ID, timer);
if (updateCallBack != null)
{
m_UpdateTimer.Add(timer.ID, timer);
}
AddTimer(nowTime + time, timer.ID);
return timer.ID;
}
/// <summary>
/// 可等待执行一次的定时器
/// </summary>
/// <param name="time">定时时间</param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public async Task<bool> OnceTimerAsync(long time, ETCancellationToken cancellationToken = null)
{
long nowTime = TimerTimeUtility.Now();
if (time <= 0)
{
return true;
}
TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
Timer timer = Timer.Create(time, nowTime, TimerType.OnceWait, tcs);
m_Timers.Add(timer.ID, timer);
int timerId = timer.ID;
AddTimer(nowTime + time, timerId);
void CancelAction()
{
RemoveTimer(timerId);
tcs.SetResult(false);
}
bool result;
try
{
cancellationToken?.Add(CancelAction);
result = await tcs.Task;
}
finally
{
cancellationToken?.Remove(CancelAction);
}
return result;
}
/// <summary>
/// 可等待的帧定时器
/// </summary>
/// <returns>定时器 ID</returns>
public async Task<bool> FrameAsync(ETCancellationToken cancellationToken = null)
{
return await OnceTimerAsync(1, cancellationToken);
}
/// <summary>
/// 添加执行多次的定时器
/// </summary>
/// <param name="time">定时时间</param>
/// <param name="repeatCount">重复次数 (小于等于零 无限次调用) </param>
/// <param name="callback">回调函数</param>
/// <param name="updateCallback">每帧回调函数</param>
/// <returns>定时器 ID</returns>
/// <exception cref="Exception">定时时间太短 无意义</exception>
public int AddRepeatedTimer(long time, int repeatCount, Action callback, Action<long> updateCallback = null)
{
if (time < 0)
{
Debug.LogError($"new once time too small: {time}");
}
long nowTime = TimerTimeUtility.Now();
Timer timer = Timer.Create(time, nowTime, TimerType.Repeated, callback, repeatCount, updateCallback);
m_Timers.Add(timer.ID, timer);
if (updateCallback != null)
{
m_UpdateTimer.Add(timer.ID, timer);
}
AddTimer(nowTime + time, timer.ID);
return timer.ID;
}
public void AddRepeatedTimer(out int id, long time, int repeatCount, Action callback,
Action<long> updateCallback = null)
{
if (time < 0)
{
Debug.LogError($"new once time too small: {time}");
}
long nowTime = TimerTimeUtility.Now();
Timer timer = Timer.Create(time, nowTime, TimerType.Repeated, callback, repeatCount, updateCallback);
m_Timers.Add(timer.ID, timer);
if (updateCallback != null)
{
m_UpdateTimer.Add(timer.ID, timer);
}
id = timer.ID;
AddTimer(nowTime + time, timer.ID);
}
/// <summary>
/// 添加帧定时器
/// </summary>
/// <param name="callback">回调函数</param>
/// <returns>定时器 ID</returns>
public int AddFrameTimer(Action callback)
{
long nowTime = TimerTimeUtility.Now();
Timer timer = Timer.Create(1, nowTime, TimerType.Once, callback);
m_Timers.Add(timer.ID, timer);
AddTimer(nowTime + 1, timer.ID);
return timer.ID;
}
}
}