参数化通用事件系统

时间:2013-11-06 15:31:41

标签: c# events generics delegates unity3d

我不确定之前是否曾经问过这个问题,但我真的不知道如何去寻找它,因为我不确定这个东西/我想要做的是什么呢?

我有一个基于委托的消息传递通用系统,我在Unity3D中使用 - 取自here

[UA Crosslink]

它的用法如下:

 // Writing an event listener

    void OnSpeedChanged(float speed)
    {
        this.speed = speed;
    }

// Registering an event listener

    void OnEnable()
    {
        Messenger<float>.AddListener("speed changed", OnSpeedChanged);
    }

// Unregistering an event listener

    void OnDisable()
    {
        Messenger<float>.RemoveListener("speed changed", OnSpeedChanged);
    }

我遇到的问题是,代码目前非常干净(有很多复制粘贴),我想干它,希望通过参数化来使它更通用。

我将发布相关代码 - 请注意,为了回答,您并不需要详细了解代码以及它的作用。

这是一个在幕后工作的课程:

static internal class MessengerInternal
{
    static public Dictionary<string, Delegate> eventTable = new Dictionary<string, Delegate>();
    static public readonly MessengerMode DEFAULT_MODE = MessengerMode.REQUIRE_LISTENER;

    static public void OnListenerAdding(string eventType, Delegate listenerBeingAdded)
    {
        if (!eventTable.ContainsKey(eventType)) {
            eventTable.Add(eventType, null);
        }

        Delegate d = eventTable[eventType];
        if (d != null && d.GetType() != listenerBeingAdded.GetType()) {
            throw new ListenerException(string.Format("Attempting to add listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being added has type {2}", eventType, d.GetType().Name, listenerBeingAdded.GetType().Name));
        }
    }

    static public void OnListenerRemoving(string eventType, Delegate listenerBeingRemoved)
    {
        if (eventTable.ContainsKey(eventType)) {
            Delegate d = eventTable[eventType];

            if (d == null) {
                throw new ListenerException(string.Format("Attempting to remove listener with for event type {0} but current listener is null.", eventType));
            }
            else if (d.GetType() != listenerBeingRemoved.GetType()) {
                throw new ListenerException(string.Format("Attempting to remove listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being removed has type {2}", eventType, d.GetType().Name, listenerBeingRemoved.GetType().Name));
            }
        }
        else {
            throw new ListenerException(string.Format("Attempting to remove listener for type {0} but Messenger doesn't know about this event type.", eventType));
        }
    }

    static public void OnListenerRemoved(string eventType)
    {
        if (eventTable[eventType] == null) {
            eventTable.Remove(eventType);
        }
    }

    static public void OnBroadcasting(string eventType, MessengerMode mode)
    {
        if (mode == MessengerMode.REQUIRE_LISTENER && !eventTable.ContainsKey(eventType)) {
            throw new BroadcastException(string.Format("Broadcasting message {0} but no listener found.", eventType));
        }
    }
}

现在,我有通用信使类,它有一个,两个,三个甚至没有参数 - 所以用户可以选择一个合适的事件处理程序来订阅一个事件。

这是版本,不带泛型参数:

// No parameters
static public class Messenger {
    private static Dictionary<string, Delegate> eventTable = MessengerInternal.eventTable;

    static public void AddListener(string eventType, Callback handler) {
        MessengerInternal.OnListenerAdding(eventType, handler);
        eventTable[eventType] = (Callback)eventTable[eventType] + handler;
    }

    static public void RemoveListener(string eventType, Callback handler) {
        MessengerInternal.OnListenerRemoving(eventType, handler);   
        eventTable[eventType] = (Callback)eventTable[eventType] - handler;
        MessengerInternal.OnListenerRemoved(eventType);
    }

    static public void Broadcast(string eventType) {
        Broadcast(eventType, MessengerInternal.DEFAULT_MODE);
    }

    static public void Broadcast(string eventType, MessengerMode mode) {
        MessengerInternal.OnBroadcasting(eventType, mode);
        Delegate d;
        if (eventTable.TryGetValue(eventType, out d)) {
            Callback callback = d as Callback;
            if (callback != null) {
                callback();
            } else {
                throw MessengerInternal.CreateBroadcastSignatureException(eventType);
            }
        }
    }
}

这是带有一个arg的版本,(我只是复制粘贴并添加一个T):

// One parameter
static public class Messenger<T> {
    private static Dictionary<string, Delegate> eventTable = MessengerInternal.eventTable;

    static public void AddListener(string eventType, Callback<T> handler) {
        MessengerInternal.OnListenerAdding(eventType, handler);
        eventTable[eventType] = (Callback<T>)eventTable[eventType] + handler;
    }

    static public void RemoveListener(string eventType, Callback<T> handler) {
        MessengerInternal.OnListenerRemoving(eventType, handler);
        eventTable[eventType] = (Callback<T>)eventTable[eventType] - handler;
        MessengerInternal.OnListenerRemoved(eventType);
    }

    static public void Broadcast(string eventType, T arg1) {
        Broadcast(eventType, arg1, MessengerInternal.DEFAULT_MODE);
    }

    static public void Broadcast(string eventType, T arg1, MessengerMode mode) {
        MessengerInternal.OnBroadcasting(eventType, mode);
        Delegate d;
        if (eventTable.TryGetValue(eventType, out d)) {
            Callback<T> callback = d as Callback<T>;
            if (callback != null) {
                callback(arg1);
            } else {
                throw MessengerInternal.CreateBroadcastSignatureException(eventType);
            }
        }
    }
}

正如您可能已经猜到的那样,需要两个args,我只是再次复制粘贴,并添加另一个泛型类型,如<T, U>等。

这是我试图消除的部分 - 但我不知道如何。 更准确地说,我正在寻找的是:只有一个Messenger课程,但我能够做到:

Messenger<float>.Subscribe("player dead", OnDead);
Messenger<int, bool>.Subscribe("on something", OnSomething);
Messenger<bool, float, MyType>.Subscribe( stuff );

或者,(并不重要)

Messenger.Subscribe<float> ("player dead", OnDead);

你明白了......

我怎么能这样做,我怎么能写一个通用信使,当我想添加另一个通用的arg时,我不需要复制粘贴并写一个完整的其他版本,因为我需要一个额外的ARG?

非常感谢!

2 个答案:

答案 0 :(得分:1)

你有一个信使,但你似乎没有发送任何消息!您试图在没有适当信封的情况下发送内容。将要发送的值包装在表示实际消息的类中,然后您可以订阅包含您尝试发送的所有值的消息类型。

public class PlayerSpeedChangedMessage {
    public Guid PlayerId { get; set; }
    public int OldSpeed { get; set; }
    public int NewSpeed { get; set; }
}

public class MyMessageHandler {

    public MyMessageHandler() {
        Messenger<PlayerSpeedChangedMessage>.Subscribe(OnDead);
    }

    HandleSpeedChange(PlayerSpeedChangedMessage message) {
        // Do stuff with the message
    }
}

答案 1 :(得分:0)

我认为对于C#开发人员而言,维基上的Message类有点过时了。 C#甚至Unity本身都有一个相当不错的消息传递系统(只要你的需求不是太复杂)。查看SendMessageBroadcastMessage