refactor: fsm 包状态机事件优化,新增部分获取状态机信息的函数

This commit is contained in:
kercylan98 2023-07-31 12:05:02 +08:00
parent 8b92921230
commit 0fad0417c7
4 changed files with 143 additions and 63 deletions

View File

@ -2,54 +2,116 @@ package fsm
import (
"fmt"
"github.com/kercylan98/minotaur/utils/hash"
)
// NewFSM 创建一个新的状态机
func NewFSM[S comparable, Data any](data Data) *FSM[S, Data] {
return &FSM[S, Data]{
states: map[S]*State[S, Data]{},
func NewFSM[State comparable, Data any](data Data) *FSM[State, Data] {
return &FSM[State, Data]{
states: map[State]struct{}{},
data: data,
}
}
// FSM 状态机
type FSM[S comparable, Data any] struct {
current S
type FSM[State comparable, Data any] struct {
prev *State
current *State
data Data
states map[S]*State[S, Data]
states map[State]struct{}
enterBeforeEventHandles map[State][]func(state *FSM[State, Data])
enterAfterEventHandles map[State][]func(state *FSM[State, Data])
updateEventHandles map[State][]func(state *FSM[State, Data])
exitBeforeEventHandles map[State][]func(state *FSM[State, Data])
exitAfterEventHandles map[State][]func(state *FSM[State, Data])
}
// Update 触发当前状态
func (slf *FSM[S, Data]) Update() {
state := slf.states[slf.current]
state.Update(slf.data)
func (slf *FSM[State, Data]) Update() {
if slf.current == nil {
return
}
for _, event := range slf.updateEventHandles[*slf.current] {
event(slf)
}
}
// Register 注册状态
func (slf *FSM[S, Data]) Register(state *State[S, Data]) {
slf.states[state.GetState()] = state
func (slf *FSM[State, Data]) Register(state State, options ...Option[State, Data]) {
slf.states[state] = struct{}{}
for _, option := range options {
option(slf, state)
}
}
// Unregister 反注册状态
func (slf *FSM[S, Data]) Unregister(state S) {
func (slf *FSM[State, Data]) Unregister(state State) {
if !slf.HasState(state) {
return
}
delete(slf.states, state)
delete(slf.enterBeforeEventHandles, state)
delete(slf.enterAfterEventHandles, state)
delete(slf.updateEventHandles, state)
delete(slf.exitBeforeEventHandles, state)
delete(slf.exitAfterEventHandles, state)
}
// HasState 检查状态机是否存在特定状态
func (slf *FSM[S, Data]) HasState(state S) bool {
_, has := slf.states[state]
return has
func (slf *FSM[State, Data]) HasState(state State) bool {
return hash.Exist(slf.states, state)
}
// Change 改变状态机状态到新的状态
func (slf *FSM[S, Data]) Change(state S) {
current := slf.states[slf.current]
current.Exit(slf.data)
func (slf *FSM[State, Data]) Change(state State) {
if !slf.IsZero() {
for _, event := range slf.exitBeforeEventHandles[*slf.current] {
event(slf)
}
}
next := slf.states[state]
if next == nil {
slf.prev = slf.current
slf.current = &state
if !slf.PrevIsZero() {
for _, event := range slf.exitAfterEventHandles[*slf.prev] {
event(slf)
}
}
if !slf.HasState(state) {
panic(fmt.Errorf("FSM object is attempting to switch to an invalid / undefined state: %v", state))
}
next.Enter(slf.data)
for _, event := range slf.enterBeforeEventHandles[*slf.current] {
event(slf)
}
for _, event := range slf.enterAfterEventHandles[*slf.current] {
event(slf)
}
}
// Current 获取当前状态
func (slf *FSM[State, Data]) Current() (state State) {
if slf.current == nil {
return
}
return *slf.current
}
// GetData 获取状态机数据
func (slf *FSM[State, Data]) GetData() Data {
return slf.data
}
// IsZero 检查状态机是否无状态
func (slf *FSM[State, Data]) IsZero() bool {
return slf.current == nil
}
// PrevIsZero 检查状态机上一个状态是否无状态
func (slf *FSM[State, Data]) PrevIsZero() bool {
return slf.prev == nil
}

View File

@ -1,38 +0,0 @@
package fsm
type (
StateEnterHandle[Data any] func(data Data)
StateUpdateHandle[Data any] func(data Data)
StateExitHandle[Data any] func(data Data)
)
func NewFSMState[S comparable, Data any](state S, enter StateEnterHandle[Data], update StateUpdateHandle[Data], exit StateExitHandle[Data]) *State[S, Data] {
return &State[S, Data]{
enter: enter,
update: update,
exit: exit,
}
}
type State[S comparable, Data any] struct {
state S
enter StateEnterHandle[Data]
update StateUpdateHandle[Data]
exit StateExitHandle[Data]
}
func (slf *State[S, Data]) GetState() S {
return slf.state
}
func (slf *State[S, Data]) Enter(data Data) {
slf.enter(data)
}
func (slf *State[S, Data]) Update(data Data) {
slf.update(data)
}
func (slf *State[S, Data]) Exit(data Data) {
slf.exit(data)
}

56
game/fsm/options.go Normal file
View File

@ -0,0 +1,56 @@
package fsm
type Option[State comparable, Data any] func(fsm *FSM[State, Data], state State)
// WithEnterBeforeEvent 设置状态进入前的回调
// - 在首次设置状态时,状态机本身的当前状态为零值状态
func WithEnterBeforeEvent[State comparable, Data any](fn func(state *FSM[State, Data])) Option[State, Data] {
return func(fsm *FSM[State, Data], state State) {
if fsm.enterBeforeEventHandles == nil {
fsm.enterBeforeEventHandles = map[State][]func(state *FSM[State, Data]){}
}
fsm.enterBeforeEventHandles[state] = append(fsm.enterBeforeEventHandles[state], fn)
}
}
// WithEnterAfterEvent 设置状态进入后的回调
func WithEnterAfterEvent[State comparable, Data any](fn func(state *FSM[State, Data])) Option[State, Data] {
return func(fsm *FSM[State, Data], state State) {
if fsm.enterAfterEventHandles == nil {
fsm.enterAfterEventHandles = map[State][]func(state *FSM[State, Data]){}
}
fsm.enterAfterEventHandles[state] = append(fsm.enterAfterEventHandles[state], fn)
}
}
// WithUpdateEvent 设置状态内刷新的回调
func WithUpdateEvent[State comparable, Data any](fn func(state *FSM[State, Data])) Option[State, Data] {
return func(fsm *FSM[State, Data], state State) {
if fsm.updateEventHandles == nil {
fsm.updateEventHandles = map[State][]func(state *FSM[State, Data]){}
}
fsm.updateEventHandles[state] = append(fsm.updateEventHandles[state], fn)
}
}
// WithExitBeforeEvent 设置状态退出前的回调
// - 该阶段状态机的状态为退出前的状态,而非新的状态
func WithExitBeforeEvent[State comparable, Data any](fn func(state *FSM[State, Data])) Option[State, Data] {
return func(fsm *FSM[State, Data], state State) {
if fsm.exitBeforeEventHandles == nil {
fsm.exitBeforeEventHandles = map[State][]func(state *FSM[State, Data]){}
}
fsm.exitBeforeEventHandles[state] = append(fsm.exitBeforeEventHandles[state], fn)
}
}
// WithExitAfterEvent 设置状态退出后的回调
// - 该阶段状态机的状态为新的状态,而非退出前的状态
func WithExitAfterEvent[State comparable, Data any](fn func(state *FSM[State, Data])) Option[State, Data] {
return func(fsm *FSM[State, Data], state State) {
if fsm.exitAfterEventHandles == nil {
fsm.exitAfterEventHandles = map[State][]func(state *FSM[State, Data]){}
}
fsm.exitAfterEventHandles[state] = append(fsm.exitAfterEventHandles[state], fn)
}
}

View File

@ -21,8 +21,8 @@ type (
PlayerSeatSetEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
// PlayerSeatCancelEventHandle 玩家座位取消事件处理函数
PlayerSeatCancelEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
// RoomCreateEventHandle 房间创建事件处理函数
RoomCreateEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, helper *Helper[PID, P, R])
// CreateEventHandle 房间创建事件处理函数
CreateEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, helper *Helper[PID, P, R])
)
func newEvent[PID comparable, P game.Player[PID], R Room]() *event[PID, P, R] {
@ -57,7 +57,7 @@ type event[PID comparable, P game.Player[PID], R Room] struct {
playerSeatSetEventRoomHandles map[int64][]PlayerSeatSetEventHandle[PID, P, R]
playerSeatCancelEventHandles []PlayerSeatCancelEventHandle[PID, P, R]
playerSeatCancelEventRoomHandles map[int64][]PlayerSeatCancelEventHandle[PID, P, R]
roomCreateEventHandles []RoomCreateEventHandle[PID, P, R]
roomCreateEventHandles []CreateEventHandle[PID, P, R]
}
func (slf *event[PID, P, R]) unReg(guid int64) {
@ -254,7 +254,7 @@ func (slf *event[PID, P, R]) OnPlayerSeatCancelEvent(room R, player P, seat int)
}
// RegRoomCreateEvent 房间创建时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegRoomCreateEvent(handle RoomCreateEventHandle[PID, P, R]) {
func (slf *event[PID, P, R]) RegRoomCreateEvent(handle CreateEventHandle[PID, P, R]) {
slf.roomCreateEventHandles = append(slf.roomCreateEventHandles, handle)
}