Fantasy中定时器得驱动原理
一、服务器框架启动
public static async FTask Start(){// 启动ProcessStartProcess().Coroutine();await FTask.CompletedTask;while (true){ThreadScheduler.Update();Thread.Sleep(1);}}
二、主线程
Fantasy.ThreadScheduler.Update
internal static void Update(){MainScheduler.Update();}
三、每个Scene的调度
Fantasy.MainScheduler.Update
public void Update(){ThreadSynchronizationContext.Update();var initialCount = _queue.Count;while (initialCount-- > 0){if(!_queue.TryDequeue(out var scene)){continue;}if (scene.IsDisposed){continue;}scene.Update();_queue.Enqueue(scene);}}
四、Scene执行一下Update
Fantasy.Scene.Update
internal void Update(){try{SceneUpdate.Update();}catch (Exception e){Log.Error(e);}}
五、下面的儿子每个执行一下
Fantasy.Net\Runtime\Core\Entitas\Component\EntityComponent.cs:413
/// <summary>/// 执行实体系统的更新逻辑/// </summary>public void Update(){var updateQueueCount = _updateQueue.Count;while (updateQueueCount-- > 0){var updateQueueStruct = _updateQueue.Dequeue();if (updateQueueStruct.IsStop){continue;}if (!_updateSystems.TryGetValue(updateQueueStruct.Type, out var updateSystem)){continue;}var entity = Scene.GetEntity(updateQueueStruct.RunTimeId);if (entity == null || entity.IsDisposed){_updateQueueDic.Remove(updateQueueStruct.RunTimeId);continue;}_updateQueue.Enqueue(updateQueueStruct);try{updateSystem.Invoke(entity);}catch (Exception e){Log.Error($"{updateQueueStruct.Type.FullName} Update Error {e}");}}}
六、定时器执行一下
Fantasy.Timer.TimerComponentUpdateSystem.Update
public sealed class TimerComponentUpdateSystem : UpdateSystem<TimerComponent>{protected override void Update(TimerComponent self){self.Update();}}
Fantasy.Timer.TimerComponent.Update
public void Update(){Net.Update();
#if FANTASY_UNITYUnity.Update();
#endif}
Fantasy.Net\Runtime\Core\Entitas\Component\TimerComponent\TimerScheduler\TimerSchedulerNet.cs:43
/// <summary>/// 驱动方法,只有调用这个方法任务系统才会正常运转。/// </summary>public void Update(){if (_timeId.Count == 0){ return;}var currentTime = Now(); if (currentTime < _minTime){ return;}// 遍历时间ID列表,查找超时的计时器任务foreach (var (key, _) in _timeId){if (key > currentTime){_minTime = key;break;}_timeOutTime.Enqueue(key);}// 处理超时的计时器任务while (_timeOutTime.TryDequeue(out var time)){var timerIds = _timeId[time];for (var i = 0; i < timerIds.Count; ++i){_timeOutTimerIds.Enqueue(timerIds[i]);}_timeId.Remove(time);// _timeId.RemoveKey(time);}if (_timeId.Count == 0){_minTime = long.MaxValue;}// 执行超时的计时器任务的回调操作while (_timeOutTimerIds.TryDequeue(out var timerId)){if (!_timerActions.Remove(timerId, out var timerAction)){continue;}// 根据计时器类型执行不同的操作switch (timerAction.TimerType){case TimerType.OnceWaitTimer:{var tcs = (FTask<bool>)timerAction.Callback;tcs.SetResult(true);break;}case TimerType.OnceTimer:{if (timerAction.Callback is not Action action){Log.Error($"timerAction {timerAction.ToJson()}");break;}action();break;}case TimerType.RepeatedTimer:{if (timerAction.Callback is not Action action){Log.Error($"timerAction {timerAction.ToJson()}");break;}timerAction.StartTime = Now();AddTimer(ref timerAction);action();break;}}}}