From e4bea8433e7687da844e48ade1e9d8a3d6b6b02a Mon Sep 17 00:00:00 2001
From: shangfengh <3495281661@qq.com>
Date: Thu, 6 Jul 2023 14:02:38 +0800
Subject: [PATCH] fix: :bug: make SafeValues classs
---
logic/Client/MainWindow.xaml.cs | 2 +-
.../GameClass/GameObj/Bullet/Bullet.Ghost.cs | 10 +--
logic/GameClass/GameObj/Bullet/Bullet.cs | 7 +-
.../GameObj/Character/Character.Skill.cs | 4 +-
.../GameClass/GameObj/Character/Character.cs | 4 +-
logic/GameClass/GameObj/GameObj.cs | 3 +-
logic/GameClass/GameObj/Map/Chest.cs | 3 +-
logic/GameClass/GameObj/Map/Door.cs | 5 +-
logic/GameClass/GameObj/Map/Map.cs | 5 +-
logic/GameClass/GameObj/Moveable.cs | 6 +-
logic/GameClass/GameObj/Prop/Gadget.cs | 4 +-
logic/GameClass/GameObj/Prop/Item.cs | 4 +-
logic/GameEngine/MoveEngine.cs | 8 +-
logic/Gaming/ActionManager.cs | 4 +-
logic/Gaming/AttackManager.cs | 4 +-
logic/Gaming/CharacterManager.cs | 39 +-------
logic/Gaming/Game.cs | 4 +-
.../SkillManager/SkillManager.ActiveSkill.cs | 4 +-
.../SkillManager/SkillManager.PassiveSkill.cs | 2 +-
logic/Preparation/Interface/ISkill.cs | 3 +-
logic/Preparation/Utility/SafeValue.cs | 90 ++++++++++++-------
21 files changed, 107 insertions(+), 108 deletions(-)
diff --git a/logic/Client/MainWindow.xaml.cs b/logic/Client/MainWindow.xaml.cs
index 1ac24a7..3874f30 100644
--- a/logic/Client/MainWindow.xaml.cs
+++ b/logic/Client/MainWindow.xaml.cs
@@ -844,7 +844,7 @@ namespace Client
}
foreach (var obj in listOfButcher)
{
- if (!isDataFixed[obj.PlayerId])
+ if (obj.PlayerId < GameData.numOfStudent && !isDataFixed[obj.PlayerId])
{
IGhostType occupation1 = (IGhostType)OccupationFactory.FindIOccupation(Transformation.ToTrickerType(obj.TrickerType));
int j = 0;
diff --git a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
index 072a993..4ddd23e 100644
--- a/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
+++ b/logic/GameClass/GameObj/Bullet/Bullet.Ghost.cs
@@ -8,7 +8,7 @@ namespace GameClass.GameObj
public CommonAttackOfGhost(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
- AP.Set(GameData.basicApOfGhost);
+ AP.SetReturnOri(GameData.basicApOfGhost);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicAttackShortRange;
@@ -45,7 +45,7 @@ namespace GameClass.GameObj
public Strike(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
- AP.Set(GameData.basicApOfGhost * 16 / 15);
+ AP.SetReturnOri(GameData.basicApOfGhost * 16 / 15);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicAttackShortRange * 20 / 22;
@@ -83,7 +83,7 @@ namespace GameClass.GameObj
public FlyingKnife(Character player, XY pos, int radius = GameData.bulletRadius) :
base(player, radius, pos)
{
- AP.Set(GameData.basicApOfGhost * 4 / 5);
+ AP.SetReturnOri(GameData.basicApOfGhost * 4 / 5);
}
public override double BulletBombRange => 0;
public override double AttackDistance => GameData.basicRemoteAttackRange * 13;
@@ -123,7 +123,7 @@ namespace GameClass.GameObj
{
public BombBomb(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
- AP.Set((int)(GameData.basicApOfGhost * 6.0 / 5));
+ AP.SetReturnOri((int)(GameData.basicApOfGhost * 6.0 / 5));
}
public override double BulletBombRange => GameData.basicBulletBombRange;
public override double AttackDistance => GameData.basicAttackShortRange;
@@ -163,7 +163,7 @@ namespace GameClass.GameObj
{
public JumpyDumpty(Character player, XY pos, int radius = GameData.bulletRadius) : base(player, radius, pos)
{
- AP.Set((int)(GameData.basicApOfGhost * 0.6));
+ AP.SetReturnOri((int)(GameData.basicApOfGhost * 0.6));
}
public override double BulletBombRange => GameData.basicBulletBombRange / 2;
public override double AttackDistance => GameData.basicAttackShortRange * 18 / 22;
diff --git a/logic/GameClass/GameObj/Bullet/Bullet.cs b/logic/GameClass/GameObj/Bullet/Bullet.cs
index c47f746..2895429 100644
--- a/logic/GameClass/GameObj/Bullet/Bullet.cs
+++ b/logic/GameClass/GameObj/Bullet/Bullet.cs
@@ -11,7 +11,8 @@ namespace GameClass.GameObj
///
public abstract double BulletBombRange { get; }
public abstract double AttackDistance { get; }
- public AtomicInt AP { get; }
+ private AtomicInt ap = new(0);
+ public AtomicInt AP { get => ap; }
public abstract int Speed { get; }
public abstract bool IsRemoteAttack { get; }
public abstract int CastTime { get; }
@@ -43,8 +44,8 @@ namespace GameClass.GameObj
public Bullet(Character player, int radius, XY Position) :
base(Position, radius, GameObjType.Bullet)
{
- this.CanMove.Set(true);
- this.MoveSpeed.Set(this.Speed);
+ this.CanMove.SetReturnOri(true);
+ this.MoveSpeed.SetReturnOri(this.Speed);
this.hasSpear = player.TryUseSpear();
this.Parent = player;
}
diff --git a/logic/GameClass/GameObj/Character/Character.Skill.cs b/logic/GameClass/GameObj/Character/Character.Skill.cs
index 69c487a..21f4a48 100644
--- a/logic/GameClass/GameObj/Character/Character.Skill.cs
+++ b/logic/GameClass/GameObj/Character/Character.Skill.cs
@@ -31,12 +31,12 @@ namespace GameClass.GameObj
protected Character(XY initPos, int initRadius, CharacterType characterType) :
base(initPos, initRadius, GameObjType.Character)
{
- this.CanMove.Set(true);
+ this.CanMove.SetReturnOri(true);
this.score = 0;
this.buffManager = new BuffManager();
this.occupation = OccupationFactory.FindIOccupation(characterType);
this.HP = new(Occupation.MaxHp);
- this.MoveSpeed.Set(this.orgMoveSpeed = Occupation.MoveSpeed);
+ this.MoveSpeed.SetReturnOri(this.orgMoveSpeed = Occupation.MoveSpeed);
this.BulletOfPlayer = this.OriBulletOfPlayer = Occupation.InitBullet;
this.concealment = Occupation.Concealment;
this.alertnessRadius = Occupation.AlertnessRadius;
diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs
index 14e0595..1461b7a 100644
--- a/logic/GameClass/GameObj/Character/Character.cs
+++ b/logic/GameClass/GameObj/Character/Character.cs
@@ -459,7 +459,7 @@ namespace GameClass.GameObj
{
if (SetPlayerState(RunningStateType.RunningForcibly, playerStateType) == -1) return false;
TryToRemove();
- CanMove.Set(false);
+ CanMove.SetReturnOri(false);
position = GameData.PosWhoDie;
}
return true;
@@ -604,7 +604,7 @@ namespace GameClass.GameObj
}
public void AddMoveSpeed(int buffTime, double add = 1.0) => buffManager.AddMoveSpeed(add, buffTime, newVal =>
- { MoveSpeed.Set(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); },
+ { MoveSpeed.SetReturnOri(newVal < GameData.characterMaxSpeed ? newVal : GameData.characterMaxSpeed); },
OrgMoveSpeed);
public bool HasFasterSpeed => buffManager.HasFasterSpeed;
diff --git a/logic/GameClass/GameObj/GameObj.cs b/logic/GameClass/GameObj/GameObj.cs
index 1934d64..3933b7a 100644
--- a/logic/GameClass/GameObj/GameObj.cs
+++ b/logic/GameClass/GameObj/GameObj.cs
@@ -30,7 +30,8 @@ namespace GameClass.GameObj
public abstract ShapeType Shape { get; }
- public AtomicBool IsRemoved { get; } = new AtomicBool(false);
+ private AtomicBool isRemoved = new(false);
+ public AtomicBool IsRemoved { get => isRemoved; }
public virtual bool TryToRemove()
{
return IsRemoved.TrySet(true);
diff --git a/logic/GameClass/GameObj/Map/Chest.cs b/logic/GameClass/GameObj/Map/Chest.cs
index ff589da..8e450e5 100644
--- a/logic/GameClass/GameObj/Map/Chest.cs
+++ b/logic/GameClass/GameObj/Map/Chest.cs
@@ -19,6 +19,7 @@ namespace GameClass.GameObj
private readonly Gadget[] propInChest = new Gadget[GameData.maxNumOfPropInChest] { new NullProp(), new NullProp() };
public Gadget[] PropInChest => propInChest;
- public LongProgressContinuously OpenProgress { get; } = new LongProgressContinuously();
+ private LongProgressByTime openProgress = new LongProgressByTime();
+ public LongProgressByTime OpenProgress { get => openProgress; }
}
}
diff --git a/logic/GameClass/GameObj/Map/Door.cs b/logic/GameClass/GameObj/Map/Door.cs
index 80b6645..ca6ba5f 100644
--- a/logic/GameClass/GameObj/Map/Door.cs
+++ b/logic/GameClass/GameObj/Map/Door.cs
@@ -46,7 +46,8 @@ namespace GameClass.GameObj
}
}
- public AtomicInt LockDegree { get; } = new AtomicInt(0);
+ private AtomicInt lockDegree = new AtomicInt(0);
+ public AtomicInt LockDegree { get => lockDegree; }
private long openStartTime = 0;
public long OpenStartTime
@@ -97,7 +98,7 @@ namespace GameClass.GameObj
{
if (!isOpen) return false;
if (whoLockOrOpen != null) return false;
- LockDegree.Set(0);
+ LockDegree.SetReturnOri(0);
whoLockOrOpen = character;
return true;
}
diff --git a/logic/GameClass/GameObj/Map/Map.cs b/logic/GameClass/GameObj/Map/Map.cs
index af3d9b1..75dea6b 100644
--- a/logic/GameClass/GameObj/Map/Map.cs
+++ b/logic/GameClass/GameObj/Map/Map.cs
@@ -26,7 +26,7 @@ namespace GameClass.GameObj
{
Random r = new Random(Environment.TickCount);
EmergencyExit emergencyExit = (EmergencyExit)(GameObjDict[GameObjType.EmergencyExit][r.Next(0, GameObjDict[GameObjType.EmergencyExit].Count)]);
- emergencyExit.CanOpen.Set(true);
+ emergencyExit.CanOpen.SetReturnOri(true);
Preparation.Utility.Debugger.Output(emergencyExit, emergencyExit.Position.ToString());
}
finally
@@ -41,7 +41,7 @@ namespace GameClass.GameObj
try
{
foreach (Doorway doorway in GameObjDict[GameObjType.Doorway])
- doorway.PowerSupply.Set(true);
+ doorway.PowerSupply.SetReturnOri(true);
}
finally
{
@@ -228,7 +228,6 @@ namespace GameClass.GameObj
{
if (person.CharacterType == CharacterType.TechOtaku)
{
- Debugger.Output(person, person.PlayerID.ToString());
foreach (Character character in gameObjDict[GameObjType.Character])
{
if (((UseRobot)person.FindActiveSkill(ActiveSkillType.UseRobot)).NowPlayerID == character.PlayerID)
diff --git a/logic/GameClass/GameObj/Moveable.cs b/logic/GameClass/GameObj/Moveable.cs
index 1ff26f7..093f17a 100644
--- a/logic/GameClass/GameObj/Moveable.cs
+++ b/logic/GameClass/GameObj/Moveable.cs
@@ -94,14 +94,16 @@ namespace GameClass.GameObj
}
}
- public AtomicBool CanMove { get; }
+ private AtomicBool canMove = new(false);
+ public AtomicBool CanMove { get => canMove; }
public bool IsAvailableForMove => !IsMoving && CanMove && !IsRemoved; // 是否能接收移动指令
///
/// 移动速度
///
- public AtomicInt MoveSpeed { get; }
+ private AtomicInt moveSpeed = new(0);
+ public AtomicInt MoveSpeed { get => moveSpeed; }
///
/// 原初移动速度
///
diff --git a/logic/GameClass/GameObj/Prop/Gadget.cs b/logic/GameClass/GameObj/Prop/Gadget.cs
index 85565cc..74f545c 100644
--- a/logic/GameClass/GameObj/Prop/Gadget.cs
+++ b/logic/GameClass/GameObj/Prop/Gadget.cs
@@ -24,8 +24,8 @@ namespace GameClass.GameObj
public Gadget(XY initPos, int radius = GameData.propRadius) :
base(initPos, radius, GameObjType.Gadget)
{
- this.CanMove.Set(false);
- this.MoveSpeed.Set(GameData.propMoveSpeed);
+ this.CanMove.SetReturnOri(false);
+ this.MoveSpeed.SetReturnOri(GameData.propMoveSpeed);
}
}
public abstract class Tool : Gadget
diff --git a/logic/GameClass/GameObj/Prop/Item.cs b/logic/GameClass/GameObj/Prop/Item.cs
index 2b83cea..881e38f 100644
--- a/logic/GameClass/GameObj/Prop/Item.cs
+++ b/logic/GameClass/GameObj/Prop/Item.cs
@@ -17,8 +17,8 @@ namespace GameClass.GameObj
public Item(XY initPos, int radius = GameData.propRadius) :
base(initPos, radius, GameObjType.Item)
{
- this.CanMove.Set(false);
- this.MoveSpeed.Set(0);
+ this.CanMove.SetReturnOri(false);
+ this.MoveSpeed.SetReturnOri(0);
}
}
diff --git a/logic/GameEngine/MoveEngine.cs b/logic/GameEngine/MoveEngine.cs
index a2236b7..d4c76f7 100644
--- a/logic/GameEngine/MoveEngine.cs
+++ b/logic/GameEngine/MoveEngine.cs
@@ -102,7 +102,7 @@ namespace GameEngine
lock (obj.ActionLock)
{
if (!obj.IsAvailableForMove) { EndMove(obj); return; }
- obj.IsMoving.Set(true);
+ obj.IsMoving.SetReturnOri(true);
}
new Thread
@@ -139,7 +139,7 @@ namespace GameEngine
if (isEnded)
{
- obj.IsMoving.Set(false);
+ obj.IsMoving.SetReturnOri(false);
EndMove(obj);
return;
}
@@ -184,7 +184,7 @@ namespace GameEngine
}
if (isEnded)
{
- obj.IsMoving.Set(false);
+ obj.IsMoving.SetReturnOri(false);
EndMove(obj);
return;
}
@@ -224,7 +224,7 @@ namespace GameEngine
}
} while (flag);
}
- obj.IsMoving.Set(false); // 结束移动
+ obj.IsMoving.SetReturnOri(false); // 结束移动
EndMove(obj);
}
}
diff --git a/logic/Gaming/ActionManager.cs b/logic/Gaming/ActionManager.cs
index 5fd1cc3..6d83ff1 100644
--- a/logic/Gaming/ActionManager.cs
+++ b/logic/Gaming/ActionManager.cs
@@ -450,12 +450,12 @@ namespace Gaming
player.ReSetPos(windowToPlayer + windowForClimb.Position);
}
- player.MoveSpeed.Set(player.SpeedOfClimbingThroughWindows);
+ player.MoveSpeed.SetReturnOri(player.SpeedOfClimbingThroughWindows);
moveEngine.MoveObj(player, (int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2), (-1 * windowToPlayer).Angle(), stateNum);
Thread.Sleep((int)(GameData.numOfPosGridPerCell * 3 * 1000 / player.MoveSpeed / 2));
- player.MoveSpeed.Set(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed));
+ player.MoveSpeed.SetReturnOri(player.ReCalculateBuff(BuffType.AddSpeed, player.OrgMoveSpeed, GameData.MaxSpeed, GameData.MinSpeed));
lock (player.ActionLock)
{
diff --git a/logic/Gaming/AttackManager.cs b/logic/Gaming/AttackManager.cs
index 2204cf6..70d6155 100644
--- a/logic/Gaming/AttackManager.cs
+++ b/logic/Gaming/AttackManager.cs
@@ -33,7 +33,7 @@ namespace Gaming
Debugger.Output(obj, " end move at " + obj.Position.ToString() + " At time: " + Environment.TickCount64);
if (obj.CanMove && ((Bullet)obj).TypeOfBullet != BulletType.JumpyDumpty)
BulletBomb((Bullet)obj, null);
- obj.CanMove.Set(false);
+ obj.CanMove.SetReturnOri(false);
}
);
this.characterManager = characterManager;
@@ -89,7 +89,7 @@ namespace Gaming
{
if (gameMap.Remove(bullet))
{
- bullet.CanMove.Set(false);
+ bullet.CanMove.SetReturnOri(false);
if (bullet.BulletBombRange > 0)
{
BombedBullet bombedBullet = new(bullet);
diff --git a/logic/Gaming/CharacterManager.cs b/logic/Gaming/CharacterManager.cs
index 6fdeedb..71c403f 100644
--- a/logic/Gaming/CharacterManager.cs
+++ b/logic/Gaming/CharacterManager.cs
@@ -57,41 +57,8 @@ namespace Gaming
}
gameMap.Add(newPlayer);
- newPlayer.TeamID.Set(teamID);
- newPlayer.PlayerID.Set(playerID);
- /* #region 人物装弹
- new Thread
- (
- () =>
- {
- while (!gameMap.Timer.IsGaming)
- Thread.Sleep(Math.Max(newPlayer.CD, GameData.checkInterval));
- long lastTime = Environment.TickCount64;
- new FrameRateTaskExecutor(
- loopCondition: () => gameMap.Timer.IsGaming && !newPlayer.IsRemoved,
- loopToDo: () =>
- {
- long nowTime = Environment.TickCount64;
- if (newPlayer.BulletNum == newPlayer.MaxBulletNum)
- lastTime = nowTime;
- else if (nowTime - lastTime >= newPlayer.CD)
- {
- _ = newPlayer.TryAddBulletNum();
- lastTime = nowTime;
- }
- },
- timeInterval: GameData.checkInterval,
- finallyReturn: () => 0
- )
- {
- AllowTimeExceed = true,
- }
- .Start();
- }
- )
- { IsBackground = true }.Start();
- #endregion
- */
+ newPlayer.TeamID.SetReturnOri(teamID);
+ newPlayer.PlayerID.SetReturnOri(playerID);
#region BGM,牵制得分更新
new Thread
(
@@ -311,7 +278,7 @@ namespace Gaming
if (student.CharacterType == CharacterType.StraightAStudent)
{
- ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.Set(0);
+ ((WriteAnswers)student.FindActiveSkill(ActiveSkillType.WriteAnswers)).DegreeOfMeditation.SetReturnOri(0);
}
student.SetDegreeOfTreatment0();
diff --git a/logic/Gaming/Game.cs b/logic/Gaming/Game.cs
index 96db675..02d783c 100644
--- a/logic/Gaming/Game.cs
+++ b/logic/Gaming/Game.cs
@@ -84,7 +84,7 @@ namespace Gaming
else
{
#if DEBUG
- Console.WriteLine($"PlayerID:{playerID} player does not exists!");
+ Console.WriteLine($"playerID:{playerID} player does not exists!");
#endif
return false;
@@ -326,7 +326,7 @@ namespace Gaming
{
foreach (Character player in gameMap.GameObjDict[GameObjType.Character])
{
- player.CanMove.Set(false);
+ player.CanMove.SetReturnOri(false);
}
}
gameMap.GameObjDict[keyValuePair.Key].Clear();
diff --git a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
index 74ce47a..88398ae 100644
--- a/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
+++ b/logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
@@ -196,7 +196,7 @@ namespace Gaming
}
if (homingMissile != null)
{
- homingMissile.CanMove.Set(true);
+ homingMissile.CanMove.SetReturnOri(true);
attackManager.moveEngine.MoveObj(homingMissile, GameData.checkIntervalWhenSparksNSplash - 1, (whoAttacked.Position - homingMissile.Position).Angle(), ++homingMissile.StateNum);
}
},
@@ -227,7 +227,7 @@ namespace Gaming
if (generator.Repair(((WriteAnswers)activeSkill).DegreeOfMeditation, player))
gameMap.AddNumOfRepairedGenerators();
Debugger.Output(player, "uses WriteAnswers in" + generator.ToString() + "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
- ((WriteAnswers)activeSkill).DegreeOfMeditation.Set(0);
+ ((WriteAnswers)activeSkill).DegreeOfMeditation.SetReturnOri(0);
}
},
() =>
diff --git a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
index b22254e..3cc89c7 100644
--- a/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
+++ b/logic/Gaming/SkillManager/SkillManager.PassiveSkill.cs
@@ -26,7 +26,7 @@ namespace Gaming // 被动技能开局时就释放,持续到游戏结束
() =>
{
if (player.Commandable() && player.PlayerState != PlayerStateType.Fixing) activeSkill.DegreeOfMeditation.Add(learningDegree * GameData.frameDuration);
- else activeSkill.DegreeOfMeditation.Set(0);
+ else activeSkill.DegreeOfMeditation.SetReturnOri(0);
//Debugger.Output(player, "with " + (((WriteAnswers)activeSkill).DegreeOfMeditation).ToString());
},
timeInterval: GameData.frameDuration,
diff --git a/logic/Preparation/Interface/ISkill.cs b/logic/Preparation/Interface/ISkill.cs
index bc3f2d6..65b6270 100644
--- a/logic/Preparation/Interface/ISkill.cs
+++ b/logic/Preparation/Interface/ISkill.cs
@@ -174,7 +174,8 @@ namespace Preparation.Interface
public override int SkillCD => GameData.commonSkillCD;
public override int DurationTime => 0;
- public AtomicInt DegreeOfMeditation { get; } = new(0);
+ private AtomicInt degreeOfMeditation = new(0);
+ public AtomicInt DegreeOfMeditation { get => degreeOfMeditation; }
}
public class SummonGolem : ActiveSkill
diff --git a/logic/Preparation/Utility/SafeValue.cs b/logic/Preparation/Utility/SafeValue.cs
index 45a4b66..dcbf502 100644
--- a/logic/Preparation/Utility/SafeValue.cs
+++ b/logic/Preparation/Utility/SafeValue.cs
@@ -5,7 +5,7 @@ namespace Preparation.Utility
{
//理论上结构体最好不可变,这里采用了可变结构。
//其对应属性不应当有set访问器,避免不安全的=赋值
- public struct AtomicInt
+ public class AtomicInt
{
private int v;
public AtomicInt(int x)
@@ -15,18 +15,17 @@ namespace Preparation.Utility
public override string ToString() => Interlocked.CompareExchange(ref v, -1, -1).ToString();
public int Get() => Interlocked.CompareExchange(ref v, -1, -1);
public static implicit operator int(AtomicInt aint) => Interlocked.CompareExchange(ref aint.v, -1, -1);
- public int Set(int value) => Interlocked.Exchange(ref v, value);
-
+ /// 返回操作前的值
+ public int SetReturnOri(int value) => Interlocked.Exchange(ref v, value);
public int Add(int x) => Interlocked.Add(ref v, x);
public int Sub(int x) => Interlocked.Add(ref v, -x);
public int Inc() => Interlocked.Increment(ref v);
public int Dec() => Interlocked.Decrement(ref v);
-
- public void CompareExchange(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
/// 返回操作前的值
public int CompareExReturnOri(int newV, int compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
}
- public struct AtomicLong
+
+ public class AtomicLong
{
private long v;
public AtomicLong(long x)
@@ -36,18 +35,17 @@ namespace Preparation.Utility
public override string ToString() => Interlocked.Read(ref v).ToString();
public long Get() => Interlocked.Read(ref v);
public static implicit operator long(AtomicLong aint) => Interlocked.Read(ref aint.v);
- public long Set(long value) => Interlocked.Exchange(ref v, value);
-
+ /// 返回操作前的值
+ public long SetReturnOri(long value) => Interlocked.Exchange(ref v, value);
public long Add(long x) => Interlocked.Add(ref v, x);
public long Sub(long x) => Interlocked.Add(ref v, -x);
public long Inc() => Interlocked.Increment(ref v);
public long Dec() => Interlocked.Decrement(ref v);
-
- public void CompareExchange(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
/// 返回操作前的值
public long CompareExReturnOri(long newV, long compareTo) => Interlocked.CompareExchange(ref v, newV, compareTo);
}
- public struct AtomicBool
+
+ public class AtomicBool
{
private int v;//v==0为false,v==1为true
public AtomicBool(bool x)
@@ -57,36 +55,34 @@ namespace Preparation.Utility
public override string ToString() => (Interlocked.CompareExchange(ref v, -2, -2) == 0) ? "false" : "true";
public bool Get() => (Interlocked.CompareExchange(ref v, -1, -1) != 0);
public static implicit operator bool(AtomicBool abool) => (Interlocked.CompareExchange(ref abool.v, -1, -1) != 0);
-
- public bool Set(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);
-
+ /// 返回操作前的值
+ public bool SetReturnOri(bool value) => (Interlocked.Exchange(ref v, value ? 1 : 0) != 0);
/// 赋值前的值是否与将赋予的值不相同
public bool TrySet(bool value)
{
return (Interlocked.CompareExchange(ref v, value ? 1 : 0, value ? 0 : 1) ^ (value ? 1 : 0)) != 0;
}
-
public bool And(bool x) => Interlocked.And(ref v, x ? 1 : 0) != 0;
public bool Or(bool x) => Interlocked.Or(ref v, x ? 1 : 0) != 0;
}
///
- /// 一个能记录Start后完成多少进度的进度条(long),
+ /// 根据时间推算Start后完成多少进度的进度条(long)。
/// 只允许Start时修改needTime(请确保大于0);
/// 支持TrySet0使未完成的进度条终止清零;支持Set0使进度条强制终止清零;
- /// 不支持暂停
+ /// 通过原子操作实现。
///
- public struct LongProgressContinuously
+ public class LongProgressByTime
{
private long endT = long.MaxValue;
private long needT;
- public LongProgressContinuously(long needTime)
+ public LongProgressByTime(long needTime)
{
- if (needTime <= 0) Debugger.Output("Bug:LongProgressContinuously.needTime (" + needTime.ToString() + ") is less than 0.");
+ if (needTime <= 0) Debugger.Output("Bug:LongProgressByTime.needTime (" + needTime.ToString() + ") is less than 0.");
this.needT = needTime;
}
- public LongProgressContinuously()
+ public LongProgressByTime()
{
this.needT = long.MaxValue;
}
@@ -118,7 +114,7 @@ namespace Preparation.Utility
///
/// <0则表明未开始
///
- public static implicit operator long(LongProgressContinuously pLong) => pLong.GetProgress();
+ public static implicit operator long(LongProgressByTime pLong) => pLong.GetProgress();
///
/// GetProgressDouble<0则表明未开始
@@ -134,13 +130,13 @@ namespace Preparation.Utility
{
if (needTime <= 0)
{
- Debugger.Output("Warning:Start LongProgressContinuously with the needTime (" + needTime.ToString() + ") which is less than 0.");
+ Debugger.Output("Warning:Start LongProgressByTime with the needTime (" + needTime.ToString() + ") which is less than 0.");
return false;
}
//规定只有Start可以修改needT,且需要先访问endTime,从而避免锁(某种程度上endTime可以认为是needTime的锁)
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
- if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressContinuously is " + needTime.ToString() + ",which is too small.");
- Interlocked.Exchange(ref this.needT, needTime);
+ if (needTime <= 2) Debugger.Output("Warning:the field of LongProgressByTime is " + needTime.ToString() + ",which is too small.");
+ Interlocked.Exchange(ref needT, needTime);
return true;
}
public bool Start()
@@ -149,7 +145,13 @@ namespace Preparation.Utility
if (Interlocked.CompareExchange(ref endT, Environment.TickCount64 + needTime, long.MaxValue) != long.MaxValue) return false;
return true;
}
+ ///
+ /// 使进度条强制终止清零
+ ///
public void Set0() => Interlocked.Exchange(ref endT, long.MaxValue);
+ ///
+ /// 使未完成的进度条终止清零
+ ///
public bool TrySet0()
{
if (Environment.TickCount64 < Interlocked.CompareExchange(ref endT, -2, -2))
@@ -162,10 +164,34 @@ namespace Preparation.Utility
//增加其他新的写操作可能导致不安全
}
+ /*
+ ///
+ /// 记录(不是根据时间)完成多少进度的进度条(long)。
+ ///
+ public struct IntProgressByAdding
+ {
+ private int completedProgress = -1;
+ private int requiredProgress;
+ public IntProgressByAdding(int completedProgress, int requiredProgress)
+ {
+ this.completedProgress = completedProgress;
+ this.requiredProgress = requiredProgress;
+ }
+ public IntProgressByAdding(int requiredProgress)
+ {
+ this.requiredProgress = requiredProgress;
+ }
+ public IntProgressByAdding()
+ {
+ this.requiredProgress=int.MaxValue;
+ }
+ }
+ */
+
///
/// 一个保证在[0,maxValue]的可变int,支持可变的maxValue(请确保大于0)
///
- public struct IntWithVariableRange
+ public class IntWithVariableRange
{
private int v;
private int maxV;
@@ -310,7 +336,7 @@ namespace Preparation.Utility
///
/// 一个保证在[0,maxValue]的可变long,支持可变的maxValue(请确保大于0)
///
- public struct LongWithVariableRange
+ public class LongWithVariableRange
{
private long v;
private long maxV;
@@ -319,7 +345,7 @@ namespace Preparation.Utility
{
if (maxValue < 0)
{
- Debugger.Output("Warning:Try to set LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
+ Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = value < maxValue ? value : maxValue;
@@ -332,7 +358,7 @@ namespace Preparation.Utility
{
if (maxValue < 0)
{
- Debugger.Output("Warning:Try to set LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
+ Debugger.Output("Warning:Try to set SafaValues.LongWithVariableRange.maxValue to " + maxValue.ToString() + ".");
maxValue = 0;
}
v = this.maxV = maxValue;
@@ -455,7 +481,7 @@ namespace Preparation.Utility
///
/// 一个保证在[0,maxNum],每CDms自动更新的可变int,支持可变的CD、maxNum(请确保大于0)
///
- public struct IntNumUpdateByCD
+ public class IntNumUpdateByCD
{
private int num;
private int maxNum;
@@ -623,9 +649,9 @@ namespace Preparation.Utility
{
lock (numLock)
{
- if (cd <= 0) Debugger.Output("Bug:Set IntNumUpdateByCD.cd to " + cd.ToString() + ".");
+ if (cd <= 0) Debugger.Output("Bug:SetReturnOri IntNumUpdateByCD.cd to " + cd.ToString() + ".");
this.cd = cd;
}
}
}
-}
+}
\ No newline at end of file