Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-785dea6a/Editor/Bridge/Helpers/JobRegistry.cs
T
huadexuan 53d95802e5 ```
feat(gameplay): 更新单位属性和材质配置

- 调整多个单位的基础生命值和攻击力数值平衡
- 修改CoreBattleGround材质的纹理缩放比例
- 更新地砖材质颜色为白色
- 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持
- 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法
- 为水晶矿添加中立阵营设置和光球视觉效果同步
- 调整预制体中的全局缩放参数
- 为狼人和石巨人添加NavMeshAgent组件支持
- 优化水晶矿血条显示位置计算方式
```
2026-09-20 21:52:31 +08:00

96 lines
4.0 KiB
C#

using System.Collections.Concurrent;
using System.Collections.Generic;
namespace UnityTcp.Editor.Helpers
{
/// <summary>
/// Thread-safe index of every in-flight runner job, keyed by job id and by the native request
/// id that started it. The request-id index is what lets a client detach a job it has not yet
/// received a job id for — it always knows the request id of the call it is stuck waiting on.
///
/// Runners register on enroll (and <see cref="StepJobRunner"/> re-registers restored jobs
/// after a domain reload) and unregister when the job leaves their registry. The handle a
/// runner registers is what makes cross-thread detach possible: its
/// <see cref="IJobHandle.TryDetach"/> touches only thread-safe state (the
/// <see cref="JobContext"/> delivery gate, <see cref="DetachedJobs"/>, the native response
/// queue), never the runner's main-thread-only job list.
/// </summary>
public static class JobRegistry
{
/// <summary>A registered in-flight job, with the thread-safe detach entry point.</summary>
public interface IJobHandle
{
string JobId { get; }
ulong RequestId { get; }
string Name { get; }
/// <summary>Owning runner: "step", "task", or "coroutine".</summary>
string Runner { get; }
bool Detached { get; }
/// <summary>
/// Detaches the job: answers its original request with a detach ack carrying the job
/// id, after which the outcome lands in <see cref="DetachedJobs"/> for polling.
/// Callable from any thread. Returns false (with an explanation) when the job was
/// already detached or already answered.
/// </summary>
bool TryDetach(string reason, out string error);
}
private static readonly ConcurrentDictionary<string, IJobHandle> _byJobId =
new ConcurrentDictionary<string, IJobHandle>();
private static readonly ConcurrentDictionary<ulong, string> _jobIdByRequestId =
new ConcurrentDictionary<ulong, string>();
internal static void Register(IJobHandle handle)
{
if (handle == null || string.IsNullOrEmpty(handle.JobId)) return;
_byJobId[handle.JobId] = handle;
if (handle.RequestId != 0)
_jobIdByRequestId[handle.RequestId] = handle.JobId;
}
internal static void Unregister(string jobId)
{
if (string.IsNullOrEmpty(jobId)) return;
if (_byJobId.TryRemove(jobId, out var handle) && handle.RequestId != 0)
{
// Only drop the request mapping if it still points at this job — a handed-off job
// re-registers under the same request id before the old runner unregisters.
if (_jobIdByRequestId.TryGetValue(handle.RequestId, out string mapped) && mapped == jobId)
_jobIdByRequestId.TryRemove(handle.RequestId, out _);
}
}
public static bool TryGet(string jobId, out IJobHandle handle)
{
handle = null;
return !string.IsNullOrEmpty(jobId) && _byJobId.TryGetValue(jobId, out handle);
}
public static bool TryGetByRequestId(ulong requestId, out IJobHandle handle)
{
handle = null;
return requestId != 0
&& _jobIdByRequestId.TryGetValue(requestId, out string jobId)
&& _byJobId.TryGetValue(jobId, out handle);
}
/// <summary>Snapshot of every in-flight job, for <c>manage_job.list</c>.</summary>
public static List<IJobHandle> Snapshot()
{
var result = new List<IJobHandle>();
foreach (var kv in _byJobId)
result.Add(kv.Value);
return result;
}
public static int Count => _byJobId.Count;
internal static void Clear()
{
_byJobId.Clear();
_jobIdByRequestId.Clear();
}
}
}