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98 lines
3.1 KiB
C#
98 lines
3.1 KiB
C#
5 days ago
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using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Infrastructure
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{
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public class MessageChannel<T> : IMessageChannel<T>
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{
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readonly List<Action<T>> m_MessageHandlers = new List<Action<T>>();
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/// This dictionary of handlers to be either added or removed is used to prevent problems from immediate
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/// modification of the list of subscribers. It could happen if one decides to unsubscribe in a message handler
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/// etc.A true value means this handler should be added, and a false one means it should be removed
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readonly Dictionary<Action<T>, bool> m_PendingHandlers = new Dictionary<Action<T>, bool>();
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public bool IsDisposed { get; private set; } = false;
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public virtual void Dispose()
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{
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if (!IsDisposed)
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{
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IsDisposed = true;
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m_MessageHandlers.Clear();
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m_PendingHandlers.Clear();
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}
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}
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public virtual void Publish(T message)
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{
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foreach (var handler in m_PendingHandlers.Keys)
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{
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if (m_PendingHandlers[handler])
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{
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m_MessageHandlers.Add(handler);
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}
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else
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{
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m_MessageHandlers.Remove(handler);
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}
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}
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m_PendingHandlers.Clear();
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foreach (var messageHandler in m_MessageHandlers)
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{
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if (messageHandler != null)
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{
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messageHandler.Invoke(message);
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}
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}
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}
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public virtual IDisposable Subscribe(Action<T> handler)
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{
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Assert.IsTrue(!IsSubscribed(handler), "Attempting to subscribe with the same handler more than once");
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if (m_PendingHandlers.ContainsKey(handler))
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{
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if (!m_PendingHandlers[handler])
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{
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m_PendingHandlers.Remove(handler);
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}
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}
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else
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{
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m_PendingHandlers[handler] = true;
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}
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var subscription = new DisposableSubscription<T>(this, handler);
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return subscription;
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}
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public void Unsubscribe(Action<T> handler)
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{
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if (IsSubscribed(handler))
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{
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if (m_PendingHandlers.ContainsKey(handler))
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{
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if (m_PendingHandlers[handler])
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{
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m_PendingHandlers.Remove(handler);
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}
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}
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else
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{
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m_PendingHandlers[handler] = false;
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}
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}
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}
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bool IsSubscribed(Action<T> handler)
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{
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var isPendingRemoval = m_PendingHandlers.ContainsKey(handler) && !m_PendingHandlers[handler];
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var isPendingAdding = m_PendingHandlers.ContainsKey(handler) && m_PendingHandlers[handler];
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return m_MessageHandlers.Contains(handler) && !isPendingRemoval || isPendingAdding;
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}
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}
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}
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