我想我已经在一个简单的测试程序中弄清楚了
首先,我有一个 NPC 的基类,如下所示:
编辑:更新 NpcBase 以使用 TaskCompletionSource:
public class NpcBase
{
// Derived classes to call this when starting an async operation
public Task BeginTask()
{
// Task already running?
if (_tcs!= null)
{
throw new InvalidOperationException("busy");
}
_tcs = new TaskCompletionSource<int>();
return _tcs.Task;
}
TaskCompletionSource<int> _tcs;
// Derived class calls this when async operation complete
public void EndTask()
{
if (_tcs != null)
{
var temp = _tcs;
_tcs = null;
temp.SetResult(0);
}
}
// Is this NPC currently busy?
public bool IsBusy
{
get
{
return _tcs != null;
}
}
}
作为参考,这里是带有自定义 IAsyncResult 实现而不是 TaskCompletionSource 的旧版本 NpcBase:
// DONT USE THIS, OLD VERSION FOR REFERENCE ONLY
public class NpcBase
{
// Derived classes to call this when starting an async operation
public Task BeginTask()
{
// Task already running?
if (_result != null)
{
throw new InvalidOperationException("busy");
}
// Create the async Task
return Task.Factory.FromAsync(
// begin method
(ac, o) =>
{
return _result = new Result(ac, o);
},
// End method
(r) =>
{
},
// State object
null
);
}
// Derived class calls this when async operation complete
public void EndTask()
{
if (_result != null)
{
var temp = _result;
_result = null;
temp.Finish();
}
}
// Is this NPC currently busy?
public bool IsBusy
{
get
{
return _result != null;
}
}
// Result object for the current task
private Result _result;
// Simple AsyncResult class that stores the callback and the state object
class Result : IAsyncResult
{
public Result(AsyncCallback callback, object AsyncState)
{
_callback = callback;
_state = AsyncState;
}
private AsyncCallback _callback;
private object _state;
public object AsyncState
{
get { return _state; ; }
}
public System.Threading.WaitHandle AsyncWaitHandle
{
get { throw new NotImplementedException(); }
}
public bool CompletedSynchronously
{
get { return false; }
}
public bool IsCompleted
{
get { return _finished; }
}
public void Finish()
{
_finished = true;
if (_callback != null)
_callback(this);
}
bool _finished;
}
}
接下来,我有一个简单的“NPC”,它在一维中移动。当 moveTo 操作开始时,它会调用 NpcBase 中的 BeginTask。当到达目的地时,它调用 EndTask()。
public class NpcTest : NpcBase
{
public NpcTest()
{
_position = 0;
_target = 0;
}
// Async operation to count
public Task MoveTo(int newPosition)
{
// Store new target
_target = newPosition;
return BeginTask();
}
public int Position
{
get
{
return _position;
}
}
public void onFrame()
{
if (_position == _target)
{
EndTask();
}
else if (_position < _target)
{
_position++;
}
else
{
_position--;
}
}
private int _position;
private int _target;
}
最后,一个简单的 WinForms 应用程序来驱动它。它由一个按钮和两个标签组成。单击按钮会启动两个 NPC,并且它们的位置会显示在标签上。
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void onButtonClick(object sender, EventArgs e)
{
RunNpc1();
RunNpc2();
}
public async void RunNpc1()
{
while (true)
{
await _npc1.MoveTo(20);
await _npc1.MoveTo(10);
}
}
public async void RunNpc2()
{
while (true)
{
await _npc2.MoveTo(80);
await _npc2.MoveTo(70);
}
}
NpcTest _npc1 = new NpcTest();
NpcTest _npc2 = new NpcTest();
private void timer1_Tick(object sender, EventArgs e)
{
_npc1.onFrame();
_npc2.onFrame();
label1.Text = _npc1.Position.ToString();
label2.Text = _npc2.Position.ToString();
}
}
它有效,所有似乎都在主 UI 线程上运行......这就是我想要的。
当然,它需要修复以处理取消操作、异常等……但基本思想就在那里。