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741 Commits

Author SHA1 Message Date
ALEXTANGXIAO
4c8c37ffd8 异步加载原生文件接口问题修正。
异步加载原生文件接口问题修正。
2023-10-04 18:58:45 +08:00
ALEXTANG
5f694c2bed WebGL毛玻璃效果使用默认
WebGL毛玻璃效果使用默认
2023-09-18 16:41:08 +08:00
ALEXTANG
7ff74bb747 Update GameTime.cs 2023-09-18 16:40:51 +08:00
ALEXTANG
a5de63397a Update 3-4-对象池模块.md 2023-09-18 12:00:36 +08:00
ALEXTANG
13cc62f3f1 增加打印输出协议
增加打印输出协议
2023-09-15 14:07:26 +08:00
ALEXTANGXIAO
95dfac5294 支持普通协议对象数据结构不加入opcode
支持普通协议对象数据结构不加入opcode
2023-09-06 00:13:14 +08:00
ALEXTANGXIAO
14e95107c9 服务器ByteBuf消除警告
服务器ByteBuf消除警告
2023-09-05 23:57:12 +08:00
ALEXTANGXIAO
caf5b2b54e 导出网络协议增加了缓存文件保证一致性
导出网络协议增加了缓存文件保证一致性
2023-09-05 23:56:50 +08:00
ALEXTANG
285483034e Update Exporter.cs 2023-09-05 21:08:54 +08:00
ALEXTANG
1cdd8b63b4 同步服务器导出SceneType
同步服务器导出SceneType
2023-09-05 21:07:33 +08:00
ALEXTANG
4c748df7ac Update ProcedureInitPackage.cs 2023-09-05 20:53:56 +08:00
ALEXTANG
e1229b5a4b 移除无用Extension
移除无用Extension
2023-09-05 20:28:37 +08:00
ALEXTANG
b937fb1a37 [-] 移除Luban无用转表bat
[-] 移除Luban无用转表bat
2023-09-05 19:08:02 +08:00
ALEXTANG
87ab99b363 修复了KCPClientNetwork断开网络连接会发生异常的问题
修复了KCPClientNetwork断开网络连接会发生异常的问题
2023-09-05 14:39:53 +08:00
ALEXTANG
e3a47393f4 [+] 新增游戏物体缓存池ResourcePool
[+] 新增游戏物体缓存池ResourcePool
2023-09-05 14:35:19 +08:00
ALEXTANG
75725314ad FIxed 网络模块对象池复使用问题
FIxed 网络模块对象池复使用问题
2023-09-04 10:06:20 +08:00
ALEXTANG
d3ed2b21b9 Update AudioModule.cs 2023-08-28 20:53:40 +08:00
ALEXTANG
ec34dfbb16 Delete protobuf-net.csproj.meta 2023-08-28 20:41:10 +08:00
ALEXTANG
bd76e3a651 移除示例配置资源.
移除示例配置资源.
2023-08-28 20:35:30 +08:00
ALEXTANG
278c8f23be Update DefaultSettingSerializer.cs 2023-08-28 20:24:31 +08:00
ALEXTANG
42568db2ab Add System.Runtime.CompilerServices.Unsafe.dll
Add System.Runtime.CompilerServices.Unsafe.dll
2023-08-28 20:13:06 +08:00
ALEXTANG
b033c59b00 Aot程序集不查找热更域的Type
Aot程序集不查找热更域的Type
2023-08-28 15:08:18 +08:00
ALEXTANG
04a43a3f11 1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。
1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。
2023-08-26 11:08:46 +08:00
ALEXTANG
54214cdd0b 程序集AssemblyDefine增加对UniTask textmeshpro和dotween的拓展
程序集AssemblyDefine增加对UniTask textmeshpro和dotween的拓展
2023-08-25 14:50:20 +08:00
ALEXTANG
fa870b6228 DotNet支持自定义协议目录
DotNet支持自定义协议目录
2023-08-24 18:38:05 +08:00
ALEXTANG
8a49d3437b Delete proto_csOuterMessage.proto 2023-08-24 17:47:42 +08:00
ALEXTANG
f19b889deb DotNet支持自定义协议目录
DotNet支持自定义协议目录
2023-08-24 17:47:21 +08:00
ALEXTANG
d55f6e29d9 Update RootModule.cs 2023-08-22 11:27:58 +08:00
ALEXTANG
8e4af31f26 修改默认UI资源组的PackRule为PackSeparately
修改默认UI资源组的PackRule为PackSeparately
2023-08-21 20:21:59 +08:00
ALEXTANG
58a4b3e043 YooAsset增加补丁包导入工具和补丁包对比工具
YooAsset增加补丁包导入工具和补丁包对比工具
2023-08-21 20:21:03 +08:00
ALEXTANG
576bf3bb48 增加可选的JsonHelper - NewtonsoftJsonHelper
增加可选的JsonHelper - NewtonsoftJsonHelper
2023-08-21 20:20:28 +08:00
ALEXTANG
d282b81546 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-19 16:23:19 +08:00
ALEXTANG
d6dcd8851c 更新文档
更新文档
2023-08-18 17:49:28 +08:00
ALEXTANG
bbea9c4cee Update UIExtension.cs 2023-08-18 17:10:41 +08:00
ALEXTANG
b1ccb1fd53 Update Utility.Http.cs 2023-08-18 16:54:17 +08:00
ALEXTANG
0f2ad3c71d [+] UI循环列表拓展Grid 用法和List一样
[+] UI循环列表拓展Grid 用法和List一样
2023-08-18 16:32:08 +08:00
ALEXTANG
0e6851e691 Remove unused ogg
Remove unused ogg
2023-08-18 15:24:33 +08:00
ALEXTANG
75b9956261 流程初始音效设置开启 2023-08-18 14:33:49 +08:00
ALEXTANG
401c397fc8 流程初始音效设置开启
流程初始音效设置开启
2023-08-18 14:25:10 +08:00
ALEXTANG
94b314e91f TEngine设置面板增加从Hybrid同步AOT与热更程序集的按钮
TEngine设置面板增加从Hybrid同步AOT与热更程序集的按钮
2023-08-18 13:06:08 +08:00
ALEXTANG
a6573d9336 Update ConfigLoader.cs 2023-08-18 13:05:02 +08:00
ALEXTANG
abf5357f49 给不支持WEBGL的增加宏定义
给不支持WEBGL的增加宏定义
2023-08-18 13:04:53 +08:00
ALEXTANG
aab353cca3 Remove Unused Codes.
Remove Unused Codes.
2023-08-17 23:11:11 +08:00
ALEXTANG
e13071c4db 移除调试luban残留的日志
移除调试luban残留的日志
2023-08-17 23:10:14 +08:00
ALEXTANG
e071c20214 拓展自定义鲁班加载配置,支持懒加载 默认使用懒加载,未使用的配置不会载入内存
拓展自定义鲁班加载配置,支持懒加载 默认使用懒加载,未使用的配置不会载入内存
2023-08-17 23:07:07 +08:00
ALEXTANG
bf73ce333b 拓展自定义鲁班加载配置,支持UniTask异步 默认使用同步加载
拓展自定义鲁班加载配置,支持UniTask异步 默认使用同步加载
2023-08-17 22:00:55 +08:00
ALEXTANG
d7a60002d4 ErrorLog使用异步显示UI
ErrorLog使用异步显示UI
2023-08-17 21:41:30 +08:00
ALEXTANG
61f657322d 增加WebGLUpdateDataUrl
增加WebGLUpdateDataUrl
2023-08-17 21:41:07 +08:00
ALEXTANG
33223dc02e 处理DotNet网络层对WebGL导出的兼容 2023-08-17 21:38:21 +08:00
ALEXTANG
0661c59877 处理DotNet网络层对WebGL导出的兼容
处理DotNet网络层对WebGL导出的兼容
2023-08-17 14:06:09 +08:00
ALEXTANG
7c74e10857 提供单独销毁UIWidget的接口。增加UIWidget异步创建接口。
提供单独销毁UIWidget的接口。增加UIWidget异步创建接口。
2023-08-17 10:59:37 +08:00
ALEXTANG
db935bfb5f DotNet 加入热更域,修正GameProto的依赖
DotNet 加入热更域,修正GameProto的依赖
2023-08-16 15:31:16 +08:00
ALEXTANG
dc6b7bb21e 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-15 17:24:02 +08:00
ALEXTANG
d32f3cb768 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-15 17:22:05 +08:00
ALEXTANG
a32ab30444 修改luban模板配置,支持异步加载配置实例,客户端使用UniTask异步加载配置,避免WebGL不支持原生Task
修改luban模板配置,支持异步加载配置实例,客户端使用UniTask异步加载配置,避免WebGL不支持原生Task
2023-08-15 12:54:15 +08:00
ALEXTANG
aa0d40c758 修改luban模板配置,支持异步加载配置实例
修改luban模板配置,支持异步加载配置实例
2023-08-15 12:07:21 +08:00
ALEXTANGXIAO
5239b89326 DotNet 加入热更域
DotNet 加入热更域
2023-08-12 23:39:21 +08:00
ALEXTANG
53f0ecb6c1 [+] UI循环列表拓展与示例
[+] UI循环列表拓展与示例
2023-08-10 23:25:43 +08:00
ALEXTANG
ea9447d0ea Update ClientGm.cs 2023-08-10 10:10:50 +08:00
ALEXTANG
0c6d59f53e Fixed BehaviourSingleton #45
Fixed BehaviourSingleton #45
2023-08-10 10:09:59 +08:00
ALEXTANG
9986e22d18 [-] Remove Old ProtoGenerate
[-] Remove Old Proto Generate
2023-08-09 14:22:39 +08:00
ALEXTANG
7deb049769 更新Entity接口 泛型获取父级、Define增加unit[]类型
更新Entity接口 泛型获取父级、Define增加unit[]类型
2023-08-09 11:09:38 +08:00
ALEXTANG
fce8bd4d60 Update DebuggerModule.SettingsWindow.cs 2023-08-08 19:54:37 +08:00
ALEXTANG
7ec14c670f Luban配置表拓展分组-分组为c和client的为仅客户端字段s和server为仅服务器字段
Luban配置表拓展分组-分组为c和client的为仅客户端字段s和server为仅服务器字段
2023-08-07 15:14:43 +08:00
ALEXTANGXIAO
efe3d2b25b Update README
Update README
2023-08-06 00:36:29 +08:00
ALEXTANGXIAO
2107282368 Update Readme
Update Readme
2023-08-05 00:54:25 +08:00
ALEXTANG
fb26ea2297 Update AddressableManageComponent.cs 2023-08-04 01:42:26 +08:00
ALEXTANG
9ac150425f Update IntDictionaryConfig.cs 2023-08-04 01:42:00 +08:00
ALEXTANG
36d2c146b0 1、修复了MongoDB在2.18.0以后需要自定义注册ObjectSerializer的问题。 2、Addressable的AddAddressable接口增加isLock参数、用来决定是否需要添加携程锁。 3、修复了APackInfo因为网络多线程的原因导致线程安全的问题。
1、修复了MongoDB在2.18.0以后需要自定义注册ObjectSerializer的问题。
2、Addressable的AddAddressable接口增加isLock参数、用来决定是否需要添加携程锁。
3、修复了APackInfo因为网络多线程的原因导致线程安全的问题。
2023-08-04 01:41:31 +08:00
ALEXTANG
774b73bbbf 注释防裁剪脚本中相机权限的引用
注释防裁剪脚本中相机权限的引用
2023-08-01 16:57:43 +08:00
ALEXTANG
32366eb127 移除防裁剪脚本中相机权限的引用
移除防裁剪脚本中相机权限的引用
2023-08-01 16:54:49 +08:00
ALEXTANG
a843617e5f Update README.md 2023-08-01 10:44:15 +08:00
ALEXTANGXIAO
46b139f7cf 补充IOS运行快照到Books下
补充IOS运行快照到Books下
2023-08-01 00:06:07 +08:00
ALEXTANG
e6ff1dec3f Update BuglyAgent.cs 2023-07-31 20:36:44 +08:00
ALEXTANG
4429732010 Update ConfigLoader.cs 2023-07-31 15:01:11 +08:00
ALEXTANGXIAO
60a5caebae 1、Scene.Create接口增加了一个泛型方法接口。 2、SceneConfig增加了SceneTypeConfig和SceneSubType
1、Scene.Create接口增加了一个泛型方法接口。 2、SceneConfig增加了SceneTypeConfig和SceneSubType
2023-07-29 01:03:35 +08:00
ALEXTANGXIAO
f7c95d8216 服务器启动防呆提示需要转表
服务器启动防呆提示需要转表
2023-07-29 00:12:52 +08:00
ALEXTANGXIAO
98dcb80942 更新编辑器MenuItem导表与导出协议
更新编辑器MenuItem导表与导出协议
2023-07-29 00:03:54 +08:00
ALEXTANG
30192d52cf 调整网络demo场景路径
调整网络demo场景路径
2023-07-27 10:18:02 +08:00
ALEXTANGXIAO
b7b2262d53 合理化服务器命名,使开发者更容易理解。
Scene的routeId更名为locationId
2023-07-27 00:33:39 +08:00
ALEXTANG
d1c93f15d6 Application.OpenURL 调用bat的cmd运行时问题
Application.OpenURL 调用bat的cmd运行时问题
2023-07-26 15:39:20 +08:00
ALEXTANGXIAO
1ac1ff7d56 [+] Update HybridCLR v3.4.0
[+] Update HybridCLR v3.4.0
2023-07-26 00:07:47 +08:00
ALEXTANG
863788f303 Update UIWidget.cs 2023-07-25 23:37:02 +08:00
ALEXTANG
74790c7486 Update UIWindow.cs 2023-07-25 23:34:42 +08:00
ALEXTANG
1c223c8ad0 [+] DOTweenExtension
[+] DOTweenExtension
2023-07-25 17:08:57 +08:00
ALEXTANG
e75b3a4e66 [+] UniTask External YooAsset、Dotween、TextMeshPro 2023-07-25 16:28:09 +08:00
ALEXTANG
91b0995911 [+] UniTask External YooAsset、Dotween、TextMeshPro
[+] UniTask External YooAsset、Dotween、TextMeshPro
2023-07-25 16:22:13 +08:00
ALEXTANG
14c886ea8f [+] UniTask External YooAsset、Dotween、TextMeshPro
[+] UniTask External YooAsset、Dotween、TextMeshPro
2023-07-25 16:20:26 +08:00
ALEXTANG
9babc0ba85 [+] 合理化目录结构 精简非必要插件如确定性物理库以及Recast插件。
[+] 合理化目录结构 精简非必要插件如确定性物理库以及Recast插件。
2023-07-25 14:34:05 +08:00
ALEXTANG
f8056aef32 调整服务器逻辑
1、调整Entity.AddComponent方法添加的组件Id为父组件的Id。
2、增加了ISupportedSingleCollection和ISingleCollectionRoot接口.
3、增加了SingleCollection、用于把子组件保存到单独的数据库表的功能,配合ISupportedSingleCollection和ISingleCollectionRoot。
2023-07-24 16:49:23 +08:00
ALEXTANG
846dc4d4bc Fixed the session dispose
Fixed the session dispose
2023-07-24 13:17:59 +08:00
ALEXTANG
03ab7fb353 Create start_export.bat 2023-07-23 22:18:47 +08:00
ALEXTANG
3c11980e7c Create start_develop.bat 2023-07-23 22:18:45 +08:00
ALEXTANG
c23aa0bd71 Revert "Update Core.csproj"
This reverts commit df76d0b77a.
2023-07-23 21:32:22 +08:00
ALEXTANG
df76d0b77a Update Core.csproj 2023-07-23 21:32:01 +08:00
ALEXTANG
35d2012546 1.替换了KCP为C#版本 2.KCP增加了Memery<T>支持。 3.框架增加了对Memery<T>的支持,服务器网络消息采用Memery<T>,性能得大幅度的提升 4.优化了消息调度执行逻辑
1.替换了KCP为C#版本
2.KCP增加了Memery<T>支持。
3.框架增加了对Memery<T>的支持,服务器网络消息采用Memery<T>,性能得大幅度的提升
4.优化了消息调度执行逻辑
2023-07-23 00:25:47 +08:00
ALEXTANG
c96d20a89a [+] GameFrameworkModuleSystem
[+] GameFrameworkModuleSystem
2023-07-22 17:53:00 +08:00
ALEXTANG
5787d0f9dc [+] GameModuleSystem
[+] GameModuleSystem
2023-07-22 17:51:24 +08:00
ALEXTANG
8b35c8ca07 Update ProjectSettings.asset 2023-07-22 17:50:06 +08:00
ALEXTANG
e5456da482 合理化Address协议逻辑
合理化Address协议逻辑
2023-07-21 17:50:47 +08:00
ALEXTANG
144ba9f222 完善AddressableManageComponent与ClientNetworkComponent
完善AddressableManageComponent与ClientNetworkComponent
2023-07-21 14:32:20 +08:00
ALEXTANG
889fbdc8e1 Update UIGaussianBlurLayer.cs 2023-07-19 17:34:02 +08:00
ALEXTANG
0d177e6868 Update AssetGroup.cs 2023-07-19 17:33:56 +08:00
ALEXTANG
29135228be Update AssetReference.cs 2023-07-19 17:33:52 +08:00
ALEXTANG
c1a1de73cd Update ResourceManager.cs 2023-07-19 17:33:48 +08:00
ALEXTANG
612e9b7eba Update ResourceModule.cs 2023-07-19 17:33:44 +08:00
ALEXTANG
5ed6b8c378 Update UIModule.cs 2023-07-19 17:33:41 +08:00
ALEXTANG
06dad5a68a Update UIWidget.cs 2023-07-19 17:33:28 +08:00
ALEXTANG
9e0462043c Update WindowAttribute.cs 2023-07-19 17:33:25 +08:00
ALEXTANG
c1178e284b Update DUnityUtil.cs 2023-07-19 17:33:21 +08:00
ALEXTANG
8e3dd138a6 Merge pull request #44 from ALEXTANGXIAO/3.0.0-network
TEngine-3.0.0 NetWork And Server
2023-07-19 16:32:03 +08:00
ALEXTANG
405253c507 Update BuildAssetsCommand.cs 2023-07-19 16:03:02 +08:00
ALEXTANG
66ef50a9e0 WebGL适配 2023-07-19 15:51:16 +08:00
ALEXTANG
413f4dcda7 Update GameClient.cs 2023-07-19 15:23:46 +08:00
ALEXTANG
75fdb4d7de Update GameClient.cs 2023-07-19 15:20:05 +08:00
ALEXTANG
1ada1e4e33 Update H_C2G_LoginAddressRequestHandler.cs 2023-07-19 15:20:01 +08:00
ALEXTANG
3848b6aaaa Create AddressableSceneHelper.cs 2023-07-19 15:19:57 +08:00
ALEXTANG
2b33b405c0 Update SceneConfig.cs 2023-07-19 15:19:44 +08:00
ALEXTANG
6766b930d7 更新机器内网配置
更新机器内网配置
2023-07-19 13:08:03 +08:00
ALEXTANG
526baf45fa 完善网络框架,增加服务器断开连接回调 2023-07-18 17:36:48 +08:00
ALEXTANG
a473971cfb Update H_C2G_LoginAddressRequestHandler.cs 2023-07-18 13:06:00 +08:00
ALEXTANG
51effd2c97 Update TCPClientNetwork.cs 2023-07-18 13:05:57 +08:00
ALEXTANG
4205220b64 Network Example2
Network Example2
2023-07-18 13:05:48 +08:00
ALEXTANG
e95c18ca67 Update README.md
Update README.md
2023-07-18 10:08:46 +08:00
ALEXTANG
f5571716a2 Update SkillDisplayData.cs 2023-07-17 20:59:13 +08:00
ALEXTANG
d61a8dfa4b GMPanel
GMPanel
2023-07-17 20:59:04 +08:00
ALEXTANG
068ec709d0 [+] Add GamePlayScene
[+] Add GamePlayScene
2023-07-17 19:00:24 +08:00
ALEXTANG
8b26b790ee GameServerScene
GameServerScene
2023-07-17 18:38:50 +08:00
ALEXTANG
da35b4306b EnumHelper
EnumHelper
2023-07-17 18:29:41 +08:00
ALEXTANG
ee2147e3d9 Update BattleDemo
Update BattleDemo
2023-07-17 18:09:07 +08:00
ALEXTANG
a273e9d5f8 Entitas
Entitas
2023-07-17 15:28:27 +08:00
ALEXTANG
31d4d6c0b8 Update
Update
2023-07-17 01:05:12 +08:00
ALEXTANG
6a6f0591f1 完善Entity状态
完善Entity状态
2023-07-17 01:00:33 +08:00
ALEXTANG
9cd0bac81e 完善登录注册Demo
完善登录注册Demo
2023-07-17 01:00:10 +08:00
ALEXTANG
4abe10eecf IDataBase Last
IDataBase Last
2023-07-16 19:06:45 +08:00
ALEXTANG
bd10297dfa [+] HybridCLR=》v3.3.0
[+] HybridCLR=》v3.3.0
2023-07-16 15:51:44 +08:00
ALEXTANG
7ce72b8aa8 合理化框架
合理化框架
2023-07-16 15:37:38 +08:00
ALEXTANG
c6ecb48944 注册登录Demo
注册登录Demo
2023-07-16 00:57:20 +08:00
ALEXTANG
c178f8bb75 配置目录同步程序集调整
配置目录同步程序集调整
2023-07-15 18:45:38 +08:00
ALEXTANG
d4f160d284 合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录
合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录
2023-07-15 18:39:42 +08:00
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d87653a9fb 调整对于Linux打包的支持
调整对于Linux打包的支持
2023-07-15 00:58:40 +08:00
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04a5a0e048 Update Demo
Update Demo
2023-07-14 14:23:51 +08:00
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c825f4d920 Streamline Unity Engineering
Streamline Unity Engineering
2023-07-14 13:38:05 +08:00
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b3e59b92d6 Update ThirdParty.csproj 2023-07-14 12:47:52 +08:00
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37af620d71 Update RootNameSpace
Update RootNameSpace
2023-07-14 12:45:06 +08:00
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493172a925 Update
Update
2023-07-13 23:54:38 +08:00
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1382db8c61 Update
Update
2023-07-13 21:13:29 +08:00
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72b7149aa1 Update
Update
2023-07-13 21:02:29 +08:00
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0c51ae7bdd Update
Update
2023-07-13 19:40:12 +08:00
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79dc302f14 Update Utility.Http.cs 2023-07-13 19:34:30 +08:00
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95e4dd93a8 Update
Update
2023-07-13 19:05:40 +08:00
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2b310c00f2 Update ThirdParty.csproj 2023-07-13 18:22:01 +08:00
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fbb26ea9ea Update
Update
2023-07-13 18:20:39 +08:00
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bff8f20af3 Refresh Plugins 2023-07-13 17:41:23 +08:00
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0c7ce5f28c Refresh Plugins 2023-07-13 17:37:44 +08:00
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31fc9abdf9 Update OdinModuleConfig.asset 2023-07-13 17:36:37 +08:00
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a087f40e8a [-] Remove Cysharp.MemoryPack
[-] Remove Cysharp.MemoryPack
2023-07-13 17:31:53 +08:00
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7b2fc7ce9f Update DotNet sln
Update DotNet sln
2023-07-13 17:27:57 +08:00
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dc4bb8cc9c Unity低版本语法兼容
Unity低版本语法兼容
2023-07-13 17:24:37 +08:00
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0c8f3a5f92 [+] TEngineServer
[+] TEngineServer
2023-07-13 17:17:26 +08:00
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a69f53592e 移除 重构
移除 重构
2023-07-13 12:46:26 +08:00
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8757e1f550 [+] add et8 csproject
[+] add et8 csproject
2023-07-13 12:26:12 +08:00
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336d4b2eb9 [+] 接入ET8服务端
[+] 接入ET8服务端
2023-07-13 12:23:48 +08:00
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e0be062006 Remove old networkmodule 2023-07-12 17:36:29 +08:00
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5e69129667 Remove old networkmodule
Remove old networkmodule
2023-07-12 17:35:05 +08:00
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4c39ab79ca [+] Books 2023-07-12 17:28:08 +08:00
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a710d1cb76 [+] Books 2023-07-10 13:59:56 +08:00
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8472839394 [+] Books 2023-07-10 13:51:32 +08:00
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4988c99d31 [+] Books
[+] Books
2023-07-10 12:51:13 +08:00
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4fa62b2d79 Update README.md 2023-07-10 12:35:48 +08:00
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f549514d7c Update ResourceManager.cs 2023-07-09 00:07:32 +08:00
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f588038848 Update UIButtonScale.cs 2023-07-06 19:17:16 +08:00
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9e0e3ebd50 Fixed the bug of CreateWidgetByPath
Fixed the bug of CreateWidgetByPath
2023-07-06 19:07:45 +08:00
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b07ef836a9 Update ProcedureLoadAssembly.cs 2023-07-05 15:20:18 +08:00
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7a1d593195 Update UnityExtension.cs 2023-07-05 15:20:12 +08:00
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bc113c5c6e [+] Update版本更新时CDN地址也可更新
[+] Update版本更新时CDN地址也可更新
2023-07-04 20:57:26 +08:00
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753bbdfb82 [+] HybridCLR IOS相机权限问题
大坑 没有任何异常、警告、日志 如果不写这个,就是没有响应
2023-06-29 11:25:33 +08:00
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6a6d33c536 Update AudioAgent.cs 2023-06-25 17:51:17 +08:00
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57a014a83a [+] Fixed UIWidget
[+] Fixed UIWidget
2023-06-25 15:26:40 +08:00
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9d1a8e8c9d Create UIEventItem.cs.meta 2023-06-25 15:26:17 +08:00
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86c26cd21b Create UIEventItem.cs 2023-06-25 15:26:13 +08:00
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b60b9fff42 Update UIExtension.cs 2023-06-25 15:26:08 +08:00
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990e17a6cc [+] HybridCLR 补充元数据设置
[+] HybridCLR 补充元数据设置
2023-06-25 15:21:46 +08:00
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be531bfad0 Fixed the bug for AssetsGroup
Fixed the bug for AssetsGroup
2023-06-23 00:00:58 +08:00
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6c46f3e5fd [+] Update HybridCLR v3.2.0
[+] Update HybridCLR v3.2.0
2023-06-19 17:17:13 +08:00
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e4b48e3c58 Update README.md 2023-06-16 14:27:56 +08:00
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68e5b1d482 Update README.md 2023-06-09 11:40:59 +08:00
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abd152b072 [+] SubAssetsOperationHandle LoadSubAssetsSync(string location)
[+] SubAssetsOperationHandle LoadSubAssetsSync(string location)
2023-06-06 19:28:44 +08:00
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470e62d9c4 Update ResourceModule.cs 2023-06-06 15:19:28 +08:00
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481b5911ab Update ResourceManager.cs 2023-06-06 15:19:24 +08:00
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05d3aff05e Update IResourceManager.cs 2023-06-06 15:19:20 +08:00
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86bb6353dc Update ResourceManager.Services.cs
同步修复IOS平台流解密失败的问题。
2023-06-06 09:55:01 +08:00
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334698b6e6 Update RootModule.cs 2023-06-05 19:31:32 +08:00
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2684bd29f5 Update GameClient.cs 2023-06-05 14:49:26 +08:00
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c568c62404 [+] Update HybridCLR v2.4.2
[+] Update HybridCLR v2.4.2
2023-06-05 12:34:27 +08:00
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699ccb3b09 [+] Update YooAssets v1.4.14
[+] Update YooAssets v1.4.14
2023-06-05 12:19:24 +08:00
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f92bf5c602 Update GameClient.cs 2023-05-20 12:23:45 +08:00
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cd87c71281 Update MsgDispatcher.cs 2023-05-20 12:23:41 +08:00
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94c137b3c6 Update ILogicSys.cs 2023-05-20 11:27:11 +08:00
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120a86b396 Create Redux.cs 2023-05-20 11:25:49 +08:00
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383dc50fe3 Create Redux.cs.meta 2023-05-20 11:25:46 +08:00
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2369e8723c Update TSingleton.cs 2023-05-20 11:25:44 +08:00
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344f3293ad Update ILogicSys.cs 2023-05-20 11:25:37 +08:00
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5d361dd188 Update BehaviourSingleton.cs 2023-05-20 11:25:09 +08:00
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a2f7fe907a Update BaseLogicSys.cs 2023-05-20 11:25:02 +08:00
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5b3f64689f Create Attribute.cs.meta 2023-05-20 11:24:58 +08:00
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2258c13892 Create Attribute.cs 2023-05-20 11:24:55 +08:00
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a70d2e7d17 Update main.unity 2023-05-20 11:11:14 +08:00
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b15f51631a Update Network.cs 2023-05-20 11:10:46 +08:00
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da12bd7cab Update GameClient.cs 2023-05-20 11:10:41 +08:00
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98bcaef6b7 Update UnitySingleton.cs 2023-05-20 11:10:39 +08:00
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71d1286144 Update TSingleton.cs 2023-05-20 11:10:34 +08:00
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9359a81a96 Update ProtobufUtility.cs 2023-05-20 11:01:38 +08:00
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a9542646c1 Update NetworkChannelHelper.cs 2023-05-20 11:01:33 +08:00
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0890ca9bdb [+] Network
[+] Network
2023-05-19 19:40:05 +08:00
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ec409c7e15 Update Network
Update Network
2023-05-19 17:01:04 +08:00
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4bc63fafc8 Update gen_pb_code.bat 2023-05-19 00:43:28 +08:00
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fe0f9afd6d Update gen_pb_code.bat 2023-05-19 00:42:38 +08:00
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4632a0c099 [+] UpdateNetwork Module
[+] UpdateNetwork Module
2023-05-19 00:31:15 +08:00
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60e57bb80b Update ProtoUtil.cs 2023-05-19 00:08:23 +08:00
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b7c79d0438 [+] ProtoCs
[+] ProtoCs
2023-05-19 00:08:11 +08:00
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62b7c9e4d6 [+] Protobuf.dll
[+] Protobuf.dll
2023-05-19 00:07:24 +08:00
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75a6977afb [+] ProtobufUtility
[+] ProtobufUtility
2023-05-19 00:06:43 +08:00
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659da836ac Update GameLogic.asmdef 2023-05-19 00:05:52 +08:00
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07c459051f [+] Proto
[+] Proto
2023-05-19 00:03:18 +08:00
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4253a81e78 Update
Update
2023-05-19 00:02:43 +08:00
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e498abacd1 Update ICSharpCode.SharpZipLib.dll.meta 2023-05-19 00:02:17 +08:00
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f16759483f [+] NetProto
[+] NetProto
2023-05-17 23:07:17 +08:00
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899472a5db [+] Network
[+] Network
2023-05-17 23:06:29 +08:00
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e65245371a Update TEngineLogHelper.cs 2023-05-17 23:05:58 +08:00
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b04fff4ec9 [+] proto 2023-05-17 21:38:44 +08:00
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d8f8fd01d9 [+] proto 2023-05-17 21:38:24 +08:00
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9b1c5e6f0a [+] proto
[+] proto
2023-05-17 21:38:14 +08:00
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b2b5c9274c Update RuleConfig.asset 2023-05-15 14:09:38 +08:00
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b814d689d8 [-] AnimationHierarchyEditorTool
[-] AnimationHierarchyEditorTool
2023-05-14 10:31:33 +08:00
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ca6de42d67 Update main.unity 2023-05-13 14:56:47 +08:00
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c3e9b76fd6 Update main.unity 2023-05-13 14:56:02 +08:00
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dca7b71457 [+] DisStripCode 防裁剪
[+] DisStripCode 防裁剪
2023-05-13 14:55:55 +08:00
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7106454dfb Update ProjectSettings.asset 2023-05-13 22:22:01 +08:00
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b97e24aa6d Create BurstAotSettings_iOS.json 2023-05-13 22:21:49 +08:00
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bec4cba501 Update .gitignore 2023-05-13 22:13:50 +08:00
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0568d5f8b2 Update ProcedureLaunch.cs 2023-05-13 21:21:03 +08:00
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49db48e7fc Update GameModule.cs 2023-05-13 21:20:42 +08:00
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92fc5e0bcd Update ProcedureLaunch.cs 2023-05-13 21:12:41 +08:00
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11391e597e Update AudioModule.cs 2023-05-13 21:12:36 +08:00
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6b64f3b261 Update Constant.cs 2023-05-13 21:12:29 +08:00
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dff6ba4e6d Update GameApp_RegisterSystem.cs 2023-05-13 20:35:36 +08:00
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036c89a6d1 Update BehaviourSingleton.cs 2023-05-13 20:35:34 +08:00
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fd7d8a798b Update LogUI.prefab 2023-05-13 10:22:29 +08:00
ALEXTANG
4db89019dd [+] Enable Skip Unity Logo
[+] Enable Skip Unity Logo
2023-05-12 23:41:59 +08:00
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de0d4e58a5 [+] Editor Tool Bar 2023-05-12 23:28:00 +08:00
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d64a7d6777 [+] PlayerPrefsEditor 2023-05-12 22:36:06 +08:00
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0c32dad70b [+] LruAssetGroup
[+] LruAssetGroup
2023-05-12 22:32:17 +08:00
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c44c3e8c67 [+] AssetReference
[+] AssetReference
2023-05-12 22:31:27 +08:00
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dfc8b5eb8f Update README.md 2023-05-12 21:03:18 +08:00
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80f004c942 Create BurstAotSettings_StandaloneLinux64.json 2023-05-12 14:09:43 +08:00
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da11c0915f Update Utility.DevicePerformance.cs 2023-05-12 14:09:37 +08:00
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fdc526cfca [+] 编辑器拓展资源运行模式
[+] 编辑器拓展资源运行模式
2023-05-12 12:24:19 +08:00
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73b3ae6527 [+] ToolbarExt
[+] ToolbarExt
2023-05-12 10:56:45 +08:00
ALEXTANG
0ce268aaf6 AssetRefrenceEditor
AssetRefrenceEditor
2023-05-12 00:35:36 +08:00
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c7ff2de374 Update ScriptGenerator.cs 2023-05-12 00:35:16 +08:00
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050003bd7b Update TEngineGlobalSettings.asset 2023-05-12 00:35:13 +08:00
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43c49aabbb Update SettingsUtils.cs 2023-05-12 00:34:41 +08:00
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29985b819e Update FrameworkGlobalSettings.cs 2023-05-12 00:34:38 +08:00
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5a07650f73 Update SceneSwitcher.cs 2023-05-12 00:32:04 +08:00
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fd199e344a [+] SerializableDictionary
[+] SerializableDictionary
2023-05-12 00:27:05 +08:00
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a827e501f2 [+] EditorToolbar
[+] EditorToolbar
2023-05-11 23:52:42 +08:00
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35f7c9309c Update UIWidget.cs 2023-05-11 23:42:21 +08:00
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d8149dc743 Update UIWidget.cs 2023-05-11 23:23:08 +08:00
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ec357fa5fb Update AssetReference.cs 2023-05-11 23:22:00 +08:00
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1c2dec1381 [+] Srienix
[+] Srienix
2023-05-11 22:40:44 +08:00
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30ad711907 Update UIButtonScale.cs 2023-05-11 20:04:51 +08:00
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3be06cac21 [+] UIExtension UIButtonScale
[+] UIExtension UIButtonScale
2023-05-11 19:52:53 +08:00
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22ead28974 Update ScriptGenerator.cs 2023-05-11 19:11:21 +08:00
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c40391a65b Update AssetReference.cs 2023-05-11 19:11:19 +08:00
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5c7223213b [+] UI AssetRefrence
[+] UI AssetRefrence
2023-05-11 00:25:26 +08:00
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699930f6e8 [+] AssetRefrence
[+] AssetRefrence
2023-05-11 00:25:00 +08:00
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026a1f458c [+] AssetReference 自动引用计数
[+] AssetReference 自动引用计数
2023-05-10 22:45:31 +08:00
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6fddedf0b2 Update Odin meta
Update Odin meta
2023-05-10 21:53:05 +08:00
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e88d54e63f Update RuleConfig.asset 2023-05-10 21:49:32 +08:00
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6a04371045 Update main.unity 2023-05-10 16:30:25 +08:00
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0f51878471 [+] Odin
[+] Odin
2023-05-10 16:20:22 +08:00
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8cab13da79 [+] UIGaussianBlurLayer
[+] UIGaussianBlurLayer
2023-05-10 16:04:51 +08:00
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9c110e23a6 [+] TShader & ActorShaderMgr
[+] TShader & ActorShaderMgr
2023-05-10 15:45:40 +08:00
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1ee6dc2611 Update UILoadUpdate.cs 2023-05-10 14:07:08 +08:00
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a602633c9b Update UILoadTip.prefab 2023-05-10 11:05:54 +08:00
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f32d42db62 [+] EditorResourceBuilder
[+] EditorResourceBuilder
2023-05-10 00:16:23 +08:00
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eac9d4a68e Update UILoadTip.prefab 2023-05-09 23:15:04 +08:00
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e7c2fb6938 Update UILoadUpdate.prefab 2023-05-09 23:15:00 +08:00
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4b7fed2745 Update LoadText.cs 2023-05-09 23:14:57 +08:00
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02c3055e11 Update SafeTop.cs 2023-05-09 23:14:49 +08:00
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2f76cc012c Update ProcedureCreateDownloader.cs 2023-05-09 21:02:55 +08:00
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9016dd9e61 Update 2023-05-09 21:02:24 +08:00
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878a05b614 UpdateData
UpdateData
2023-05-09 20:56:33 +08:00
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25e2617782 [+] UpdateData.json
[+] UpdateData.json
2023-05-09 20:54:02 +08:00
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de1558680c [+] Update LoadData
[+] Update LoadData
2023-05-09 20:47:51 +08:00
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079ff980a3 [=]SafeTop ImageBackGround
[=]SafeTop ImageBackGround
2023-05-09 14:34:14 +08:00
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edc83c8989 Update EditorUserSettings.asset 2023-05-09 00:17:38 +08:00
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80c4676430 [+] Dotween Pro
[+] Dotween Pro
2023-05-09 00:17:11 +08:00
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53ffc64699 Revert "[+] Import Dotween Free Version"
This reverts commit c072b82239.
2023-05-09 00:06:03 +08:00
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c072b82239 [+] Import Dotween Free Version
[+] Import Dotween Free Version
2023-05-08 23:30:06 +08:00
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598f1ef36b Update ProjectSettings.asset 2023-05-07 14:23:20 +08:00
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991dddfdae Update packages-lock.json 2023-05-07 14:23:02 +08:00
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11fe2a8d18 Update manifest.json 2023-05-07 14:22:58 +08:00
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1992f4cda4 Update GameApp.cs 2023-05-07 12:21:59 +08:00
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5fb16b442e ResourceModule UpdateMainfest Info and Save operation.SavePackageVersion();
ResourceModule UpdateMainfest Info and Save operation.SavePackageVersion();
2023-05-07 12:20:29 +08:00
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ece41a730e Update UILoadUpdate.prefab 2023-05-07 11:18:25 +08:00
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12105f649a UILoadTip
UILoadTip
2023-05-07 11:16:27 +08:00
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fd728d037c ProcedureClearCache
ProcedureClearCache
2023-05-07 11:06:28 +08:00
ALEXTANG
23ee21162f Enable Mono Build
Enable Mono Build
2023-05-07 10:40:09 +08:00
ALEXTANG
4634de28d7 Create BurstAotSettings_Android.json 2023-05-06 19:52:57 +08:00
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ef507c383d Update Android-RunSuccessed.png 2023-05-06 19:52:46 +08:00
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9423fdc193 Update Resource Update HostServer
Update Resource Update HostServer
2023-05-06 14:22:00 +08:00
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c7b25e4781 Merge branch 'TEngine_v_3.0.0' 2023-05-06 13:18:40 +08:00
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2ec2546230 Update EditorUserSettings.asset 2023-05-06 13:15:20 +08:00
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0815a30f83 Update TimelineSettings.asset 2023-05-06 13:15:14 +08:00
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27549f11b2 Update HybridCLRSettings.asset 2023-05-06 13:15:07 +08:00
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713661417b Update UILoadUpdate.prefab 2023-05-06 13:15:04 +08:00
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906ec80904 Update .gitignore 2023-05-06 11:39:16 +08:00
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455c700953 Update .gitignore 2023-05-06 11:22:57 +08:00
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007b136724 [+] ConfigUtility
[+] ConfigUtility
2023-05-05 23:23:13 +08:00
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6aaec0599b Update ScriptGenerator.cs 2023-05-05 23:13:51 +08:00
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8549179a43 Update GameLogic.asmdef 2023-05-05 23:13:40 +08:00
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7b239ee4da [+] 升级至2021.3.20f1c1
[+] 2020.3.33f1c2升级至2021.3.20f1c1
2023-05-05 23:09:17 +08:00
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f32159f19c Update main.unity 2023-05-05 23:08:05 +08:00
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3196cf3b5e Update .gitignore 2023-05-05 23:07:58 +08:00
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b59139b94a 程序集调整
程序集调整
2023-05-05 23:07:51 +08:00
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2a15db0690 Update AnimationHierarchyEditorTool.cs 2023-05-05 22:50:59 +08:00
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f3691e2145 [+] NetProto
[+] NetProto
2023-05-05 22:38:50 +08:00
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da39314f34 [+] ByteHelper
[+] ByteHelper
2023-05-04 13:23:55 +08:00
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6ea42a28cd Update AnimationHierarchyEditorTool.cs 2023-05-04 13:23:21 +08:00
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cd99f15374 Revert "[-] Remove Thirdly of Animation"
This reverts commit cb2b9331cf.
2023-05-04 10:47:49 +08:00
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0e43421606 [+] BaseLogicSys
[+] BaseLogicSys
2023-05-03 21:36:35 +08:00
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64e39673d3 ENABLE_URP asmdef
ENABLE_URP asmdef
2023-05-03 12:23:00 +08:00
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d839808bce Merge pull request #37 from ALEXTANGXIAO/TEngine_v_3.0.0
Adjust asmdef
2023-05-03 12:16:18 +08:00
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2e1bbee994 Delete GameMain.asmdef.meta 2023-05-03 12:14:06 +08:00
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373a06bfd5 Delete GameMain.asmdef 2023-05-03 12:14:02 +08:00
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4996dba84a Update HybridCLRSettings.asset 2023-05-03 12:01:50 +08:00
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95afaa2a4d Update TEngineGlobalSettings.asset 2023-05-03 12:01:47 +08:00
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d204675bd6 Delete UIGroup.meta 2023-05-03 11:59:30 +08:00
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9e4a2b34da Merge pull request #36 from ALEXTANGXIAO/TEngine_v_3.0.0
[+] Update Procedure Path And asmdef
2023-04-26 13:31:23 +08:00
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d3272e1bb1 [+] Update Procedure Path And asmdef
[+] Update Procedure Path And asmdef
2023-04-26 13:30:23 +08:00
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7db0d3fcc4 [+] ZipWrapper
[+] ZipWrapper
2023-04-25 15:44:29 +08:00
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293ea2e128 Update start.bat 2023-04-25 15:44:19 +08:00
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9f187109a5 Merge pull request #35 from ALEXTANGXIAO/TEngine_v_3.0.0
[+] FileServer
2023-04-25 15:18:19 +08:00
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1c0a570d74 [+] FileServer
[+] FileServer
2023-04-25 15:12:28 +08:00
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621a315eec Merge pull request #34 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0 HybridCLR RunAble
2023-04-25 14:13:05 +08:00
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4db58f507d Update 0-RunAble.md 2023-04-25 14:11:53 +08:00
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89b5bc21ee Create Android-RunSuccessed.png 2023-04-25 14:11:49 +08:00
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6320e75e7c Update 0-RunAble.md 2023-04-25 13:48:35 +08:00
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02d4e6686c Create Win64-RunSuccessed.png 2023-04-25 13:48:32 +08:00
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0c564f8571 Update EditorUserSettings.asset 2023-04-25 13:46:22 +08:00
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c4c345c5f7 Update ProjectSettings.asset 2023-04-25 13:46:15 +08:00
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bf1d71d0f9 Update HybridCLRSettings.asset 2023-04-25 13:46:11 +08:00
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9f6f314ac9 Update HybridCLRCustomGlobalSettings.cs 2023-04-25 13:46:01 +08:00
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a8588114b0 Update DefaultSettingHelper.cs 2023-04-25 13:45:55 +08:00
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4d35e61614 Update TEngineGlobalSettings.asset 2023-04-25 13:45:40 +08:00
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03e58b921f Update AudioModule.cs 2023-04-25 13:45:33 +08:00
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3228aed4db Update AssetBundleBuilderSetting.asset 2023-04-25 13:44:14 +08:00
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aa3cf05f4a [+] HotUpdateProcedure
[+] HotUpdateProcedure
2023-04-25 13:44:01 +08:00
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d1fdedaaac Update ProcedureLoadAssembly.cs 2023-04-25 11:32:33 +08:00
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b79fe23229 Update packages-lock.json 2023-04-25 11:25:59 +08:00
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2de3fd2a1d Update manifest.json 2023-04-25 11:25:53 +08:00
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1328f71c9e Merge pull request #33 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-25 00:43:41 +08:00
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ab532c73d7 Update EditorExtUtil.cs 2023-04-25 00:42:32 +08:00
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3f67b27e45 [+] EditorExtUtil 2023-04-25 00:33:32 +08:00
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a285a635b9 [+] EditorExtUtil
[+] EditorExtUtil
2023-04-25 00:32:21 +08:00
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08c2ff4dcc [+] BattleCore
[+] BattleCore
2023-04-25 00:23:42 +08:00
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e0b42d3dbe [+] Utility.Bit
[+] Utility.Bit
2023-04-25 00:16:55 +08:00
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688b76b745 [+] Extension
[+] Extension
2023-04-25 00:16:40 +08:00
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8f972f9340 Update Extension 2023-04-25 00:14:17 +08:00
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ac25925406 [+] Extension
[+] Extension
2023-04-25 00:12:57 +08:00
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a5f0c395f0 [+] Books
[+] Books
2023-04-25 00:08:18 +08:00
ALEXTANG
4bdea1d7ce Merge pull request #32 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0     [+]HybridCLR
2023-04-25 00:03:50 +08:00
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4c46af709a Create Editor-RunSuccessed.png 2023-04-25 00:02:34 +08:00
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8531332df1 Update HybridCLRCustomGlobalSettings.cs 2023-04-25 00:01:31 +08:00
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db619e6b6b Update TEngineGlobalSettings.asset 2023-04-25 00:01:23 +08:00
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f628380347 Update TEngine.Editor.asmdef 2023-04-25 00:01:20 +08:00
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71cf223426 Update BuildAssetsCommand.cs 2023-04-25 00:01:16 +08:00
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e9ecdf2d16 Update ProcedureLoadAssembly.cs 2023-04-25 00:00:59 +08:00
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506f2835be Update ProcedureLoadAssembly.cs 2023-04-24 23:31:18 +08:00
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90c22db2d2 Update ProcedureLoadAssembly.cs 2023-04-24 23:29:34 +08:00
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72ffc58030 Update HybridCLRSettings.asset 2023-04-24 23:12:55 +08:00
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f3663947cf Update .gitignore 2023-04-24 23:12:50 +08:00
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d5eced7471 Update ProjectSettings.asset 2023-04-24 23:02:03 +08:00
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6b8d88fe67 [+] HybridCLR newAble
[+] HybridCLR newAble
2023-04-24 22:56:48 +08:00
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b50ef83c4f [+] BattleCore Empty
[+] BattleCore Empty
2023-04-24 22:50:37 +08:00
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8b03807dae Update ProjectSettings.asset 2023-04-23 23:20:44 +08:00
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3e67aeb455 Update ProtoBase.cs 2023-04-23 23:19:08 +08:00
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2a1217558a Update ProtoBase.cs 2023-04-23 23:19:06 +08:00
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1957e30210 Update ProjectSettings.asset 2023-04-23 19:20:12 +08:00
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77af3ac457 Update ProtoGenTools.cs 2023-04-23 15:54:20 +08:00
ALEXTANG
c9016bf72e [+] UpdateProtoGenTools
[+] UpdateProtoGenTools
2023-04-23 14:32:20 +08:00
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c4df46eb57 [-][+] Change .proto
[-][+] Change .proto
2023-04-23 14:29:19 +08:00
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0dd2716c8e ProtoBase
ProtoBase
2023-04-23 14:27:48 +08:00
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17c4b9a05f [+] ProtoGenTools
[+] ProtoGenTools
2023-04-23 14:27:34 +08:00
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18770e55d5 [+] ProtoGenTools
[+] ProtoGenTools
2023-04-23 14:25:30 +08:00
ALEXTANG
30f425ada2 ProtoGenTools
ProtoGenTools
2023-04-23 14:22:44 +08:00
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977eeb6fef Update BuglyAgent.cs
#pragma warning disable CS0414
2023-04-23 11:44:35 +08:00
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cdc9d5c99d [-] UIGroup
[-] UIGroup
2023-04-22 15:57:47 +08:00
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31d9834387 Merge pull request #31 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-22 00:47:50 +08:00
ALEXTANG
a31646a2ec [+] 基于UniTask的Kcp实现
[+] 基于UniTask的Kcp实现
2023-04-22 00:44:10 +08:00
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cb2b9331cf [-] Remove Thirdly of Animation
[-] Remove Thirdly of Animation because of it`s bad for editor
2023-04-21 23:59:44 +08:00
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2caa6e686e [+] NetworkChannelUdp & Todo NetworkChannelKcp
[+] NetworkChannelUdp & Todo NetworkChannelKcp
2023-04-21 23:49:59 +08:00
ALEXTANG
54c545b1eb [+] Thirdly AnimationTools
[+] Thirdly AnimationTools
2023-04-21 23:36:51 +08:00
ALEXTANG
f8f9d999a8 Merge pull request #30 from ALEXTANGXIAO/TEngine_v_3.0.0
Update ProjectSettings.asset
2023-04-21 22:57:57 +08:00
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57ddbdb20b Update ProjectSettings.asset 2023-04-21 14:07:01 +08:00
ALEXTANG
786c2b319c Merge pull request #29 from ALEXTANGXIAO/TEngine_v_3.0.0
T engine v 3.0.0
2023-04-21 14:05:26 +08:00
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6ba385d59e Update UIExtension.cs 2023-04-21 14:03:23 +08:00
ALEXTANG
ef8fe7f3a0 Update .gitignore 2023-04-21 14:03:18 +08:00
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b9b132d778 Update ProjectSettings.asset 2023-04-21 14:00:04 +08:00
ALEXTANG
663c1342f7 [+] Implementation SendAndRegister
[+] Implementation SendAndRegister
2023-04-21 13:41:28 +08:00
ALEXTANG
b791c1a44d Update NetworkChannelHelper.cs 2023-04-21 13:26:49 +08:00
ALEXTANG
14abeb2427 Update TEngineLogHelper.cs 2023-04-21 13:26:40 +08:00
ALEXTANG
508607a87b [Fix] GameEvent
[Fix] GameEvent
2023-04-21 11:46:00 +08:00
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ec8fb24256 [+] Network Module
[+] Network Module
2023-04-21 11:39:51 +08:00
ALEXTANG
cc5654b9ed [+] UI ErrorLog
[+] UI ErrorLog
2023-04-21 10:55:12 +08:00
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f1c8a91660 [+] Network Module
[+] Network Module
2023-04-21 10:50:04 +08:00
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2fcd02d69e [=] GameTickWatcher
[=] GameTickWatcher
2023-04-21 10:37:01 +08:00
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4f908d46af [+] Network Module
[+] Network Module
2023-04-21 10:29:42 +08:00
ALEXTANG
91fff462cb [+] Network
[+] Network
2023-04-20 20:23:00 +08:00
ALEXTANG
7c0d24cd2d Merge pull request #28 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-20 20:17:47 +08:00
ALEXTANG
ec25b314e0 [+] Utility.DevicePerformance
[+] Utility.DevicePerformance
2023-04-20 19:40:25 +08:00
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c850ec359c [+] SingletonSystem
[+] SingletonSystem
2023-04-20 19:34:37 +08:00
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ec17437782 [+] Loom
[+] Loom
2023-04-20 19:34:13 +08:00
ALEXTANG
069c5b93e0 [+] GameTickWacher
[+] GameTickWacher
2023-04-20 19:34:01 +08:00
ALEXTANG
385d789c96 Create GameTickWatcher.meta 2023-04-20 19:33:35 +08:00
ALEXTANG
db5985a236 Merge pull request #27 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-20 17:57:18 +08:00
ALEXTANG
05a589e958 [+] Repleace LubanLib => LubanLib.dll
[+] Repleace LubanLib => LubanLib.dll
2023-04-20 17:55:45 +08:00
ALEXTANG
65a0323e6e Update EditorBuildSettings.asset 2023-04-19 22:42:28 +08:00
ALEXTANG
e1afc4bd67 Merge pull request #25 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 17:58:19 +08:00
ALEXTANG
d5826551b4 Bugly
Bugly
2023-04-19 17:49:29 +08:00
ALEXTANG
4db704930d Bugly
Bugly
2023-04-19 17:45:25 +08:00
ALEXTANG
4c78b70293 Update main.unity 2023-04-19 17:09:14 +08:00
ALEXTANG
c4a6efc1ca [+] LocalizationModule
[+] LocalizationModule
2023-04-19 17:09:07 +08:00
ALEXTANG
6192b99bb1 Update RootModuleInspector.cs 2023-04-19 16:04:26 +08:00
ALEXTANG
d8ff81d61f Update GameApp_RegisterSystem.cs 2023-04-19 15:42:56 +08:00
ALEXTANG
366ff5c127 Update GameApp.cs 2023-04-19 15:42:51 +08:00
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b4afdb112a Update Singleton.cs 2023-04-19 15:41:55 +08:00
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2f194bbb4a Update LogUI.cs 2023-04-19 15:34:57 +08:00
ALEXTANG
a6f3514665 Merge pull request #24 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 15:28:09 +08:00
ALEXTANG
6cccf0b80f Update main.unity 2023-04-19 15:27:35 +08:00
ALEXTANG
8b1880b4fb Update main.unity 2023-04-19 15:27:17 +08:00
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979a2039cf Update main.unity 2023-04-19 15:26:36 +08:00
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323d05c53f Update ScriptGenerator.cs 2023-04-19 15:26:17 +08:00
ALEXTANG
218348a836 Merge pull request #23 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 14:21:07 +08:00
ALEXTANG
611f1ffab9 Update GameFrameworkEntry.cs 2023-04-19 14:20:05 +08:00
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3c908a7955 Update PackageManagerSettings.asset 2023-04-19 14:14:13 +08:00
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f8365525cb Update packages-lock.json 2023-04-19 14:14:07 +08:00
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7cabdfeb7b Update manifest.json 2023-04-19 14:14:02 +08:00
ALEXTANG
529dc232ee Create TimerManager.cs.meta 2023-04-19 14:13:39 +08:00
ALEXTANG
76d9e82d69 Create TimerModule.cs.meta 2023-04-19 14:13:33 +08:00
ALEXTANG
112aba9aca Timer
Timer
2023-04-18 20:58:53 +08:00
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744fcdee22 Update UIExtension.cs 2023-04-18 20:50:22 +08:00
ALEXTANG
7eaa932984 Merge pull request #22 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-18 20:03:29 +08:00
ALEXTANG
db2ee2cd77 Update TEngineLogHelper.cs 2023-04-18 19:31:41 +08:00
ALEXTANG
46804603b7 Update GameLogic.asmdef 2023-04-18 17:08:49 +08:00
ALEXTANG
14356bbaf0 Update TEngineLogHelper.cs 2023-04-18 17:07:50 +08:00
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7cb4d9ecf9 Update SafeTop.cs 2023-04-18 17:07:18 +08:00
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be0fd4de1b Update ImageBackGroundStretch.cs 2023-04-18 17:07:14 +08:00
ALEXTANG
033cd12bc8 ErrorLogger
ErrorLogger
2023-04-18 17:07:11 +08:00
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c98cef4e1e Create LogUI.prefab.meta 2023-04-18 17:06:50 +08:00
ALEXTANG
52f8a4f03f Create LogUI.prefab 2023-04-18 17:06:46 +08:00
ALEXTANG
264626c7dd Merge pull request #21 from ALEXTANGXIAO/TEngine_v_3.0.0
T engine v 3.0.0
2023-04-17 19:06:48 +08:00
ALEXTANG
2d52b1683b Create Editor.meta 2023-04-17 19:05:27 +08:00
ALEXTANG
33264e6526 Update ResourceManager.cs 2023-04-17 18:48:36 +08:00
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2800f42acd Update FrameworkGlobalSettings.cs 2023-04-17 18:48:31 +08:00
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9f271036fd Update EditorUserSettings.asset 2023-04-13 16:29:42 +08:00
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3c02e1bc2a Update EditorBuildSettings.asset 2023-04-13 16:29:36 +08:00
ALEXTANG
1a0cd4b68d Merge pull request #20 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-13 16:17:34 +08:00
ALEXTANG
9d6225b71b Create Atlas.meta 2023-04-13 16:13:19 +08:00
ALEXTANG
6f22fb2177 Create SpritePostprocessor.cs.meta 2023-04-13 16:11:18 +08:00
ALEXTANG
8061a124f3 Create SpritePostprocessor.cs 2023-04-13 16:11:15 +08:00
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20f7451766 Update TEngineGlobalSettings.asset 2023-04-13 16:11:10 +08:00
ALEXTANG
fa634c47f9 [+] UIRaw
[+] UIRaw
2023-04-13 15:56:35 +08:00
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4953a46118 Update UIExtension.cs 2023-04-13 15:37:46 +08:00
ALEXTANG
fe69c18b4e [+] UIExtension
[+] UIExtension
2023-04-13 15:35:54 +08:00
ALEXTANG
7a80f79b16 Update UILoadMgr.cs 2023-04-13 14:52:32 +08:00
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3744860ef6 [+] ResourceModule 2023-04-13 14:50:27 +08:00
ALEXTANG
8d1078cb91 [+] Module
[+] Module
2023-04-13 14:50:16 +08:00
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1766500f7c Update BuildAssetsCommand.cs 2023-04-13 14:38:00 +08:00
ALEXTANG
51254bba57 [+] Procedure
[+] Procedure
2023-04-13 14:37:49 +08:00
ALEXTANG
a6958f39e7 Update Fsm.cs 2023-04-13 14:36:13 +08:00
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7bc055dd00 Update ProjectSettings.asset 2023-04-13 14:34:01 +08:00
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71816b04c7 Update ResourceModule.cs 2023-04-13 14:33:49 +08:00
ALEXTANG
b5d76e1f22 Update DownloaderOperation.cs 2023-04-13 11:48:34 +08:00
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74ae3fb349 Launcher
Launcher
2023-04-12 17:43:38 +08:00
ALEXTANG
402a35bfc2 Extension 2023-04-12 17:40:39 +08:00
ALEXTANG
52f7e1bd60 Update GameApp_RegisterSystem.cs 2023-04-12 15:06:55 +08:00
ALEXTANG
75594e3680 Update GameApp.cs 2023-04-12 15:06:50 +08:00
ALEXTANG
21d2a96d51 GameProto
GameProto
2023-04-11 20:19:20 +08:00
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9d70c9d3fd Update gen_code_json.bat 2023-04-11 20:11:11 +08:00
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df97407c5f Update GameModule.cs 2023-04-11 20:00:02 +08:00
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a1f1af1b86 Update TProfiler.cs 2023-04-11 19:58:43 +08:00
ALEXTANG
6e0785623d GameScripts
GameScripts
2023-04-11 19:58:38 +08:00
ALEXTANG
4e2b3756c9 Update TEngineGlobalSettings.asset 2023-04-11 17:37:22 +08:00
ALEXTANG
9ac5c4e172 Update main.unity 2023-04-11 17:37:18 +08:00
ALEXTANG
5dc6243d56 SettingsMenu
SettingsMenu
2023-04-11 17:28:43 +08:00
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00ba79baf0 Update WindowAttribute.cs 2023-04-11 16:58:11 +08:00
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8da93ff447 Update UIModule.cs 2023-04-11 16:58:03 +08:00
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c99500f723 Update WindowAttribute.cs 2023-04-11 16:56:57 +08:00
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280bca87fb Update UIModule.cs 2023-04-11 16:43:17 +08:00
ALEXTANG
50a6181718 UIModule
UIModule
2023-04-11 16:35:48 +08:00
ALEXTANG
749ae956d3 Update UIWidget.cs 2023-04-11 15:17:39 +08:00
ALEXTANG
2e0d7731b9 Update UIWindow.cs 2023-04-11 14:23:51 +08:00
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db25782920 Update ScriptGenerator.cs 2023-04-11 14:13:09 +08:00
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c1e543d3d9 Update AssetOperationHandle.cs 2023-04-11 11:28:43 +08:00
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30ab1fbbff Update ResourceManager.cs 2023-04-11 11:17:52 +08:00
ALEXTANG
687e767e02 Update ResourceModule.cs 2023-04-11 11:12:17 +08:00
ALEXTANG
aa694767af Update ResourceModule.cs 2023-04-11 11:08:19 +08:00
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5a663298a6 Update AssetGroup.cs 2023-04-11 11:08:13 +08:00
ALEXTANG
0d27f784f4 Update IUIBehaviour.cs 2023-04-11 10:38:01 +08:00
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3ccc030cba Update UIModule.cs 2023-04-11 10:37:59 +08:00
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406d71ab2b Update GameModule.cs 2023-04-10 21:01:53 +08:00
ALEXTANG
bd68a143c5 UIModule 2023-04-10 21:01:45 +08:00
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51b2eaf6b4 TProfile
TProfile
2023-04-10 20:40:19 +08:00
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7d9c5eac69 Delete Resource.cs.meta 2023-04-10 19:07:58 +08:00
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063c96b3f0 Delete Resource.cs 2023-04-10 19:07:55 +08:00
ALEXTANG
447a0532d2 protobuf-net
protobuf-net
2023-04-10 17:41:46 +08:00
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1c8b3c1081 newtonsoft-json
newtonsoft-json
2023-04-10 17:41:32 +08:00
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86615c3a8c Update AudioAgent.cs 2023-04-10 17:38:48 +08:00
ALEXTANG
b2068655aa Update QueueNode.cs 2023-04-10 17:38:34 +08:00
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48724e4bde Update ArcCacheTable.cs 2023-04-10 17:38:24 +08:00
ALEXTANG
3809da762c 缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。
缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。
2023-04-07 18:02:33 +08:00
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af825a860e Remove AssetTag
Remove AssetTag
2023-04-07 16:05:44 +08:00
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3366a692ed Update gen_code_bin.bat 2023-04-07 16:05:18 +08:00
ALEXTANG
4519a3bad0 AudioModule
AudioModule
2023-04-06 20:32:55 +08:00
ALEXTANG
3ad9323e9b Update AssetBundleBuilderSetting.asset 2023-04-06 19:06:34 +08:00
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ecfde4d3a8 Update AssetGroup.cs 2023-04-06 18:01:20 +08:00
ALEXTANG
1660c53035 UI
UI
2023-04-06 18:01:16 +08:00
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04a646d330 Update AssetGroup.cs 2023-04-06 17:32:35 +08:00
ALEXTANG
9375c0acec Update AudioCategory.cs 2023-04-06 17:10:41 +08:00
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8adeb50f31 Update GameModule.cs 2023-04-06 16:56:49 +08:00
ALEXTANG
714d6ffc56 声效模块 2023-04-06 16:36:55 +08:00
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6014793f75 AssetGroup
AssetGroup
2023-04-06 13:40:03 +08:00
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1bda5c7d8e Commit AudioMixer
Commit AudioMixer
2023-04-05 21:57:36 +08:00
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d058043ac6 Update main.unity 2023-04-05 17:31:07 +08:00
ALEXTANG
ba7b635bd1 流程管理模块
流程管理模块
2023-04-05 11:06:06 +08:00
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ee9fb75407 Update ResourceModule.cs 2023-04-05 10:52:40 +08:00
ALEXTANG
aa09ecd176 Update ResourceModule.cs 2023-04-05 10:44:03 +08:00
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2dd29a1328 Update ResourceModule.cs 2023-04-04 16:23:39 +08:00
ALEXTANG
5d83df6b29 ResourceModule
ResourceModule
2023-04-04 16:04:55 +08:00
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774b48849c ResourceModule
ResourceModule
2023-04-04 14:50:45 +08:00
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a8ebc5dd31 模块 2023-04-04 13:00:31 +08:00
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08e28edacc Update main.unity 2023-04-04 12:56:31 +08:00
ALEXTANG
fd2bc3e2b1 GameModule
GameModule
2023-04-04 12:56:17 +08:00
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8b164173ac GameModules
GameModules
2023-04-04 12:48:54 +08:00
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890723d4c9 RootModule
RootModule
2023-04-04 11:56:13 +08:00
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a6069af417 Update GameModule.cs 2023-04-04 11:54:54 +08:00
ALEXTANG
9b041b2dc7 UIModule
UIModule
2023-04-04 11:51:33 +08:00
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41a0243d91 Update
Update
2023-04-04 11:32:21 +08:00
ALEXTANG
6fbe17d7d5 UIWindow 2023-04-03 20:57:10 +08:00
ALEXTANG
3f22fb72ee Update WindowAttribute.cs 2023-04-03 20:43:15 +08:00
ALEXTANG
aa6455f23e Update GameModule
Update GameModule
2023-04-03 20:42:54 +08:00
ALEXTANG
3d13d5c8e5 Update main.unity 2023-04-03 20:42:35 +08:00
ALEXTANG
469a6287cf Update .gitignore 2023-04-03 20:42:25 +08:00
ALEXTANG
7ef52245ac UIComponent
UIComponent
2023-04-03 18:54:48 +08:00
ALEXTANG
99ff4a443f Update RootComponent.cs 2023-04-03 15:46:30 +08:00
ALEXTANG
cbf145c5cd Update GameTime.cs 2023-04-03 15:46:27 +08:00
ALEXTANG
12712870d6 Update FsmComponent.cs 2023-04-03 15:46:24 +08:00
ALEXTANG
2c1b9a8743 Update main.unity 2023-04-03 15:46:20 +08:00
ALEXTANG
0b4f17d2c8 RootComponent
RootComponent
2023-04-03 14:52:11 +08:00
ALEXTANG
505354f82d Version
Version
2023-04-03 14:51:46 +08:00
ALEXTANG
eb153270a1 Update main.unity 2023-04-03 14:50:28 +08:00
ALEXTANG
b0559ec6be FsmComponent
FsmComponent
2023-04-03 14:49:38 +08:00
ALEXTANG
0dca33f123 Create Encryption.cs.meta 2023-04-03 14:42:55 +08:00
ALEXTANG
b0e33b3c3a Create Encryption.cs 2023-04-03 14:42:51 +08:00
ALEXTANG
0c401e4713 GameEvent
GameEvent
2023-04-03 14:35:24 +08:00
ALEXTANG
8d547ee4de Update RootComponent.cs 2023-04-03 14:10:09 +08:00
ALEXTANG
2a91275eea Update ResourceComponent.cs 2023-04-03 14:09:33 +08:00
ALEXTANG
172b0d55e8 Update main.unity 2023-04-03 14:07:26 +08:00
ALEXTANG
212f4192ac Update
Update
2023-04-03 14:05:14 +08:00
ALEXTANG
db425ff58a RootComponent 2023-04-03 10:38:32 +08:00
ALEXTANG
aeed0f9230 Update BaseComponent.cs 2023-04-03 10:00:29 +08:00
ALEXTANG
5e86bc279e Update ResourceManager.cs 2023-04-01 23:24:47 +08:00
ALEXTANG
933785205d ResourceModule
ResourceModule
2023-04-01 23:13:04 +08:00
ALEXTANG
f571605b9a Update 2023-04-01 17:40:10 +08:00
ALEXTANG
aeb1ff29f3 Update
Update
2023-04-01 17:22:44 +08:00
ALEXTANG
2213588713 GameFrameworkBase
GameFrameworkBase
2023-04-01 16:24:25 +08:00
ALEXTANG
d2e940248a AssetSettings
AssetSettings
2023-04-01 15:49:12 +08:00
ALEXTANG
7067dcc8e6 ReDesign Resource Module
ReDesign Resource Module
2023-04-01 14:09:16 +08:00
ALEXTANG
7768727ab1 Utity
Utity
2023-04-01 13:22:36 +08:00
ALEXTANG
090cf7433a 游戏事件 2023-03-31 23:04:54 +08:00
ALEXTANG
90a2398105 GameEvent
GameEvent
2023-03-31 22:50:05 +08:00
ALEXTANG
aff27b7e5d Update 2023-03-31 22:44:08 +08:00
ALEXTANG
8dbecb3f33 Update MemoryPool.MemoryCollection.cs 2023-03-31 22:39:48 +08:00
ALEXTANG
75f6c670ac Update IMemory.cs 2023-03-31 22:39:40 +08:00
ALEXTANG
0fc4fabdba Update main.unity 2023-03-31 22:36:23 +08:00
ALEXTANG
020f538e79 Update 2023-03-31 18:05:04 +08:00
ALEXTANG
1c393ae1e4 Update TEngine.Runtime.asmdef 2023-03-31 17:48:45 +08:00
ALEXTANG
17fe247cb8 Update TEngine.Editor.asmdef 2023-03-31 17:48:42 +08:00
ALEXTANG
2df234e999 内置UniTask
内置UniTask
2023-03-31 17:47:04 +08:00
ALEXTANG
717ecfed07 Update
Update
2023-03-31 17:35:22 +08:00
ALEXTANG
36353294d6 Start TEngine3.0
Start TEngine3.0
2023-03-31 17:27:49 +08:00
ALEXTANG
179765c43c Update README.md 2023-02-10 12:15:40 +08:00
ALEXTANG
bc5f12ed88 下载资源MD5校验问题修正,支持断点续传
下载资源MD5校验问题修正,支持断点续传
2023-02-10 12:11:20 +08:00
ALEXTANG
1edbfcc086 升级HybridCLR 1.1.20
升级HybridCLR 1.1.20
2023-02-10 12:06:15 +08:00
ALEXTANG
f1bd8e4a5f Json库更新
Json库更新
2023-02-01 16:05:13 +08:00
ALEXTANG
3dafe7ec45 UIManager ShowWindowsAsync
UIManager ShowWindowsAsync
2022-10-27 20:18:40 +08:00
ALEXTANG
74092e6399 事件系统优化更新
事件系统优化更新
1.使用静态代替单例,静态方法调用时候内存地址无需二次偏移定位
2.UI事件在关闭UI时自动反监听
2022-10-26 15:14:04 +08:00
ALEXTANG
2e175fbcac Update ProcedureCodeInit.cs 2022-10-25 11:11:04 +08:00
ALEXTANG
54ff5fab41 更新HybirdCLR Procedure
更新HybirdCLR Procedure
2022-10-25 11:06:27 +08:00
ALEXTANG
3146dfdc73 Update gitignore
Update gitignore
2022-10-24 20:41:02 +08:00
ALEXTANG
94be77bec5 Update Demo目录
Update Demo目录
2022-10-24 20:39:01 +08:00
ALEXTANG
5186b2f8fc 更新HybirdCLR
更新HybirdCLR
2022-10-24 20:36:52 +08:00
ALEXTANG
6eb4f25137 Fix SettingComponent
Fix SettingComponent
2022-10-24 20:29:05 +08:00
ALEXTANG
a3d4b39443 Update BehaviourSingleton.cs 2022-10-08 19:04:24 +08:00
ALEXTANG
9195856bb9 Update UIManager.cs 2022-10-08 17:52:29 +08:00
ALEXTANG
06d60c35f5 Update UIWindowBase.cs 2022-10-08 17:52:25 +08:00
ALEXTANG
7f919f1bd4 Update TEngine.Demo.asmdef 2022-10-08 15:12:15 +08:00
ALEXTANG
c7478134f4 DefaultSetting
DefaultSetting
2022-09-29 17:25:02 +08:00
ALEXTANG
e3b78989cd Update DefaultSettingHelper.cs 2022-09-29 17:20:05 +08:00
ALEXTANG
0af3e8facc Update DefaultSettingHelper.cs 2022-09-29 17:18:26 +08:00
ALEXTANG
f0af27bde6 Update TEngine.prefab 2022-09-29 17:15:02 +08:00
ALEXTANG
9bf3a97050 Update DefaultSettingHelper
Update DefaultSettingHelper
2022-09-29 17:14:59 +08:00
ALEXTANG
d9b8e75fbb Create BinaryExtension
Create BinaryExtension
2022-09-29 17:14:31 +08:00
ALEXTANG
5e85b546f3 Update GameObjectHelper.cs 2022-09-29 17:13:54 +08:00
ALEXTANG
44ef66fc39 Remove UniTask
Remove UniTask
2022-09-27 17:55:11 +08:00
ALEXTANG
eac570dd74 Update GameObjectHelper.cs 2022-09-27 11:40:32 +08:00
ALEXTANG
8f8101e566 Simpale GameObject Pool
Simpale GameObject Pool
2022-09-27 11:37:09 +08:00
ALEXTANG
28d480b07d Update NetDemo.unity 2022-09-23 17:06:55 +08:00
ALEXTANG
bd5bb60680 Update NetTestMain.cs 2022-09-23 16:10:07 +08:00
ALEXTANG
49c9ee4e97 Update ReadmeEditor.cs 2022-09-23 16:06:54 +08:00
ALEXTANG
bdd4a1cff7 UIDemo
UIDemo
2022-09-23 16:05:21 +08:00
ALEXTANG
eb19b04cee HotUpdateDemo
HotUpdateDemo
2022-09-23 16:05:05 +08:00
ALEXTANG
f121d83fbe Update Readme.asset 2022-09-23 15:57:52 +08:00
ALEXTANG
50d9ca28d0 Update PlayerActor.cs 2022-09-23 15:57:47 +08:00
ALEXTANG
b8421a393e Update PlayerActor.cs 2022-09-23 15:54:55 +08:00
ALEXTANG
b4eb10cc50 ActorDemo
ActorDemo
2022-09-23 15:49:58 +08:00
ALEXTANG
3aedadc060 UIWindowBaseExt
UIWindowBaseExt
2022-09-23 15:49:03 +08:00
ALEXTANG
7f33bd76f7 PlayerActor
PlayerActor
2022-09-23 15:44:51 +08:00
ALEXTANG
9f14200da7 ActorDemo
ActorDemo
2022-09-23 15:34:19 +08:00
ALEXTANG
f775c2abfb Entity Demo
Entity Demo
2022-09-23 15:06:27 +08:00
ALEXTANG
a23f74c2f9 增加Demo示例
增加Demo示例
2022-09-23 10:38:22 +08:00
ALEXTANG
752cf4bad6 Update GameActor.cs 2022-09-19 19:59:04 +08:00
ALEXTANG
87e502ed21 Update GameActorExt.cs 2022-09-19 19:48:01 +08:00
ALEXTANG
82c76052c2 Update ActorComponent.cs 2022-09-19 19:47:58 +08:00
ALEXTANG
2c9a77e346 Update GameActor.cs 2022-09-19 19:37:34 +08:00
ALEXTANG
a2cc78cf52 Update ActorManager.cs 2022-09-19 19:37:31 +08:00
ALEXTANG
818bd8eafd ACSystem
ACSystem
2022-09-19 17:44:41 +08:00
ALEXTANG
a35830a912 OnDrawGizmos
OnDrawGizmos
2022-09-14 20:40:08 +08:00
ALEXTANG
d7ca31596d Remove LeanTween
Remove LeanTween
2022-09-07 19:34:20 +08:00
ALEXTANG
f3e0b46fe7 Update README.md 2022-09-07 17:59:56 +08:00
ALEXTANG
38aa170529 Update README.md 2022-09-07 17:55:45 +08:00
ALEXTANG
642eab2849 UIWindows 2022-09-07 17:35:58 +08:00
ALEXTANG
af7ff8749b Plugins UniTask
Plugins UniTask
2022-09-07 17:35:34 +08:00
ALEXTANG
3a4e40e53d Time
Time
2022-09-07 15:13:06 +08:00
ALEXTANG
f0c9ec2000 EntitySystem
EntitySystem
2022-09-07 14:50:18 +08:00
ALEXTANG
8b84530d0e Update EntityExtension.cs 2022-09-06 20:56:52 +08:00
ALEXTANG
f25015ec39 ObjectPool
ObjectPool
2022-09-06 20:37:54 +08:00
ALEXTANG
625167430d Update
Update
2022-09-06 20:15:23 +08:00
ALEXTANG
7c5641a860 Entity
Entity
2022-09-06 20:14:33 +08:00
ALEXTANG
adfe06bc04 Delete TestUI.prefab.meta 2022-09-06 19:15:20 +08:00
ALEXTANG
20e0de606b Update ScriptGenerator.cs 2022-09-06 19:12:57 +08:00
ALEXTANG
511abf0a87 Tween
Tween
2022-09-06 19:12:53 +08:00
ALEXTANG
b7cad18b16 Entity
Entity
2022-09-05 18:52:18 +08:00
ALEXTANG
9c22db2b7a Update GameEventMgr.cs 2022-09-05 18:10:24 +08:00
ALEXTANG
6f3808a97e Update TResource.cs 2022-09-05 17:45:45 +08:00
ALEXTANG
196d2b0666 Update GameEvent.cs 2022-09-05 17:45:38 +08:00
ALEXTANG
1a9ab2d78c LoadAssetCallBack
LoadAssetCallBack
2022-09-05 15:15:51 +08:00
ALEXTANG
219649e684 ObjectPool
ObjectPool
2022-09-05 14:47:26 +08:00
ALEXTANG
0766482fab Update
Update
2022-09-05 14:27:27 +08:00
ALEXTANG
455e57b435 Update
Update
2022-09-05 14:27:02 +08:00
ALEXTANG
092de9937c Update gen_client_cfg_list.bat 2022-09-05 13:58:43 +08:00
ALEXTANG
f27cfa2158 FileServer
FileServer
2022-09-05 13:57:46 +08:00
ALEXTANG
4a6cf28df3 ConfigTabel
ConfigTabel
2022-09-05 13:57:06 +08:00
ALEXTANG
a0d811ee16 Update DefaultObjectPoolHelper.cs 2022-09-04 17:18:19 +08:00
ALEXTANG
cddb45b654 ObjectPool
ObjectPool
2022-09-04 17:11:10 +08:00
ALEXTANG
7f3b8efbd8 Update UpdateInstance.cs 2022-09-04 16:46:07 +08:00
ALEXTANG
4bd5cb4f08 统一Update,实现Priority优先级轮询
统一Update,实现Priority优先级轮询
2022-09-04 13:21:58 +08:00
ALEXTANG
284c16a4d7 Update Helper
Update Helper
2022-09-03 17:03:03 +08:00
ALEXTANG
5bfa23bcf9 Update ProcedureCodeInit.cs 2022-09-03 16:52:57 +08:00
ALEXTANG
73007437ac Update NetworkChannelHelper.cs 2022-09-02 17:33:16 +08:00
ALEXTANG
6bb7dcc672 Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:19:29 +08:00
ALEXTANG
1a6b17cd5f Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:16:37 +08:00
ALEXTANG
0236a79da4 Update ProtoUtils.cs 2022-09-02 17:16:31 +08:00
ALEXTANG
4af929beb6 Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:06:28 +08:00
ALEXTANG
b0119b711c Update UIManager.cs 2022-09-02 17:04:34 +08:00
ALEXTANG
fee3e475f0 Update UIWindow.cs 2022-09-02 17:04:29 +08:00
ALEXTANG
fb668bfb48 Update UIManager.cs 2022-09-02 17:03:03 +08:00
ALEXTANG
d85e49e923 Update NetworkChannelHelper.cs 2022-09-02 16:52:48 +08:00
ALEXTANG
c2f0e03c80 Update
Update
2022-09-02 16:51:31 +08:00
ALEXTANG
a2503421b8 Update ProtoUtils.cs 2022-09-02 16:01:10 +08:00
ALEXTANG
af96cd0649 Update README.md 2022-09-02 11:06:11 +08:00
ALEXTANG
610e1e847f 移除冗余设计
移除冗余设计
2022-09-01 17:53:31 +08:00
ALEXTANG
e1a0f851f2 Update NetworkManager.NetworkChannelBase.cs 2022-09-01 17:48:09 +08:00
ALEXTANG
acd7b09320 Update UnityResourceHelper.cs 2022-09-01 15:03:52 +08:00
ALEXTANG
d0b18aebfe #pragma warning disable CS0162
#pragma warning disable CS0162
2022-09-01 15:00:22 +08:00
ALEXTANG
c6691d9e2f 泛型约束
泛型约束
2022-09-01 15:00:09 +08:00
ALEXTANG
5f6054c986 资源桥接器实现IResourceHelper
资源桥接器实现IResourceHelper
2022-09-01 14:18:44 +08:00
ALEXTANG
adc2cbd3db Update Network.cs 2022-09-01 11:45:51 +08:00
ALEXTANG
3d7c49a94a Update Network.cs 2022-09-01 11:37:50 +08:00
ALEXTANG
b9e68ed948 Packet & ProtoTools
Packet & ProtoTools
2022-09-01 11:30:38 +08:00
ALEXTANG
6d38c5ae68 NetUtil
NetUtil
2022-08-31 17:59:34 +08:00
ALEXTANG
5223d4f936 DataCenter
DataCenter
2022-08-31 17:58:03 +08:00
ALEXTANG
f72821443c Update
Update
2022-08-31 17:49:48 +08:00
ALEXTANG
789341701a Update
Update
2022-08-31 16:25:16 +08:00
ALEXTANG
63d3817dde 先移除网络
先移除网络
2022-08-31 10:28:06 +08:00
ALEXTANG
13c2e53693 Update 2022-08-31 10:15:15 +08:00
ALEXTANG
6765125f25 Update
Update
2022-08-30 17:20:12 +08:00
ALEXTANG
4368c0a2b8 Update
Update
2022-08-30 17:00:13 +08:00
ALEXTANG
5fc0015144 DebugerComponent 2022-08-30 11:02:24 +08:00
ALEXTANG
8c1c3b7291 Core Helper
Core Helper
2022-08-29 20:57:41 +08:00
ALEXTANG
f5e783a42c NetWorkInspect
NetWorkInspect
2022-08-29 20:48:33 +08:00
ALEXTANG
7158915169 NetWork
NetWork
2022-08-29 20:34:39 +08:00
ALEXTANG
ce1eab346b Update ProcedureCodeInit.cs 2022-08-29 15:58:57 +08:00
ALEXTANG
793b9e8b36 Update .gitignore 2022-08-29 15:51:55 +08:00
ALEXTANG
a3fde33dfc HotFix demo
HotFix demo
2022-08-29 15:51:51 +08:00
ALEXTANG
2c7367fab7 Update ProcedureCodeInit.cs 2022-08-29 15:51:03 +08:00
ALEXTANG
8e563e4877 Update
Update
2022-08-29 15:39:31 +08:00
ALEXTANG
baa26dba51 移除HubirdBuildProcessors
移除HubirdBuildProcessors
2022-08-29 15:01:54 +08:00
ALEXTANG
702e29177e HybirdCLRInjector
HybirdCLRInjector
2022-08-29 14:54:19 +08:00
ALEXTANG
072a117643 HybirdCLR Helper
HybirdCLR Helper
2022-08-29 14:33:00 +08:00
ALEXTANG
052d81e039 GameTimeWather
GameTimeWather
2022-08-29 13:26:49 +08:00
ALEXTANG
9640b55a79 Update ResourceComponent.cs 2022-08-29 11:50:37 +08:00
ALEXTANG
d89ebf85b1 Demo
Demo
2022-08-29 11:48:13 +08:00
ALEXTANG
7302010182 Update ProcedureStartGame.cs 2022-08-29 11:41:50 +08:00
ALEXTANG
6b096d5ade UIModule
UIModule
2022-08-26 17:23:29 +08:00
ALEXTANG
41dc431897 warning disable CS0649
warning disable CS0649
2022-08-26 17:21:31 +08:00
ALEXTANG
8983c52b59 UIModule
UIModule
2022-08-26 17:12:43 +08:00
ALEXTANG
776b84adc2 UIModule
UIModule
2022-08-26 17:08:45 +08:00
ALEXTANG
158d6a1cd8 UIModule Resources
UIModule Resources
2022-08-26 16:21:34 +08:00
ALEXTANG
50aec0cb06 Prefabs ReadMe
Prefabs ReadMe
2022-08-26 15:46:00 +08:00
ALEXTANG
edf32a6fcd 调整目录结构
调整目录结构
2022-08-26 15:43:30 +08:00
ALEXTANG
a9b6466334 Update ResConfigUtil.cs 2022-08-26 15:38:52 +08:00
ALEXTANG
ed4a75011f Update .gitignore 2022-08-26 14:56:30 +08:00
ALEXTANG
2a920fcb36 Update .gitignore 2022-08-26 14:55:56 +08:00
ALEXTANG
d2806b3c0c Update Newtonsoft.Json.dll 2022-08-26 14:50:12 +08:00
ALEXTANG
dc0b132bf1 编码格式to utf-8
编码格式to utf-8
2022-08-26 14:18:22 +08:00
ALEXTANG
cd18e98a8b Update GameEventMgr.cs 2022-08-26 14:03:47 +08:00
ALEXTANG
a12ee7699e Update TAudio.cs 2022-08-26 14:00:15 +08:00
ALEXTANG
8be2dc5ec3 Update Language.cs 2022-08-26 13:58:13 +08:00
ALEXTANG
0c6aa88ac5 Update LoaderUtilities.cs 2022-08-26 13:50:57 +08:00
ALEXTANG
de58febd79 Update LoadStyle.cs 2022-08-26 13:48:58 +08:00
ALEXTANG
9d53c68de6 Update .gitignore 2022-08-26 13:44:56 +08:00
ALEXTANG
6bdb44abc8 Update ProcedureCheckVersion.cs 2022-08-26 13:33:53 +08:00
ALEXTANG
54d7a4558c Update .gitignore 2022-08-26 13:30:47 +08:00
ALEXTANG
d1bf852371 Update DemoScene.unity 2022-08-25 22:58:56 +08:00
ALEXTANG
e614be853f Update TEngine.prefab 2022-08-25 22:58:21 +08:00
ALEXTANG
40bc2d3491 Rmv
Rmv
2022-08-25 22:56:37 +08:00
ALEXTANG
cc908c2b99 重置2.0.0(beta)
重置2.0.0(beta)
2022-08-25 22:53:10 +08:00
3827 changed files with 326637 additions and 121870 deletions

66
.gitignore vendored
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@@ -13,7 +13,8 @@
# /[Aa]ssets/TResources/DLL/
/[Aa]ssets/StreamingAssets
/BuildBundleInfo/
/[Aa]ssets/AATest/
[Aa]ssets/AATest/
[Aa]ssets/AATest.meta
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
@@ -62,8 +63,8 @@ sysinfo.txt
# Crashlytics generated file
crashlytics-build.properties
# Log
TEnginePersistentDataPath/Log
# TEnginePersistentDataPath
TEnginePersistentDataPath/
# Hotfix
TEngineHotUpdate/bin
@@ -71,3 +72,62 @@ TEngineHotUpdate/obj
#HybirdCLR(HuaTuo)
/HybirdCLRData/
[Hh]ybridCLRData/
#AATemp
[Aa]ssets/AATemp/
[Aa]ssets/AATemp.meta
#Rider
/.idea/
# ABConfig
[Aa]ssets/BuildConfig/
[Aa]ssets/BuildConfig.meta
[Aa]ssets/StreamingAssets/
[Aa]ssets/StreamingAssets.meta
Assets/HybridCLRBuildCache/AssetBundleOutput.meta
Assets/HybridCLRBuildCache/AssetBundleOutput/StandaloneWindows.meta
Assets/HybridCLRBuildCache.meta
Assets/HybridCLRBuildCache/AssetBundleSourceData.meta
Assets/HybridCLRBuildCache/AssetBundleSourceData/StandaloneWindows.meta
#Bundles
Bundles/
#Sandbox
Sandbox/
#Luban
Luban/.cache.meta
GenerateDatas/
#HybridCLR
Assets/HybridCLRData.meta
UserSettings/Search.settings
#Unity UserSettings
UserSettings/Search.index
UserSettings/Layouts/default-2021.dwlt
#UnityOnlineServiceData
Assets/UnityOnlineServiceData.meta
Assets/UnityOnlineServiceData
#MAC
.DS_Store
#Server_sln
DotNet/.idea/
DotNet/App/obj/
DotNet/Core/obj/
DotNet/Logic/obj/
DotNet/ThirdParty/obj/
Bin/
#Server_Config
DotNet/Config/GameConfig
DotNet/Config/ProtoBuf/OpCode.Cache

8
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@@ -0,0 +1,8 @@
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externalObjects: {}
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#if TENGINE_NET
using CommandLine;
using TEngine.Core;
using NLog;
namespace TEngine
{
public static class App
{
public static void Init()
{
try
{
// 设置默认的线程的同步上下文
SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Main);
// 解析命令行参数
Parser.Default.ParseArguments<CommandLineOptions>(Environment.GetCommandLineArgs())
.WithNotParsed(error => throw new Exception("Command line format error!"))
.WithParsed(option => AppDefine.Options = option);
// 加载框架配置
TEngineSettingsHelper.Initialize();
// 检查启动参数
switch (AppDefine.Options.AppType)
{
case AppType.Game:
{
break;
}
case AppType.Export:
{
new Exporter().Start();
return;
}
default:
{
throw new NotSupportedException($"AppType is {AppDefine.Options.AppType} Unrecognized!");
}
}
// 根据不同的运行模式来选择日志的方式
switch (AppDefine.Options.Mode)
{
case Mode.Develop:
{
LogManager.Configuration.RemoveRuleByName("ConsoleTrace");
LogManager.Configuration.RemoveRuleByName("ConsoleDebug");
LogManager.Configuration.RemoveRuleByName("ConsoleInfo");
LogManager.Configuration.RemoveRuleByName("ConsoleWarn");
LogManager.Configuration.RemoveRuleByName("ConsoleError");
LogManager.Configuration.RemoveRuleByName("ServerDebug");
LogManager.Configuration.RemoveRuleByName("ServerTrace");
LogManager.Configuration.RemoveRuleByName("ServerInfo");
LogManager.Configuration.RemoveRuleByName("ServerWarn");
LogManager.Configuration.RemoveRuleByName("ServerError");
break;
}
case Mode.Release:
{
LogManager.Configuration.RemoveRuleByName("ConsoleTrace");
LogManager.Configuration.RemoveRuleByName("ConsoleDebug");
LogManager.Configuration.RemoveRuleByName("ConsoleInfo");
LogManager.Configuration.RemoveRuleByName("ConsoleWarn");
LogManager.Configuration.RemoveRuleByName("ConsoleError");
break;
}
}
// 初始化SingletonSystemCenter这个一定要放到最前面
// 因为SingletonSystem会注册AssemblyManager的OnLoadAssemblyEvent和OnUnLoadAssemblyEvent的事件
// 如果不这样、会无法把程序集的单例注册到SingletonManager中
SingletonSystem.Initialize();
// 加载核心程序集
AssemblyManager.Initialize();
Log.Info($"Start Server Param => {Parser.Default.FormatCommandLine(AppDefine.Options)}");
}
catch (Exception exception)
{
Log.Error(exception);
}
}
public static async FTask Start()
{
switch (AppDefine.Options.Mode)
{
case Mode.Develop:
{
// 开发模式默认所有Server都在一个进程中、方便调试、但网络还都是独立的
var serverConfigInfos = ConfigTableManage.AllServerConfig();
foreach (var serverConfig in serverConfigInfos)
{
await Server.Create(serverConfig.Id);
}
return;
}
case Mode.Release:
{
// 发布模式只会启动启动参数传递的Server、也就是只会启动一个Server
// 您可以做一个Server专门用于管理启动所有Server的工作
await Server.Create(AppDefine.Options.AppId);
return;
}
}
}
public static void Close()
{
SingletonSystem.Dispose();
AssemblyManager.Dispose();
}
}
}
#endif

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#if TENGINE_NET
#pragma warning disable CS8618
namespace TEngine
{
public static class AppDefine
{
public static CommandLineOptions Options;
public static uint AppId => Options.AppId;
}
}
#endif

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using TEngine.DataStructure;
namespace TEngine.Core
{
public sealed class AssemblyInfo
{
public Assembly Assembly { get; private set; }
public readonly List<Type> AssemblyTypeList = new List<Type>();
public readonly OneToManyList<Type, Type> AssemblyTypeGroupList = new OneToManyList<Type, Type>();
public void Load(Assembly assembly)
{
Assembly = assembly;
var assemblyTypes = assembly.GetTypes().ToList();
foreach (var type in assemblyTypes)
{
if (type.IsAbstract || type.IsInterface)
{
continue;
}
var interfaces = type.GetInterfaces();
foreach (var interfaceType in interfaces)
{
AssemblyTypeGroupList.Add(interfaceType, type);
}
}
AssemblyTypeList.AddRange(assemblyTypes);
}
public void Unload()
{
AssemblyTypeList.Clear();
AssemblyTypeGroupList.Clear();
}
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
#if TENGINE_NET
using System.Runtime.Loader;
// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
#endif
#pragma warning disable CS8603
#pragma warning disable CS8618
namespace TEngine.Core
{
public static class AssemblyManager
{
public static event Action<int> OnLoadAssemblyEvent;
public static event Action<int> OnUnLoadAssemblyEvent;
public static event Action<int> OnReLoadAssemblyEvent;
private static readonly Dictionary<int, AssemblyInfo> AssemblyList = new Dictionary<int, AssemblyInfo>();
public static void Initialize()
{
LoadAssembly(int.MaxValue, typeof(AssemblyManager).Assembly);
}
public static void LoadAssembly(int assemblyName, Assembly assembly)
{
var isReLoad = false;
if (!AssemblyList.TryGetValue(assemblyName, out var assemblyInfo))
{
assemblyInfo = new AssemblyInfo();
AssemblyList.Add(assemblyName, assemblyInfo);
}
else
{
isReLoad = true;
assemblyInfo.Unload();
if (OnUnLoadAssemblyEvent != null)
{
OnUnLoadAssemblyEvent(assemblyName);
}
}
assemblyInfo.Load(assembly);
if (OnLoadAssemblyEvent != null)
{
OnLoadAssemblyEvent(assemblyName);
}
if (isReLoad && OnReLoadAssemblyEvent != null)
{
OnReLoadAssemblyEvent(assemblyName);
}
}
public static void Load(int assemblyName, Assembly assembly)
{
if (int.MaxValue == assemblyName)
{
throw new NotSupportedException("AssemblyName cannot be 2147483647");
}
LoadAssembly(assemblyName, assembly);
}
public static IEnumerable<int> ForEachAssemblyName()
{
foreach (var (key, _) in AssemblyList)
{
yield return key;
}
}
public static IEnumerable<Type> ForEach()
{
foreach (var (_, assemblyInfo) in AssemblyList)
{
foreach (var type in assemblyInfo.AssemblyTypeList)
{
yield return type;
}
}
}
public static IEnumerable<Type> ForEach(int assemblyName)
{
if (!AssemblyList.TryGetValue(assemblyName, out var assemblyInfo))
{
yield break;
}
foreach (var type in assemblyInfo.AssemblyTypeList)
{
yield return type;
}
}
public static IEnumerable<Type> ForEach(Type findType)
{
foreach (var (_, assemblyInfo) in AssemblyList)
{
if (!assemblyInfo.AssemblyTypeGroupList.TryGetValue(findType, out var assemblyLoad))
{
yield break;
}
foreach (var type in assemblyLoad)
{
yield return type;
}
}
}
public static IEnumerable<Type> ForEach(int assemblyName, Type findType)
{
if (!AssemblyList.TryGetValue(assemblyName, out var assemblyInfo))
{
yield break;
}
if (!assemblyInfo.AssemblyTypeGroupList.TryGetValue(findType, out var assemblyLoad))
{
yield break;
}
foreach (var type in assemblyLoad)
{
yield return type;
}
}
public static Assembly GetAssembly(int assemblyName)
{
return !AssemblyList.TryGetValue(assemblyName, out var assemblyInfo) ? null : assemblyInfo.Assembly;
}
public static void Dispose()
{
foreach (var (_, assemblyInfo) in AssemblyList)
{
assemblyInfo.Unload();
}
AssemblyList.Clear();
if (OnLoadAssemblyEvent != null)
{
foreach (var @delegate in OnLoadAssemblyEvent.GetInvocationList())
{
OnLoadAssemblyEvent -= @delegate as Action<int>;
}
}
if (OnUnLoadAssemblyEvent != null)
{
foreach (var @delegate in OnUnLoadAssemblyEvent.GetInvocationList())
{
OnUnLoadAssemblyEvent -= @delegate as Action<int>;
}
}
if (OnReLoadAssemblyEvent != null)
{
foreach (var @delegate in OnReLoadAssemblyEvent.GetInvocationList())
{
OnReLoadAssemblyEvent -= @delegate as Action<int>;
}
}
}
}
}

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#if TENGINE_NET
using CommandLine;
using TEngine.Core;
#pragma warning disable CS8618
namespace TEngine;
public enum AppType
{
Game,
Export,
/// <summary>
/// 每台物理机一个守护进程,用来启动该物理机上的所有进程。
/// </summary>
Watcher,
}
public enum Mode
{
/// <summary>
/// Develop:所有Server都在一个进程中,Release:每个Server都在独立的进程中。
/// </summary>
Release,
Develop,
}
public class CommandLineOptions
{
/// <summary>
/// 进程Id
/// </summary>
[Option("AppId", Required = false, Default = (uint)0, HelpText = "Enter an AppId such as 1")]
public uint AppId { get; set; }
/// <summary>
/// App类型
/// Game - 游戏服务器App
/// Export - 导表App
/// </summary>
[Option("AppType", Required = false, Default = AppType.Game, HelpText = "AppType enum")]
public AppType AppType { get; set; }
/// <summary>
/// 服务器运行模式
/// Develop - 开发模式所有Server都在一个进程中
/// Release - 发布模式每个Server都在独立的进程中
/// </summary>
[Option("Mode", Required = false, Default = Mode.Develop, HelpText = "Mode enum")]
public Mode Mode { get; set; }
[Option("LogLevel", Required = false, Default = 2)]
public int LogLevel { get; set; }
#if TENGINE_NET
/// <summary>
/// 导表的类型
/// </summary>
[Option("ExcelExportType", Required = false, Default = ExportType.None, HelpText = "Increment,All")]
public ExportType ExportType { get; set; }
#endif
}
#endif

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namespace TEngine.Core
{
public class CoreErrorCode
{
public const uint ErrRpcFail = 100000002; // Rpc消息发送失败
public const uint ErrNotFoundRoute = 100000003; // 没有找到Route消息
public const uint ErrRouteTimeout = 100000004; // 发送Route消息超时
public const uint Error_NotFindEntity = 100000008; // 没有找到Entity
public const uint Error_CopyTimeout = 100000009; // CopyTimeout不能小于或等于0
public const uint Error_Transfer = 100000010;// 传送发生了错误
}
}

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using System;
using System.Collections.Generic;
namespace TEngine.Core
{
public sealed class CoroutineLockQueue : IDisposable
{
public long Key { get; private set; }
public CoroutineLockQueueType CoroutineLockQueueType { get; private set; }
private readonly Queue<WaitCoroutineLock> _waitCoroutineLocks = new Queue<WaitCoroutineLock>();
public static CoroutineLockQueue Create(long key, int time, CoroutineLockQueueType coroutineLockQueueType)
{
var coroutineLockQueue = Pool<CoroutineLockQueue>.Rent();
coroutineLockQueue.Key = key;
coroutineLockQueue.CoroutineLockQueueType = coroutineLockQueueType;
return coroutineLockQueue;
}
public void Dispose()
{
Key = 0;
CoroutineLockQueueType = null;
Pool<CoroutineLockQueue>.Return(this);
}
public async FTask<WaitCoroutineLock> Lock(string tag, int time)
{
#if TENGINE_DEVELOP
if (_waitCoroutineLocks.Count >= 100)
{
// 当等待队列超过100个、表示这个协程锁可能有问题、打印一个警告方便排查错误
Log.Warning($"too much waitCoroutineLock CoroutineLockQueueType:{CoroutineLockQueueType.Name} Key:{Key} Count: {_waitCoroutineLocks.Count} ");
}
#endif
var waitCoroutineLock = WaitCoroutineLock.Create(this, tag, time);
_waitCoroutineLocks.Enqueue(waitCoroutineLock);
return await waitCoroutineLock.Tcs;
}
public void Release()
{
if (_waitCoroutineLocks.Count == 0)
{
CoroutineLockQueueType.Remove(Key);
return;
}
while (_waitCoroutineLocks.TryDequeue(out var waitCoroutineLock))
{
if (waitCoroutineLock.IsDisposed)
{
continue;
}
waitCoroutineLock.SetResult();
break;
}
}
}
}

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using System;
using System.Collections.Generic;
namespace TEngine.Core
{
public sealed class CoroutineLockQueueType
{
public readonly string Name;
private readonly Dictionary<long, CoroutineLockQueue> _coroutineLockQueues = new Dictionary<long, CoroutineLockQueue>();
private CoroutineLockQueueType() { }
public CoroutineLockQueueType(string name)
{
Name = name;
}
public async FTask<WaitCoroutineLock> Lock(long key, string tag = null, int time = 10000)
{
if (_coroutineLockQueues.TryGetValue(key, out var coroutineLockQueue))
{
return await coroutineLockQueue.Lock(tag,time);
}
coroutineLockQueue = CoroutineLockQueue.Create(key, time, this);
_coroutineLockQueues.Add(key, coroutineLockQueue);
return WaitCoroutineLock.Create(coroutineLockQueue, tag, time);
}
public void Remove(long key)
{
if (_coroutineLockQueues.Remove(key, out var coroutineLockQueue))
{
coroutineLockQueue.Dispose();
}
}
}
}

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using System;
using TEngine.Core;
namespace TEngine.Core
{
public struct CoroutineLockTimeout
{
public long LockId;
public WaitCoroutineLock WaitCoroutineLock;
}
public sealed class OnCoroutineLockTimeout : EventSystem<CoroutineLockTimeout>
{
public override void Handler(CoroutineLockTimeout self)
{
if (self.LockId != self.WaitCoroutineLock.LockId)
{
return;
}
var coroutineLockQueue = self.WaitCoroutineLock.CoroutineLockQueue;
var coroutineLockQueueType = coroutineLockQueue.CoroutineLockQueueType;
var key = coroutineLockQueue.Key;
Log.Error($"coroutine lock timeout CoroutineLockQueueType:{coroutineLockQueueType.Name} Key:{key} Tag:{self.WaitCoroutineLock.Tag}");
}
}
public sealed class WaitCoroutineLock : IDisposable
{
private long _timerId;
public bool IsDisposed => LockId == 0;
public string Tag { get; private set; }
public long LockId { get; private set; }
public FTask<WaitCoroutineLock> Tcs { get; private set; }
public CoroutineLockQueue CoroutineLockQueue{ get; private set; }
public static WaitCoroutineLock Create(CoroutineLockQueue coroutineLockQueue, string tag, int timeOut)
{
var lockId = IdFactory.NextRunTimeId();
var waitCoroutineLock = Pool<WaitCoroutineLock>.Rent();
waitCoroutineLock.Tag = tag;
waitCoroutineLock.LockId = lockId;
waitCoroutineLock.CoroutineLockQueue = coroutineLockQueue;
waitCoroutineLock.Tcs = FTask<WaitCoroutineLock>.Create();
waitCoroutineLock._timerId = TimerScheduler.Instance.Core.OnceTimer(timeOut, new CoroutineLockTimeout()
{
LockId = lockId, WaitCoroutineLock = waitCoroutineLock
});
return waitCoroutineLock;
}
public void Dispose()
{
if (IsDisposed)
{
Log.Error("WaitCoroutineLock is Dispose");
return;
}
Release(CoroutineLockQueue);
LockId = 0;
Tcs = null;
Tag = null;
CoroutineLockQueue = null;
if (_timerId != 0)
{
TimerScheduler.Instance.Core.RemoveByRef(ref _timerId);
}
Pool<WaitCoroutineLock>.Return(this);
}
private static void Release(CoroutineLockQueue coroutineLockQueue)
{
// 放到下一帧执行释放锁、如果不这样、会导致逻辑的顺序不正常
ThreadSynchronizationContext.Main.Post(coroutineLockQueue.Release);
}
public void SetResult()
{
if (Tcs == null)
{
throw new NullReferenceException("SetResult tcs is null");
}
Tcs.SetResult(this);
}
}
}

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#if TENGINE_NET
using System.Linq.Expressions;
#pragma warning disable CS8625
namespace TEngine.Core.DataBase;
public interface IDateBase
{
public static readonly CoroutineLockQueueType DataBaseLock = new CoroutineLockQueueType("DataBaseLock");
IDateBase Initialize(string connectionString, string dbName);
FTask<long> Count<T>(string collection = null) where T : Entity;
FTask<long> Count<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity;
FTask<bool> Exist<T>(string collection = null) where T : Entity;
FTask<bool> Exist<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity;
FTask<T> QueryNotLock<T>(long id, string collection = null) where T : Entity;
FTask<T> Query<T>(long id, string collection = null) where T : Entity;
FTask<(int count, List<T> dates)> QueryCountAndDatesByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string collection = null) where T : Entity;
FTask<(int count, List<T> dates)> QueryCountAndDatesByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string[] cols, string collection = null) where T : Entity;
FTask<List<T>> QueryByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string collection = null) where T : Entity;
FTask<List<T>> QueryByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string[] cols, string collection = null) where T : Entity;
FTask<List<T>> QueryByPageOrderBy<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, Expression<Func<T, object>> orderByExpression, bool isAsc = true, string collection = null) where T : Entity;
FTask<T> First<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity;
FTask<T> First<T>(string json, string[] cols, string collection = null) where T : Entity;
FTask<T> Last<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity;
FTask<List<T>> QueryOrderBy<T>(Expression<Func<T, bool>> filter, Expression<Func<T, object>> orderByExpression, bool isAsc = true, string collection = null) where T : Entity;
FTask<List<T>> Query<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity;
FTask Query(long id, List<string> collectionNames, List<Entity> result);
FTask<List<T>> QueryJson<T>(string json, string collection = null) where T : Entity;
FTask<List<T>> QueryJson<T>(string json, string[] cols, string collection = null) where T : Entity;
FTask<List<T>> QueryJson<T>(long taskId, string json, string collection = null) where T : Entity;
FTask<List<T>> Query<T>(Expression<Func<T, bool>> filter, string[] cols, string collection = null) where T : class;
FTask Save<T>(T entity, string collection = null) where T : Entity, new();
FTask Save(long id, List<Entity> entities);
FTask Save<T>(object transactionSession, T entity, string collection = null) where T : Entity;
FTask Insert<T>(T entity, string collection = null) where T : Entity, new();
FTask InsertBatch<T>(IEnumerable<T> list, string collection = null) where T : Entity, new();
FTask InsertBatch<T>(object transactionSession, IEnumerable<T> list, string collection = null) where T : Entity, new();
FTask<long> Remove<T>(object transactionSession, long id, string collection = null) where T : Entity, new();
FTask<long> Remove<T>(long id, string collection = null) where T : Entity, new();
FTask<long> Remove<T>(long id,object transactionSession, Expression<Func<T, bool>> filter, string collection = null) where T : Entity, new();
FTask<long> Remove<T>(long id, Expression<Func<T, bool>> filter, string collection = null) where T : Entity, new();
FTask<long> Sum<T>(Expression<Func<T, bool>> filter, Expression<Func<T, object>> sumExpression, string collection = null) where T : Entity;
FTask CreateIndex<T>(string collection, params object[] keys) where T : Entity;
FTask CreateIndex<T>(params object[] keys) where T : Entity;
FTask CreateDB<T>() where T : Entity;
FTask CreateDB(Type type);
}
#endif

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#if TENGINE_NET
namespace TEngine.Core.DataBase;
public sealed class World
{
public uint Id { get; private init; }
public IDateBase DateBase { get; private init; }
public WorldConfigInfo Config => ConfigTableManage.WorldConfigInfo(Id);
private static readonly Dictionary<uint, World> Worlds = new();
public World(WorldConfigInfo worldConfigInfo)
{
Id = worldConfigInfo.Id;
var dbType = worldConfigInfo.DbType.ToLower();
switch (dbType)
{
case "mongodb":
{
DateBase = new MongoDataBase();
DateBase.Initialize(worldConfigInfo.DbConnection, worldConfigInfo.DbName);
break;
}
default:
throw new Exception("No supported database");
}
}
public static World Create(uint id)
{
if (Worlds.TryGetValue(id, out var world))
{
return world;
}
var worldConfigInfo = ConfigTableManage.WorldConfigInfo(id);
world = new World(worldConfigInfo);
Worlds.Add(id, world);
return world;
}
}
#endif

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#if TENGINE_NET
namespace TEngine.Core.DataBase;
public class WorldConfigInfo
{
public uint Id;
public string WorldName;
public string DbConnection;
public string DbName;
public string DbType;
}
#endif

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#if TENGINE_NET
using System.Linq.Expressions;
using TEngine.Core;
using MongoDB.Bson;
using MongoDB.Driver;
namespace TEngine.Core.DataBase;
public sealed class MongoDataBase : IDateBase
{
private string _dbName;
private string _connectionString;
private MongoClient _mongoClient;
private IMongoDatabase _mongoDatabase;
private readonly HashSet<string> _collections = new HashSet<string>();
public IDateBase Initialize(string connectionString, string dbName)
{
_dbName = dbName;
_connectionString = connectionString;
_mongoClient = new MongoClient(connectionString);
_mongoDatabase = _mongoClient.GetDatabase(dbName);
// 记录所有集合名
_collections.UnionWith(_mongoDatabase.ListCollectionNames().ToList());
return this;
}
#region Other
public async FTask<long> Sum<T>(Expression<Func<T, bool>> filter, Expression<Func<T, object>> sumExpression, string collection = null) where T : Entity
{
var member = (MemberExpression) ((UnaryExpression) sumExpression.Body).Operand;
var projection =
new BsonDocument("_id", "null").Add("Result", new BsonDocument("$sum", $"${member.Member.Name}"));
var data = await GetCollection<T>(collection).Aggregate().Match(filter).Group(projection)
.FirstOrDefaultAsync();
return data == null ? 0 : Convert.ToInt64(data["Result"]);
}
#endregion
#region GetCollection
private IMongoCollection<T> GetCollection<T>(string collection = null)
{
return _mongoDatabase.GetCollection<T>(collection ?? typeof(T).Name);
}
private IMongoCollection<Entity> GetCollection(string name)
{
return _mongoDatabase.GetCollection<Entity>(name);
}
#endregion
#region Count
public async FTask<long> Count<T>(string collection = null) where T : Entity
{
return await GetCollection<T>(collection).CountDocumentsAsync(d => true);
}
public async FTask<long> Count<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity
{
return await GetCollection<T>(collection).CountDocumentsAsync(filter);
}
#endregion
#region Exist
public async FTask<bool> Exist<T>(string collection = null) where T : Entity
{
return await Count<T>(collection) > 0;
}
public async FTask<bool> Exist<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity
{
return await Count(filter, collection) > 0;
}
#endregion
#region Query
public async FTask<T> QueryNotLock<T>(long id, string collection = null) where T : Entity
{
var cursor = await GetCollection<T>(collection).FindAsync(d => d.Id == id);
var v = await cursor.FirstOrDefaultAsync();
return v;
}
public async FTask<T> Query<T>(long id, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(id))
{
var cursor = await GetCollection<T>(collection).FindAsync(d => d.Id == id);
var v = await cursor.FirstOrDefaultAsync();
return v;
}
}
public async FTask<(int count, List<T> dates)> QueryCountAndDatesByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var count = await Count(filter);
var dates = await QueryByPage(filter, pageIndex, pageSize, collection);
return ((int)count, dates);
}
}
public async FTask<(int count, List<T> dates)> QueryCountAndDatesByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string[] cols, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var count = await Count(filter);
var dates = await QueryByPage(filter, pageIndex, pageSize, cols, collection);
return ((int) count, dates);
}
}
public async FTask<List<T>> QueryByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
return await GetCollection<T>(collection).Find(filter).Skip((pageIndex - 1) * pageSize)
.Limit(pageSize)
.ToListAsync();
}
}
public async FTask<List<T>> QueryByPage<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, string[] cols, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var projection = Builders<T>.Projection.Include("");
foreach (var col in cols)
{
projection = projection.Include(col);
}
return await GetCollection<T>(collection).Find(filter).Project<T>(projection)
.Skip((pageIndex - 1) * pageSize).Limit(pageSize).ToListAsync();
}
}
public async FTask<List<T>> QueryByPageOrderBy<T>(Expression<Func<T, bool>> filter, int pageIndex, int pageSize, Expression<Func<T, object>> orderByExpression, bool isAsc = true, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
if (isAsc)
{
return await GetCollection<T>(collection).Find(filter).SortBy(orderByExpression)
.Skip((pageIndex - 1) * pageSize).Limit(pageSize).ToListAsync();
}
return await GetCollection<T>(collection).Find(filter).SortByDescending(orderByExpression)
.Skip((pageIndex - 1) * pageSize).Limit(pageSize).ToListAsync();
}
}
public async FTask<T> First<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var cursor = await GetCollection<T>(collection).FindAsync(filter);
return await cursor.FirstOrDefaultAsync();
}
}
public async FTask<T> First<T>(string json, string[] cols, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var projection = Builders<T>.Projection.Include("");
foreach (var col in cols)
{
projection = projection.Include(col);
}
var options = new FindOptions<T, T> {Projection = projection};
FilterDefinition<T> filterDefinition = new JsonFilterDefinition<T>(json);
var cursor = await GetCollection<T>(collection).FindAsync(filterDefinition, options);
return await cursor.FirstOrDefaultAsync();
}
}
public async FTask<T> Last<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var cursor = await GetCollection<T>(collection).FindAsync(filter);
var list = await cursor.ToListAsync();
return list.LastOrDefault();
}
}
public async FTask<List<T>> QueryOrderBy<T>(Expression<Func<T, bool>> filter, Expression<Func<T, object>> orderByExpression, bool isAsc = true, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
if (isAsc)
{
return await GetCollection<T>(collection).Find(filter).SortBy(orderByExpression).ToListAsync();
}
return await GetCollection<T>(collection).Find(filter).SortByDescending(orderByExpression)
.ToListAsync();
}
}
public async FTask<List<T>> Query<T>(Expression<Func<T, bool>> filter, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var cursor = await GetCollection<T>(collection).FindAsync(filter);
var v = await cursor.ToListAsync();
return v;
}
}
public async FTask Query(long id, List<string> collectionNames, List<Entity> result)
{
using (await IDateBase.DataBaseLock.Lock(id))
{
if (collectionNames == null || collectionNames.Count == 0)
{
return;
}
foreach (var collectionName in collectionNames)
{
var cursor = await GetCollection(collectionName).FindAsync(d => d.Id == id);
var e = await cursor.FirstOrDefaultAsync();
if (e == null)
{
continue;
}
result.Add(e);
}
}
}
public async FTask<List<T>> QueryJson<T>(string json, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
FilterDefinition<T> filterDefinition = new JsonFilterDefinition<T>(json);
var cursor = await GetCollection<T>(collection).FindAsync(filterDefinition);
var v = await cursor.ToListAsync();
return v;
}
}
public async FTask<List<T>> QueryJson<T>(string json, string[] cols, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var projection = Builders<T>.Projection.Include("");
foreach (var col in cols)
{
projection = projection.Include(col);
}
var options = new FindOptions<T, T> {Projection = projection};
FilterDefinition<T> filterDefinition = new JsonFilterDefinition<T>(json);
var cursor = await GetCollection<T>(collection).FindAsync(filterDefinition, options);
var v = await cursor.ToListAsync();
return v;
}
}
public async FTask<List<T>> QueryJson<T>(long taskId, string json, string collection = null) where T : Entity
{
using (await IDateBase.DataBaseLock.Lock(taskId))
{
FilterDefinition<T> filterDefinition = new JsonFilterDefinition<T>(json);
var cursor = await GetCollection<T>(collection).FindAsync(filterDefinition);
var v = await cursor.ToListAsync();
return v;
}
}
public async FTask<List<T>> Query<T>(Expression<Func<T, bool>> filter, string[] cols, string collection = null) where T : class
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
var projection = Builders<T>.Projection.Include(cols[0]);
for (var i = 1; i < cols.Length; i++)
{
projection = projection.Include(cols[i]);
}
return await GetCollection<T>(collection).Find(filter).Project<T>(projection).ToListAsync();
}
}
#endregion
#region Save
public async FTask Save<T>(object transactionSession, T entity, string collection = null) where T : Entity
{
if (entity == null)
{
Log.Error($"save entity is null: {typeof(T).Name}");
return;
}
var clone = MongoHelper.Instance.Clone(entity);
using (await IDateBase.DataBaseLock.Lock(clone.Id))
{
await GetCollection(collection ?? clone.GetType().Name).ReplaceOneAsync(
(IClientSessionHandle) transactionSession, d => d.Id == clone.Id, clone,
new ReplaceOptions {IsUpsert = true});
}
}
public async FTask Save<T>(T entity, string collection = null) where T : Entity, new()
{
if (entity == null)
{
Log.Error($"save entity is null: {typeof(T).Name}");
return;
}
var clone = MongoHelper.Instance.Clone(entity);
using (await IDateBase.DataBaseLock.Lock(clone.Id))
{
await GetCollection(collection ?? clone.GetType().Name).ReplaceOneAsync(d => d.Id == clone.Id, clone,
new ReplaceOptions {IsUpsert = true});
}
}
private async FTask SaveBase<T>(T entity, string collection = null) where T : Entity
{
if (entity == null)
{
Log.Error($"save entity is null: {typeof(T).Name}");
return;
}
var clone = MongoHelper.Instance.Clone(entity);
using (await IDateBase.DataBaseLock.Lock(clone.Id))
{
await GetCollection(collection ?? clone.GetType().Name).ReplaceOneAsync(d => d.Id == clone.Id, clone, new ReplaceOptions {IsUpsert = true});
}
}
public async FTask Save(long id, List<Entity> entities)
{
if (entities == null)
{
Log.Error("save entity is null");
return;
}
var clones = MongoHelper.Instance.Clone(entities);
using (await IDateBase.DataBaseLock.Lock(id))
{
foreach (Entity clone in clones)
{
try
{
await GetCollection(clone.GetType().Name).ReplaceOneAsync(d => d.Id == clone.Id, clone,
new ReplaceOptions {IsUpsert = true});
}
catch (Exception e)
{
Log.Error($"Save List Entity Error: {clone.GetType().Name} {clone}\n{e}");
}
}
}
}
#endregion
#region Insert
public FTask Insert<T>(T entity, string collection = null) where T : Entity, new()
{
return Save(entity);
}
public async FTask InsertBatch<T>(IEnumerable<T> list, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
await GetCollection<T>(collection ?? typeof(T).Name).InsertManyAsync(list);
}
}
public async FTask InsertBatch<T>(object transactionSession, IEnumerable<T> list, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(RandomHelper.RandInt64()))
{
await GetCollection<T>(collection ?? typeof(T).Name).InsertManyAsync((IClientSessionHandle) transactionSession, list);
}
}
#endregion
#region Remove
public async FTask<long> Remove<T>(object transactionSession, long id, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(id))
{
var result = await GetCollection<T>(collection).DeleteOneAsync((IClientSessionHandle) transactionSession, d => d.Id == id);
return result.DeletedCount;
}
}
public async FTask<long> Remove<T>(long id, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(id))
{
var result = await GetCollection<T>(collection).DeleteOneAsync(d => d.Id == id);
return result.DeletedCount;
}
}
public async FTask<long> Remove<T>(long id, object transactionSession, Expression<Func<T, bool>> filter, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(id))
{
var result = await GetCollection<T>(collection).DeleteManyAsync((IClientSessionHandle) transactionSession, filter);
return result.DeletedCount;
}
}
public async FTask<long> Remove<T>(long id, Expression<Func<T, bool>> filter, string collection = null) where T : Entity, new()
{
using (await IDateBase.DataBaseLock.Lock(id))
{
var result = await GetCollection<T>(collection).DeleteManyAsync(filter);
return result.DeletedCount;
}
}
#endregion
#region Index
/// <summary>
/// 创建数据库索引
/// </summary>
/// <param name="collection"></param>
/// <param name="keys"></param>
/// <typeparam name="T"></typeparam>
/// <code>
/// 使用例子(可多个):
/// 1 : Builders.IndexKeys.Ascending(d=>d.Id)
/// 2 : Builders.IndexKeys.Descending(d=>d.Id).Ascending(d=>d.Name)
/// 3 : Builders.IndexKeys.Descending(d=>d.Id),Builders.IndexKeys.Descending(d=>d.Name)
/// </code>
public async FTask CreateIndex<T>(string collection, params object[] keys) where T : Entity
{
if (keys == null || keys.Length <= 0)
{
return;
}
var indexModels = new List<CreateIndexModel<T>>();
foreach (object key in keys)
{
IndexKeysDefinition<T> indexKeysDefinition = (IndexKeysDefinition<T>) key;
indexModels.Add(new CreateIndexModel<T>(indexKeysDefinition));
}
await GetCollection<T>(collection).Indexes.CreateManyAsync(indexModels);
}
public async FTask CreateIndex<T>(params object[] keys) where T : Entity
{
if (keys == null)
{
return;
}
List<CreateIndexModel<T>> indexModels = new List<CreateIndexModel<T>>();
foreach (object key in keys)
{
IndexKeysDefinition<T> indexKeysDefinition = (IndexKeysDefinition<T>) key;
indexModels.Add(new CreateIndexModel<T>(indexKeysDefinition));
}
await GetCollection<T>().Indexes.CreateManyAsync(indexModels);
}
#endregion
#region CreateDB
public async FTask CreateDB<T>() where T : Entity
{
// 已经存在数据库表
string name = typeof(T).Name;
if (_collections.Contains(name))
{
return;
}
await _mongoDatabase.CreateCollectionAsync(name);
_collections.Add(name);
}
public async FTask CreateDB(Type type)
{
string name = type.Name;
if (_collections.Contains(name))
{
return;
}
await _mongoDatabase.CreateCollectionAsync(name);
_collections.Add(name);
}
#endregion
}
#endif

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using System;
using System.Collections.Generic;
using System.IO;
#pragma warning disable CS8625
#pragma warning disable CS8618
namespace TEngine.DataStructure
{
/// <summary>
/// 环形缓存自动扩充、不会收缩缓存、所以不要用这个操作过大的IO流
/// 1、环大小8192溢出的会自动增加环的大小。
/// 2、每个块都是一个环形缓存当溢出的时候会自动添加到下一个环中。
/// 3、当读取完成后用过的环会放在缓存中不会销毁掉。
/// </summary>
public sealed class CircularBuffer : Stream, IDisposable
{
private byte[] _lastBuffer;
public const int ChunkSize = 8192; // 环形缓存块大小
private readonly Queue<byte[]> _bufferCache = new Queue<byte[]>();
private readonly Queue<byte[]> _bufferQueue = new Queue<byte[]>();
public int FirstIndex { get; set; }
public int LastIndex { get; set; }
public override long Length
{
get
{
if (_bufferQueue.Count == 0)
{
return 0;
}
return (_bufferQueue.Count - 1) * ChunkSize + LastIndex - FirstIndex;
}
}
public byte[] First
{
get
{
if (_bufferQueue.Count == 0)
{
AddLast();
}
return _bufferQueue.Peek();
}
}
public byte[] Last
{
get
{
if (_bufferQueue.Count == 0)
{
AddLast();
}
return _lastBuffer;
}
}
public void AddLast()
{
var buffer = _bufferCache.Count > 0 ? _bufferCache.Dequeue() : new byte[ChunkSize];
_bufferQueue.Enqueue(buffer);
_lastBuffer = buffer;
}
public void RemoveFirst()
{
_bufferCache.Enqueue(_bufferQueue.Dequeue());
}
public void Read(Stream stream, int count)
{
if (count > Length)
{
throw new Exception($"bufferList length < count, {Length} {count}");
}
var copyCount = 0;
while (copyCount < count)
{
var n = count - copyCount;
if (ChunkSize - FirstIndex > n)
{
stream.Write(First, FirstIndex, n);
FirstIndex += n;
copyCount += n;
}
else
{
stream.Write(First, FirstIndex, ChunkSize - FirstIndex);
copyCount += ChunkSize - FirstIndex;
FirstIndex = 0;
RemoveFirst();
}
}
}
public void Read(Memory<byte> memory, int count)
{
if (count > Length)
{
throw new Exception($"bufferList length < count, {Length} {count}");
}
var copyCount = 0;
while (copyCount < count)
{
var n = count - copyCount;
var asMemory = First.AsMemory();
if (ChunkSize - FirstIndex > n)
{
var slice = asMemory.Slice(FirstIndex, n);
slice.CopyTo(memory.Slice(copyCount, n));
FirstIndex += n;
copyCount += n;
}
else
{
var length = ChunkSize - FirstIndex;
var slice = asMemory.Slice(FirstIndex, length);
slice.CopyTo(memory.Slice(copyCount, length));
copyCount += ChunkSize - FirstIndex;
FirstIndex = 0;
RemoveFirst();
}
}
}
public override int Read(byte[] buffer, int offset, int count)
{
if (buffer.Length < offset + count)
{
throw new Exception($"buffer length < count, buffer length: {buffer.Length} {offset} {count}");
}
var length = Length;
if (length < count)
{
count = (int) length;
}
var copyCount = 0;
while (copyCount < count)
{
var copyLength = count - copyCount;
if (ChunkSize - FirstIndex > copyLength)
{
Array.Copy(First, FirstIndex, buffer, copyCount + offset, copyLength);
FirstIndex += copyLength;
copyCount += copyLength;
continue;
}
Array.Copy(First, FirstIndex, buffer, copyCount + offset, ChunkSize - FirstIndex);
copyCount += ChunkSize - FirstIndex;
FirstIndex = 0;
RemoveFirst();
}
return count;
}
public void Write(byte[] buffer)
{
Write(buffer, 0, buffer.Length);
}
public void Write(Stream stream)
{
var copyCount = 0;
var count = (int) (stream.Length - stream.Position);
while (copyCount < count)
{
if (LastIndex == ChunkSize)
{
AddLast();
LastIndex = 0;
}
var n = count - copyCount;
if (ChunkSize - LastIndex > n)
{
_ = stream.Read(Last, LastIndex, n);
LastIndex += count - copyCount;
copyCount += n;
}
else
{
_ = stream.Read(Last, LastIndex, ChunkSize - LastIndex);
copyCount += ChunkSize - LastIndex;
LastIndex = ChunkSize;
}
}
}
public override void Write(byte[] buffer, int offset, int count)
{
var copyCount = 0;
while (copyCount < count)
{
if (ChunkSize == LastIndex)
{
AddLast();
LastIndex = 0;
}
var byteLength = count - copyCount;
if (ChunkSize - LastIndex > byteLength)
{
Array.Copy(buffer, copyCount + offset, Last, LastIndex, byteLength);
LastIndex += byteLength;
copyCount += byteLength;
}
else
{
Array.Copy(buffer, copyCount + offset, _lastBuffer, LastIndex, ChunkSize - LastIndex);
copyCount += ChunkSize - LastIndex;
LastIndex = ChunkSize;
}
}
}
public override bool CanRead { get; } = true;
public override bool CanSeek { get; } = false;
public override bool CanWrite { get; } = true;
public override long Position { get; set; }
public override void Flush()
{
throw new NotImplementedException();
}
public override long Seek(long offset, SeekOrigin origin)
{
throw new NotImplementedException();
}
public override void SetLength(long value)
{
throw new NotImplementedException();
}
public new void Dispose()
{
_bufferQueue.Clear();
_lastBuffer = null;
FirstIndex = 0;
LastIndex = 0;
base.Dispose();
}
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
#pragma warning disable CS8603
namespace TEngine.DataStructure
{
public class ConcurrentOneToManyListPool<TKey, TValue> : ConcurrentOneToManyList<TKey, TValue>, IDisposable where TKey : notnull
{
private bool _isDispose;
public static ConcurrentOneToManyListPool<TKey, TValue> Create()
{
var a = Pool<ConcurrentOneToManyListPool<TKey, TValue>>.Rent();
a._isDispose = false;
return a;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<ConcurrentOneToManyListPool<TKey, TValue>>.Return(this);
}
}
public class ConcurrentOneToManyList<TKey, TValue> : ConcurrentDictionary<TKey, List<TValue>> where TKey : notnull
{
private readonly Queue<List<TValue>> _queue = new Queue<List<TValue>>();
private readonly int _recyclingLimit = 120;
public ConcurrentOneToManyList()
{
}
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public ConcurrentOneToManyList(int recyclingLimit)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
public void Add(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Add(value);
base[key] = list;
return;
}
list.Add(value);
}
public TValue First(TKey key)
{
return !TryGetValue(key, out var list) ? default : list.FirstOrDefault();
}
public void RemoveValue(TKey key, TValue value)
{
if (!TryGetValue(key, out var list)) return;
list.Remove(value);
if (list.Count == 0) RemoveKey(key);
}
public void RemoveKey(TKey key)
{
if (!TryRemove(key, out var list)) return;
Recycle(list);
}
private List<TValue> Fetch()
{
return _queue.Count <= 0 ? new List<TValue>() : _queue.Dequeue();
}
private void Recycle(List<TValue> list)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
protected new void Clear()
{
base.Clear();
_queue.Clear();
}
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
#pragma warning disable CS8603
namespace TEngine.DataStructure
{
public class ConcurrentOneToManyQueuePool<TKey, TValue> : ConcurrentOneToManyQueue<TKey, TValue>, IDisposable
where TKey : notnull
{
private bool _isDispose;
public static ConcurrentOneToManyQueuePool<TKey, TValue> Create()
{
var a = Pool<ConcurrentOneToManyQueuePool<TKey, TValue>>.Rent();
a._isDispose = false;
return a;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<ConcurrentOneToManyQueue<TKey, TValue>>.Return(this);
}
}
public class ConcurrentOneToManyQueue<TKey, TValue> : ConcurrentDictionary<TKey, Queue<TValue>> where TKey : notnull
{
private readonly Queue<Queue<TValue>> _queue = new Queue<Queue<TValue>>();
private readonly int _recyclingLimit;
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public ConcurrentOneToManyQueue(int recyclingLimit = 0)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
public void Enqueue(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Enqueue(value);
TryAdd(key, list);
return;
}
list.Enqueue(value);
}
public TValue Dequeue(TKey key)
{
if (!TryGetValue(key, out var list) || list.Count == 0) return default;
var value = list.Dequeue();
if (list.Count == 0) RemoveKey(key);
return value;
}
public bool TryDequeue(TKey key, out TValue value)
{
value = Dequeue(key);
return value != null;
}
public void RemoveKey(TKey key)
{
if (!TryGetValue(key, out var list)) return;
TryRemove(key, out _);
Recycle(list);
}
private Queue<TValue> Fetch()
{
return _queue.Count <= 0 ? new Queue<TValue>() : _queue.Dequeue();
}
private void Recycle(Queue<TValue> list)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
protected new void Clear()
{
base.Clear();
_queue.Clear();
}
}
}

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using System;
using System.Collections.Generic;
namespace TEngine.DataStructure
{
public sealed class EntityList<T> : List<T>, IDisposable where T : IDisposable
{
private bool _isDispose;
public static EntityList<T> Create()
{
var list = Pool<EntityList<T>>.Rent();
list._isDispose = false;
return list;
}
public new void Clear()
{
for (var i = 0; i < this.Count; i++)
{
this[i].Dispose();
}
base.Clear();
}
public void ClearNotDispose()
{
base.Clear();
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<EntityList<T>>.Return(this);
}
}
}

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using System;
using System.Collections.Generic;
namespace TEngine.DataStructure
{
public sealed class HashSetPool<T> : HashSet<T>, IDisposable
{
private bool _isDispose;
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<HashSetPool<T>>.Return(this);
}
public static HashSetPool<T> Create()
{
var list = Pool<HashSetPool<T>>.Rent();
list._isDispose = false;
return list;
}
}
public sealed class HashSetBasePool<T> : IDisposable
{
public HashSet<T> Set = new HashSet<T>();
public static HashSetBasePool<T> Create()
{
return Pool<HashSetBasePool<T>>.Rent();
}
public void Dispose()
{
Set.Clear();
Pool<HashSetBasePool<T>>.Return(this);
}
}
}

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using System;
using System.Collections.Generic;
namespace TEngine.DataStructure
{
public sealed class ListPool<T> : List<T>, IDisposable
{
private bool _isDispose;
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<ListPool<T>>.Return(this);
}
public static ListPool<T> Create(params T[] args)
{
var list = Pool<ListPool<T>>.Rent();
list._isDispose = false;
if (args != null) list.AddRange(args);
return list;
}
public static ListPool<T> Create(List<T> args)
{
var list = Pool<ListPool<T>>.Rent();
list._isDispose = false;
if (args != null) list.AddRange(args);
return list;
}
}
}

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using System;
using System.Collections.Generic;
#pragma warning disable CS8600
namespace TEngine.DataStructure
{
public class OneToManyHashSetPool<TKey, TValue> : OneToManyHashSet<TKey, TValue>, IDisposable where TKey : notnull
{
private bool _isDispose;
public static OneToManyHashSetPool<TKey, TValue> Create()
{
var a = Pool<OneToManyHashSetPool<TKey, TValue>>.Rent();
a._isDispose = false;
return a;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<OneToManyHashSetPool<TKey, TValue>>.Return(this);
}
}
public class OneToManyHashSet<TKey, TValue> : Dictionary<TKey, HashSet<TValue>> where TKey : notnull
{
private readonly Queue<HashSet<TValue>> _queue = new Queue<HashSet<TValue>>();
private readonly int _recyclingLimit = 120;
private static HashSet<TValue> _empty = new HashSet<TValue>();
public OneToManyHashSet()
{
}
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public OneToManyHashSet(int recyclingLimit)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
public void Add(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Add(value);
Add(key, list);
return;
}
list.Add(value);
}
public void RemoveValue(TKey key, TValue value)
{
if (!TryGetValue(key, out var list)) return;
list.Remove(value);
if (list.Count == 0) RemoveKey(key);
}
public void RemoveKey(TKey key)
{
if (!TryGetValue(key, out var list)) return;
Remove(key);
Recycle(list);
}
public HashSet<TValue> GetValue(TKey key)
{
if (TryGetValue(key, out HashSet<TValue> value))
{
return value;
}
return _empty;
}
private HashSet<TValue> Fetch()
{
return _queue.Count <= 0 ? new HashSet<TValue>() : _queue.Dequeue();
}
private void Recycle(HashSet<TValue> list)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
protected new void Clear()
{
base.Clear();
_queue.Clear();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
#pragma warning disable CS8600
#pragma warning disable CS8603
namespace TEngine.DataStructure
{
public class OneToManyListPool<TKey, TValue> : OneToManyList<TKey, TValue>, IDisposable where TKey : notnull
{
private bool _isDispose;
public static OneToManyListPool<TKey, TValue> Create()
{
var list = Pool<OneToManyListPool<TKey, TValue>>.Rent();
list._isDispose = false;
return list;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<OneToManyListPool<TKey, TValue>>.Return(this);
}
}
public class OneToManyList<TKey, TValue> : Dictionary<TKey, List<TValue>> where TKey : notnull
{
private readonly Queue<List<TValue>> _queue = new Queue<List<TValue>>();
private readonly int _recyclingLimit = 120;
private static List<TValue> _empty = new List<TValue>();
public OneToManyList()
{
}
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public OneToManyList(int recyclingLimit)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
public void Add(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Add(value);
Add(key, list);
return;
}
list.Add(value);
}
public TValue First(TKey key)
{
return !TryGetValue(key, out var list) ? default : list.FirstOrDefault();
}
public bool RemoveValue(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
return true;
}
var isRemove = list.Remove(value);
if (list.Count == 0)
{
isRemove = RemoveByKey(key);
}
return isRemove;
}
public bool RemoveByKey(TKey key)
{
if (!TryGetValue(key, out var list))
{
return false;
}
Remove(key);
Recycle(list);
return true;
}
public List<TValue> GetValues(TKey key)
{
if (TryGetValue(key, out List<TValue> list))
{
return list;
}
return _empty;
}
public new void Clear()
{
foreach (var keyValuePair in this) Recycle(keyValuePair.Value);
base.Clear();
}
private List<TValue> Fetch()
{
return _queue.Count <= 0 ? new List<TValue>() : _queue.Dequeue();
}
private void Recycle(List<TValue> list)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
}
}

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using System;
using System.Collections.Generic;
#pragma warning disable CS8603
namespace TEngine.DataStructure
{
public class OneToManyQueuePool<TKey, TValue> : OneToManyQueue<TKey, TValue>, IDisposable where TKey : notnull
{
private bool _isDispose;
public static OneToManyQueuePool<TKey, TValue> Create()
{
var a = Pool<OneToManyQueuePool<TKey, TValue>>.Rent();
a._isDispose = false;
return a;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<OneToManyQueuePool<TKey, TValue>>.Return(this);
}
}
public class OneToManyQueue<TKey, TValue> : Dictionary<TKey, Queue<TValue>> where TKey : notnull
{
private readonly Queue<Queue<TValue>> _queue = new Queue<Queue<TValue>>();
private readonly int _recyclingLimit;
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public OneToManyQueue(int recyclingLimit = 0)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
public void Enqueue(TKey key, TValue value)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Enqueue(value);
Add(key, list);
return;
}
list.Enqueue(value);
}
public TValue Dequeue(TKey key)
{
if (!TryGetValue(key, out var list) || list.Count == 0)
{
return default;
}
var value = list.Dequeue();
if (list.Count == 0)
{
RemoveKey(key);
}
return value;
}
public bool TryDequeue(TKey key, out TValue value)
{
value = Dequeue(key);
return value != null;
}
public void RemoveKey(TKey key)
{
if (!TryGetValue(key, out var list)) return;
Remove(key);
Recycle(list);
}
private Queue<TValue> Fetch()
{
return _queue.Count <= 0 ? new Queue<TValue>() : _queue.Dequeue();
}
private void Recycle(Queue<TValue> list)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
protected new void Clear()
{
base.Clear();
_queue.Clear();
}
}
}

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// #if UNITY_5_3_OR_NEWER
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using System.Diagnostics;
// using System.Diagnostics.CodeAnalysis;
// using System.Linq;
// using System.Runtime.CompilerServices;
// #pragma warning disable CS8600
//
// namespace System.Collections.Generic
// {
// public class PriorityQueue<TElement, TPriority>
// {
// private const int DefaultCapacity = 4;
//
// private readonly IComparer<TPriority> _priorityComparer;
//
// private HeapEntry[] _heap;
// private int _count;
// private int _version;
//
// private UnorderedItemsCollection? _unorderedItemsCollection;
//
// #region Constructors
// public PriorityQueue() : this(0, null)
// {
//
// }
//
// // public PriorityQueue(int initialCapacity) : this(initialCapacity, null)
// // {
// //
// // }
//
// // public PriorityQueue(IComparer<TPriority>? comparer) : this(0, comparer)
// // {
// //
// // }
//
// // public PriorityQueue(int initialCapacity, IComparer<TPriority>? comparer)
// // {
// // if (initialCapacity < 0)
// // {
// // throw new ArgumentOutOfRangeException(nameof(initialCapacity));
// // }
// //
// // if (initialCapacity == 0)
// // {
// // _heap = Array.Empty<HeapEntry>();
// // }
// // else
// // {
// // _heap = new HeapEntry[initialCapacity];
// // }
// //
// // _priorityComparer = comparer ?? Comparer<TPriority>.Default;
// // }
//
// public PriorityQueue(IEnumerable<(TElement Element, TPriority Priority)> values) : this(values, null)
// {
//
// }
//
// public PriorityQueue(IEnumerable<(TElement Element, TPriority Priority)> values, IComparer<TPriority>? comparer)
// {
// _priorityComparer = comparer ?? Comparer<TPriority>.Default;
// _heap = Array.Empty<HeapEntry>();
// _count = 0;
//
// AppendRaw(values);
// Heapify();
// }
// #endregion
//
// public int Count => _count;
// public IComparer<TPriority> Comparer => _priorityComparer;
//
// public void Enqueue(TElement element, TPriority priority)
// {
// _version++;
// if (_count == _heap.Length)
// {
// Resize(ref _heap);
// }
//
// SiftUp(index: _count++, in element, in priority);
// }
//
// public void EnqueueRange(IEnumerable<(TElement Element, TPriority Priority)> values)
// {
// _version++;
// if (_count == 0)
// {
// AppendRaw(values);
// Heapify();
// }
// else
// {
// foreach ((TElement element, TPriority priority) in values)
// {
// if (_count == _heap.Length)
// {
// Resize(ref _heap);
// }
//
// SiftUp(index: _count++, in element, in priority);
// }
// }
// }
//
// // TODO optimize
// public void EnqueueRange(IEnumerable<TElement> elements, TPriority priority) => EnqueueRange(elements.Select(e => (e, priority)));
//
// public TElement Peek()
// {
// if (_count == 0)
// {
// throw new InvalidOperationException();
// }
//
// return _heap[0].Element;
// }
//
// public bool TryPeek([MaybeNullWhen(false)] out TElement element, [MaybeNullWhen(false)] out TPriority priority)
// {
// if (_count == 0)
// {
// element = default;
// priority = default;
// return false;
// }
//
// (element, priority) = _heap[0];
// return true;
// }
//
// public TElement Dequeue()
// {
// if (_count == 0)
// {
// throw new InvalidOperationException();
// }
//
// _version++;
// RemoveIndex(index: 0, out TElement result, out _);
// return result;
// }
//
// public bool TryDequeue([MaybeNullWhen(false)] out TElement element, [MaybeNullWhen(false)] out TPriority priority)
// {
// if (_count == 0)
// {
// element = default;
// priority = default;
// return false;
// }
//
// _version++;
// RemoveIndex(index: 0, out element, out priority);
// return true;
// }
//
// public TElement EnqueueDequeue(TElement element, TPriority priority)
// {
// if (_count == 0)
// {
// return element;
// }
//
// ref HeapEntry minEntry = ref _heap[0];
// if (_priorityComparer.Compare(priority, minEntry.Priority) <= 0)
// {
// return element;
// }
//
// _version++;
// TElement minElement = minEntry.Element;
// #if SIFTDOWN_EMPTY_NODES
// SiftDownHeapPropertyRequired(index: 0, in element, in priority);
// #else
// SiftDown(index: 0, in element, in priority);
// #endif
// return minElement;
// }
//
// public void Clear()
// {
// _version++;
// if (_count > 0)
// {
// //if (RuntimeHelpers.IsReferenceOrContainsReferences<HeapEntry>())
// {
// Array.Clear(_heap, 0, _count);
// }
//
// _count = 0;
// }
// }
//
// public void TrimExcess()
// {
// int count = _count;
// int threshold = (int)(((double)_heap.Length) * 0.9);
// if (count < threshold)
// {
// Array.Resize(ref _heap, count);
// }
// }
//
// public void EnsureCapacity(int capacity)
// {
// if (capacity < 0)
// {
// throw new ArgumentOutOfRangeException();
// }
//
// if (capacity > _heap.Length)
// {
// Array.Resize(ref _heap, capacity);
// }
// }
//
// public UnorderedItemsCollection UnorderedItems => _unorderedItemsCollection ??= new UnorderedItemsCollection(this);
//
// public class UnorderedItemsCollection : IReadOnlyCollection<(TElement Element, TPriority Priority)>, ICollection
// {
// private readonly PriorityQueue<TElement, TPriority> _priorityQueue;
//
// internal UnorderedItemsCollection(PriorityQueue<TElement, TPriority> priorityQueue)
// {
// _priorityQueue = priorityQueue;
// }
//
// public int Count => _priorityQueue.Count;
// public bool IsSynchronized => false;
// public object SyncRoot => _priorityQueue;
//
// public Enumerator GetEnumerator() => new Enumerator(_priorityQueue);
// IEnumerator<(TElement Element, TPriority Priority)> IEnumerable<(TElement Element, TPriority Priority)>.GetEnumerator() => new Enumerator(_priorityQueue);
// IEnumerator IEnumerable.GetEnumerator() => new Enumerator(_priorityQueue);
//
// bool ICollection.IsSynchronized => false;
// object ICollection.SyncRoot => this;
// void ICollection.CopyTo(Array array, int index)
// {
// if (array == null)
// throw new ArgumentNullException(nameof(array));
// if (array.Rank != 1)
// throw new ArgumentException("SR.Arg_RankMultiDimNotSupported", nameof(array));
// if (index < 0)
// throw new ArgumentOutOfRangeException(nameof(index), "SR.ArgumentOutOfRange_Index");
//
// int arrayLen = array.Length;
// if (arrayLen - index < _priorityQueue._count)
// throw new ArgumentException("SR.Argument_InvalidOffLen");
//
// int numToCopy = _priorityQueue._count;
// HeapEntry[] heap = _priorityQueue._heap;
//
// for (int i = 0; i < numToCopy; i++)
// {
// ref HeapEntry entry = ref heap[i];
// array.SetValue((entry.Element, entry.Priority), index + i);
// }
// }
//
// public struct Enumerator : IEnumerator<(TElement Element, TPriority Priority)>, IEnumerator
// {
// private readonly PriorityQueue<TElement, TPriority> _queue;
// private readonly int _version;
// private int _index;
// private (TElement Element, TPriority Priority) _current;
//
// internal Enumerator(PriorityQueue<TElement, TPriority> queue)
// {
// _version = queue._version;
// _queue = queue;
// _index = 0;
// _current = default;
// }
//
// public bool MoveNext()
// {
// PriorityQueue<TElement, TPriority> queue = _queue;
//
// if (queue._version == _version && _index < queue._count)
// {
// ref HeapEntry entry = ref queue._heap[_index];
// _current = (entry.Element, entry.Priority);
// _index++;
// return true;
// }
//
// if (queue._version != _version)
// {
// throw new InvalidOperationException("collection was modified");
// }
//
// return false;
// }
//
// public (TElement Element, TPriority Priority) Current => _current;
// object IEnumerator.Current => _current;
//
// public void Reset()
// {
// if (_queue._version != _version)
// {
// throw new InvalidOperationException("collection was modified");
// }
//
// _index = 0;
// _current = default;
// }
//
// public void Dispose()
// {
// }
// }
// }
//
// #region Private Methods
// private void Heapify()
// {
// HeapEntry[] heap = _heap;
//
// for (int i = (_count - 1) >> 2; i >= 0; i--)
// {
// HeapEntry entry = heap[i]; // ensure struct is copied before sifting
// SiftDown(i, in entry.Element, in entry.Priority);
// }
// }
//
// private void AppendRaw(IEnumerable<(TElement Element, TPriority Priority)> values)
// {
// // TODO: specialize on ICollection types
// var heap = _heap;
// int count = _count;
//
// foreach ((TElement element, TPriority priority) in values)
// {
// if (count == heap.Length)
// {
// Resize(ref heap);
// }
//
// ref HeapEntry entry = ref heap[count];
// entry.Element = element;
// entry.Priority = priority;
// count++;
// }
//
// _heap = heap;
// _count = count;
// }
//
// private void RemoveIndex(int index, out TElement element, out TPriority priority)
// {
// Debug.Assert(index < _count);
//
// (element, priority) = _heap[index];
//
// int lastElementPos = --_count;
// ref HeapEntry lastElement = ref _heap[lastElementPos];
//
// if (lastElementPos > 0)
// {
// #if SIFTDOWN_EMPTY_NODES
// SiftDownHeapPropertyRequired(index, in lastElement.Element, in lastElement.Priority);
// #else
// SiftDown(index, in lastElement.Element, in lastElement.Priority);
// #endif
// }
//
// //if (RuntimeHelpers.IsReferenceOrContainsReferences<HeapEntry>())
// {
// lastElement = default;
// }
// }
//
// private void SiftUp(int index, in TElement element, in TPriority priority)
// {
// while (index > 0)
// {
// int parentIndex = (index - 1) >> 2;
// ref HeapEntry parent = ref _heap[parentIndex];
//
// if (_priorityComparer.Compare(parent.Priority, priority) <= 0)
// {
// // parentPriority <= priority, heap property is satisfed
// break;
// }
//
// _heap[index] = parent;
// index = parentIndex;
// }
//
// ref HeapEntry entry = ref _heap[index];
// entry.Element = element;
// entry.Priority = priority;
// }
//
// private void SiftDown(int index, in TElement element, in TPriority priority)
// {
// int minChildIndex;
// int count = _count;
// HeapEntry[] heap = _heap;
//
// while ((minChildIndex = (index << 2) + 1) < count)
// {
// // find the child with the minimal priority
// ref HeapEntry minChild = ref heap[minChildIndex];
// int childUpperBound = Math.Min(count, minChildIndex + 4);
//
// for (int nextChildIndex = minChildIndex + 1; nextChildIndex < childUpperBound; nextChildIndex++)
// {
// ref HeapEntry nextChild = ref heap[nextChildIndex];
// if (_priorityComparer.Compare(nextChild.Priority, minChild.Priority) < 0)
// {
// minChildIndex = nextChildIndex;
// minChild = ref nextChild;
// }
// }
//
// // compare with inserted priority
// if (_priorityComparer.Compare(priority, minChild.Priority) <= 0)
// {
// // priority <= minChild, heap property is satisfied
// break;
// }
//
// heap[index] = minChild;
// index = minChildIndex;
// }
//
// ref HeapEntry entry = ref heap[index];
// entry.Element = element;
// entry.Priority = priority;
// }
//
// #if SIFTDOWN_EMPTY_NODES
// private void SiftDownHeapPropertyRequired(int index, in TElement element, in TPriority priority)
// {
// int emptyNodeIndex = SiftDownEmptyNode(index);
// SiftUp(emptyNodeIndex, in element, in priority);
// }
//
// private int SiftDownEmptyNode(int emptyNodeIndex)
// {
// int count = _count;
// int minChildIndex;
// HeapEntry[] heap = _heap;
//
// while ((minChildIndex = (emptyNodeIndex << 2) + 1) < count)
// {
// // find the child with the minimal priority
// ref HeapEntry minChild = ref heap[minChildIndex];
// int childUpperBound = Math.Min(count, minChildIndex + 4);
//
// for (int nextChildIndex = minChildIndex + 1; nextChildIndex < childUpperBound; nextChildIndex++)
// {
// ref HeapEntry nextChild = ref heap[nextChildIndex];
// if (_priorityComparer.Compare(nextChild.Priority, minChild.Priority) < 0)
// {
// minChildIndex = nextChildIndex;
// minChild = ref nextChild;
// }
// }
//
// heap[emptyNodeIndex] = minChild;
// emptyNodeIndex = minChildIndex;
// }
//
// return emptyNodeIndex;
// }
// #endif
//
// private void Resize(ref HeapEntry[] heap)
// {
// int newSize = heap.Length == 0 ? DefaultCapacity : 2 * heap.Length;
// Array.Resize(ref heap, newSize);
// }
//
// private struct HeapEntry
// {
// public TElement Element;
// public TPriority Priority;
//
// public void Deconstruct(out TElement element, out TPriority priority)
// {
// element = Element;
// priority = Priority;
// }
// }
//
// #if DEBUG
// public void ValidateInternalState()
// {
// if (_heap.Length < _count)
// {
// throw new Exception("invalid elements array length");
// }
//
// foreach ((var element, var idx) in _heap.Select((x, i) => (x.Element, i)).Skip(_count))
// {
// if (!IsDefault(element))
// {
// throw new Exception($"Non-zero element '{element}' at index {idx}.");
// }
// }
//
// foreach ((var priority, var idx) in _heap.Select((x, i) => (x.Priority, i)).Skip(_count))
// {
// if (!IsDefault(priority))
// {
// throw new Exception($"Non-zero priority '{priority}' at index {idx}.");
// }
// }
//
// static bool IsDefault<T>(T value)
// {
// T defaultVal = default;
//
// if (defaultVal is null)
// {
// return value is null;
// }
//
// return value!.Equals(defaultVal);
// }
// }
// #endif
// #endregion
// }
// }
// #endif

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using System;
using System.Collections.Generic;
namespace TEngine.DataStructure
{
public sealed class ReuseList<T> : List<T>, IDisposable
{
private bool _isDispose;
public static ReuseList<T> Create()
{
var list = Pool<ReuseList<T>>.Rent();
list._isDispose = false;
return list;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<ReuseList<T>>.Return(this);
}
}
}

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@@ -0,0 +1,139 @@
using System;
using System.Collections.Generic;
using System.Linq;
#pragma warning disable CS8603
namespace TEngine.DataStructure
{
public class SortedConcurrentOneToManyListPool<TKey, TValue> : SortedConcurrentOneToManyList<TKey, TValue>,
IDisposable where TKey : notnull
{
private bool _isDispose;
public static SortedConcurrentOneToManyListPool<TKey, TValue> Create()
{
var a = Pool<SortedConcurrentOneToManyListPool<TKey, TValue>>.Rent();
a._isDispose = false;
return a;
}
public void Dispose()
{
if (_isDispose)
{
return;
}
_isDispose = true;
Clear();
Pool<SortedConcurrentOneToManyListPool<TKey, TValue>>.Return(this);
}
}
public class SortedConcurrentOneToManyList<TKey, TValue> : SortedDictionary<TKey, List<TValue>> where TKey : notnull
{
private readonly object _lockObject = new object();
private readonly Queue<List<TValue>> _queue = new Queue<List<TValue>>();
private readonly int _recyclingLimit;
public SortedConcurrentOneToManyList()
{
}
/// <summary>
/// 设置最大缓存数量
/// </summary>
/// <param name="recyclingLimit">
/// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
/// 2:设置成0不控制数量全部缓存
/// </param>
public SortedConcurrentOneToManyList(int recyclingLimit = 0)
{
_recyclingLimit = recyclingLimit;
}
public bool Contains(TKey key, TValue value)
{
lock (_lockObject)
{
TryGetValue(key, out var list);
return list != null && list.Contains(value);
}
}
public void Add(TKey key, TValue value)
{
lock (_lockObject)
{
if (!TryGetValue(key, out var list))
{
list = Fetch();
list.Add(value);
base[key] = list;
return;
}
list.Add(value);
}
}
public TValue First(TKey key)
{
lock (_lockObject)
{
return !TryGetValue(key, out var list) ? default : list.FirstOrDefault();
}
}
public void RemoveValue(TKey key, TValue value)
{
lock (_lockObject)
{
if (!TryGetValue(key, out var list)) return;
list.Remove(value);
if (list.Count == 0) RemoveKey(key);
}
}
public void RemoveKey(TKey key)
{
lock (_lockObject)
{
if (!TryGetValue(key, out var list)) return;
Remove(key);
Recycle(list);
}
}
private List<TValue> Fetch()
{
lock (_lockObject)
{
return _queue.Count <= 0 ? new List<TValue>() : _queue.Dequeue();
}
}
private void Recycle(List<TValue> list)
{
lock (_lockObject)
{
list.Clear();
if (_recyclingLimit != 0 && _queue.Count > _recyclingLimit) return;
_queue.Enqueue(list);
}
}
protected new void Clear()
{
base.Clear();
_queue.Clear();
}
}
}

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