通过回调将await应用于任务

如何解决通过回调将await应用于任务

我有一个用于回合游戏的有限状态机。

ProcessState检查当前状态并执行某些操作,然后等待调用回调

private void ProcessState(GameStatus status)
        {
            switch (status.CurrentState)
            {
                case State.START_TURN:
                    DoStartTurn(status,() =>
                    {
                        status.SetCurrentState(State.WAIT_MOVE); 
                    });
                    break;

                case State.WAIT_MOVE:
                    // ...
                    break;
            }
        }

“执行”功能发出一个事件,外部使用者最终将调用完成。

  private void DoStartTurn(GameStatus status,Action done)
        {
            OnStartTurn?.Invoke(status,done);
        }

是否可以通过异步方法转换ProcessState来简化代码?

我想要以下一些东西

case State.START_TURN:
   await DoStartTurn(status);
   status.SetCurrentState(State.WAIT_MOVE);
break;

我的问题是将Task概念组合在一起,以将async / await与发出等待回调的发射事件一起使用。

谢谢!

编辑:

我尝试提供整个类(这是Unity的类,但这只是一个普通的类)

using System;
using Sirenix.OdinInspector;
using UnityEngine;

namespace GenericCardEngine
{

    [ShowInInspector]
    public class Engine
    {
        [HideInInspector]
        public Action<GameStatus,Action> OnInit;
        [HideInInspector]
        public Action<GameStatus,Action> OnStartGame;
        [HideInInspector]
        public Action<GameStatus,Action> OnStartTurn;
        [HideInInspector]
        public Action<GameStatus,Action> OnReshuffle;
        [HideInInspector]
        public Action<GameStatus,Action<Move>> OnWaitMove;
        [HideInInspector]
        public Action<GameStatus,Action> OnInvalidMove;
        [HideInInspector]
        public Action<GameStatus,Action> OnEndTurn;
        [HideInInspector]
        public Action<GameStatus,Action> OnEndGame;

        [ShowInInspector]
        GameStatus gameStatus;
        
        public Engine(Config config)
        {
            gameStatus = new GameStatus(config);
        }

        public void Begin()
        {
            gameStatus.OnStateChange += ProcessState;
            ProcessState(gameStatus);
        }

        // Preferisco far ritornare o niente o la mossa dal consumer in modo da poter visualizzare l'intera FSM qui
        private void ProcessState(GameStatus status)
        {
            if (status.ShowDebugLog) Debug.Log($"Processing {status.CurrentState}");
            switch (status.CurrentState)
            {

                case State.INIT:
                    DoInit(status,() =>
                    {
                        status.SetCurrentState(State.START_GAME);
                    });
                    break;

                case State.START_GAME:
                    DoStartGame(status,() =>
                    {
                        status.SetCurrentState(State.START_TURN);
                    });
                    break;

                case State.START_TURN:
                    DoStartTurn(status,() =>
                    {
                        if (status.Deck.IsEmpty)
                        {
                            status.SetCurrentState(State.RESHUFFLE);
                            return;
                        }
                        status.SetCurrentState(State.WAIT_MOVE);
                    });
                    break;
                    
                case State.RESHUFFLE:
                    DoReshuffle(status,() =>
                    {
                        status.SetCurrentState(State.WAIT_MOVE);
                    });
                    break;

                case State.WAIT_MOVE:
                    DoWaitMove(status,(move) =>
                    {
                        MoveType type = Rules.ClassifyMove(status,move);

                        if (type == MoveType.VALID)
                        {
                            Rules.ApplyMove(status,move);
                            status.SetCurrentState(State.END_TURN);
                        }

                        if (type == MoveType.INVALID)
                        {
                            status.SetCurrentState(State.INVALID_MOVE);
                        }

                    });
                    break;

                case State.INVALID_MOVE:
                    DoInvalidMove(status,() =>
                    {
                        status.SetCurrentState(State.WAIT_MOVE);
                    });
                    break;

                case State.END_TURN:
                    DoEndTurn(status,() =>
                    {
                        status.SetCurrentState(State.START_TURN);
                    });
                    break;

                case State.END_GAME:
                    DoEndGame(status,() =>
                    {
                        status.SetCurrentState(State.EXIT);
                    });
                    break;

                case State.EXIT:
                    break;
            }
        }

        private void DoInit(GameStatus status,Action done)
        {
            OnInit?.Invoke(status,done);
        }

        private void DoStartGame(GameStatus status,Action done)
        {
            Rules.DealInitialCardsToPlayers(status);
            Rules.DealCardsToTable(status);

            OnStartGame?.Invoke(status,done);
        }

        private void DoStartTurn(GameStatus status,Action done)
        {
            status.Turn++;
            Rules.NextPlayer(status);
            Rules.DealCardsToPlayerForTurn(status);
            OnStartTurn?.Invoke(status,done);
        }

        private void DoReshuffle(GameStatus status,Action done)
        {
            Rules.Reshuffle(status);
            OnReshuffle?.Invoke(status,done);
        }

        private void DoWaitMove(GameStatus status,Action<Move> done)
        {
            OnWaitMove?.Invoke(status,done);
        }
        private void DoInvalidMove(GameStatus status,Action done)
        {
            OnInvalidMove(status,done);
        }
        private void DoEndTurn(GameStatus status,Action done)
        {
            OnEndTurn?.Invoke(status,done);
        }
        private void DoEndGame(GameStatus status,Action done)
        {
            OnEndGame?.Invoke(status,done);
        }
    }
}

解决方法

您始终可以使用TaskCompletionSource将回调转换为基于任务的调用:

Task DoStartTurn(GameStatus status)
    {
        var tcs = new TaskCompletionSource<bool>();
        OnStartTurn?.Invoke(status,() => tcs.SetResult(true)));
        return tcs.Task;
    }

但是,如果任务概念一直向下延伸到调用链,则代码将更加优美。在您的示例中,DoStartTurn是否实际执行异步操作并不明显。或者,如果发生任何异常,该怎么办。或者,如果事件的听众不完全相同,该怎么办。

,

奇怪的是,您要求Engine客户端提供“对回调的回调”。外观设计可能会发生以下变化:

  • Action签名更改为Func<Task>,以便您可以正确等待这些签名
  • 从这些签名中删除回调(并直接内联调用该逻辑)

类似这样的东西:

class Engine
{
    // Func returning Task,so they can be awaited
    public Func<GameStatus,Task> OnInit;
    public Func<GameStatus,Task> OnStartGame;

    // make the ProcessState function async
    private async Task ProcessState(GameStatus status)
    {
        switch (status.CurrentState)
        {

            case State.INIT:
                // business logic for init game
                await DoInit(status);
                status.SetCurrentState(State.START_GAME);
                break;

            case State.START_GAME:
                await DoStartGame(status);
                status.SetCurrentState(State.START_TURN);
                break;
            // .. etc
         }
    }

    private async Task DoInit(GameStatus status)
    {
        await OnInit(status);
    }

    private async Task DoStartGame(GameStatus status)
    {
        Rules.DealInitialCardsToPlayers(status);
        Rules.DealCardsToTable(status);
        await OnStartGame(status);
    }

    // .. etc
}

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