using Kailash.Framework.Adapter.Driven.Time; using System; using XGame.Framework.Data; using XGame.Framework.Database; using XGame.Framework.Memory; using XGame.Framework.ThreadScheduler; namespace XGame.Framework { internal class FrameworkController { private TimeCorrector _updateCorrector; private TimeCorrector _lateUpdateCorrector; /// /// 是否已销毁 /// private Func _isDestroy; /// /// 是否已销毁 /// private bool IsDestroy => _isDestroy?.Invoke() ?? true; public void Init(Func isDestroy) { _isDestroy = isDestroy; _updateCorrector = new TimeCorrector(); _lateUpdateCorrector = new TimeCorrector(); Profiler.BeginSample(this, "ObjectPool.Initialize"); ObjectPool.Initialize(); Profiler.EndSample(); Profiler.BeginSample(this, "XOpencoding.Initialize"); XOpencoding.Initialize(); Profiler.EndSample(); } public int Update() { FrameworkSchedulers.Update(); if (IsDestroy) return 0; ThreadSchedulers.Update(); if (IsDestroy) return 0; var elapse = _updateCorrector.GetCorrectedTime(); MainThreadUpdateRegister.Update(elapse); return elapse; } public int LateUpdate() { var elapse = _lateUpdateCorrector.GetCorrectedTime(); return elapse; } public void Dispose() { _isDestroy = null; FrameworkSchedulers.Dispose(); ThreadSchedulers.Dispose(); FrameworkEvent.Dispose(); DataModule.Dispose(); DatabaseModule.Dispose(); ObjectPool.Dispose(); XOpencoding.Dispose(); MemoryMonitor.Dispose(); } } }