Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
This commit is contained in:
@@ -1,3 +1,5 @@
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using Ghost.Core;
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namespace Ghost.Editor.Core.AppState;
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internal partial class AppStateMachine : IDisposable, IAsyncDisposable
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@@ -5,52 +7,91 @@ internal partial class AppStateMachine : IDisposable, IAsyncDisposable
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private Dictionary<StateKey, Lazy<IAppState>> _states = new();
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private IAppState? _current;
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private bool _disposed;
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public void RegisterState(StateKey key, Func<IAppState> stateFactory)
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{
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_states[key] = new(stateFactory);
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}
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public async Task TransitionToAsync(StateKey stateKey, object? parameter = null)
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public async Task<Result> TransitionToAsync(StateKey stateKey, object? parameter = null)
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{
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var previous = _current;
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if (!_states.TryGetValue(stateKey, out var next))
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{
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throw new InvalidOperationException($"State '{stateKey}' is not registered.");
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return Result.Failure($"State '{stateKey}' not found.");
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}
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Result result;
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if (previous != null)
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{
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result = await previous.OnExitingAsync();
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if (result.IsFailure)
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{
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return result;
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}
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}
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result = await next.Value.OnEnteringAsync(parameter);
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if (result.IsFailure)
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{
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if (previous != null)
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{
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await previous.OnEnteredAsync(parameter);
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}
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return result;
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}
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if (previous != null)
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{
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await previous.OnExitingAsync();
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result = await previous.OnExitedAsync();
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if (result.IsFailure)
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{
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await next.Value.OnExitedAsync();
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await previous.OnEnteredAsync(parameter);
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return result;
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}
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}
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await next.Value.OnEnteringAsync(parameter);
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if (previous != null)
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result = await next.Value.OnEnteredAsync(parameter);
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if (result.IsFailure)
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{
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await previous.OnExitedAsync();
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}
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await next.Value.OnExitedAsync();
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await next.Value.OnEnteredAsync(parameter);
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if (previous != null)
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{
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await previous.OnEnteredAsync(parameter);
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}
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return result;
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}
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_current = next.Value;
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return Result.Success();
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}
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public void Dispose()
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{
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_states.Clear();
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_current?.OnExitingAsync().GetAwaiter().GetResult();
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_current?.OnExitedAsync().GetAwaiter().GetResult();
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_current = null;
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DisposeAsync().AsTask().Wait();
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}
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public async ValueTask DisposeAsync()
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{
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if (_disposed)
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{
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return;
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}
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_states.Clear();
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if (_current != null)
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{
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await _current.OnExitingAsync();
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await _current.OnExitedAsync();
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}
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_current = null;
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_disposed = true;
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}
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}
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@@ -1,3 +1,5 @@
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using Ghost.Core;
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namespace Ghost.Editor.Core.AppState;
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internal interface IAppState
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@@ -5,22 +7,22 @@ internal interface IAppState
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/// <summary>
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/// Called when exiting the state.
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/// </summary>
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public Task OnExitingAsync();
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public Task<Result> OnExitingAsync();
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/// <summary>
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/// Called when entering the state, right after OnEnteringAsync.
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/// <paramref name="parameter">can be used to pass data into the state, such as a project to load.</summary>
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/// </summary>
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public Task OnEnteringAsync(object? parameter);
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public Task<Result> OnEnteringAsync(object? parameter);
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/// <summary>
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/// Called when exiting the state, specifically for pose transitions.
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/// </summary>
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public Task OnExitedAsync();
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public Task<Result> OnExitedAsync();
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/// <summary>
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/// Called when entered the state, specifically after the state has been fully initialized and is ready for interaction.
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/// </summary>
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/// <param name="parameter">can be used to pass data into the state, such as a project to load.</param>
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public Task OnEnteredAsync(object? parameter);
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public Task<Result> OnEnteredAsync(object? parameter);
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}
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