简易的插件配置文件生成器 (#73)

* 简易的插件配置文件生成器
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yeziuku 2024-03-18 20:46:00 +08:00 committed by GitHub
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Api/Utility/PluginConfig.cs Normal file
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using System.Text;
using System.Text.Json;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Api.Utility
{
/// <summary>
/// 简易的插件配置文件生成器<para/>
/// 仅支持部分基本类型(<see cref="long"/>, <see cref="decimal"/>, <see cref="string"/>, <see cref="bool"/>)及其数组(<see cref="List{T}">List&lt;long&gt;, List&lt;decimal&gt;, List&lt;string&gt;, List&lt;bool&gt;</see>和<see cref="Array">long[], decimal[], string[], bool[]</see>
/// <para/>文件会保存为:程序目录/configs/<see cref="PluginName"/>/<see cref="FileName"/>.json
/// </summary>
/// <remarks>
/// 新建一个配置文件,文件会保存为:程序目录/configs/<see cref="PluginName"/>/<see cref="FileName"/>.json
/// </remarks>
/// <param name="plugin_name"></param>
/// <param name="file_name"></param>
public class PluginConfig(string plugin_name, string file_name) : Dictionary<string, object>
{
/// <summary>
/// 插件的名称
/// </summary>
public string PluginName { get; set; } = plugin_name;
/// <summary>
/// 配置文件的名称(后缀将是.json
/// </summary>
public string FileName { get; set; } = file_name;
/// <summary>
/// 使用索引器给指定key赋值不存在key会新增
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public new object this[string key]
{
set => Add(key, value);
}
/// <summary>
/// 如果保存了对象,请使用此方法转换
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
public void Parse<T>(string key)
{
if (TryGetValue(key, out object? value) && value != null)
{
T? instance = NetworkUtility.JsonDeserialize<T>(value.ToString() ?? "");
if (instance != null)
{
base[key] = instance;
}
}
}
/// <summary>
/// 使用泛型获取指定key的value
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="key"></param>
/// <returns></returns>
public T? Get<T>(string key)
{
if (TryGetValue(key, out object? value) && value != null)
{
return NetworkUtility.JsonDeserialize<T>(value.ToString() ?? "");
}
return default;
}
/// <summary>
/// 添加一个配置如果已存在key会覆盖
/// </summary>
/// <param name="key"></param>
/// <param name="value"></param>
public new void Add(string key, object value)
{
if (value != null)
{
if (TryGetValue(key, out _)) base[key] = value;
else base.Add(key, value);
}
}
/// <summary>
/// 从配置文件中读取配置。
/// 注意:所有保存时为数组的对象都会变成<see cref="List{T}"/>对象,并且不支持<see cref="object"/>类型
/// </summary>
public void LoadConfig()
{
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/{PluginName}";
string fpath = $@"{dpath}/{FileName}.json";
if (!Directory.Exists(dpath))
{
Directory.CreateDirectory(dpath);
}
if (File.Exists(fpath))
{
string json = File.ReadAllText(fpath, General.DefaultEncoding);
Dictionary<string, object> dict = NetworkUtility.JsonDeserialize<Dictionary<string, object>>(json) ?? [];
Clear();
foreach (string key in dict.Keys)
{
JsonElement obj = (JsonElement)dict[key];
AddValue(key, obj);
}
}
}
/// <summary>
/// 将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
/// </summary>
public void SaveConfig()
{
string json = NetworkUtility.JsonSerialize((Dictionary<string, object>)this);
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/{PluginName}";
string fpath = $@"{dpath}/{FileName}.json";
if (!Directory.Exists(dpath))
{
Directory.CreateDirectory(dpath);
}
using StreamWriter writer = new(fpath, false, Encoding.Unicode);
writer.WriteLine(json);
writer.Flush();
}
/// <summary>
/// Json反序列化的方法
/// </summary>
/// <param name="key"></param>
/// <param name="obj"></param>
private void AddValue(string key, JsonElement obj)
{
switch (obj.ValueKind)
{
case JsonValueKind.Object:
base.Add(key, obj);
break;
case JsonValueKind.Number:
if (obj.ValueKind == JsonValueKind.Number && obj.TryGetInt64(out long longValue))
{
base.Add(key, longValue);
}
else if (obj.ValueKind == JsonValueKind.Number && obj.TryGetDecimal(out decimal decValue))
{
base.Add(key, decValue);
}
break;
case JsonValueKind.String:
base.Add(key, obj.GetString() ?? "");
break;
case JsonValueKind.True:
case JsonValueKind.False:
base.Add(key, obj.GetBoolean());
break;
case JsonValueKind.Array:
AddValues(key, obj.EnumerateArray());
break;
}
}
/// <summary>
/// Json数组反序列化的方法。不支持<see cref="object"/>数组。
/// </summary>
/// <param name="key"></param>
/// <param name="obj"></param>
private void AddValues(string key, JsonElement.ArrayEnumerator obj)
{
List<long> longList = [];
List<decimal> decList = [];
List<string> strList = [];
List<bool> bolList = [];
foreach (JsonElement array_e in obj)
{
if (array_e.ValueKind == JsonValueKind.Number && array_e.TryGetInt64(out long longValue))
{
longList.Add(longValue);
}
else if (array_e.ValueKind == JsonValueKind.Number && array_e.TryGetDecimal(out decimal decValue))
{
decList.Add(decValue);
}
else if (array_e.ValueKind == JsonValueKind.String)
{
strList.Add(array_e.GetString() ?? "");
}
else if (array_e.ValueKind == JsonValueKind.True || array_e.ValueKind == JsonValueKind.False)
{
bolList.Add(array_e.GetBoolean());
}
}
if (longList.Count > 0) base.Add(key, longList);
if (decList.Count > 0) base.Add(key, decList);
if (strList.Count > 0) base.Add(key, strList);
if (bolList.Count > 0) base.Add(key, bolList);
}
}
}

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@ -780,6 +780,94 @@
Private JsonSerializerOptions Private JsonSerializerOptions
</summary> </summary>
</member> </member>
<member name="T:Milimoe.FunGame.Core.Api.Utility.PluginConfig">
<summary>
简易的插件配置文件生成器<para/>
仅支持部分基本类型(<see cref="T:System.Int64"/>, <see cref="T:System.Decimal"/>, <see cref="T:System.String"/>, <see cref="T:System.Boolean"/>)及其数组(<see cref="T:System.Collections.Generic.List`1">List&lt;long&gt;, List&lt;decimal&gt;, List&lt;string&gt;, List&lt;bool&gt;</see><see cref="T:System.Array">long[], decimal[], string[], bool[]</see>
<para/>文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</remarks>
<param name="plugin_name"></param>
<param name="file_name"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.#ctor(System.String,System.String)">
<summary>
简易的插件配置文件生成器<para/>
仅支持部分基本类型(<see cref="T:System.Int64"/>, <see cref="T:System.Decimal"/>, <see cref="T:System.String"/>, <see cref="T:System.Boolean"/>)及其数组(<see cref="T:System.Collections.Generic.List`1">List&lt;long&gt;, List&lt;decimal&gt;, List&lt;string&gt;, List&lt;bool&gt;</see><see cref="T:System.Array">long[], decimal[], string[], bool[]</see>
<para/>文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</summary>
<remarks>
新建一个配置文件,文件会保存为:程序目录/configs/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName"/>/<see cref="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName"/>.json
</remarks>
<param name="plugin_name"></param>
<param name="file_name"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.PluginName">
<summary>
插件的名称
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.FileName">
<summary>
配置文件的名称(后缀将是.json
</summary>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Item(System.String)">
<summary>
使用索引器给指定key赋值不存在key会新增
</summary>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Parse``1(System.String)">
<summary>
如果保存了对象,请使用此方法转换
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Get``1(System.String)">
<summary>
使用泛型获取指定key的value
</summary>
<typeparam name="T"></typeparam>
<param name="key"></param>
<returns></returns>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.Add(System.String,System.Object)">
<summary>
添加一个配置如果已存在key会覆盖
</summary>
<param name="key"></param>
<param name="value"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.LoadConfig">
<summary>
从配置文件中读取配置。
注意:所有保存时为数组的对象都会变成<see cref="T:System.Collections.Generic.List`1"/>对象,并且不支持<see cref="T:System.Object"/>类型
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.SaveConfig">
<summary>
将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
</summary>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.AddValue(System.String,System.Text.Json.JsonElement)">
<summary>
Json反序列化的方法
</summary>
<param name="key"></param>
<param name="obj"></param>
</member>
<member name="M:Milimoe.FunGame.Core.Api.Utility.PluginConfig.AddValues(System.String,System.Text.Json.JsonElement.ArrayEnumerator)">
<summary>
Json数组反序列化的方法。不支持<see cref="T:System.Object"/>数组。
</summary>
<param name="key"></param>
<param name="obj"></param>
</member>
<member name="P:Milimoe.FunGame.Core.Api.Utility.PluginLoader.Plugins"> <member name="P:Milimoe.FunGame.Core.Api.Utility.PluginLoader.Plugins">
<summary> <summary>
已读取的插件列表 已读取的插件列表