async content中不需要强制使用await
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feaac1735e
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game/game.js
63
game/game.js
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@ -32141,9 +32141,12 @@ new Promise(resolve=>{
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// 事件结束后触发resolve
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// 事件结束后触发resolve
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event.resolve=resolve;
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event.resolve=resolve;
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if(!_status.event) return;
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if(!_status.event) return;
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if(!game.executingAsyncEventMap){
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game.executingAsyncEventMap=new Map();
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}
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// game.createEvent的时候还没立即push到next里
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// game.createEvent的时候还没立即push到next里
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Promise.resolve().then(()=>{
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Promise.resolve().then(()=>{
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const callback=()=>{
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game.executingAsyncEventMap.set(_status.event.toEvent(),(game.executingAsyncEventMap.get(_status.event.toEvent())||Promise.resolve()).then(()=>{
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let eventPromise=_status.event.next.find(e=>e.toEvent()==event);
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let eventPromise=_status.event.next.find(e=>e.toEvent()==event);
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// 如果父级事件也是一个异步的话,那应该立即执行这个事件的
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// 如果父级事件也是一个异步的话,那应该立即执行这个事件的
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// 如果在AsyncFunction执行过程中在别的位置新建了一个异步事件,那也直接(等会set配置完)执行
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// 如果在AsyncFunction执行过程中在别的位置新建了一个异步事件,那也直接(等会set配置完)执行
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@ -32152,52 +32155,17 @@ new Promise(resolve=>{
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// 不直接game.loop(event)是因为需要让别人可以手动set()和setContent()
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// 不直接game.loop(event)是因为需要让别人可以手动set()和setContent()
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// 再执行game.loop是因为原有的game.loop被await卡住了,
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// 再执行game.loop是因为原有的game.loop被await卡住了,
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// 得新执行一个只执行这个异步事件的game.loop
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// 得新执行一个只执行这个异步事件的game.loop
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if(!game.executingAsyncEventMap.has(_status.event.toEvent())){
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game.executingAsyncEventMap.set(_status.event.toEvent(),Promise.resolve().then(()=>{
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console.log(event.name, '将要执行');
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if(_status.event!=eventPromise){
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if(_status.event!=eventPromise){
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eventPromise.parent=_status.event;
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eventPromise.parent=_status.event;
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_status.event=eventPromise;
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_status.event=eventPromise;
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game.getGlobalHistory('everything').push(eventPromise);
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game.getGlobalHistory('everything').push(eventPromise);
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}
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}
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return game.loop(eventPromise);
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return game.loop(eventPromise).then(()=>{
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}).then(()=>{
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// 有时候event.finished还是false
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console.log(event.name, '执行完毕');
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return eventPromise;
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return event.name;
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});
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}
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}));
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}));
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}
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else{
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game.executingAsyncEventMap.set(_status.event.toEvent(),game.executingAsyncEventMap.get(_status.event.toEvent()).then(()=>{
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console.log(event.name,'将要执行');
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if (_status.event != eventPromise) {
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eventPromise.parent = _status.event;
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_status.event = eventPromise;
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game.getGlobalHistory('everything').push(eventPromise);
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}
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return game.loop(eventPromise);
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}).then(()=>{
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console.log(event.name, '执行完毕');
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return event.name;
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}));
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}
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}else{
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console.error(event.name,'没有执行');
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console.error(_status.event.toEvent());
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return event.name;
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}
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};
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if(!game.executingAsyncEventMap){
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game.executingAsyncEventMap=new Map();
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}
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// 没有await上个事件(也就是_status.event)
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if(game.executingAsyncEventMap.has(_status.event.toEvent())){
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console.log(event.name,'正在等待',_status.event.name,'执行');
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game.executingAsyncEventMap.set(_status.event.toEvent(),game.executingAsyncEventMap.get(_status.event.toEvent()).then(callback));
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}
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else{
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console.log(event.name,'立即执行');
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callback();
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}
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});
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});
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});
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});
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this.#event=event;
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this.#event=event;
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@ -41564,7 +41532,6 @@ new Promise(resolve=>{
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_status.event = event.parent;
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_status.event = event.parent;
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if (game.belongAsyncEvent == event) {
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if (game.belongAsyncEvent == event) {
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delete game.belongAsyncEvent;
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delete game.belongAsyncEvent;
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//resolve();
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}
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}
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_resolve();
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_resolve();
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// 此时应该退出了
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// 此时应该退出了
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@ -41575,7 +41542,6 @@ new Promise(resolve=>{
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else {
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else {
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if (game.belongAsyncEvent == event) {
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if (game.belongAsyncEvent == event) {
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delete game.belongAsyncEvent;
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delete game.belongAsyncEvent;
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//resolve();
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}
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}
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return _resolve();
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return _resolve();
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}
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}
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@ -41634,7 +41600,11 @@ new Promise(resolve=>{
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console.log(e);
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console.log(e);
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}
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}
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else throw e;
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else throw e;
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}).then(after);
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}).then(after).then(()=>{
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if (event.finished) {
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if (game.executingAsyncEventMap) game.executingAsyncEventMap.clear();
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}
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});
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}
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}
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}
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}
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}
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}
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@ -41675,11 +41645,10 @@ new Promise(resolve=>{
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// _status,lib,game,ui,get,ai六个变量由game.import提供
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// _status,lib,game,ui,get,ai六个变量由game.import提供
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event.content(event, trigger, player).then(() => {
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event.content(event, trigger, player).then(() => {
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if (game.executingAsyncEventMap && game.executingAsyncEventMap.has(event.toEvent())) {
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if (game.executingAsyncEventMap && game.executingAsyncEventMap.has(event.toEvent())) {
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game.executingAsyncEventMap.get(event.toEvent()).then(() => {
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game.executingAsyncEventMap.set(_status.event.toEvent(), game.executingAsyncEventMap.get(_status.event.toEvent()).then(() => {
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game.executingAsyncEventMap.delete(event.toEvent());
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event.finish();
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event.finish();
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resolve();
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resolve();
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});
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}));
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} else {
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} else {
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event.finish();
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event.finish();
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resolve();
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resolve();
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