11using GameFrameX . Core . Abstractions ;
22using GameFrameX . Core . Abstractions . Agent ;
3+ using GameFrameX . Core . Abstractions . Events ;
34using GameFrameX . Core . Components ;
45using GameFrameX . Core . Timer ;
56using GameFrameX . Core . Timer . Handler ;
6- using GameFrameX . Utility ;
77
88namespace GameFrameX . Core . Hotfix . Agent ;
99
@@ -211,14 +211,14 @@ public void Unscheduled(long id)
211211 /// 延迟执行定时任务,在指定的时间点执行一次任务
212212 /// </summary>
213213 /// <param name="time">指定执行任务的具体时间点</param>
214- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
214+ /// <param name="eventArgs ">传递给定时任务处理器的自定义参数对象</param>
215215 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
216216 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
217217 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
218- public long Delay < T > ( DateTime time , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
218+ public long Delay < T > ( DateTime time , GameEventArgs eventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
219219 {
220220 Unscheduled ( unScheduleId ) ;
221- var scheduleId = QuartzTimer . Delay < T > ( ActorId , time - DateTime . Now , param ) ;
221+ var scheduleId = QuartzTimer . Delay < T > ( ActorId , time - DateTime . Now , eventArgs ) ;
222222 ScheduleIdSet . Add ( scheduleId ) ;
223223 return scheduleId ;
224224 }
@@ -227,14 +227,14 @@ public long Delay<T>(DateTime time, Param param = null, long unScheduleId = 0) w
227227 /// 延迟执行定时任务,将时间戳转换为DateTime后在指定时间点执行一次任务
228228 /// </summary>
229229 /// <param name="time">Unix时间戳,将被转换为DateTime类型的执行时间点</param>
230- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
230+ /// <param name="eventArgs ">传递给定时任务处理器的自定义参数对象</param>
231231 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
232232 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
233233 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
234- public long Delay < T > ( long time , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
234+ public long Delay < T > ( long time , GameEventArgs eventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
235235 {
236236 Unscheduled ( unScheduleId ) ;
237- var scheduleId = QuartzTimer . Delay < T > ( ActorId , new DateTime ( time ) - DateTime . Now , param ) ;
237+ var scheduleId = QuartzTimer . Delay < T > ( ActorId , new DateTime ( time ) - DateTime . Now , eventArgs ) ;
238238 ScheduleIdSet . Add ( scheduleId ) ;
239239 return scheduleId ;
240240 }
@@ -243,14 +243,14 @@ public long Delay<T>(long time, Param param = null, long unScheduleId = 0) where
243243 /// 延迟执行定时任务,在指定的时间间隔后执行一次任务
244244 /// </summary>
245245 /// <param name="delay">从当前时间开始延迟执行的时间间隔</param>
246- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
246+ /// <param name="eventArgs ">传递给定时任务处理器的自定义参数对象</param>
247247 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
248248 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
249249 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
250- public long Delay < T > ( TimeSpan delay , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
250+ public long Delay < T > ( TimeSpan delay , GameEventArgs eventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
251251 {
252252 Unscheduled ( unScheduleId ) ;
253- var scheduleId = QuartzTimer . Delay < T > ( ActorId , delay , param ) ;
253+ var scheduleId = QuartzTimer . Delay < T > ( ActorId , delay , eventArgs ) ;
254254 ScheduleIdSet . Add ( scheduleId ) ;
255255 return scheduleId ;
256256 }
@@ -260,15 +260,15 @@ public long Delay<T>(TimeSpan delay, Param param = null, long unScheduleId = 0)
260260 /// </summary>
261261 /// <param name="delay">首次执行前的延迟时间</param>
262262 /// <param name="interval">连续执行之间的时间间隔</param>
263- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
263+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
264264 /// <param name="repeatCount">任务重复执行的次数,小于0表示无限重复执行</param>
265265 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
266266 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
267267 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
268- public long Schedule < T > ( TimeSpan delay , TimeSpan interval , Param param = null , int repeatCount = - 1 , long unScheduleId = 0 ) where T : ITimerHandler
268+ public long Schedule < T > ( TimeSpan delay , TimeSpan interval , GameEventArgs gameEventArgs = null , int repeatCount = - 1 , long unScheduleId = 0 ) where T : ITimerHandler
269269 {
270270 Unscheduled ( unScheduleId ) ;
271- var scheduleId = QuartzTimer . Schedule < T > ( ActorId , delay , interval , param , repeatCount ) ;
271+ var scheduleId = QuartzTimer . Schedule < T > ( ActorId , delay , interval , gameEventArgs , repeatCount ) ;
272272 ScheduleIdSet . Add ( scheduleId ) ;
273273 return scheduleId ;
274274 }
@@ -278,14 +278,14 @@ public long Schedule<T>(TimeSpan delay, TimeSpan interval, Param param = null, i
278278 /// </summary>
279279 /// <param name="hour">每天执行的小时数(0-23)</param>
280280 /// <param name="minute">每天执行的分钟数(0-59)</param>
281- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
281+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
282282 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
283283 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
284284 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
285- public long Daily < T > ( int hour = 0 , int minute = 0 , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
285+ public long Daily < T > ( int hour = 0 , int minute = 0 , GameEventArgs gameEventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
286286 {
287287 Unscheduled ( unScheduleId ) ;
288- var scheduleId = QuartzTimer . Daily < T > ( ActorId , hour , minute , param ) ;
288+ var scheduleId = QuartzTimer . Daily < T > ( ActorId , hour , minute , gameEventArgs ) ;
289289 ScheduleIdSet . Add ( scheduleId ) ;
290290 return scheduleId ;
291291 }
@@ -296,14 +296,14 @@ public long Daily<T>(int hour = 0, int minute = 0, Param param = null, long unSc
296296 /// <param name="dayOfWeek">指定每周执行的星期几(周日到周六)</param>
297297 /// <param name="hour">执行的小时数(0-23)</param>
298298 /// <param name="minute">执行的分钟数(0-59)</param>
299- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
299+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
300300 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
301301 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
302302 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
303- public long Weekly < T > ( DayOfWeek dayOfWeek , int hour = 0 , int minute = 0 , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
303+ public long Weekly < T > ( DayOfWeek dayOfWeek , int hour = 0 , int minute = 0 , GameEventArgs gameEventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
304304 {
305305 Unscheduled ( unScheduleId ) ;
306- var scheduleId = QuartzTimer . Weekly < T > ( ActorId , dayOfWeek , hour , minute , param ) ;
306+ var scheduleId = QuartzTimer . Weekly < T > ( ActorId , dayOfWeek , hour , minute , gameEventArgs ) ;
307307 ScheduleIdSet . Add ( scheduleId ) ;
308308 return scheduleId ;
309309 }
@@ -313,13 +313,13 @@ public long Weekly<T>(DayOfWeek dayOfWeek, int hour = 0, int minute = 0, Param p
313313 /// </summary>
314314 /// <param name="hour">执行的小时数(0-23)</param>
315315 /// <param name="minute">执行的分钟数(0-59)</param>
316- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
316+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
317317 /// <param name="dayOfWeeks">指定要执行的多个星期几,可变参数数组</param>
318318 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
319319 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
320- public long WithDayOfWeeks < T > ( int hour , int minute , Param param , params DayOfWeek [ ] dayOfWeeks ) where T : ITimerHandler
320+ public long WithDayOfWeeks < T > ( int hour , int minute , GameEventArgs gameEventArgs , params DayOfWeek [ ] dayOfWeeks ) where T : ITimerHandler
321321 {
322- var scheduleId = QuartzTimer . WithDayOfWeeks < T > ( ActorId , hour , minute , param , dayOfWeeks ) ;
322+ var scheduleId = QuartzTimer . WithDayOfWeeks < T > ( ActorId , hour , minute , gameEventArgs , dayOfWeeks ) ;
323323 ScheduleIdSet . Add ( scheduleId ) ;
324324 return scheduleId ;
325325 }
@@ -330,14 +330,14 @@ public long WithDayOfWeeks<T>(int hour, int minute, Param param, params DayOfWee
330330 /// <param name="dayOfMonth">指定每月执行的日期(1-31)</param>
331331 /// <param name="hour">执行的小时数(0-23)</param>
332332 /// <param name="minute">执行的分钟数(0-59)</param>
333- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
333+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
334334 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
335335 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
336336 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
337- public long Monthly < T > ( int dayOfMonth , int hour = 0 , int minute = 0 , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
337+ public long Monthly < T > ( int dayOfMonth , int hour = 0 , int minute = 0 , GameEventArgs gameEventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
338338 {
339339 Unscheduled ( unScheduleId ) ;
340- var scheduleId = QuartzTimer . Monthly < T > ( ActorId , dayOfMonth , hour , minute , param ) ;
340+ var scheduleId = QuartzTimer . Monthly < T > ( ActorId , dayOfMonth , hour , minute , gameEventArgs ) ;
341341 ScheduleIdSet . Add ( scheduleId ) ;
342342 return scheduleId ;
343343 }
@@ -346,14 +346,14 @@ public long Monthly<T>(int dayOfMonth, int hour = 0, int minute = 0, Param param
346346 /// 使用Cron表达式创建定时任务,提供更灵活的定时任务调度
347347 /// </summary>
348348 /// <param name="cronExpression">标准的Cron表达式,用于定义复杂的执行计划</param>
349- /// <param name="param ">传递给定时任务处理器的自定义参数对象</param>
349+ /// <param name="gameEventArgs ">传递给定时任务处理器的自定义参数对象</param>
350350 /// <param name="unScheduleId">需要取消的已存在的定时任务ID,如果大于0则会先取消该任务</param>
351351 /// <typeparam name="T">实现了ITimerHandler接口的定时任务处理器类型</typeparam>
352352 /// <returns>新创建的定时任务ID,可用于后续取消该任务</returns>
353- public long WithCronExpression < T > ( string cronExpression , Param param = null , long unScheduleId = 0 ) where T : ITimerHandler
353+ public long WithCronExpression < T > ( string cronExpression , GameEventArgs gameEventArgs = null , long unScheduleId = 0 ) where T : ITimerHandler
354354 {
355355 Unscheduled ( unScheduleId ) ;
356- var scheduleId = QuartzTimer . WithCronExpression < T > ( ActorId , cronExpression , param ) ;
356+ var scheduleId = QuartzTimer . WithCronExpression < T > ( ActorId , cronExpression , gameEventArgs ) ;
357357 ScheduleIdSet . Add ( scheduleId ) ;
358358 return scheduleId ;
359359 }
0 commit comments