错误程序子程序优化
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@@ -19,66 +19,29 @@ namespace UIShare.GlobalVariable
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{
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private static readonly Random _randomSeed = new Random();
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#region 子程序导航栈(台架隔离)
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#region 子程序导航(主程序 / 错误程序各自独立)
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/// <summary>主程序 Tab 的导航状态</summary>
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public ProgramNavigationState MainNav { get; } = new();
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/// <summary>错误程序 Tab 的导航状态</summary>
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public ProgramNavigationState ErrorNav { get; } = new();
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/// <summary>
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/// 子程序导航栈:记录从根程序进入子程序的路径。
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/// 每个台架(ScopedContext 实例)各自维护一个独立的栈,互不干扰。
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/// 根据当前选中的 Tab 返回对应的导航状态
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/// </summary>
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public Stack<ProgramVM> SubProgramNavigationStack { get; } = new();
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private ProgramVM _currentProgram;
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/// <summary>
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/// 当前在 StepManager 中显示的程序(可能是根程序,也可能是某层子程序)。
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/// UI 的 DataGrid 绑定此属性,而非直接绑定 Program。
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/// </summary>
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public ProgramVM CurrentProgram
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{
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get => _currentProgram;
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set => SetProperty(ref _currentProgram, value);
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}
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private string _breadcrumbPath = "主程序";
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/// <summary>
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/// 面包屑导航路径,如 "主程序 > 连接流程 > 初始化"
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/// </summary>
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public string BreadcrumbPath
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{
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get => _breadcrumbPath;
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set => SetProperty(ref _breadcrumbPath, value);
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}
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private bool _canGoBack;
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/// <summary>
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/// 是否可以返回上一级(导航栈不为空时为 true)
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/// </summary>
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public bool CanGoBack
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{
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get => _canGoBack;
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set => SetProperty(ref _canGoBack, value);
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}
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public ProgramNavigationState ActiveNav =>
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SelectedStepList == "错误程序" ? ErrorNav : MainNav;
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/// <summary>
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/// 清空导航栈,回到根程序界面
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/// 重置两个 Tab 的导航栈,回到根程序
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/// </summary>
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public void ResetNavigation()
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{
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SubProgramNavigationStack.Clear();
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CurrentProgram = Program;
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BreadcrumbPath = "主程序";
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CanGoBack = false;
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MainNav.Reset(Program, "主程序");
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ErrorNav.Reset(Program, "错误程序");
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}
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/// <summary>
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/// 根据栈状态刷新 CanGoBack
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/// </summary>
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public void UpdateCanGoBack() => CanGoBack = SubProgramNavigationStack.Count > 0;
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/// <summary>
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/// 当前导航深度(0 = 根程序,1 = 第一层子程序,以此类推)
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/// </summary>
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public int NavigationDepth => SubProgramNavigationStack.Count;
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#endregion
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public ProgramVM Program { get; set; } = new();
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@@ -109,6 +72,7 @@ namespace UIShare.GlobalVariable
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public int DebugRandomId { get; private set; }
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public ScopedContext()
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{
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ErrorNav.IsErrorTab = true;
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lock (_randomSeed)
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{
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// 每次诞生一个新上下文,就在 10000 到 99999 之间随机摇一个数
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