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2 Commits

Author SHA1 Message Date
4a0465450a 修复GameObjectPool class未池化的开销 2026-03-25 18:29:53 +08:00
38f731e240 remove singleton 2026-03-25 17:58:35 +08:00
3 changed files with 195 additions and 159 deletions

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@ -1,130 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AlicizaX
{
/// <summary>
/// 所有单例的统一管理器。
/// </summary>
[DefaultExecutionOrder(-9999)]
public sealed class SingletonManager : MonoBehaviour
{
private static SingletonManager _instance;
private readonly Dictionary<Type, Component> _singletons = new();
public static SingletonManager Instance
{
get
{
if (_instance == null)
{
// 查找是否已有实例
_instance = FindFirstObjectByType<SingletonManager>();
if (_instance == null)
{
var obj = new GameObject("[SingletonManagers]");
_instance = obj.AddComponent<SingletonManager>();
DontDestroyOnLoad(obj);
}
}
return _instance;
}
}
/// <summary>
/// 注册一个单例。
/// </summary>
internal void Register<T>(T instance) where T : Component
{
var type = typeof(T);
if (!_singletons.ContainsKey(type))
{
_singletons[type] = instance;
instance.transform.SetParent(transform, false);
}
}
/// <summary>
/// 注销单例。
/// </summary>
internal void Unregister<T>(T instance) where T : Component
{
var type = typeof(T);
if (_singletons.TryGetValue(type, out var current) && current == instance)
_singletons.Remove(type);
}
/// <summary>
/// 获取一个已注册的单例(若不存在则返回 null
/// </summary>
public T Get<T>() where T : Component
{
_singletons.TryGetValue(typeof(T), out var result);
return result as T;
}
}
/// <summary>
/// 泛型单例基类。
/// 自动注册到 SingletonManager。
/// 支持动态创建与销毁。
/// </summary>
public abstract class MonoSingleton<T> : MonoBehaviour where T : Component
{
private static T _instance;
private static readonly object _lock = new();
public static T Instance
{
get
{
if (_instance != null) return _instance;
lock (_lock)
{
if (_instance != null) return _instance;
// 检查 SingletonManager 是否存在
var manager = SingletonManager.Instance;
// 查找场景中是否已经存在该类型
_instance = manager.Get<T>();
if (_instance == null)
{
var obj = new GameObject(typeof(T).Name);
_instance = obj.AddComponent<T>();
manager.Register(_instance);
}
return _instance;
}
}
}
protected virtual void Awake()
{
if (_instance == null)
{
_instance = this as T;
SingletonManager.Instance.Register(_instance);
}
else if (_instance != this)
{
Destroy(gameObject);
return;
}
}
protected virtual void OnDestroy()
{
if (_instance == this)
{
SingletonManager.Instance.Unregister(this as T);
_instance = null;
}
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e7535f150dae4dbeb5604b01e21e92ed
timeCreated: 1760162930

View File

@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using AlicizaX;
using AlicizaX.Resource.Runtime;
@ -71,7 +70,7 @@ namespace AlicizaX
}
[Serializable]
public class PooledObject
public class PooledObject : IMemory
{
public GameObject gameObject;
public string assetPath;
@ -79,6 +78,7 @@ namespace AlicizaX
public bool isActive;
public string instanceName;
public bool isRefCountReduced;
[NonSerialized] public PoolObjectMonitor monitor;
public PooledObject(GameObject go, string path)
{
@ -90,6 +90,17 @@ namespace AlicizaX
isRefCountReduced = false;
}
public void Clear()
{
gameObject = null;
assetPath = null;
lastUsedTime = 0f;
isActive = false;
instanceName = null;
isRefCountReduced = false;
monitor = null;
}
/// <summary>
/// 获取过期进度 (0-1)1表示即将过期。
/// </summary>
@ -115,7 +126,7 @@ namespace AlicizaX
/// Inspector显示用的对象信息。
/// </summary>
[Serializable]
public class PoolObjectInfo
public class PoolObjectInfo : IMemory
{
[SerializeField] public string objectName;
[SerializeField] public string assetPath;
@ -135,13 +146,24 @@ namespace AlicizaX
expireProgress = pooledObj.GetExpireProgress(expireTime);
gameObject = pooledObj.gameObject;
}
public void Clear()
{
objectName = null;
assetPath = null;
isActive = false;
lastUsedTime = 0f;
remainingTime = 0f;
expireProgress = 0f;
gameObject = null;
}
}
/// <summary>
/// Inspector显示用的预制体信息.
/// </summary>
[Serializable]
public class PrefabRefInfoDisplay
public class PrefabRefInfoDisplay : IMemory
{
[SerializeField] public string assetPath;
[SerializeField] public int refCount;
@ -155,13 +177,21 @@ namespace AlicizaX
lastAccessTime = info.LastAccessTime;
prefab = info.Prefab;
}
public void Clear()
{
assetPath = null;
refCount = 0;
lastAccessTime = 0f;
prefab = null;
}
}
/// <summary>
/// Inspector显示用的池信息。
/// </summary>
[Serializable]
public class ConfigPoolInfo
public class ConfigPoolInfo : IMemory
{
[SerializeField] public string configAsset;
[SerializeField] public int maxCount;
@ -198,7 +228,6 @@ namespace AlicizaX
assetPaths.Clear();
assetPaths.AddRange(pool.LoadedPrefabs.Keys);
objects.Clear();
int objectIndex = 0;
foreach (var pooledObj in pool.AllObjects)
{
@ -211,7 +240,7 @@ namespace AlicizaX
}
else
{
info = new PoolObjectInfo();
info = MemoryPool.Acquire<PoolObjectInfo>();
objects.Add(info);
}
@ -219,8 +248,8 @@ namespace AlicizaX
objectIndex++;
}
}
ReleasePoolObjectInfos(objectIndex);
prefabRefs.Clear();
int prefabIndex = 0;
foreach (var kvp in pool.LoadedPrefabs)
{
@ -231,13 +260,48 @@ namespace AlicizaX
}
else
{
info = new PrefabRefInfoDisplay();
info = MemoryPool.Acquire<PrefabRefInfoDisplay>();
prefabRefs.Add(info);
}
info.UpdateFromPrefabRefInfo(kvp.Value);
prefabIndex++;
}
ReleasePrefabRefInfos(prefabIndex);
}
public void Clear()
{
configAsset = null;
maxCount = 0;
expireTime = 0f;
totalObjects = 0;
activeObjects = 0;
availableObjects = 0;
loadedPrefabs = 0;
assetPaths.Clear();
ReleasePoolObjectInfos(0);
ReleasePrefabRefInfos(0);
}
private void ReleasePoolObjectInfos(int keepCount)
{
while (objects.Count > keepCount)
{
int lastIndex = objects.Count - 1;
MemoryPool.Release(objects[lastIndex]);
objects.RemoveAt(lastIndex);
}
}
private void ReleasePrefabRefInfos(int keepCount)
{
while (prefabRefs.Count > keepCount)
{
int lastIndex = prefabRefs.Count - 1;
MemoryPool.Release(prefabRefs[lastIndex]);
prefabRefs.RemoveAt(lastIndex);
}
}
}
@ -259,6 +323,7 @@ namespace AlicizaX
// GameObject到PooledObject的快速查找字典
private readonly Dictionary<GameObject, PooledObject> _gameObjectToPooledObject;
private readonly List<string> _availableObjectPaths;
// 重用临时队列,避免重复创建。
private static Queue<PooledObject> _tempQueue = new Queue<PooledObject>();
@ -277,6 +342,7 @@ namespace AlicizaX
PendingRequests = new Dictionary<string, List<UniTaskCompletionSource<GameObject>>>();
LoadingAssets = new HashSet<string>();
_gameObjectToPooledObject = new Dictionary<GameObject, PooledObject>();
_availableObjectPaths = new List<string>();
// 创建池根节点。
GameObject poolRootGo = new GameObject($"ConfigPool_{config.asset.Replace('/', '_')}");
@ -422,7 +488,15 @@ namespace AlicizaX
{
var prefabRefInfo = LoadedPrefabs[assetPath];
GameObject instantiate = GameObject.Instantiate(prefabRefInfo.Prefab);
var pooledObj = new PooledObject(instantiate, assetPath);
var pooledObj = MemoryPool.Acquire<PooledObject>();
pooledObj.gameObject = instantiate;
pooledObj.assetPath = assetPath;
pooledObj.lastUsedTime = Time.time;
pooledObj.isActive = false;
pooledObj.instanceName = instantiate.name;
pooledObj.isRefCountReduced = false;
AllObjects.Add(pooledObj);
_gameObjectToPooledObject[instantiate] = pooledObj;
@ -435,6 +509,7 @@ namespace AlicizaX
}
monitor.Initialize(this, pooledObj);
pooledObj.monitor = monitor;
return pooledObj;
}
@ -478,10 +553,19 @@ namespace AlicizaX
else
{
// 使用LINQ找到最旧的未使用对象更高效
var oldestObj = AllObjects
.Where(obj => !obj.isActive)
.OrderBy(obj => obj.lastUsedTime)
.FirstOrDefault();
PooledObject oldestObj = null;
foreach (var obj in AllObjects)
{
if (obj.isActive)
{
continue;
}
if (oldestObj == null || obj.lastUsedTime < oldestObj.lastUsedTime)
{
oldestObj = obj;
}
}
if (oldestObj != null)
{
@ -543,10 +627,11 @@ namespace AlicizaX
if (!pooledObj.isRefCountReduced)
{
OnObjectReallyDestroyed(pooledObj);
MemoryPool.Release(pooledObj);
}
else
{
// 只需要从集合中移除
// DestroyPooledObject 已调用 Detach此分支理论上不可达
AllObjects.Remove(pooledObj);
CleanAvailableQueue(pooledObj);
}
@ -618,8 +703,11 @@ namespace AlicizaX
if (pooledObj.gameObject != null)
{
pooledObj.monitor?.Detach();
GameObject.Destroy(pooledObj.gameObject);
}
MemoryPool.Release(pooledObj);
}
public void CheckExpiredObjects()
@ -645,10 +733,18 @@ namespace AlicizaX
}
// 重建所有路径的可用队列
foreach (var kvp in AvailableObjectsByPath.ToList())
_availableObjectPaths.Clear();
foreach (var assetPath in AvailableObjectsByPath.Keys)
{
var assetPath = kvp.Key;
var queue = kvp.Value;
_availableObjectPaths.Add(assetPath);
}
foreach (var assetPath in _availableObjectPaths)
{
if (!AvailableObjectsByPath.TryGetValue(assetPath, out var queue))
{
continue;
}
_tempQueue.Clear();
while (queue.Count > 0)
@ -707,8 +803,11 @@ namespace AlicizaX
{
if (obj.gameObject != null)
{
obj.monitor?.Detach();
GameObject.Destroy(obj.gameObject);
}
MemoryPool.Release(obj);
}
AllObjects.Clear();
@ -759,6 +858,12 @@ namespace AlicizaX
_pooledObject = pooledObject;
}
public void Detach()
{
_pool = null;
_pooledObject = null;
}
private void OnDestroy()
{
if (_pool != null && _pooledObject != null)
@ -806,6 +911,7 @@ namespace AlicizaX
private List<PoolConfig> _poolConfigs;
private List<ConfigPool> _configPools;
private Dictionary<GameObject, ConfigPool> _gameObjectToPool;
private Dictionary<string, ConfigPool> _configPoolCache;
// 重用预加载对象列表
private static readonly List<GameObject> _preloadedObjects = new List<GameObject>();
@ -836,6 +942,7 @@ namespace AlicizaX
_configPools = new List<ConfigPool>();
_gameObjectToPool = new Dictionary<GameObject, ConfigPool>();
_configPoolCache = new Dictionary<string, ConfigPool>();
try
{
@ -906,13 +1013,31 @@ namespace AlicizaX
// Editor专用的刷新。
private void UpdateInspectorInfo()
{
poolInfos.Clear();
if (_configPools == null)
{
ReleaseInspectorInfos(0);
return;
}
int poolIndex = 0;
foreach (var pool in _configPools)
{
var info = new ConfigPoolInfo();
ConfigPoolInfo info;
if (poolIndex < poolInfos.Count)
{
info = poolInfos[poolIndex];
}
else
{
info = MemoryPool.Acquire<ConfigPoolInfo>();
poolInfos.Add(info);
}
info.UpdateFromPool(pool);
poolInfos.Add(info);
poolIndex++;
}
ReleaseInspectorInfos(poolIndex);
}
public void SetResourceLoader(IResourceLoader resourceLoader)
@ -1037,14 +1162,36 @@ namespace AlicizaX
private ConfigPool FindConfigPool(string assetPath)
{
if (string.IsNullOrEmpty(assetPath))
{
return null;
}
if (_configPools == null)
{
return null;
}
if (_configPoolCache == null)
{
_configPoolCache = new Dictionary<string, ConfigPool>();
}
if (_configPoolCache != null && _configPoolCache.TryGetValue(assetPath, out var cachedPool))
{
return cachedPool;
}
foreach (var pool in _configPools)
{
if (pool.MatchesAsset(assetPath))
{
_configPoolCache[assetPath] = pool;
return pool;
}
}
_configPoolCache[assetPath] = null;
return null;
}
@ -1058,13 +1205,35 @@ namespace AlicizaX
public void ClearAllPools()
{
foreach (var pool in _configPools)
if (_configPools != null)
{
pool.Clear();
foreach (var pool in _configPools)
{
pool.Clear();
}
}
_gameObjectToPool.Clear();
poolInfos.Clear();
if (_gameObjectToPool != null)
{
_gameObjectToPool.Clear();
}
if (_configPoolCache != null)
{
_configPoolCache.Clear();
}
ReleaseInspectorInfos(0);
}
private void ReleaseInspectorInfos(int keepCount)
{
while (poolInfos.Count > keepCount)
{
int lastIndex = poolInfos.Count - 1;
MemoryPool.Release(poolInfos[lastIndex]);
poolInfos.RemoveAt(lastIndex);
}
}
private void OnDestroy()
@ -1175,7 +1344,7 @@ namespace AlicizaX
{
public static GameObject LoadGameObject(string assetPath, Transform parent = null)
{
return GameObjectPool.Instance.GetGameObject(assetPath);
return GameObjectPool.Instance.GetGameObject(assetPath, parent);
}
public static async UniTask<GameObject> LoadGameObjectAsync(string assetPath, Transform parent = null, CancellationToken cancellationToken = default)