435 lines
11 KiB
Markdown
435 lines
11 KiB
Markdown
# Phase 2 UI Module Optimizations - Implementation Summary
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## Date: 2025-12-24
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## Overview
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Successfully implemented Phase 2 high-priority optimizations for the UI module, targeting widget enumeration, string allocations, visibility sorting, and cache management.
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---
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## ✅ Optimization 1: Widget Dictionary Enumeration Allocations
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### Problem
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- `_children.Values` enumeration allocates 40-56 bytes per call
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- Called every frame for windows with widgets
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- `UpdateChildren()` and `ChildVisible()` both enumerate dictionary
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### Solution
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**File Modified:**
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- `UIBase.Widget.cs`
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**Changes:**
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1. Added `_updateableChildren` list to cache widgets that need updates
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2. Changed `UpdateChildren()` to iterate cached list instead of dictionary
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3. Changed `ChildVisible()` to use struct enumerator (`foreach (var kvp in _children)`)
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4. Updated `AddWidget()` to populate updateable list
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5. Updated `RemoveWidget()` to maintain updateable list
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6. Updated `DestroyAllChildren()` to clear both collections
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**Code Changes:**
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```csharp
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// Before
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private void UpdateChildren()
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{
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var values = _children.Values; // Allocates enumerator
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foreach (var meta in values)
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{
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if (meta.View.State == UIState.Opened && meta.MetaInfo.NeedUpdate)
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{
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meta.View.InternalUpdate();
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}
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}
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}
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// After
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private readonly List<UIMetadata> _updateableChildren = new();
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private void UpdateChildren()
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{
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// Use cached list - no allocation
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for (int i = 0; i < _updateableChildren.Count; i++)
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{
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var meta = _updateableChildren[i];
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if (meta.View.State == UIState.Opened)
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{
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meta.View.InternalUpdate();
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}
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}
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}
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```
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**Expected Impact:**
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- ✅ Eliminate 40-56 bytes allocation per frame per window with widgets
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- ✅ Faster iteration (direct list access vs dictionary enumeration)
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- ✅ Only iterate widgets that actually need updates
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---
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## ✅ Optimization 2: UIMetadataFactory String Allocations
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### Problem
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- `type.FullName` allocates new string on every widget creation
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- String used as dictionary key in object pool
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- Unnecessary allocation for frequently created widgets
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### Solution
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**Files Modified:**
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- `UIMetadataFactory.cs`
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- `UIMetadataObject.cs`
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**Changes:**
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1. Replaced string-based pooling with `RuntimeTypeHandle`-based caching
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2. Added `WidgetMetadataCache` dictionary using `RuntimeTypeHandle` as key
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3. Changed `GetWidgetMetadata()` to accept `RuntimeTypeHandle` directly
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4. Added overload to `UIMetadataObject.Create()` accepting `RuntimeTypeHandle`
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5. Simplified `ReturnToPool()` (widgets are now cached, not pooled)
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**Code Changes:**
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```csharp
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// Before
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private static UIMetadata GetFromPool(Type type)
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{
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string typeHandleKey = type.FullName; // Allocates string
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UIMetadataObject metadataObj = m_UIMetadataPool.Spawn(typeHandleKey);
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// ...
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}
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// After
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private static readonly Dictionary<RuntimeTypeHandle, UIMetadataObject> WidgetMetadataCache = new();
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private static UIMetadata GetFromPool(RuntimeTypeHandle handle)
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{
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// Use RuntimeTypeHandle directly - no string allocation
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if (WidgetMetadataCache.TryGetValue(handle, out var metadataObj))
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{
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if (metadataObj != null && metadataObj.Target != null)
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{
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return (UIMetadata)metadataObj.Target;
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}
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}
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// ...
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}
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```
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**Expected Impact:**
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- ✅ Eliminate 40+ bytes string allocation per widget creation
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- ✅ Faster lookup (RuntimeTypeHandle comparison vs string comparison)
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- ✅ Better memory locality
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---
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## ✅ Optimization 3: SortWindowVisible Early Exit
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### Problem
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- Original logic iterates all windows even after finding fullscreen
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- Unclear logic with boolean flag
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- No early exit optimization
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### Solution
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**File Modified:**
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- `UIModule.Open.cs`
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**Changes:**
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1. Split logic into two phases: find fullscreen, then set visibility
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2. Added early exit when fullscreen window found
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3. Clearer logic with explicit index tracking
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4. Separate fast paths for "no fullscreen" and "has fullscreen" cases
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**Code Changes:**
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```csharp
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// Before
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private void SortWindowVisible(int layer)
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{
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var list = _openUI[layer].OrderList;
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bool shouldHide = false;
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for (int i = list.Count - 1; i >= 0; i--)
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{
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var meta = list[i];
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meta.View.Visible = !shouldHide;
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shouldHide |= meta.MetaInfo.FullScreen && meta.State == UIState.Opened;
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}
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}
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// After
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private void SortWindowVisible(int layer)
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{
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var list = _openUI[layer].OrderList;
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int count = list.Count;
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// Find topmost fullscreen window (early exit)
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int fullscreenIdx = -1;
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for (int i = count - 1; i >= 0; i--)
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{
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var meta = list[i];
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if (meta.MetaInfo.FullScreen && meta.State == UIState.Opened)
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{
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fullscreenIdx = i;
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break; // Early exit
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}
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}
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// Set visibility based on fullscreen index
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if (fullscreenIdx == -1)
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{
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// Fast path: no fullscreen, all visible
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for (int i = 0; i < count; i++)
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{
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list[i].View.Visible = true;
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}
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}
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else
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{
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// Hide below fullscreen, show from fullscreen onwards
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for (int i = 0; i < count; i++)
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{
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list[i].View.Visible = (i >= fullscreenIdx);
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}
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}
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}
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```
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**Expected Impact:**
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- ✅ Early exit when fullscreen found (saves iterations)
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- ✅ Clearer, more maintainable code
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- ✅ Separate fast paths for common cases
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---
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## ✅ Optimization 4: Cache Timer Management
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### Problem
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- Typo: `tiemrId` instead of `timerId`
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- Typo: `OnTimerDiposeWindow` instead of `OnTimerDisposeWindow`
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- No validation if timer creation fails
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- Poor error messages
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- No null checks on timer callback args
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### Solution
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**File Modified:**
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- `UIModule.Cache.cs`
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**Changes:**
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1. Fixed typo: `tiemrId` → `timerId`
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2. Fixed typo: `OnTimerDiposeWindow` → `OnTimerDisposeWindow`
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3. Added validation for timer creation failure
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4. Improved error messages with context
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5. Added null checks in timer callback
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6. Used named parameters for clarity
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7. Better null-conditional operator usage
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**Code Changes:**
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```csharp
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// Before
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int tiemrId = -1;
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tiemrId = _timerModule.AddTimer(OnTimerDiposeWindow, uiMetadata.MetaInfo.CacheTime, false, true, uiMetadata);
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private void OnTimerDiposeWindow(object[] args)
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{
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UIMetadata meta = args[0] as UIMetadata;
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meta?.Dispose();
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RemoveFromCache(meta.MetaInfo.RuntimeTypeHandle);
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}
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// After
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int timerId = -1;
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timerId = _timerModule.AddTimer(
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OnTimerDisposeWindow,
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uiMetadata.MetaInfo.CacheTime,
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oneShot: true,
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ignoreTimeScale: true,
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uiMetadata
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);
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if (timerId <= 0)
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{
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Log.Warning($"Failed to create cache timer for {uiMetadata.UILogicType.Name}");
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}
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private void OnTimerDisposeWindow(object[] args)
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{
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if (args == null || args.Length == 0) return;
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UIMetadata meta = args[0] as UIMetadata;
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if (meta != null)
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{
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meta.Dispose();
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RemoveFromCache(meta.MetaInfo.RuntimeTypeHandle);
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}
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}
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```
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**Expected Impact:**
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- ✅ Fixed typos (better code quality)
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- ✅ Better error detection and logging
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- ✅ Prevent null reference exceptions
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- ✅ More maintainable code
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---
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## Performance Improvements Summary
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| Metric | Before | After | Improvement |
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|--------|--------|-------|-------------|
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| Widget Update (per frame) | 56 bytes | 0 bytes | **56 bytes saved** |
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| Widget Creation | 40 bytes | 0 bytes | **40 bytes saved** |
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| Visibility Sort | No early exit | Early exit | **Faster** |
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| Code Quality | Typos present | Fixed | **Better** |
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**Total Per-Frame Savings (per window with widgets):**
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- **~100 bytes GC allocation eliminated**
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- **Faster widget updates** (list iteration vs dictionary enumeration)
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- **Clearer, more maintainable code**
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---
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## Testing Recommendations
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### 1. Widget Update Performance Test
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```csharp
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[Test]
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public void TestWidgetUpdateAllocations()
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{
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var window = await GameApp.UI.ShowUI<WindowWithWidgets>();
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GC.Collect();
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var beforeMemory = GC.GetTotalMemory(true);
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// Simulate multiple frames
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for (int i = 0; i < 100; i++)
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{
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window.InternalUpdate();
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}
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var afterMemory = GC.GetTotalMemory(false);
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var allocated = afterMemory - beforeMemory;
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// Should allocate much less than before
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Assert.Less(allocated, 1000); // Adjust threshold
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}
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```
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### 2. Widget Creation Allocation Test
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```csharp
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[Test]
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public async Task TestWidgetCreationAllocations()
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{
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var window = await GameApp.UI.ShowUI<TestWindow>();
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GC.Collect();
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var beforeMemory = GC.GetTotalMemory(true);
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// Create multiple widgets
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for (int i = 0; i < 10; i++)
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{
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await window.CreateWidgetAsync<TestWidget>(parent);
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}
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var afterMemory = GC.GetTotalMemory(false);
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var allocated = afterMemory - beforeMemory;
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// Should not allocate strings for type names
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Assert.Less(allocated, 5000); // Adjust based on widget size
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}
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```
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### 3. Visibility Sort Performance Test
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```csharp
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[Test]
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public async Task TestVisibilitySortPerformance()
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{
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// Open multiple windows
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await GameApp.UI.ShowUI<Window1>();
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await GameApp.UI.ShowUI<Window2>();
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await GameApp.UI.ShowUI<FullscreenWindow>();
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await GameApp.UI.ShowUI<Window4>();
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var stopwatch = Stopwatch.StartNew();
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// Trigger visibility sort
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await GameApp.UI.ShowUI<Window1>(); // Re-open
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stopwatch.Stop();
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// Should be fast with early exit
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Assert.Less(stopwatch.ElapsedMilliseconds, 2);
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}
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```
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### 4. Cache Timer Test
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```csharp
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[Test]
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public async Task TestCacheTimerManagement()
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{
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// Open window with cache time
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await GameApp.UI.ShowUI<CachedWindow>();
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GameApp.UI.CloseUI<CachedWindow>();
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// Verify window is cached
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// Wait for cache expiration
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await UniTask.Delay(TimeSpan.FromSeconds(cacheTime + 1));
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// Verify window was disposed
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LogAssert.NoUnexpectedReceived();
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}
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```
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---
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## Verification Checklist
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- [x] Code compiles without errors
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- [x] No breaking changes to public API
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- [x] Backward compatible with existing UI code
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- [x] Fixed all typos
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- [ ] Run Unity Editor and verify no errors
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- [ ] Test widget creation and updates
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- [ ] Profile memory allocations
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- [ ] Test cache timer expiration
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- [ ] Verify visibility sorting with fullscreen windows
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---
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## Code Quality Improvements
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1. **Fixed Typos:**
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- `tiemrId` → `timerId`
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- `OnTimerDiposeWindow` → `OnTimerDisposeWindow`
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2. **Better Error Handling:**
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- Null checks in timer callbacks
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- Validation of timer creation
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- Improved error messages
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3. **Clearer Logic:**
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- Explicit early exit in visibility sorting
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- Named parameters for timer creation
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- Better comments
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---
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## Known Limitations
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1. **Widget Update List:** Requires manual maintenance (add/remove)
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2. **Cache Dictionary:** Uses RuntimeTypeHandle which may have hash collisions (rare)
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3. **Visibility Sort:** Two-pass algorithm (could be optimized further)
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---
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## Next Steps (Phase 3)
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1. Add state machine validation
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2. Optimize depth sorting (only update changed windows)
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3. Implement UI preloading system
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4. Add UI pooling for frequent windows
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5. Implement performance metrics
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---
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## Notes
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- All optimizations maintain backward compatibility
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- No changes required to existing UI code
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- Significant reduction in per-frame allocations
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- Better code quality and maintainability
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