164 lines
4.6 KiB
C#
164 lines
4.6 KiB
C#
using System;
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using AlicizaX;
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namespace AlicizaX.ObjectPool
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{
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internal sealed partial class ObjectPoolModule : IObjectPoolModule
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{
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/// <summary>
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/// 内部对象。
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/// </summary>
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/// <typeparam name="T">对象类型。</typeparam>
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private sealed class Object<T> : IMemory where T : ObjectBase
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{
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private T m_Object;
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private int m_SpawnCount;
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/// <summary>
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/// 初始化内部对象的新实例。
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/// </summary>
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public Object()
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{
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m_Object = null;
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m_SpawnCount = 0;
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}
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/// <summary>
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/// 获取对象名称。
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/// </summary>
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public string Name
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{
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get { return m_Object.Name; }
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}
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/// <summary>
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/// 获取对象是否被加锁。
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/// </summary>
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public bool Locked
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{
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get { return m_Object.Locked; }
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internal set { m_Object.Locked = value; }
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}
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/// <summary>
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/// 获取对象的优先级。
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/// </summary>
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public int Priority
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{
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get { return m_Object.Priority; }
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internal set { m_Object.Priority = value; }
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}
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/// <summary>
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/// 获取自定义释放检查标记。
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/// </summary>
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public bool CustomCanReleaseFlag
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{
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get { return m_Object.CustomCanReleaseFlag; }
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}
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/// <summary>
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/// 获取对象上次使用时间。
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/// </summary>
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public DateTime LastUseTime
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{
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get { return m_Object.LastUseTime; }
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}
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/// <summary>
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/// 获取对象是否正在使用。
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/// </summary>
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public bool IsInUse
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{
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get { return m_SpawnCount > 0; }
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}
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/// <summary>
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/// 获取对象的获取计数。
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/// </summary>
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public int SpawnCount
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{
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get { return m_SpawnCount; }
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}
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/// <summary>
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/// 创建内部对象。
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/// </summary>
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/// <param name="obj">对象。</param>
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/// <param name="spawned">对象是否已被获取。</param>
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/// <returns>创建的内部对象。</returns>
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public static Object<T> Create(T obj, bool spawned)
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{
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if (obj == null)
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{
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throw new GameFrameworkException("Object is invalid.");
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}
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Object<T> internalObject = MemoryPool.Acquire<Object<T>>();
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internalObject.m_Object = obj;
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internalObject.m_SpawnCount = spawned ? 1 : 0;
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if (spawned)
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{
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obj.OnSpawn();
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}
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return internalObject;
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}
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/// <summary>
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/// 清理内部对象。
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/// </summary>
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public void Clear()
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{
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m_Object = null;
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m_SpawnCount = 0;
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}
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/// <summary>
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/// 查看对象。
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/// </summary>
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/// <returns>对象。</returns>
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public T Peek()
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{
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return m_Object;
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}
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/// <summary>
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/// 获取对象。
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/// </summary>
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/// <returns>对象。</returns>
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public T Spawn()
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{
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m_SpawnCount++;
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m_Object.LastUseTime = DateTime.UtcNow;
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m_Object.OnSpawn();
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return m_Object;
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}
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/// <summary>
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/// 回收对象。
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/// </summary>
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public void Unspawn()
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{
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m_Object.OnUnspawn();
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m_Object.LastUseTime = DateTime.UtcNow;
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m_SpawnCount--;
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if (m_SpawnCount < 0)
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{
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throw new GameFrameworkException(Utility.Text.Format("Object '{0}' spawn count is less than 0.", Name));
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}
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}
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/// <summary>
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/// 释放对象。
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/// </summary>
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/// <param name="isShutdown">是否是关闭对象池时触发。</param>
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public void Release(bool isShutdown)
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{
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m_Object.Release(isShutdown);
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MemoryPool.Release(m_Object);
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}
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}
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}
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}
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