准备更新BP
This commit is contained in:
@@ -7,449 +7,4 @@ using UnityEngine;
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namespace Convention.Experimental.PublicType
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{
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/// <summary>
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/// 附带有缓存机制的链表类。
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/// </summary>
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/// <typeparam name="T">指定链表的元素类型。</typeparam>
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public sealed class LinkedCacheList<T> : ICollection<T>, IEnumerable<T>, ICollection, IEnumerable
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{
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private readonly LinkedList<T> m_LinkedList;
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/// <summary>
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/// 之所以需要这套缓存机制,主要有三点好处:
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/// <list type="bullet">减少 GC 压力:大量频繁的插入/删除会产生很多短生命周期的节点对象,通过复用可以显著降低托管堆的分配与回收次数</list>
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/// <list type="bullet">提升性能:避免频繁 new 和 GC,能减少停顿时间,提高链表在高频操作场景下的吞吐</list>
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/// <list type="bullet">便于观察与管理:类中还提供了 CachedNodeCount 方便调试统计缓存规模,必要时可通过 ClearCachedNodes 主动释放</list>
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/// 适用场景是节点使用模式“高频增删但总量有限”,此时缓存能稳定性能;若链表规模始终在增长且很少释放,缓存收益会较低。
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/// </summary>
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private readonly Queue<LinkedListNode<T>> m_CachedNodes;
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/// <summary>
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/// 初始化游戏框架链表类的新实例。
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/// </summary>
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public LinkedCacheList()
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{
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m_LinkedList = new LinkedList<T>();
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m_CachedNodes = new Queue<LinkedListNode<T>>();
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}
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/// <summary>
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/// 获取链表中实际包含的结点数量。
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/// </summary>
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public int Count
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{
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get
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{
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return m_LinkedList.Count;
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}
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}
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/// <summary>
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/// 获取链表结点缓存数量。
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/// </summary>
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public int CachedNodeCount
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{
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get
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{
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return m_CachedNodes.Count;
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}
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}
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/// <summary>
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/// 获取链表的第一个结点。
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/// </summary>
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public LinkedListNode<T> First
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{
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get
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{
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return m_LinkedList.First;
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}
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}
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/// <summary>
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/// 获取链表的最后一个结点。
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/// </summary>
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public LinkedListNode<T> Last
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{
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get
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{
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return m_LinkedList.Last;
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}
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}
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/// <summary>
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/// 获取一个值,该值指示 ICollection`1 是否为只读。
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/// </summary>
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public bool IsReadOnly
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{
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get
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{
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return ((ICollection<T>)m_LinkedList).IsReadOnly;
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}
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}
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/// <summary>
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/// 获取可用于同步对 ICollection 的访问的对象。
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/// </summary>
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public object SyncRoot
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{
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get
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{
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return ((ICollection)m_LinkedList).SyncRoot;
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}
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}
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/// <summary>
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/// 获取一个值,该值指示是否同步对 ICollection 的访问(线程安全)。
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/// </summary>
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public bool IsSynchronized
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{
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get
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{
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return ((ICollection)m_LinkedList).IsSynchronized;
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}
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}
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/// <summary>
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/// 在链表中指定的现有结点后添加包含指定值的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddAfter(LinkedListNode<T> node, T value)
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{
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LinkedListNode<T> newNode = AcquireNode(value);
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m_LinkedList.AddAfter(node, newNode);
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return newNode;
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}
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/// <summary>
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/// 在链表中指定的现有结点后添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="newNode">指定的新结点。</param>
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public void AddAfter(LinkedListNode<T> node, LinkedListNode<T> newNode)
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{
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m_LinkedList.AddAfter(node, newNode);
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}
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/// <summary>
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/// 在链表中指定的现有结点前添加包含指定值的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddBefore(LinkedListNode<T> node, T value)
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{
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LinkedListNode<T> newNode = AcquireNode(value);
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m_LinkedList.AddBefore(node, newNode);
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return newNode;
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}
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/// <summary>
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/// 在链表中指定的现有结点前添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="newNode">指定的新结点。</param>
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public void AddBefore(LinkedListNode<T> node, LinkedListNode<T> newNode)
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{
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m_LinkedList.AddBefore(node, newNode);
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}
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/// <summary>
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/// 在链表的开头处添加包含指定值的新结点。
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/// </summary>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddFirst(T value)
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{
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LinkedListNode<T> node = AcquireNode(value);
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m_LinkedList.AddFirst(node);
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return node;
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}
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/// <summary>
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/// 在链表的开头处添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的新结点。</param>
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public void AddFirst(LinkedListNode<T> node)
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{
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m_LinkedList.AddFirst(node);
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}
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/// <summary>
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/// 在链表的结尾处添加包含指定值的新结点。
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/// </summary>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddLast(T value)
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{
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LinkedListNode<T> node = AcquireNode(value);
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m_LinkedList.AddLast(node);
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return node;
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}
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/// <summary>
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/// 在链表的结尾处添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的新结点。</param>
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public void AddLast(LinkedListNode<T> node)
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{
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m_LinkedList.AddLast(node);
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}
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/// <summary>
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/// 从链表中移除所有结点。
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/// </summary>
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public void Clear()
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{
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LinkedListNode<T> current = m_LinkedList.First;
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while (current != null)
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{
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ReleaseNode(current);
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current = current.Next;
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}
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m_LinkedList.Clear();
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}
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/// <summary>
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/// 清除链表结点缓存。
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/// </summary>
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public void ClearCachedNodes()
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{
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m_CachedNodes.Clear();
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}
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/// <summary>
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/// 确定某值是否在链表中。
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/// </summary>
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/// <param name="value">指定值。</param>
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/// <returns>某值是否在链表中。</returns>
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public bool Contains(T value)
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{
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return m_LinkedList.Contains(value);
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}
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/// <summary>
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/// 从目标数组的指定索引处开始将整个链表复制到兼容的一维数组。
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/// </summary>
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/// <param name="array">一维数组,它是从链表复制的元素的目标。数组必须具有从零开始的索引。</param>
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/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
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public void CopyTo(T[] array, int index)
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{
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m_LinkedList.CopyTo(array, index);
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}
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/// <summary>
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/// 从特定的 ICollection 索引开始,将数组的元素复制到一个数组中。
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/// </summary>
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/// <param name="array">一维数组,它是从 ICollection 复制的元素的目标。数组必须具有从零开始的索引。</param>
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/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
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public void CopyTo(Array array, int index)
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{
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((ICollection)m_LinkedList).CopyTo(array, index);
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}
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/// <summary>
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/// 查找包含指定值的第一个结点。
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/// </summary>
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/// <param name="value">要查找的指定值。</param>
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/// <returns>包含指定值的第一个结点。</returns>
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public LinkedListNode<T> Find(T value)
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{
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return m_LinkedList.Find(value);
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}
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/// <summary>
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/// 查找包含指定值的最后一个结点。
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/// </summary>
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/// <param name="value">要查找的指定值。</param>
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/// <returns>包含指定值的最后一个结点。</returns>
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public LinkedListNode<T> FindLast(T value)
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{
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return m_LinkedList.FindLast(value);
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}
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/// <summary>
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/// 从链表中移除指定值的第一个匹配项。
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/// </summary>
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/// <param name="value">指定值。</param>
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/// <returns>是否移除成功。</returns>
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public bool Remove(T value)
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{
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LinkedListNode<T> node = m_LinkedList.Find(value);
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if (node != null)
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{
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m_LinkedList.Remove(node);
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ReleaseNode(node);
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return true;
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}
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return false;
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}
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/// <summary>
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/// 从链表中移除指定的结点。
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/// </summary>
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/// <param name="node">指定的结点。</param>
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public void Remove(LinkedListNode<T> node)
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{
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m_LinkedList.Remove(node);
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ReleaseNode(node);
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}
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/// <summary>
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/// 移除位于链表开头处的结点。
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/// </summary>
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public void RemoveFirst()
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{
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LinkedListNode<T> first = m_LinkedList.First;
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if (first == null)
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{
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throw new GameException("First is invalid.");
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}
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m_LinkedList.RemoveFirst();
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ReleaseNode(first);
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}
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/// <summary>
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/// 移除位于链表结尾处的结点。
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/// </summary>
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public void RemoveLast()
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{
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LinkedListNode<T> last = m_LinkedList.Last;
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if (last == null)
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{
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throw new GameException("Last is invalid.");
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}
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m_LinkedList.RemoveLast();
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ReleaseNode(last);
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}
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/// <summary>
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/// 返回循环访问集合的枚举数。
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/// </summary>
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/// <returns>循环访问集合的枚举数。</returns>
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public Enumerator GetEnumerator()
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{
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return new Enumerator(m_LinkedList);
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}
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private LinkedListNode<T> AcquireNode(T value)
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{
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LinkedListNode<T> node = null;
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if (m_CachedNodes.Count > 0)
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{
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node = m_CachedNodes.Dequeue();
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node.Value = value;
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}
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else
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{
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node = new LinkedListNode<T>(value);
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}
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return node;
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}
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private void ReleaseNode(LinkedListNode<T> node)
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{
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node.Value = default(T);
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m_CachedNodes.Enqueue(node);
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}
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/// <summary>
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/// 将值添加到 ICollection`1 的结尾处。
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/// </summary>
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/// <param name="value">要添加的值。</param>
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void ICollection<T>.Add(T value)
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{
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AddLast(value);
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}
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/// <summary>
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/// 返回循环访问集合的枚举数。
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/// </summary>
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/// <returns>循环访问集合的枚举数。</returns>
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IEnumerator<T> IEnumerable<T>.GetEnumerator()
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{
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return GetEnumerator();
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}
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/// <summary>
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/// 返回循环访问集合的枚举数。
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/// </summary>
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/// <returns>循环访问集合的枚举数。</returns>
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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/// <summary>
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/// 循环访问集合的枚举数。
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/// </summary>
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[StructLayout(LayoutKind.Auto)]
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public struct Enumerator : IEnumerator<T>, IEnumerator
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{
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private LinkedList<T>.Enumerator m_Enumerator;
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internal Enumerator(LinkedList<T> linkedList)
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{
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if (linkedList == null)
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{
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throw new GameException("Linked list is invalid.");
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}
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m_Enumerator = linkedList.GetEnumerator();
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}
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/// <summary>
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/// 获取当前结点。
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/// </summary>
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public T Current
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{
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get
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{
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return m_Enumerator.Current;
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}
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}
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/// <summary>
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/// 获取当前的枚举数。
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/// </summary>
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object IEnumerator.Current
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{
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get
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{
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return m_Enumerator.Current;
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}
|
||||
}
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||||
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/// <summary>
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/// 清理枚举数。
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/// </summary>
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public void Dispose()
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||||
{
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m_Enumerator.Dispose();
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}
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/// <summary>
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/// 获取下一个结点。
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/// </summary>
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||||
/// <returns>返回下一个结点。</returns>
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public bool MoveNext()
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{
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return m_Enumerator.MoveNext();
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}
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/// <summary>
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/// 重置枚举数。
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/// </summary>
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void IEnumerator.Reset()
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{
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((IEnumerator<T>)m_Enumerator).Reset();
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||||
}
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||||
}
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||||
}
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||||
}
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||||
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@@ -7,485 +7,4 @@ using UnityEngine;
|
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|
||||
namespace Convention.Experimental.PublicType
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{
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/// <summary>
|
||||
/// <20><><EFBFBD>ýӿڡ<D3BF>
|
||||
/// </summary>
|
||||
public interface IReference
|
||||
{
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
|
||||
/// </summary>
|
||||
void Clear();
|
||||
}
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||||
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||||
/// <summary>
|
||||
/// <20><><EFBFBD>ó<EFBFBD>
|
||||
/// </summary>
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||||
public static partial class ReferencePool
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||||
{
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||||
private static bool m_EnableStrictCheck = false;
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||||
|
||||
/// <summary>
|
||||
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD>Ƽ<EFBFBD><C6BC><EFBFBD>
|
||||
/// </summary>
|
||||
public static bool EnableStrictCheck
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_EnableStrictCheck;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_EnableStrictCheck = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private sealed class ReferenceCollection
|
||||
{
|
||||
private readonly Queue<IReference> m_References;
|
||||
private readonly Type m_ReferenceType;
|
||||
private int m_UsingReferenceCount;
|
||||
private int m_AcquireReferenceCount;
|
||||
private int m_ReleaseReferenceCount;
|
||||
private int m_AddReferenceCount;
|
||||
private int m_RemoveReferenceCount;
|
||||
|
||||
public ReferenceCollection(Type referenceType)
|
||||
{
|
||||
m_References = new Queue<IReference>();
|
||||
m_ReferenceType = referenceType;
|
||||
m_UsingReferenceCount = 0;
|
||||
m_AcquireReferenceCount = 0;
|
||||
m_ReleaseReferenceCount = 0;
|
||||
m_AddReferenceCount = 0;
|
||||
m_RemoveReferenceCount = 0;
|
||||
}
|
||||
|
||||
public Type ReferenceType
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_ReferenceType;
|
||||
}
|
||||
}
|
||||
|
||||
public int UnusedReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_References.Count;
|
||||
}
|
||||
}
|
||||
|
||||
public int UsingReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_UsingReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
public int AcquireReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_AcquireReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
public int ReleaseReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_ReleaseReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
public int AddReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_AddReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
public int RemoveReferenceCount
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_RemoveReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
public T Acquire<T>() where T : class, IReference, new()
|
||||
{
|
||||
if (typeof(T) != m_ReferenceType)
|
||||
{
|
||||
throw new GameException("Type is invalid.");
|
||||
}
|
||||
|
||||
m_UsingReferenceCount++;
|
||||
m_AcquireReferenceCount++;
|
||||
lock (m_References)
|
||||
{
|
||||
if (m_References.Count > 0)
|
||||
{
|
||||
return (T)m_References.Dequeue();
|
||||
}
|
||||
}
|
||||
|
||||
m_AddReferenceCount++;
|
||||
return new T();
|
||||
}
|
||||
|
||||
public IReference Acquire()
|
||||
{
|
||||
m_UsingReferenceCount++;
|
||||
m_AcquireReferenceCount++;
|
||||
lock (m_References)
|
||||
{
|
||||
if (m_References.Count > 0)
|
||||
{
|
||||
return m_References.Dequeue();
|
||||
}
|
||||
}
|
||||
|
||||
m_AddReferenceCount++;
|
||||
return (IReference)Activator.CreateInstance(m_ReferenceType);
|
||||
}
|
||||
|
||||
public void Release(IReference reference)
|
||||
{
|
||||
reference.Clear();
|
||||
lock (m_References)
|
||||
{
|
||||
if (m_EnableStrictCheck && m_References.Contains(reference))
|
||||
{
|
||||
throw new GameException("The reference has been released.");
|
||||
}
|
||||
|
||||
m_References.Enqueue(reference);
|
||||
}
|
||||
|
||||
m_ReleaseReferenceCount++;
|
||||
m_UsingReferenceCount--;
|
||||
}
|
||||
|
||||
public void Add<T>(int count) where T : class, IReference, new()
|
||||
{
|
||||
if (typeof(T) != m_ReferenceType)
|
||||
{
|
||||
throw new GameException("Type is invalid.");
|
||||
}
|
||||
|
||||
lock (m_References)
|
||||
{
|
||||
m_AddReferenceCount += count;
|
||||
while (count-- > 0)
|
||||
{
|
||||
m_References.Enqueue(new T());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Add(int count)
|
||||
{
|
||||
lock (m_References)
|
||||
{
|
||||
m_AddReferenceCount += count;
|
||||
while (count-- > 0)
|
||||
{
|
||||
m_References.Enqueue((IReference)Activator.CreateInstance(m_ReferenceType));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove(int count)
|
||||
{
|
||||
lock (m_References)
|
||||
{
|
||||
if (count > m_References.Count)
|
||||
{
|
||||
count = m_References.Count;
|
||||
}
|
||||
|
||||
m_RemoveReferenceCount += count;
|
||||
while (count-- > 0)
|
||||
{
|
||||
m_References.Dequeue();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveAll()
|
||||
{
|
||||
lock (m_References)
|
||||
{
|
||||
m_RemoveReferenceCount += m_References.Count;
|
||||
m_References.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly Dictionary<Type, ReferenceCollection> s_ReferenceCollections = new();
|
||||
|
||||
/// <summary>
|
||||
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD>óص<C3B3><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public static int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
return s_ReferenceCollections.Count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Auto)]
|
||||
public readonly struct ReferencePoolInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly Type Type;
|
||||
/// <summary>
|
||||
/// δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int UnusedReferenceCount;
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int UsingReferenceCount;
|
||||
/// <summary>
|
||||
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int AcquireReferenceCount;
|
||||
/// <summary>
|
||||
/// <20>黹<EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int ReleaseReferenceCount;
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int AddReferenceCount;
|
||||
/// <summary>
|
||||
/// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
public readonly int RemoveReferenceCount;
|
||||
|
||||
/// <summary>
|
||||
/// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="type"><3E><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>͡<EFBFBD></param>
|
||||
/// <param name="unusedReferenceCount">δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="usingReferenceCount"><3E><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="acquireReferenceCount"><3E><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="releaseReferenceCount"><3E>黹<EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="addReferenceCount"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="removeReferenceCount"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
public ReferencePoolInfo(Type type,
|
||||
int unusedReferenceCount,
|
||||
int usingReferenceCount,
|
||||
int acquireReferenceCount,
|
||||
int releaseReferenceCount,
|
||||
int addReferenceCount,
|
||||
int removeReferenceCount)
|
||||
{
|
||||
this.Type = type;
|
||||
this.UnusedReferenceCount = unusedReferenceCount;
|
||||
this.UsingReferenceCount = usingReferenceCount;
|
||||
this.AcquireReferenceCount = acquireReferenceCount;
|
||||
this.ReleaseReferenceCount = releaseReferenceCount;
|
||||
this.AddReferenceCount = addReferenceCount;
|
||||
this.RemoveReferenceCount = removeReferenceCount;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ
|
||||
/// </summary>
|
||||
/// <returns><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ</returns>
|
||||
public static ReferencePoolInfo[] GetAllReferencePoolInfos()
|
||||
{
|
||||
int index = 0;
|
||||
ReferencePoolInfo[] results = null;
|
||||
|
||||
lock (s_ReferenceCollections)
|
||||
{
|
||||
results = new ReferencePoolInfo[s_ReferenceCollections.Count];
|
||||
foreach (var (key,value) in s_ReferenceCollections)
|
||||
{
|
||||
results[index++] = new ReferencePoolInfo(key,
|
||||
value.UnusedReferenceCount,
|
||||
value.UsingReferenceCount,
|
||||
value.AcquireReferenceCount,
|
||||
value.ReleaseReferenceCount,
|
||||
value.AddReferenceCount,
|
||||
value.RemoveReferenceCount);
|
||||
}
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD>
|
||||
/// </summary>
|
||||
public static void ClearAll()
|
||||
{
|
||||
lock (s_ReferenceCollections)
|
||||
{
|
||||
foreach (var (_, value) in s_ReferenceCollections)
|
||||
{
|
||||
value.RemoveAll();
|
||||
}
|
||||
|
||||
s_ReferenceCollections.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private static ReferenceCollection GetReferenceCollection(Type referenceType)
|
||||
{
|
||||
if (referenceType == null)
|
||||
{
|
||||
throw new GameException("ReferenceType is invalid.");
|
||||
}
|
||||
|
||||
ReferenceCollection referenceCollection = null;
|
||||
lock (s_ReferenceCollections)
|
||||
{
|
||||
if (!s_ReferenceCollections.TryGetValue(referenceType, out referenceCollection))
|
||||
{
|
||||
referenceCollection = new ReferenceCollection(referenceType);
|
||||
s_ReferenceCollections.Add(referenceType, referenceCollection);
|
||||
}
|
||||
}
|
||||
|
||||
return referenceCollection;
|
||||
}
|
||||
|
||||
private static void InternalCheckReferenceType(Type referenceType)
|
||||
{
|
||||
if (!m_EnableStrictCheck)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (referenceType == null)
|
||||
{
|
||||
throw new GameException("Reference type is invalid.");
|
||||
}
|
||||
|
||||
if (!referenceType.IsClass || referenceType.IsAbstract)
|
||||
{
|
||||
throw new GameException("Reference type is not a non-abstract class type.");
|
||||
}
|
||||
|
||||
if (!typeof(IReference).IsAssignableFrom(referenceType))
|
||||
{
|
||||
throw new GameException($"Reference type '{referenceType.FullName}' is invalid.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <returns><3E><><EFBFBD><EFBFBD></returns>
|
||||
public static IReference Acquire(Type referenceType)
|
||||
{
|
||||
InternalCheckReferenceType(referenceType);
|
||||
return GetReferenceCollection(referenceType).Acquire();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
|
||||
/// <returns><3E><><EFBFBD><EFBFBD></returns>
|
||||
public static T Acquire<T>() where T : class, IReference, new()
|
||||
{
|
||||
return GetReferenceCollection(typeof(T)).Acquire<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ù黹<C3B9><E9BBB9><EFBFBD>ó<EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="reference"><3E><><EFBFBD><EFBFBD></param>
|
||||
public static void Release(IReference reference)
|
||||
{
|
||||
if (reference == null)
|
||||
{
|
||||
throw new GameException("Reference is invalid.");
|
||||
}
|
||||
|
||||
Type referenceType = reference.GetType();
|
||||
InternalCheckReferenceType(referenceType);
|
||||
GetReferenceCollection(referenceType).Release(reference);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
|
||||
/// <param name="count"><><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
public static void Add<T>(int count) where T : class, IReference, new()
|
||||
{
|
||||
GetReferenceCollection(typeof(T)).Add<T>(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="count"><><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
public static void Add(Type referenceType, int count)
|
||||
{
|
||||
InternalCheckReferenceType(referenceType);
|
||||
GetReferenceCollection(referenceType).Add(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
|
||||
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
public static void Remove<T>(int count) where T : class, IReference
|
||||
{
|
||||
GetReferenceCollection(typeof(T)).Remove(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
|
||||
public static void Remove(Type referenceType, int count)
|
||||
{
|
||||
InternalCheckReferenceType(referenceType);
|
||||
GetReferenceCollection(referenceType).Remove(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD>
|
||||
/// </summary>
|
||||
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
|
||||
public static void RemoveAll<T>() where T : class, IReference
|
||||
{
|
||||
GetReferenceCollection(typeof(T)).RemoveAll();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>á<EFBFBD>
|
||||
/// </summary>
|
||||
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD></param>
|
||||
public static void RemoveAll(Type referenceType)
|
||||
{
|
||||
InternalCheckReferenceType(referenceType);
|
||||
GetReferenceCollection(referenceType).RemoveAll();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user