perf(editor): 关闭 Domain/Scene Reload 加速进入 Play,并补齐域重载安全
关闭 Domain Reload 后 SO 的 OnEnable/OnDisable 不再于进入/退出 Play 触发、 静态字段不再重置,运行时态会跨 Play 会话残留。补齐重置路径: - 新增 PlayModeResetHook:编辑器内在"进入 Play 前"统一回调各 SO 的重置, 复刻 Domain Reload 曾提供的干净起点;运行时构建为空实现、零开销。 - 静态态用 RuntimeInitializeOnLoadMethod 重置: ServiceLocator._services / SettingsManager.SettingsChanged / EventChainManager.OnChainExecutedInEditor。 - SO 运行时态经 PlayModeResetHook 重置: BaseEventChannelSO(粘性值+订阅委托) / VoidBaseEventChannelSO / WorldStateRegistry(状态字典+变更事件) / InputReaderSO。 - InputReaderSO 增加解绑追踪:跨会话重建前先解绑旧输入回调, 避免 InputActionAsset 存活导致同一输入重复绑定、多次触发。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -26,9 +26,24 @@ namespace BaseGames.Core.Events
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#endif
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private void OnEnable()
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{
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ResetRuntimeState();
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// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
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PlayModeResetHook.Register(ResetRuntimeState);
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}
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/// <summary>
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/// 重置运行时态:清空粘性缓存值与订阅委托,回到"零订阅、无缓存"的干净起点
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/// (复刻 Domain Reload 每次进入 Play 提供的初始状态)。
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/// </summary>
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private void ResetRuntimeState()
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{
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_hasLastValue = false;
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_lastValue = default;
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_onEventRaisedBacking = null;
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#if UNITY_EDITOR
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_subscriberCount = 0;
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#endif
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}
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public event Action<T> OnEventRaised
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@@ -90,6 +105,22 @@ namespace BaseGames.Core.Events
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private int _subscriberCount;
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#endif
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private void OnEnable()
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{
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ResetRuntimeState();
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// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
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PlayModeResetHook.Register(ResetRuntimeState);
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}
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/// <summary>重置运行时态:清空订阅委托,回到"零订阅"的干净起点。</summary>
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private void ResetRuntimeState()
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{
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_onEventRaisedBacking = null;
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#if UNITY_EDITOR
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_subscriberCount = 0;
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#endif
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}
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public event Action OnEventRaised
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{
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add
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56
Assets/_Game/Scripts/Core/Events/PlayModeResetHook.cs
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56
Assets/_Game/Scripts/Core/Events/PlayModeResetHook.cs
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@@ -0,0 +1,56 @@
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using System;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace BaseGames.Core.Events
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{
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/// <summary>
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/// 关闭 Domain Reload(Project Settings → Editor → Enter Play Mode Settings)后,
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/// ScriptableObject 资产不再于进入/退出 Play 时被卸载重载,其 OnEnable/OnDisable 也就不再触发,
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/// 导致 SO 的运行时态(粘性缓存值、订阅委托、运行时字典等)在多次 Play 会话间残留。
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///
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/// 本工具提供一条可靠的"进入 Play 前重置"通道,复刻 Domain Reload 曾提供的"干净起点":
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/// 持有运行时态的 SO 在首次 OnEnable(编辑器加载资产时仍会触发一次)调用 <see cref="Register"/>
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/// 登记自身的重置方法;此后每次"即将进入 Play"由编辑器事件统一回调全部重置方法。
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///
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/// 运行时构建(非编辑器)下为空实现、零开销;构建中没有 Domain Reload 概念,
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/// SO 的 OnEnable 仍照常负责重置,无需本工具介入。
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/// </summary>
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public static class PlayModeResetHook
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{
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#if UNITY_EDITOR
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// 以委托相等性去重:同一 SO 实例的同一重置方法多次 Register 只保留一份
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// (Delegate 的 Equals/GetHashCode 比较 Target 实例与方法)。
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private static readonly HashSet<Action> _resets = new();
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private static bool _subscribed;
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/// <summary>登记一个"进入 Play 前"执行的重置回调(仅编辑器有效)。</summary>
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public static void Register(Action reset)
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{
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if (reset == null) return;
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_resets.Add(reset);
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if (_subscribed) return;
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_subscribed = true;
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange change)
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{
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// 仅在"退出编辑态、即将进入 Play"的瞬间重置,使后续 Awake 执行时各 SO 处于干净起点。
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if (change != PlayModeStateChange.ExitingEditMode) return;
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foreach (var reset in _resets)
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{
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// SO 资产被卸载后其托管对象可能已失效(Unity 重载 == null),跳过避免无谓调用。
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if (reset.Target is UnityEngine.Object uo && uo == null) continue;
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try { reset(); }
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catch (Exception e) { UnityEngine.Debug.LogException(e); } // 暴露错误而非静默吞掉
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}
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}
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#else
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/// <summary>运行时构建:空实现。SO 的 OnEnable 在构建中照常重置运行时态。</summary>
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public static void Register(Action reset) { }
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#endif
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}
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}
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11
Assets/_Game/Scripts/Core/Events/PlayModeResetHook.cs.meta
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11
Assets/_Game/Scripts/Core/Events/PlayModeResetHook.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5cebf2bf42383c74a86dd7138932143c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -12,6 +12,13 @@ namespace BaseGames.Core
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{
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private static readonly Dictionary<Type, object> _services = new();
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/// <summary>
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/// 关闭 Domain Reload 后静态字段不再于进入 Play 时重置,
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/// 残留的服务注册会指向上一次运行已销毁的对象。此钩子在任何 Awake 之前清空注册表。
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/// </summary>
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[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void ResetOnEnterPlayMode() => _services.Clear();
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/// <summary>以接口类型 TInterface 注册实现 impl。</summary>
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public static void Register<TInterface>(TInterface impl)
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=> _services[typeof(TInterface)] = impl;
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@@ -27,6 +27,13 @@ namespace BaseGames.Core
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/// <summary>设置变更后触发(用于 UIScaleApplier、色盲滤镜、Camera Shake 等订阅)。</summary>
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public static event Action<GlobalSettingsData> SettingsChanged;
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/// <summary>
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/// 关闭 Domain Reload 后静态事件不再于进入 Play 时清空,残留订阅者会指向上一次运行已销毁的对象。
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/// 此钩子在任何 Awake 之前将其重置为 null。
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void ResetStaticState() => SettingsChanged = null;
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private void Awake()
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{
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ServiceLocator.Register<ISettingsService>(this);
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@@ -79,6 +79,13 @@ namespace BaseGames.EventChain
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/// EventChainEditorWindow 在 OnEnable 中订阅此事件。
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/// </summary>
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public static event Action<string, string> OnChainExecutedInEditor;
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/// <summary>
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/// 关闭 Domain Reload 后静态事件不再于进入 Play 时清空,此钩子在任何 Awake 之前将其重置为 null,
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/// 避免上一次运行残留的编辑器窗口订阅者累积。
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/// </summary>
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[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void ResetEditorStaticState() => OnChainExecutedInEditor = null;
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#endif
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private readonly HashSet<string> _completedChains = new();
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@@ -71,6 +71,9 @@ namespace BaseGames.Input
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private InputActionMap _ui;
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private bool _isBound;
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private InputAction _jumpAction;
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// 记录每次绑定对应的解绑动作。关闭 Domain Reload 后 InputActionAsset 跨会话存活,
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// 必须在重新绑定前先解绑旧回调,否则同一输入会被绑定多次、触发多次。
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private readonly List<Action> _unbinders = new();
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private void EnsureInitialized()
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{
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@@ -105,9 +108,20 @@ namespace BaseGames.Input
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{
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Debug.Assert(_onPauseRequested != null,
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"[InputReaderSO] _onPauseRequested 未赋值,请在 Inspector 中指定 EVT_PauseRequested。", this);
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// Reset private state on every OnEnable so stale ScriptableObject
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// references from a previous Play session don't cause
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// 'Map must be contained in state' errors.
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ResetRuntimeState();
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// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
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PlayModeResetHook.Register(ResetRuntimeState);
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}
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/// <summary>
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/// 重置运行时态并重建输入绑定,回到本次 Play 会话的干净起点:
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/// 先解绑上一次会话残留在 InputActionAsset 上的回调(避免跨会话重复绑定导致多次触发),
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/// 再清空对外事件订阅者,最后重新初始化并绑定。
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/// </summary>
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private void ResetRuntimeState()
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{
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UnbindAll();
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ClearGameplayEvents();
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_gameplay = null;
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_ui = null;
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_isBound = false;
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@@ -115,6 +129,31 @@ namespace BaseGames.Input
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EnsureInitialized();
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}
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/// <summary>解绑本读取器先前注册到 InputActionAsset 上的全部回调。</summary>
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private void UnbindAll()
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{
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foreach (var unbind in _unbinders) unbind();
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_unbinders.Clear();
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}
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/// <summary>清空所有对外事件的订阅者,回到零订阅起点(复刻 Domain Reload 的初始状态)。</summary>
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private void ClearGameplayEvents()
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{
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MoveEvent = null;
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JumpStartedEvent = null; JumpCancelledEvent = null;
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AttackEvent = null; ParryEvent = null; DashEvent = null;
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UseSpringEvent = null;
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SwitchTianHunFormEvent = null; SwitchDiHunFormEvent = null; SwitchMingHunFormEvent = null;
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SoulSkillEvent = null;
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SpiritSkill1StartedEvent = null; SpiritSkill1CancelledEvent = null;
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SpiritSkill2StartedEvent = null; SpiritSkill2CancelledEvent = null;
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SpellCastEvent = null;
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InteractEvent = null; InteractCancelledEvent = null;
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PauseEvent = null; NavigateEvent = null;
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SubmitEvent = null; CancelEvent = null; PointEvent = null;
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CycleMinimapZoomEvent = null; MapCenterEvent = null;
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}
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private void OnDisable()
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{
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_gameplay?.Disable();
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@@ -245,38 +284,46 @@ namespace BaseGames.Input
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_onPauseRequested?.Raise();
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}
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private static void BindStarted(InputActionMap map, string name, Action callback)
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// 以下绑定方法在挂接回调的同时,把对应的解绑动作记入 _unbinders,
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// 供 UnbindAll 在跨会话重建前清理,避免回调在 InputActionAsset 上累积。
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private void BindStarted(InputActionMap map, string name, Action callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null)
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{
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action.started += _ => callback();
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}
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else
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if (action == null)
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{
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Debug.LogWarning($"[BindStarted] Action '{name}' not found in map");
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return;
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}
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Action<InputAction.CallbackContext> handler = _ => callback();
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action.started += handler;
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_unbinders.Add(() => action.started -= handler);
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}
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private static void BindPerformed(InputActionMap map, string name,
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private void BindPerformed(InputActionMap map, string name,
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Action<InputAction.CallbackContext> callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.performed += callback;
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if (action == null) return;
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action.performed += callback;
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_unbinders.Add(() => action.performed -= callback);
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}
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private static void BindCanceled(InputActionMap map, string name,
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private void BindCanceled(InputActionMap map, string name,
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Action<InputAction.CallbackContext> callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.canceled += callback;
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if (action == null) return;
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action.canceled += callback;
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_unbinders.Add(() => action.canceled -= callback);
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}
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private static void BindCanceled(InputActionMap map, string name, Action callback)
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private void BindCanceled(InputActionMap map, string name, Action callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.canceled += _ => callback();
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if (action == null) return;
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Action<InputAction.CallbackContext> handler = _ => callback();
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action.canceled += handler;
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_unbinders.Add(() => action.canceled -= handler);
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}
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// ── Rebinding API (P4-3) ──────────────────────────────────────────────
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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using UnityEngine;
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@@ -41,10 +42,23 @@ namespace BaseGames.World
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public event Action<WorldObjectCategory, string[]> OnBatchStateChanged;
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/// <summary>
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/// Editor 重新进入 Play Mode 时 ScriptableObject 保留上一次运行的状态,
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/// OnEnable 在域重载(Domain Reload)和每次 Play 开始时都会调用,确保状态干净。
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/// ScriptableObject 会在多次 Play 会话间保留运行时状态,进入 Play 前必须清干净。
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/// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,故同时登记到 PlayModeResetHook,
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/// 由编辑器钩子在进入 Play 前兜住重置(构建中仍由 OnEnable 负责)。
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/// </summary>
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private void OnEnable() => _states.Clear();
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private void OnEnable()
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{
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ResetRuntimeState();
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PlayModeResetHook.Register(ResetRuntimeState);
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}
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/// <summary>清空运行时状态字典与变更事件订阅者,回到干净起点。</summary>
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private void ResetRuntimeState()
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{
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_states.Clear();
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OnStateChanged = null;
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OnBatchStateChanged = null;
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}
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// ── 泛化 API ─────────────────────────────────────────────────────────
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/// <summary>检查指定类别中 id 是否已标记。</summary>
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Reference in New Issue
Block a user