多轮审查和修复

This commit is contained in:
2026-05-12 15:34:08 +08:00
parent f55d2a57c3
commit ebbbb7332e
805 changed files with 838724 additions and 1905 deletions

View File

@@ -11,10 +11,8 @@ namespace BaseGames.Core.Pool
/// 先调用 <see cref="WarmupAsync"/> 预热后,再通过 <see cref="Spawn"/> 取出对象。
/// </summary>
[DefaultExecutionOrder(-800)]
public class GlobalObjectPool : MonoBehaviour
public class GlobalObjectPool : MonoBehaviour, IObjectPoolService
{
public static GlobalObjectPool Instance { get; private set; }
[System.Serializable]
public struct PoolConfig
{
@@ -26,29 +24,28 @@ namespace BaseGames.Core.Pool
[SerializeField] private PoolConfig[] _warmupConfigs;
private readonly Dictionary<string, Queue<PooledObject>> _pools = new();
private readonly Dictionary<string, List<PooledObject>> _alive = new();
private readonly Dictionary<string, GameObject> _prefabCache = new();
private readonly Dictionary<string, int> _maxCounts = new();
private readonly Dictionary<string, Queue<PooledObject>> _pools = new();
private readonly Dictionary<string, LinkedList<PooledObject>> _alive = new();
private readonly Dictionary<string, GameObject> _prefabCache = new();
private readonly Dictionary<string, int> _maxCounts = new();
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
if (ServiceLocator.GetOrDefault<IObjectPoolService>() != null) { Destroy(gameObject); return; }
ServiceLocator.Register<IObjectPoolService>(this);
}
private void OnDestroy()
{
ServiceLocator.Unregister<IObjectPoolService>(this);
}
// ── 预热 ──────────────────────────────────────────────────────────
/// <summary>在场景加载完成后StartCoroutine调用预热。</summary>
public IEnumerator WarmupCoroutine()
{
foreach (var cfg in _warmupConfigs)
{
_maxCounts[cfg.AddressKey] = cfg.MaxCount;
yield return WarmupSingleCoroutine(cfg.AddressKey, cfg.InitialCount);
}
}
/// <summary>async Task 版本(可 await供非 MonoBehaviour 调用)。</summary>
/// <summary>
/// 异步预热所有配置中的对象。
/// MonoBehaviour 中可用 <c>StartCoroutine(pool.WarmupAsync().AsIEnumerator())</c> 桥接,
/// 或直接 awaitUniTask / Awaitable
/// </summary>
public async Task WarmupAsync()
{
foreach (var cfg in _warmupConfigs)
@@ -58,17 +55,6 @@ namespace BaseGames.Core.Pool
}
}
private IEnumerator WarmupSingleCoroutine(string key, int count)
{
var loadOp = Addressables.LoadAssetAsync<GameObject>(key);
yield return loadOp;
var prefab = loadOp.Result;
_prefabCache[key] = prefab;
EnsureCollections(key, count);
for (int i = 0; i < count; i++)
EnqueueNew(key, prefab);
}
private async Task WarmupSingleAsync(string key, int count)
{
var prefab = await Addressables.LoadAssetAsync<GameObject>(key).Task;
@@ -81,7 +67,9 @@ namespace BaseGames.Core.Pool
private void EnsureCollections(string key, int capacity)
{
if (!_pools.ContainsKey(key)) _pools[key] = new Queue<PooledObject>(capacity);
if (!_alive.ContainsKey(key)) _alive[key] = new List<PooledObject>();
// MaxCount==0 表示无上限,无需追踪活跃对象,跳过 _alive 分配
if (_maxCounts.GetValueOrDefault(key, 0) > 0 && !_alive.ContainsKey(key))
_alive[key] = new LinkedList<PooledObject>();
}
private void EnqueueNew(string key, GameObject prefab)
@@ -105,23 +93,25 @@ namespace BaseGames.Core.Pool
{
if (!_pools.TryGetValue(key, out var queue))
{
Debug.LogError($"[GlobalObjectPool] '{key}' 未预热,请先调用 WarmupAsync/WarmupCoroutine。");
Debug.LogError($"[GlobalObjectPool] '{key}' 未预热,请先调用 WarmupAsync。");
return null;
}
PooledObject po;
var aliveList = GetAliveList(key);
int maxCount = _maxCounts.GetValueOrDefault(key, 0);
int maxCount = _maxCounts.GetValueOrDefault(key, 0);
// maxCount==0 时不追踪活跃对象aliveList 保持 null
LinkedList<PooledObject> aliveList = maxCount > 0 ? GetAliveList(key) : null;
if (queue.Count > 0)
{
po = queue.Dequeue();
}
else if (maxCount > 0 && aliveList.Count >= maxCount)
else if (aliveList != null && aliveList.Count >= maxCount)
{
// 已达上限LRU 回收最早 Spawn 的活跃对象
po = aliveList[0];
aliveList.RemoveAt(0);
// 已达上限LRU 回收最早 Spawn 的活跃对象LinkedList 头节点即最老)
po = aliveList.First.Value;
aliveList.RemoveFirst(); // O(1)
po.AliveNode = null;
po.ForceReturnToPool();
Debug.LogWarning($"[GlobalObjectPool] '{key}' 已达 MaxCount={maxCount}LRU 回收中。");
}
@@ -143,22 +133,30 @@ namespace BaseGames.Core.Pool
po.transform.SetPositionAndRotation(pos, rot);
po.gameObject.SetActive(true);
po.OnSpawn();
aliveList.Add(po);
// 存储节点引用,供 Despawn 时 O(1) 移除
if (aliveList != null)
po.AliveNode = aliveList.AddLast(po); // 尾部 = 最新,头部 = 最老LRU
return po;
}
// ── Despawn ───────────────────────────────────────────────────────
public void Despawn(string key, PooledObject po)
{
var aliveList = GetAliveList(key);
aliveList.Remove(po);
// 通过存储的节点 O(1) 移除,避免 LinkedList.Remove(value) 的 O(n) 遍历
if (po.AliveNode != null)
{
if (_alive.TryGetValue(key, out var aliveRef))
aliveRef.Remove(po.AliveNode);
po.AliveNode = null;
}
po.gameObject.SetActive(false);
po.OnDespawn();
int maxCount = _maxCounts.GetValueOrDefault(key, 0);
int queueSize = _pools.TryGetValue(key, out var queue) ? queue.Count : 0;
int aliveCount = (maxCount > 0 && _alive.TryGetValue(key, out var al)) ? al.Count : 0;
if (maxCount > 0 && queueSize + aliveList.Count >= maxCount)
if (maxCount > 0 && queueSize + aliveCount >= maxCount)
{
Destroy(po.gameObject);
return;
@@ -204,10 +202,10 @@ namespace BaseGames.Core.Pool
}
}
private List<PooledObject> GetAliveList(string key)
private LinkedList<PooledObject> GetAliveList(string key)
{
if (!_alive.TryGetValue(key, out var list))
_alive[key] = list = new List<PooledObject>();
_alive[key] = list = new LinkedList<PooledObject>();
return list;
}
}