217 lines
9.1 KiB
C#
217 lines
9.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace BaseGames.Core.Pool
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{
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/// <summary>
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/// 全局对象池(Persistent 场景)。
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/// 先调用 <see cref="WarmupAsync"/> 预热后,再通过 <see cref="Spawn"/> 取出对象。
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/// </summary>
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[DefaultExecutionOrder(-800)]
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public class GlobalObjectPool : MonoBehaviour, IObjectPoolService
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{
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[System.Serializable]
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public struct PoolConfig
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{
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public string AddressKey;
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public int InitialCount;
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/// <summary>0 = 无上限;> 0 强制限制池中 + 活跃对象总数。</summary>
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public int MaxCount;
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}
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[SerializeField] private PoolConfig[] _warmupConfigs;
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private readonly Dictionary<string, Queue<PooledObject>> _pools = new();
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private readonly Dictionary<string, LinkedList<PooledObject>> _alive = new();
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private readonly Dictionary<string, GameObject> _prefabCache = new();
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private readonly Dictionary<string, int> _maxCounts = new();
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private void Awake()
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{
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if (ServiceLocator.GetOrDefault<IObjectPoolService>() != null) { Destroy(gameObject); return; }
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ServiceLocator.Register<IObjectPoolService>(this);
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}
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private void OnDestroy()
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{
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// 释放所有通过 Addressables.LoadAssetAsync 加载的预制件引用
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foreach (var pfx in _prefabCache.Values)
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Addressables.Release(pfx);
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_prefabCache.Clear();
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ServiceLocator.Unregister<IObjectPoolService>(this);
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}
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// ── 预热 ──────────────────────────────────────────────────────────
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/// <summary>
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/// 异步预热所有配置中的对象。
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/// MonoBehaviour 中可用 <c>StartCoroutine(pool.WarmupAsync().AsIEnumerator())</c> 桥接,
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/// 或直接 await(UniTask / Awaitable)。
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/// </summary>
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public async Task WarmupAsync()
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{
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foreach (var cfg in _warmupConfigs)
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{
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_maxCounts[cfg.AddressKey] = cfg.MaxCount;
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await WarmupSingleAsync(cfg.AddressKey, cfg.InitialCount);
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}
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}
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private async Task WarmupSingleAsync(string key, int count)
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{
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var prefab = await Addressables.LoadAssetAsync<GameObject>(key).Task;
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_prefabCache[key] = prefab;
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EnsureCollections(key, count);
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for (int i = 0; i < count; i++)
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EnqueueNew(key, prefab);
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}
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private void EnsureCollections(string key, int capacity)
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{
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if (!_pools.ContainsKey(key)) _pools[key] = new Queue<PooledObject>(capacity);
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// MaxCount==0 表示无上限,无需追踪活跃对象,跳过 _alive 分配
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if (_maxCounts.GetValueOrDefault(key, 0) > 0 && !_alive.ContainsKey(key))
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_alive[key] = new LinkedList<PooledObject>();
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}
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private void EnqueueNew(string key, GameObject prefab)
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{
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var go = Instantiate(prefab);
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var po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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go.SetActive(false);
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_pools[key].Enqueue(po);
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}
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// ── Spawn ─────────────────────────────────────────────────────────
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public T Spawn<T>(string key, Vector3 position, Quaternion rotation) where T : Component
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=> SpawnInternal(key, position, rotation)?.GetComponentCached<T>();
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public GameObject Spawn(string key, Vector3 position, Quaternion rotation)
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=> SpawnInternal(key, position, rotation)?.gameObject;
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private PooledObject SpawnInternal(string key, Vector3 pos, Quaternion rot)
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{
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if (!_pools.TryGetValue(key, out var queue))
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{
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Debug.LogError($"[GlobalObjectPool] '{key}' 未预热,请先调用 WarmupAsync。");
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return null;
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}
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PooledObject po;
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int maxCount = _maxCounts.GetValueOrDefault(key, 0);
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// maxCount==0 时不追踪活跃对象,aliveList 保持 null
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LinkedList<PooledObject> aliveList = maxCount > 0 ? GetAliveList(key) : null;
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if (queue.Count > 0)
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{
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po = queue.Dequeue();
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}
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else if (aliveList != null && aliveList.Count >= maxCount)
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{
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// 已达上限:LRU 回收最早 Spawn 的活跃对象(LinkedList 头节点即最老)
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po = aliveList.First.Value;
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aliveList.RemoveFirst(); // O(1)
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po.AliveNode = null;
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po.ForceReturnToPool();
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Debug.LogWarning($"[GlobalObjectPool] '{key}' 已达 MaxCount={maxCount},LRU 回收中。");
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}
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else
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{
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// 池空且未达上限:同步实例化,并在后台协程补池
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if (!_prefabCache.TryGetValue(key, out var pfx))
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{
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Debug.LogError($"[GlobalObjectPool] '{key}' Prefab 未缓存。");
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return null;
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}
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var go = Instantiate(pfx);
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po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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StartCoroutine(BackgroundRefillCoroutine(key, 1));
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}
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po.transform.SetPositionAndRotation(pos, rot);
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po.gameObject.SetActive(true);
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po.OnSpawn();
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// 存储节点引用,供 Despawn 时 O(1) 移除
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if (aliveList != null)
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po.AliveNode = aliveList.AddLast(po); // 尾部 = 最新,头部 = 最老(LRU)
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return po;
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}
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// ── Despawn ───────────────────────────────────────────────────────
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public void Despawn(string key, PooledObject po)
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{
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// 通过存储的节点 O(1) 移除,避免 LinkedList.Remove(value) 的 O(n) 遍历
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if (po.AliveNode != null)
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{
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if (_alive.TryGetValue(key, out var aliveRef))
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aliveRef.Remove(po.AliveNode);
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po.AliveNode = null;
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}
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po.gameObject.SetActive(false);
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po.OnDespawn();
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int maxCount = _maxCounts.GetValueOrDefault(key, 0);
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int queueSize = _pools.TryGetValue(key, out var queue) ? queue.Count : 0;
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int aliveCount = (maxCount > 0 && _alive.TryGetValue(key, out var al)) ? al.Count : 0;
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if (maxCount > 0 && queueSize + aliveCount >= maxCount)
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{
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Destroy(po.gameObject);
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return;
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}
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if (queue == null) { _pools[key] = queue = new Queue<PooledObject>(); }
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queue.Enqueue(po);
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}
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// ── 后台补池 ──────────────────────────────────────────────────────
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private IEnumerator BackgroundRefillCoroutine(string key, int count)
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{
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if (!_prefabCache.TryGetValue(key, out var pfx)) yield break;
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for (int i = 0; i < count; i++)
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{
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yield return null; // 下一帧
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var go = Instantiate(pfx);
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var po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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go.SetActive(false);
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if (_pools.TryGetValue(key, out var q)) q.Enqueue(po);
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}
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}
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// ── 清空 ──────────────────────────────────────────────────────────
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public void ClearPool(string key)
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{
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if (_pools.TryGetValue(key, out var queue))
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{
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while (queue.Count > 0)
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{
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var po = queue.Dequeue();
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if (po != null) Destroy(po.gameObject);
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}
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_pools.Remove(key);
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}
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_alive.Remove(key);
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if (_prefabCache.TryGetValue(key, out var pfx))
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{
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Addressables.Release(pfx);
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_prefabCache.Remove(key);
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}
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}
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private LinkedList<PooledObject> GetAliveList(string key)
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{
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if (!_alive.TryGetValue(key, out var list))
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_alive[key] = list = new LinkedList<PooledObject>();
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return list;
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}
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}
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}
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