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feat(pool): 添加对象池系统基础架构
- 实现了抽象对象池系统支持基于键值的对象池管理 - 定义了对象池系统接口和可池化对象接口规范 - 提供了获取、释放和清空对象池的核心功能 - 添加了Godot节点专用的对象池系统抽象类 - 实现了对象在池中生命周期管理的回调机制
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30
GFramework.Core.Abstractions/pool/IObjectPoolSystem.cs
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GFramework.Core.Abstractions/pool/IObjectPoolSystem.cs
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namespace GFramework.Core.Abstractions.pool;
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/// <summary>
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/// 对象池系统接口,定义了对象池的基本操作
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/// </summary>
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/// <typeparam name="TKey">池键的类型</typeparam>
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/// <typeparam name="TObject">池中对象的类型,必须实现IPoolableObject接口</typeparam>
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public interface IObjectPoolSystem<in TKey, TObject>
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where TObject : IPoolableObject
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where TKey : notnull
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{
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/// <summary>
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/// 从对象池中获取一个对象实例
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/// </summary>
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/// <param name="key">对象池的键</param>
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/// <returns>池中的对象实例,如果池中没有可用对象则创建新实例</returns>
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TObject Acquire(TKey key);
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/// <summary>
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/// 将对象释放回对象池
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/// </summary>
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/// <param name="key">对象池的键</param>
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/// <param name="obj">要释放的对象</param>
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void Release(TKey key, TObject obj);
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/// <summary>
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/// 清空所有对象池
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/// </summary>
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void Clear();
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}
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22
GFramework.Core.Abstractions/pool/IPoolableObject.cs
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GFramework.Core.Abstractions/pool/IPoolableObject.cs
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namespace GFramework.Core.Abstractions.pool;
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/// <summary>
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/// 定义可池化对象的接口,提供对象在池中的生命周期管理方法
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/// </summary>
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public interface IPoolableObject
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{
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/// <summary>
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/// 当对象从池中被获取时调用,用于初始化或重置对象状态
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/// </summary>
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void OnAcquire();
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/// <summary>
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/// 当对象被释放回池中时调用,用于清理或重置对象状态以便下次使用
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/// </summary>
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void OnRelease();
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/// <summary>
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/// 当对象池被销毁时调用,用于执行最终的清理工作
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/// </summary>
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void OnPoolDestroy();
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}
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86
GFramework.Core/pool/AbstractObjectPoolSystem.cs
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86
GFramework.Core/pool/AbstractObjectPoolSystem.cs
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using GFramework.Core.Abstractions.pool;
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using GFramework.Core.system;
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namespace GFramework.Core.pool;
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/// <summary>
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/// 抽象对象池系统,提供基于键值的对象池管理功能
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/// </summary>
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/// <typeparam name="TKey">对象池的键类型,必须不为null</typeparam>
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/// <typeparam name="TObject">池化对象类型,必须实现IPoolableObject接口</typeparam>
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public abstract class AbstractObjectPoolSystem<TKey, TObject>
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: AbstractSystem, IObjectPoolSystem<TKey, TObject> where TObject : IPoolableObject where TKey : notnull
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{
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/// <summary>
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/// 存储对象池的字典,键为池标识,值为对应类型的对象栈
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/// </summary>
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protected readonly Dictionary<TKey, Stack<TObject>> Pools = new();
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/// <summary>
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/// 获取对象池中的对象,如果池中没有可用对象则创建新的对象
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/// </summary>
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/// <param name="key">对象池的键值</param>
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/// <returns>获取到的对象实例</returns>
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public TObject Acquire(TKey key)
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{
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if (!Pools.TryGetValue(key, out var pool))
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{
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pool = new Stack<TObject>();
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Pools[key] = pool;
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}
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var obj = pool.Count > 0
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? pool.Pop()
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: Create(key);
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obj.OnAcquire();
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return obj;
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}
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/// <summary>
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/// 将对象释放回对象池中
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/// </summary>
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/// <param name="key">对象池的键值</param>
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/// <param name="obj">需要释放的对象</param>
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public void Release(TKey key, TObject obj)
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{
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obj.OnRelease();
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if (!Pools.TryGetValue(key, out var pool))
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{
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pool = new Stack<TObject>();
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Pools[key] = pool;
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}
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pool.Push(obj);
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}
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/// <summary>
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/// 清空所有对象池,销毁所有池中的对象并清理池容器
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/// </summary>
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public void Clear()
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{
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// 遍历所有对象池,调用每个对象的销毁方法
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foreach (var obj in Pools.Values.SelectMany(pool => pool))
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{
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obj.OnPoolDestroy();
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}
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Pools.Clear();
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}
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/// <summary>
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/// 创建一个新的对象实例(由子类决定怎么创建)
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/// </summary>
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/// <param name="key">用于创建对象的键值</param>
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/// <returns>新创建的对象实例</returns>
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protected abstract TObject Create(TKey key);
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/// <summary>
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/// 系统销毁时的清理操作,清空所有对象池
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/// </summary>
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protected override void OnDestroy()
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{
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Clear();
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}
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}
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32
GFramework.Godot/pool/AbstractNodePoolSystem.cs
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32
GFramework.Godot/pool/AbstractNodePoolSystem.cs
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using GFramework.Core.pool;
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using Godot;
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namespace GFramework.Godot.pool;
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/// <summary>
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/// 抽象节点对象池系统,用于管理Godot节点类型的对象池
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/// </summary>
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/// <typeparam name="TKey">用作键的类型,必须不为null</typeparam>
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/// <typeparam name="TNode">节点类型,必须继承自Node并实现IPoolableNode接口</typeparam>
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public abstract class AbstractNodePoolSystem<TKey, TNode>
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: AbstractObjectPoolSystem<TKey, TNode>
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where TKey : notnull
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where TNode : Node, IPoolableNode
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{
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/// <summary>
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/// 加载场景的抽象方法
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/// </summary>
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/// <param name="key">用于标识场景的键</param>
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/// <returns>加载的PackedScene对象</returns>
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protected abstract PackedScene LoadScene(TKey key);
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/// <summary>
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/// 创建新节点实例的重写方法
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/// </summary>
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/// <param name="key">用于创建节点的键</param>
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/// <returns>创建的新节点实例</returns>
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protected override TNode Create(TKey key)
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{
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return LoadScene(key).Instantiate<TNode>();
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}
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}
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17
GFramework.Godot/pool/IPoolableNode.cs
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17
GFramework.Godot/pool/IPoolableNode.cs
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using GFramework.Core.Abstractions.pool;
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using Godot;
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namespace GFramework.Godot.pool;
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/// <summary>
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/// 可池化节点接口,继承自IPoolableObject接口
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/// 用于定义可以被对象池管理的Godot节点类型
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/// </summary>
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public interface IPoolableNode : IPoolableObject
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{
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/// <summary>
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/// 将当前对象转换为Node类型
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/// </summary>
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/// <returns>返回当前对象对应的Node实例</returns>
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Node AsNode();
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}
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