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
This commit is contained in:
GwWuYou 2026-01-11 21:07:23 +08:00
parent 3afef8cb49
commit 5d623462ce
5 changed files with 187 additions and 0 deletions

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namespace GFramework.Core.Abstractions.pool;
/// <summary>
/// 对象池系统接口,定义了对象池的基本操作
/// </summary>
/// <typeparam name="TKey">池键的类型</typeparam>
/// <typeparam name="TObject">池中对象的类型必须实现IPoolableObject接口</typeparam>
public interface IObjectPoolSystem<in TKey, TObject>
where TObject : IPoolableObject
where TKey : notnull
{
/// <summary>
/// 从对象池中获取一个对象实例
/// </summary>
/// <param name="key">对象池的键</param>
/// <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>
TObject Acquire(TKey key);
/// <summary>
/// 将对象释放回对象池
/// </summary>
/// <param name="key">对象池的键</param>
/// <param name="obj">要释放的对象</param>
void Release(TKey key, TObject obj);
/// <summary>
/// 清空所有对象池
/// </summary>
void Clear();
}

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namespace GFramework.Core.Abstractions.pool;
/// <summary>
/// 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
/// </summary>
public interface IPoolableObject
{
/// <summary>
/// 当对象从池中被获取时调用,用于初始化或重置对象状态
/// </summary>
void OnAcquire();
/// <summary>
/// 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
/// </summary>
void OnRelease();
/// <summary>
/// 当对象池被销毁时调用,用于执行最终的清理工作
/// </summary>
void OnPoolDestroy();
}

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using GFramework.Core.Abstractions.pool;
using GFramework.Core.system;
namespace GFramework.Core.pool;
/// <summary>
/// 抽象对象池系统,提供基于键值的对象池管理功能
/// </summary>
/// <typeparam name="TKey">对象池的键类型必须不为null</typeparam>
/// <typeparam name="TObject">池化对象类型必须实现IPoolableObject接口</typeparam>
public abstract class AbstractObjectPoolSystem<TKey, TObject>
: AbstractSystem, IObjectPoolSystem<TKey, TObject> where TObject : IPoolableObject where TKey : notnull
{
/// <summary>
/// 存储对象池的字典,键为池标识,值为对应类型的对象栈
/// </summary>
protected readonly Dictionary<TKey, Stack<TObject>> Pools = new();
/// <summary>
/// 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
/// </summary>
/// <param name="key">对象池的键值</param>
/// <returns>获取到的对象实例</returns>
public TObject Acquire(TKey key)
{
if (!Pools.TryGetValue(key, out var pool))
{
pool = new Stack<TObject>();
Pools[key] = pool;
}
var obj = pool.Count > 0
? pool.Pop()
: Create(key);
obj.OnAcquire();
return obj;
}
/// <summary>
/// 将对象释放回对象池中
/// </summary>
/// <param name="key">对象池的键值</param>
/// <param name="obj">需要释放的对象</param>
public void Release(TKey key, TObject obj)
{
obj.OnRelease();
if (!Pools.TryGetValue(key, out var pool))
{
pool = new Stack<TObject>();
Pools[key] = pool;
}
pool.Push(obj);
}
/// <summary>
/// 清空所有对象池,销毁所有池中的对象并清理池容器
/// </summary>
public void Clear()
{
// 遍历所有对象池,调用每个对象的销毁方法
foreach (var obj in Pools.Values.SelectMany(pool => pool))
{
obj.OnPoolDestroy();
}
Pools.Clear();
}
/// <summary>
/// 创建一个新的对象实例(由子类决定怎么创建)
/// </summary>
/// <param name="key">用于创建对象的键值</param>
/// <returns>新创建的对象实例</returns>
protected abstract TObject Create(TKey key);
/// <summary>
/// 系统销毁时的清理操作,清空所有对象池
/// </summary>
protected override void OnDestroy()
{
Clear();
}
}

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using GFramework.Core.pool;
using Godot;
namespace GFramework.Godot.pool;
/// <summary>
/// 抽象节点对象池系统用于管理Godot节点类型的对象池
/// </summary>
/// <typeparam name="TKey">用作键的类型必须不为null</typeparam>
/// <typeparam name="TNode">节点类型必须继承自Node并实现IPoolableNode接口</typeparam>
public abstract class AbstractNodePoolSystem<TKey, TNode>
: AbstractObjectPoolSystem<TKey, TNode>
where TKey : notnull
where TNode : Node, IPoolableNode
{
/// <summary>
/// 加载场景的抽象方法
/// </summary>
/// <param name="key">用于标识场景的键</param>
/// <returns>加载的PackedScene对象</returns>
protected abstract PackedScene LoadScene(TKey key);
/// <summary>
/// 创建新节点实例的重写方法
/// </summary>
/// <param name="key">用于创建节点的键</param>
/// <returns>创建的新节点实例</returns>
protected override TNode Create(TKey key)
{
return LoadScene(key).Instantiate<TNode>();
}
}

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using GFramework.Core.Abstractions.pool;
using Godot;
namespace GFramework.Godot.pool;
/// <summary>
/// 可池化节点接口继承自IPoolableObject接口
/// 用于定义可以被对象池管理的Godot节点类型
/// </summary>
public interface IPoolableNode : IPoolableObject
{
/// <summary>
/// 将当前对象转换为Node类型
/// </summary>
/// <returns>返回当前对象对应的Node实例</returns>
Node AsNode();
}