using GFramework.Core.Abstractions.logging; using GFramework.Core.extensions; using GFramework.Core.logging; using GFramework.Core.utility; using GFramework.Game.Abstractions.ui; using GFramework.Godot.extensions; using Godot; namespace GFramework.Godot.ui; /// /// Godot UI工厂类,用于创建UI页面实例 /// 继承自AbstractContextUtility并实现IUiFactory接口 /// public class GodotUiFactory : AbstractContextUtility, IUiFactory { private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger("GodotUiFactory"); private IGodotUiRegistry _registry = null!; /// /// 缓存池:uiKey -> 实例队列 /// private readonly Dictionary> _cachedInstances = new(); /// /// 追踪所有创建的实例(用于清理) /// private readonly Dictionary> _allInstances = new(); /// /// 创建或获取UI页面实例 /// public IUiPageBehavior GetOrCreate(string uiKey, UiInstancePolicy policy = UiInstancePolicy.AlwaysCreate) { return policy switch { UiInstancePolicy.Reuse => GetCachedOrCreate(uiKey), UiInstancePolicy.Pooled => GetFromPoolOrCreate(uiKey), _ => Create(uiKey) }; } /// /// 仅创建新实例 /// public IUiPageBehavior Create(string uiKey) { var scene = _registry.Get(uiKey); var node = scene.Instantiate(); if (node is not IUiPageBehaviorProvider provider) throw new InvalidCastException($"UI scene {uiKey} must implement IUiPageBehaviorProvider"); var page = provider.GetPage(); // 追踪实例 if (!_allInstances.ContainsKey(uiKey)) _allInstances[uiKey] = new HashSet(); _allInstances[uiKey].Add(page); Log.Debug("Created new UI instance: {0}", uiKey); return page; } /// /// 预加载UI资源 /// public void Preload(string uiKey, int count = 1) { Log.Debug("Preloading UI: {0}, count={1}", uiKey, count); if (!_cachedInstances.ContainsKey(uiKey)) _cachedInstances[uiKey] = new Queue(); var queue = _cachedInstances[uiKey]; for (int i = 0; i < count; i++) { var instance = Create(uiKey); // 预加载的实例初始状态为隐藏 instance.OnHide(); queue.Enqueue(instance); } Log.Debug("Preloaded {0} instances of {1}", count, uiKey); } /// /// 批量预加载 /// public void PreloadBatch(params string[] uiKeys) { foreach (var uiKey in uiKeys) { Preload(uiKey); } } /// /// 回收实例到缓存池 /// public void Recycle(IUiPageBehavior page) { var uiKey = page.Key; if (!_cachedInstances.ContainsKey(uiKey)) _cachedInstances[uiKey] = new Queue(); // 确保实例处于隐藏状态 page.OnHide(); _cachedInstances[uiKey].Enqueue(page); Log.Debug("Recycled UI instance to pool: {0}, poolSize={1}", uiKey, _cachedInstances[uiKey].Count); } /// /// 清理指定UI的缓存 /// public void ClearCache(string uiKey) { if (!_cachedInstances.TryGetValue(uiKey, out var queue)) return; int count = queue.Count; while (queue.Count > 0) { var instance = queue.Dequeue(); DestroyInstance(instance); } _cachedInstances.Remove(uiKey); Log.Debug("Cleared cache for UI: {0}, destroyed {1} instances", uiKey, count); } /// /// 清理所有缓存 /// public void ClearAllCache() { foreach (var uiKey in _cachedInstances.Keys) { ClearCache(uiKey); } Log.Debug("Cleared all UI caches"); } /// /// 检查是否有缓存的实例 /// public bool HasCached(string uiKey) { return _cachedInstances.TryGetValue(uiKey, out var queue) && queue.Count > 0; } protected override void OnInit() { _registry = this.GetUtility()!; } #region Private Methods /// /// 获取缓存实例或创建新实例(Reuse策略) /// private IUiPageBehavior GetCachedOrCreate(string uiKey) { // 优先从缓存池获取 if (_cachedInstances.TryGetValue(uiKey, out var queue) && queue.Count > 0) { var cached = queue.Dequeue(); Log.Debug("Reused cached UI instance: {0}, remainingInPool={1}", uiKey, queue.Count); return cached; } // 没有缓存则创建新实例 Log.Debug("No cached instance, creating new: {0}", uiKey); return Create(uiKey); } /// /// 从池中获取或创建(Pooled策略) /// 如果池为空,自动创建并填充 /// private IUiPageBehavior GetFromPoolOrCreate(string uiKey) { // 如果池为空,先预加载一个 if (HasCached(uiKey)) return GetCachedOrCreate(uiKey); Log.Debug("Pool empty, preloading instance: {0}", uiKey); Preload(uiKey); return GetCachedOrCreate(uiKey); } /// /// 销毁实例 /// private void DestroyInstance(IUiPageBehavior page) { var uiKey = page.Key; // 从追踪列表移除 if (_allInstances.TryGetValue(uiKey, out var set)) { set.Remove(page); } // 销毁Godot节点 if (page.View is Node node) { node.QueueFreeX(); } } #endregion }