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- 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
86 lines
2.5 KiB
C#
86 lines
2.5 KiB
C#
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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} |