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https://github.com/GeWuYou/GFramework.git
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- 添加UI实例管理策略枚举(AlwaysCreate、Reuse、Pooled) - 在GodotUiFactory中实现缓存池和实例回收机制 - 扩展IUiFactory接口支持预加载、回收和缓存管理功能 - 更新UiRouterBase支持实例策略参数传递 - 重构Pop策略将Hide重命名为Cache以明确语义 - 移除项目文件中的冗余文件夹引用 - 添加日志记录便于调试和监控实例状态 - 实现批量预加载和全量缓存清理功能 - 优化页面替换逻辑支持实例复用和池化管理
217 lines
6.0 KiB
C#
217 lines
6.0 KiB
C#
using GFramework.Core.Abstractions.logging;
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using GFramework.Core.extensions;
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using GFramework.Core.logging;
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using GFramework.Core.utility;
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using GFramework.Game.Abstractions.ui;
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using GFramework.Godot.extensions;
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using Godot;
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namespace GFramework.Godot.ui;
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/// <summary>
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/// Godot UI工厂类,用于创建UI页面实例
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/// 继承自AbstractContextUtility并实现IUiFactory接口
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/// </summary>
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public class GodotUiFactory : AbstractContextUtility, IUiFactory
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{
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private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger("GodotUiFactory");
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private IGodotUiRegistry _registry = null!;
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/// <summary>
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/// 缓存池:uiKey -> 实例队列
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/// </summary>
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private readonly Dictionary<string, Queue<IUiPageBehavior>> _cachedInstances = new();
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/// <summary>
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/// 追踪所有创建的实例(用于清理)
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/// </summary>
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private readonly Dictionary<string, HashSet<IUiPageBehavior>> _allInstances = new();
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/// <summary>
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/// 创建或获取UI页面实例
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/// </summary>
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public IUiPageBehavior GetOrCreate(string uiKey, UiInstancePolicy policy = UiInstancePolicy.AlwaysCreate)
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{
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return policy switch
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{
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UiInstancePolicy.Reuse => GetCachedOrCreate(uiKey),
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UiInstancePolicy.Pooled => GetFromPoolOrCreate(uiKey),
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_ => Create(uiKey)
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};
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}
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/// <summary>
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/// 仅创建新实例
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/// </summary>
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public IUiPageBehavior Create(string uiKey)
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{
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var scene = _registry.Get(uiKey);
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var node = scene.Instantiate();
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if (node is not IUiPageBehaviorProvider provider)
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throw new InvalidCastException($"UI scene {uiKey} must implement IUiPageBehaviorProvider");
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var page = provider.GetPage();
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// 追踪实例
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if (!_allInstances.ContainsKey(uiKey))
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_allInstances[uiKey] = new HashSet<IUiPageBehavior>();
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_allInstances[uiKey].Add(page);
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Log.Debug("Created new UI instance: {0}", uiKey);
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return page;
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}
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/// <summary>
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/// 预加载UI资源
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/// </summary>
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public void Preload(string uiKey, int count = 1)
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{
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Log.Debug("Preloading UI: {0}, count={1}", uiKey, count);
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if (!_cachedInstances.ContainsKey(uiKey))
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_cachedInstances[uiKey] = new Queue<IUiPageBehavior>();
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var queue = _cachedInstances[uiKey];
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for (int i = 0; i < count; i++)
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{
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var instance = Create(uiKey);
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// 预加载的实例初始状态为隐藏
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instance.OnHide();
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queue.Enqueue(instance);
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}
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Log.Debug("Preloaded {0} instances of {1}", count, uiKey);
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}
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/// <summary>
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/// 批量预加载
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/// </summary>
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public void PreloadBatch(params string[] uiKeys)
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{
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foreach (var uiKey in uiKeys)
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{
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Preload(uiKey);
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}
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}
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/// <summary>
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/// 回收实例到缓存池
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/// </summary>
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public void Recycle(IUiPageBehavior page)
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{
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var uiKey = page.Key;
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if (!_cachedInstances.ContainsKey(uiKey))
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_cachedInstances[uiKey] = new Queue<IUiPageBehavior>();
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// 确保实例处于隐藏状态
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page.OnHide();
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_cachedInstances[uiKey].Enqueue(page);
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Log.Debug("Recycled UI instance to pool: {0}, poolSize={1}", uiKey, _cachedInstances[uiKey].Count);
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}
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/// <summary>
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/// 清理指定UI的缓存
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/// </summary>
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public void ClearCache(string uiKey)
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{
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if (!_cachedInstances.TryGetValue(uiKey, out var queue))
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return;
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int count = queue.Count;
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while (queue.Count > 0)
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{
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var instance = queue.Dequeue();
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DestroyInstance(instance);
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}
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_cachedInstances.Remove(uiKey);
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Log.Debug("Cleared cache for UI: {0}, destroyed {1} instances", uiKey, count);
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}
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/// <summary>
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/// 清理所有缓存
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/// </summary>
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public void ClearAllCache()
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{
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foreach (var uiKey in _cachedInstances.Keys)
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{
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ClearCache(uiKey);
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}
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Log.Debug("Cleared all UI caches");
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}
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/// <summary>
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/// 检查是否有缓存的实例
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/// </summary>
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public bool HasCached(string uiKey)
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{
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return _cachedInstances.TryGetValue(uiKey, out var queue) && queue.Count > 0;
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}
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protected override void OnInit()
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{
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_registry = this.GetUtility<IGodotUiRegistry>()!;
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}
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#region Private Methods
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/// <summary>
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/// 获取缓存实例或创建新实例(Reuse策略)
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/// </summary>
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private IUiPageBehavior GetCachedOrCreate(string uiKey)
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{
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// 优先从缓存池获取
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if (_cachedInstances.TryGetValue(uiKey, out var queue) && queue.Count > 0)
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{
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var cached = queue.Dequeue();
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Log.Debug("Reused cached UI instance: {0}, remainingInPool={1}", uiKey, queue.Count);
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return cached;
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}
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// 没有缓存则创建新实例
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Log.Debug("No cached instance, creating new: {0}", uiKey);
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return Create(uiKey);
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}
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/// <summary>
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/// 从池中获取或创建(Pooled策略)
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/// 如果池为空,自动创建并填充
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/// </summary>
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private IUiPageBehavior GetFromPoolOrCreate(string uiKey)
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{
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// 如果池为空,先预加载一个
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if (HasCached(uiKey)) return GetCachedOrCreate(uiKey);
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Log.Debug("Pool empty, preloading instance: {0}", uiKey);
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Preload(uiKey);
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return GetCachedOrCreate(uiKey);
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}
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/// <summary>
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/// 销毁实例
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/// </summary>
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private void DestroyInstance(IUiPageBehavior page)
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{
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var uiKey = page.Key;
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// 从追踪列表移除
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if (_allInstances.TryGetValue(uiKey, out var set))
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{
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set.Remove(page);
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}
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// 销毁Godot节点
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if (page.View is Node node)
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{
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node.QueueFreeX();
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}
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}
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#endregion
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} |