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| using System; using System.Collections.Generic; using System.Linq; using Cysharp.Threading.Tasks; using UnityEngine;
namespace EF { [System.Serializable] public class PreloadConfig { public string location; public int preloadCount = 1; public int priority = 0; public bool autoExpand = false; public int maxCount = 10;
public PreloadConfig(string location, int preloadCount = 1, int priority = 0) { this.location = location; this.preloadCount = preloadCount; this.priority = priority; } }
public class PreloadPoolItem { public GameObject gameObject; public bool isInUse; public float createTime; public float lastUseTime; public int useCount;
public PreloadPoolItem(GameObject go) { gameObject = go; isInUse = false; createTime = Time.time; lastUseTime = Time.time; useCount = 0; } }
public class PreloadManager : BehaviourSingleton<PreloadManager> {
[Header("预加载设置")] [SerializeField] private int maxLoadPerFrame = 1; [SerializeField] private float loadInterval = 0.016f; [SerializeField] private bool enableAutoCleanup = false; [SerializeField] private float cleanupInterval = 60f; [SerializeField] private float maxIdleTime = 300f;
private Dictionary<string, List<PreloadPoolItem>> _preloadPools = new();
private Queue<PreloadConfig> _preloadQueue = new();
private HashSet<string> _loadingLocations = new();
private Transform _preloadRoot;
private bool _isPreloadCoroutineRunning = false; private bool _isCleanupCoroutineRunning = false;
public int TotalPreloadedCount => GetTotalPreloadedCount(); public int InUseCount => GetInUseCount();
private void Awake() { if (_instance == null) { _instance = this; InitializePreloadRoot(); } else if (_instance != this) { Destroy(gameObject); } }
private void InitializePreloadRoot() { var rootGO = new GameObject("PreloadPool"); rootGO.transform.SetParent(transform); rootGO.SetActive(false); _preloadRoot = rootGO.transform; }
private void StartPreloadCoroutineIfNeeded() { if (!_isPreloadCoroutineRunning && _preloadQueue.Count > 0) { _isPreloadCoroutineRunning = true; PreloadCoroutine().Forget(); Log.Info("Started PreloadCoroutine"); } }
private void StartCleanupCoroutineIfNeeded() { if (enableAutoCleanup && !_isCleanupCoroutineRunning && HasObjectsToCleanup()) { _isCleanupCoroutineRunning = true; CleanupCoroutine().Forget(); Log.Info("Started CleanupCoroutine"); } }
private bool HasObjectsToCleanup() { return _preloadPools.Count > 0 && TotalPreloadedCount > 0; }
#region 公共API
public void AddPreloadConfig(PreloadConfig config) { if (string.IsNullOrEmpty(config.location)) { Log.Warning("PreloadConfig location is null or empty"); return; }
if (_loadingLocations.Contains(config.location)) { return; }
_preloadQueue.Enqueue(config); Log.Info($"Added preload config for {config.location}, count: {config.preloadCount}");
StartPreloadCoroutineIfNeeded(); }
public void AddPreloadConfigs(List<PreloadConfig> configs) { foreach (var config in configs) { AddPreloadConfig(config); } }
public GameObject GetFromPool(string location, Transform parent = null) { if (!_preloadPools.TryGetValue(location, out var pool) || pool.Count == 0) { return null; } List<PreloadPoolItem> items = new List<PreloadPoolItem>();
foreach (var item in pool) { if (!item.isInUse) { item.isInUse = true; item.useCount++; item.lastUseTime = Time.time;
var go = item.gameObject; go.SetActive(true);
if (parent != null) { go.transform.SetParent(parent); } else { go.transform.SetParent(null); }
go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one;
Log.Info($"从预加载池获取对象: {location}");
StartCleanupCoroutineIfNeeded(); items.Add(item); return go; } }
foreach (var item in items) { _preloadPools[location].Remove(item); }
return null; }
public void ReturnToPool(string location, GameObject go) { if (_preloadPools.TryGetValue(location, out var pool)) { pool.Add(new PreloadPoolItem(go)); } }
public async UniTask PreloadImmediately(string location, int count = 1) { var config = new PreloadConfig(location, count, int.MaxValue); await PreloadAsset(config);
StartCleanupCoroutineIfNeeded(); }
public void ClearPool(string location) { if (_preloadPools.TryGetValue(location, out var pool)) { foreach (var item in pool) { if (item.gameObject != null) { Destroy(item.gameObject); } } pool.Clear(); _preloadPools.Remove(location); Log.Info($"Cleared preload pool: {location}"); } }
public void ClearAllPools() { foreach (var kvp in _preloadPools) { foreach (var item in kvp.Value) { if (item.gameObject != null) { Destroy(item.gameObject); } } } _preloadPools.Clear(); _loadingLocations.Clear(); Log.Info("Cleared all preload pools"); }
public int GetAvailableCount(string location) { if (!_preloadPools.TryGetValue(location, out var pool)) return 0;
int count = 0; foreach (var item in pool) { if (!item.isInUse) count++; } return count; }
public int GetTotalCount(string location) { return _preloadPools.TryGetValue(location, out var pool) ? pool.Count : 0; }
#endregion
#region 内部逻辑
private async UniTaskVoid PreloadCoroutine() { while (_preloadQueue.Count > 0) { var config = _preloadQueue.Dequeue(); await PreloadAsset(config);
await UniTask.Delay((int)(loadInterval * 1000)); }
_isPreloadCoroutineRunning = false; Log.Info("PreloadCoroutine stopped - queue is empty");
StartCleanupCoroutineIfNeeded(); }
private async UniTask PreloadAsset(PreloadConfig config) { if (_loadingLocations.Contains(config.location)) return;
_loadingLocations.Add(config.location);
try { if (!_preloadPools.ContainsKey(config.location)) { _preloadPools[config.location] = new List<PreloadPoolItem>(); }
var pool = _preloadPools[config.location]; int currentCount = pool.Count; int targetCount = config.preloadCount;
if (currentCount >= targetCount) { Log.Info($"Preload pool already has enough objects: {config.location} ({currentCount}/{targetCount})"); return; }
int loadCount = targetCount - currentCount;
Log.Info($"Start preloading {config.location}, count: {loadCount}");
for (int i = 0; i < loadCount; i++) { try { var go = await ResourceModule.Instance.LoadGameObjectAsync(config.location, _preloadRoot); if (go != null) { go.SetActive(false); var poolItem = new PreloadPoolItem(go); pool.Add(poolItem); } } catch (Exception e) { Log.Error($"Failed to preload {config.location}: {e.Message}"); }
if (i % maxLoadPerFrame == maxLoadPerFrame - 1) { await UniTask.Yield(); } }
Log.Info($"Preload completed: {config.location}, loaded: {loadCount}"); } finally { _loadingLocations.Remove(config.location); } }
private async UniTaskVoid CleanupCoroutine() { while (HasObjectsToCleanup()) { await UniTask.Delay((int)(cleanupInterval * 1000));
if (HasObjectsToCleanup()) { CleanupIdleObjects(); } }
_isCleanupCoroutineRunning = false; Log.Info("CleanupCoroutine stopped - no objects to cleanup"); }
private void CleanupIdleObjects() { var currentTime = Time.time; var locationsToRemove = new List<string>();
foreach (var kvp in _preloadPools) { var location = kvp.Key; var pool = kvp.Value; var itemsToRemove = new List<PreloadPoolItem>();
foreach (var item in pool) { if (!item.isInUse && (currentTime - item.createTime) > maxIdleTime) { itemsToRemove.Add(item); } }
foreach (var item in itemsToRemove) { pool.Remove(item); if (item.gameObject != null) { Destroy(item.gameObject); } }
if (pool.Count == 0) { locationsToRemove.Add(location); } }
foreach (var location in locationsToRemove) { _preloadPools.Remove(location); }
if (locationsToRemove.Count > 0) { Log.Info($"Cleanup completed, removed {locationsToRemove.Count} empty pools"); } }
private int GetTotalPreloadedCount() { int total = 0; foreach (var pool in _preloadPools.Values) { total += pool.Count; } return total; }
private int GetInUseCount() { int inUse = 0; foreach (var pool in _preloadPools.Values) { foreach (var item in pool) { if (item.isInUse) inUse++; } } return inUse; }
#endregion
private void OnDestroy() { _isPreloadCoroutineRunning = false; _isCleanupCoroutineRunning = false; ClearAllPools(); }
#region Debug信息
public class PreloadPoolDebugInfo { public string location; public int totalCount; public int availableCount; public int inUseCount; public List<PreloadItemDebugInfo> items; public PreloadConfig config; }
public class PreloadItemDebugInfo { public bool isInUse; public float createTime; public float lastUseTime; public int useCount; public string gameObjectName; public bool isGameObjectNull; }
public class PreloadManagerDebugInfo { public int totalPoolCount; public int totalObjectCount; public int inUseCount; public int queueCount; public bool isPreloadCoroutineRunning; public bool isCleanupCoroutineRunning; public List<PreloadPoolDebugInfo> pools; public List<string> loadingLocations; public bool enableAutoCleanup; public float cleanupInterval; public float maxIdleTime; }
public PreloadManagerDebugInfo GetDetailedDebugInfo() { var info = new PreloadManagerDebugInfo { totalPoolCount = _preloadPools.Count, totalObjectCount = TotalPreloadedCount, inUseCount = InUseCount, queueCount = _preloadQueue.Count, isPreloadCoroutineRunning = _isPreloadCoroutineRunning, isCleanupCoroutineRunning = _isCleanupCoroutineRunning, pools = new List<PreloadPoolDebugInfo>(), loadingLocations = _loadingLocations.ToList(), enableAutoCleanup = enableAutoCleanup, cleanupInterval = cleanupInterval, maxIdleTime = maxIdleTime };
foreach (var kvp in _preloadPools) { var poolInfo = new PreloadPoolDebugInfo { location = kvp.Key, totalCount = kvp.Value.Count, availableCount = GetAvailableCount(kvp.Key), inUseCount = kvp.Value.Count(item => item.isInUse), items = new List<PreloadItemDebugInfo>() };
foreach (var item in kvp.Value) { var itemInfo = new PreloadItemDebugInfo { isInUse = item.isInUse, createTime = item.createTime, lastUseTime = item.lastUseTime, useCount = item.useCount, gameObjectName = item.gameObject != null ? item.gameObject.name : "null", isGameObjectNull = item.gameObject == null }; poolInfo.items.Add(itemInfo); }
info.pools.Add(poolInfo); }
return info; }
public string GetDebugInfo() { var info = $"预加载池统计:\n"; info += $"总池数量: {_preloadPools.Count}\n"; info += $"总对象数: {TotalPreloadedCount}\n"; info += $"使用中: {InUseCount}\n"; info += $"排队中: {_preloadQueue.Count}\n"; info += $"预加载协程运行中: {_isPreloadCoroutineRunning}\n"; info += $"清理协程运行中: {_isCleanupCoroutineRunning}\n\n";
foreach (var kvp in _preloadPools) { var available = GetAvailableCount(kvp.Key); var total = kvp.Value.Count; info += $"{kvp.Key}: {available}/{total}\n"; }
return info; }
public List<string> GetAllPoolNames() { return _preloadPools.Keys.ToList(); }
public PreloadPoolDebugInfo GetPoolDebugInfo(string location) { if (!_preloadPools.TryGetValue(location, out var pool)) return null;
var poolInfo = new PreloadPoolDebugInfo { location = location, totalCount = pool.Count, availableCount = GetAvailableCount(location), inUseCount = pool.Count(item => item.isInUse), items = new List<PreloadItemDebugInfo>() };
foreach (var item in pool) { var itemInfo = new PreloadItemDebugInfo { isInUse = item.isInUse, createTime = item.createTime, lastUseTime = item.lastUseTime, useCount = item.useCount, gameObjectName = item.gameObject != null ? item.gameObject.name : "null", isGameObjectNull = item.gameObject == null }; poolInfo.items.Add(itemInfo); }
return poolInfo; }
#endregion } }
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