2025-04-21 21:14:23 +08:00

190 lines
5.0 KiB
C#

using System;
namespace TEngine
{
internal sealed partial class ObjectPoolModule : Module, IObjectPoolModule
{
/// <summary>
/// 内部对象。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
private sealed class Object<T> : IMemory where T : ObjectBase
{
private T _object;
private int _spawnCount;
/// <summary>
/// 初始化内部对象的新实例。
/// </summary>
public Object()
{
_object = null;
_spawnCount = 0;
}
/// <summary>
/// 获取对象名称。
/// </summary>
public string Name
{
get
{
return _object.Name;
}
}
/// <summary>
/// 获取对象是否被加锁。
/// </summary>
public bool Locked
{
get
{
return _object.Locked;
}
internal set
{
_object.Locked = value;
}
}
/// <summary>
/// 获取对象的优先级。
/// </summary>
public int Priority
{
get
{
return _object.Priority;
}
internal set
{
_object.Priority = value;
}
}
/// <summary>
/// 获取自定义释放检查标记。
/// </summary>
public bool CustomCanReleaseFlag
{
get
{
return _object.CustomCanReleaseFlag;
}
}
/// <summary>
/// 获取对象上次使用时间。
/// </summary>
public DateTime LastUseTime
{
get
{
return _object.LastUseTime;
}
}
/// <summary>
/// 获取对象是否正在使用。
/// </summary>
public bool IsInUse
{
get
{
return _spawnCount > 0;
}
}
/// <summary>
/// 获取对象的获取计数。
/// </summary>
public int SpawnCount
{
get
{
return _spawnCount;
}
}
/// <summary>
/// 创建内部对象。
/// </summary>
/// <param name="obj">对象。</param>
/// <param name="spawned">对象是否已被获取。</param>
/// <returns>创建的内部对象。</returns>
public static Object<T> Create(T obj, bool spawned)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
Object<T> internalObject = MemoryPool.Acquire<Object<T>>();
internalObject._object = obj;
internalObject._spawnCount = spawned ? 1 : 0;
if (spawned)
{
obj.OnSpawn();
}
return internalObject;
}
/// <summary>
/// 清理内部对象。
/// </summary>
public void Clear()
{
_object = null;
_spawnCount = 0;
}
/// <summary>
/// 查看对象。
/// </summary>
/// <returns>对象。</returns>
public T Peek()
{
return _object;
}
/// <summary>
/// 获取对象。
/// </summary>
/// <returns>对象。</returns>
public T Spawn()
{
_spawnCount++;
_object.LastUseTime = DateTime.UtcNow;
_object.OnSpawn();
return _object;
}
/// <summary>
/// 回收对象。
/// </summary>
public void Unspawn()
{
_object.OnUnspawn();
_object.LastUseTime = DateTime.UtcNow;
_spawnCount--;
if (_spawnCount < 0)
{
throw new GameFrameworkException(Utility.Text.Format("Object '{0}' spawn count is less than 0.", Name));
}
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
public void Release(bool isShutdown)
{
_object.Release(isShutdown);
MemoryPool.Release(_object);
}
}
}
}