优化对象池释放逻辑,计数器仅作为对象池复用封装

This commit is contained in:
2026-07-30 08:26:11 +08:00
parent 541053c170
commit 353cedcf1c
9 changed files with 459 additions and 304 deletions
@@ -120,10 +120,6 @@ namespace XericUI.XTable.Rendering.Component
ReleaseTracked(pair.Value);
m_Tracked.Clear();
m_Rendered.Clear();
if (ActivePrefabMap == null) return;
var keys = new List<(int, int)>();
foreach (var pair in ActivePrefabMap) keys.Add(pair.Key);
foreach (var key in keys) ActivePrefabMap.Remove(key);
}
private void ReleaseExcept(HashSet<(int, int)> target)
@@ -19,15 +19,28 @@ namespace XericUI.XTable.Rendering.Component
{
/// <summary>设置冻结行列数并重建视图</summary>
public void SetFreezeCount(int rows, int cols)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetFreezeCount, rows, cols))) return;
SetFreezeCountImmediate(rows, cols);
}
private void SetFreezeCountImmediate(int rows, int cols, bool refresh = true)
{
m_FreezeRowCount = Mathf.Max(0, rows);
m_FreezeColCount = Mathf.Max(0, cols);
CreateViewportRenderer();
MarkDirty(TableDirtyType.LayoutChanged);
RefreshView();
if (refresh && !IsCheckingUpdate)
RefreshView();
}
public void SetCellData(int row, int col, XTableCellData data)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellData, row, col, cellData: data))) return;
SetCellDataImmediate(row, col, data);
}
private void SetCellDataImmediate(int row, int col, XTableCellData data)
{
TableData.SetCell(row, col, data);
MarkDirty(TableDirtyType.DataChanged);
@@ -35,6 +48,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置文本内容(ContentType 自动设为 Text)</summary>
public XTableCellData SetCellText(int row, int col, string text)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellText, row, col, stringValue1: text))) return null;
return SetCellTextImmediate(row, col, text);
}
private XTableCellData SetCellTextImmediate(int row, int col, string text)
{
var data = TableData.GetOrCreateCell(row, col);
data.Text = text;
@@ -45,6 +64,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置图片纹理(ContentType 自动设为 Image)</summary>
public XTableCellData SetCellImage(int row, int col, Texture2D image)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellImage, row, col, texture: image))) return null;
return SetCellImageImmediate(row, col, image);
}
private XTableCellData SetCellImageImmediate(int row, int col, Texture2D image)
{
var data = TableData.GetOrCreateCell(row, col);
data.Image = image;
@@ -56,6 +81,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置预制体(ContentType 自动设为 Prefab)</summary>
/// <remarks>注意是设置预制体而不是实例,设置后订阅单元格预制体生成事件 OnPrefabAcquire 处理获取事件</remarks>
public XTableCellData SetCellPrefab(int row, int col, GameObject prefab)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellPrefab, row, col, prefab: prefab))) return null;
return SetCellPrefabImmediate(row, col, prefab);
}
private XTableCellData SetCellPrefabImmediate(int row, int col, GameObject prefab)
{
var data = TableData.GetOrCreateCell(row, col);
data.Prefab = prefab;
@@ -66,6 +97,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置单元格或合并矩形的样式,并覆写其四条外边范围。</summary>
public XTableCellData SetCellStyle(int row, int col, string styleNamespace, string stylePath)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellStyle, row, col, stringValue1: styleNamespace, stringValue2: stylePath))) return null;
return SetCellStyleImmediate(row, col, styleNamespace, stylePath);
}
private XTableCellData SetCellStyleImmediate(int row, int col, string styleNamespace, string stylePath)
{
ResolveStyleRect(row, col, out int rowStart, out int rowEnd, out int colStart, out int colEnd);
XTableCellData result = null;
@@ -86,6 +123,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置单元格的样式命名空间(兼容旧版,等同于 StyleNamespace 字段)</summary>
public void SetCellStyleNamespace(int row, int col, string styleNamespace)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetCellStyleNamespace, row, col, stringValue1: styleNamespace))) return;
SetCellStyleNamespaceImmediate(row, col, styleNamespace);
}
private void SetCellStyleNamespaceImmediate(int row, int col, string styleNamespace)
{
ResolveStyleRect(row, col, out int rowStart, out int rowEnd, out int colStart, out int colEnd);
for (int r = rowStart; r < rowEnd; r++)
@@ -108,6 +151,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>清除文本内容</summary>
public void ClearCellText(int row, int col)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.ClearCellText, row, col))) return;
ClearCellTextImmediate(row, col);
}
private void ClearCellTextImmediate(int row, int col)
{
var data = TableData.GetCell(row, col);
if (data == null) return;
@@ -119,6 +168,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>清除图片纹理</summary>
public void ClearCellImage(int row, int col)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.ClearCellImage, row, col))) return;
ClearCellImageImmediate(row, col);
}
private void ClearCellImageImmediate(int row, int col)
{
var data = TableData.GetCell(row, col);
if (data == null) return;
@@ -128,6 +183,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>清除预制体及委托</summary>
public void ClearCellPrefab(int row, int col)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.ClearCellPrefab, row, col))) return;
ClearCellPrefabImmediate(row, col);
}
private void ClearCellPrefabImmediate(int row, int col)
{
var data = TableData.GetCell(row, col);
if (data == null) return;
@@ -139,6 +200,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>清除单元格样式覆盖</summary>
public void ClearCellStyle(int row, int col)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.ClearCellStyle, row, col))) return;
ClearCellStyleImmediate(row, col);
}
private void ClearCellStyleImmediate(int row, int col)
{
ResolveStyleRect(row, col, out int rowStart, out int rowEnd, out int colStart, out int colEnd);
for (int r = rowStart; r < rowEnd; r++)
@@ -154,7 +221,10 @@ namespace XericUI.XTable.Rendering.Component
}
public XTableCellData GetCellData(int row, int col)
=> TableData.GetOrCreateCell(row, col);
{
ThrowIfCheckingUpdate(nameof(GetCellData));
return TableData.GetOrCreateCell(row, col);
}
/// <summary>获取单元格的样式命名空间(含回退逻辑)</summary>
public string GetCellStyleNamespace(int row, int col)
@@ -164,12 +234,24 @@ namespace XericUI.XTable.Rendering.Component
}
public void MergeCells(int startRow, int startCol, int rowSpan, int colSpan)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.MergeCells, startRow, startCol, rowSpan, colSpan))) return;
MergeCellsImmediate(startRow, startCol, rowSpan, colSpan);
}
private void MergeCellsImmediate(int startRow, int startCol, int rowSpan, int colSpan)
{
TableData.MergeCells(startRow, startCol, rowSpan, colSpan);
MarkDirty(TableDirtyType.DataChanged);
}
public void UnmergeCells(int startRow, int startCol)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.UnmergeCells, startRow, startCol))) return;
UnmergeCellsImmediate(startRow, startCol);
}
private void UnmergeCellsImmediate(int startRow, int startCol)
{
TableData.UnmergeCells(startRow, startCol);
MarkDirty(TableDirtyType.DataChanged);
@@ -184,6 +266,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>在末尾追加一行,默认行高来自 Config</summary>
public void AddRow(float height = -1f)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.AddRow, floatValue: height))) return;
AddRowImmediate(height);
}
private void AddRowImmediate(float height)
{
if (height <= 0) height = Config.DefaultRowHeight;
#if UNITY_EDITOR
@@ -194,7 +282,6 @@ namespace XericUI.XTable.Rendering.Component
System.Array.Copy(m_RowHeights, newArr, m_RowHeights.Length);
newArr[newLen - 1] = height;
m_RowHeights = newArr;
RecordStructuralChange(false);
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
@@ -203,6 +290,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>在末尾追加一列,默认列宽来自 Config</summary>
public void AddColumn(float width = -1f)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.AddColumn, floatValue: width))) return;
AddColumnImmediate(width);
}
private void AddColumnImmediate(float width)
{
if (width <= 0) width = Config.DefaultColumnWidth;
#if UNITY_EDITOR
@@ -213,7 +306,6 @@ namespace XericUI.XTable.Rendering.Component
System.Array.Copy(m_ColWidths, newArr, m_ColWidths.Length);
newArr[newLen - 1] = width;
m_ColWidths = newArr;
RecordStructuralChange(false);
MarkDirty(TableDirtyType.LayoutChanged);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
@@ -222,6 +314,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置指定行的高度</summary>
public void SetRowHeight(int row, float height)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetRowHeight, row, floatValue: height))) return;
SetRowHeightImmediate(row, height);
}
private void SetRowHeightImmediate(int row, float height)
{
if (row < 0 || row >= m_RowHeights.Length) return;
if (height <= 0) return;
@@ -237,6 +335,12 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>设置指定列的宽度</summary>
public void SetColWidth(int col, float width)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.SetColWidth, col: col, floatValue: width))) return;
SetColWidthImmediate(col, width);
}
private void SetColWidthImmediate(int col, float width)
{
if (col < 0 || col >= m_ColWidths.Length) return;
if (width <= 0) return;
@@ -252,15 +356,18 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>删除指定行,单元格数据上移</summary>
public void RemoveRow(int row)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.RemoveRow, row))) return;
RemoveRowImmediate(row);
}
private void RemoveRowImmediate(int row)
{
if (row < 0 || row >= m_RowHeights.Length) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Remove Table Row");
#endif
int colCount = m_ColWidths.Length;
CaptureActivePrefabReleaseCallbacks();
RecordStructuralChange(true);
// 先解除涉及该行的合并
for (int c = 0; c < colCount; c++)
TableData.UnmergeCells(row, c);
@@ -289,6 +396,7 @@ namespace XericUI.XTable.Rendering.Component
for (int i = row; i < newLen; i++)
newArr[i] = m_RowHeights[i + 1];
m_RowHeights = newArr;
TableData.ClearAllBorderCache();
// 裁剪选区到新尺寸
ClampSelectionToBounds();
@@ -301,15 +409,18 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>删除指定列,单元格数据左移</summary>
public void RemoveColumn(int col)
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.RemoveColumn, col: col))) return;
RemoveColumnImmediate(col);
}
private void RemoveColumnImmediate(int col)
{
if (col < 0 || col >= m_ColWidths.Length) return;
#if UNITY_EDITOR
UnityEditor.Undo.RecordObject(this, "Remove Table Column");
#endif
int rowCount = m_RowHeights.Length;
CaptureActivePrefabReleaseCallbacks();
RecordStructuralChange(true);
// 先解除涉及该列的合并
for (int r = 0; r < rowCount; r++)
TableData.UnmergeCells(r, col);
@@ -338,6 +449,7 @@ namespace XericUI.XTable.Rendering.Component
for (int i = col; i < newLen; i++)
newArr[i] = m_ColWidths[i + 1];
m_ColWidths = newArr;
TableData.ClearAllBorderCache();
// 裁剪选区到新尺寸
ClampSelectionToBounds();
@@ -432,6 +544,7 @@ namespace XericUI.XTable.Rendering.Component
[ContextMenu("Xeric UI/完全重建表格")]
public void FullRebuild()
{
ThrowIfCheckingUpdate(nameof(FullRebuild));
m_IsRebuilding = true;
try
{
@@ -470,6 +583,7 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>重新生成表格但保留已有文本数据——先保存,重建后再回填</summary>
public void FullRebuildPreservingData()
{
ThrowIfCheckingUpdate(nameof(FullRebuildPreservingData));
m_IsRebuilding = true;
try
{
@@ -540,6 +654,7 @@ namespace XericUI.XTable.Rendering.Component
/// </summary>
public void ClearData()
{
ThrowIfCheckingUpdate(nameof(ClearData));
if (m_TableData != null)
{
// 清理预制体:先调用 OnPrefabRelease 再清理映射
@@ -616,10 +731,17 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>仅强制刷新样式,不重建数据结构</summary>
public void ForceStyleRefresh()
{
if (TryEnqueueUpdateCommand(new UpdateCommand(UpdateCommandType.ForceStyleRefresh))) return;
ForceStyleRefreshImmediate();
}
private void ForceStyleRefreshImmediate()
{
StyleManager.ForceRefresh();
MarkDirty(TableDirtyType.StyleChanged);
RefreshView();
if (!IsCheckingUpdate)
RefreshView();
}
/// <summary>构建剪贴板数据对象(尺寸 + 单元格文本 + 合并信息)</summary>
@@ -631,10 +753,8 @@ namespace XericUI.XTable.Rendering.Component
/// <summary>将剪贴板数据应用到表格——覆盖尺寸、命名空间、单元格文本、合并信息并刷新</summary>
public void ApplyClipboardData(XTableClipboardData data)
{
ThrowIfCheckingUpdate(nameof(ApplyClipboardData));
if (data == null) return;
CaptureActivePrefabReleaseCallbacks();
RecordStructuralChange(true);
// 确保数据层存在
if (m_TableData == null)
m_TableData = new XTableData();
@@ -24,6 +24,7 @@ namespace XericUI.XTable.Rendering.Component
/// <param name="sheetIndex">工作表索引(0-based),默认 0 即第一个工作表</param>
public void LoadFromExcelFile(string filePath, int sheetIndex = 0)
{
ThrowIfCheckingUpdate(nameof(LoadFromExcelFile));
if (!TryOpenPackage(filePath, out ExcelPackage package)) return;
using (package)
{
@@ -46,6 +47,7 @@ namespace XericUI.XTable.Rendering.Component
/// <param name="sheetName">工作表名称</param>
public void LoadFromExcelFile(string filePath, string sheetName)
{
ThrowIfCheckingUpdate(nameof(LoadFromExcelFile));
if (string.IsNullOrEmpty(sheetName))
{
Debug.LogWarning("[XTable] LoadFromExcelFile: 工作表名称为空");
@@ -262,8 +264,6 @@ namespace XericUI.XTable.Rendering.Component
}
// 标记脏并刷新
CaptureActivePrefabReleaseCallbacks();
RecordStructuralChange(true);
RecalculateTotalSize();
RequestRefresh(TableDirtyType.DataChanged | TableDirtyType.LayoutChanged, true);
}
@@ -225,39 +225,22 @@ namespace XericUI.XTable.Rendering.Component
#region 完整刷新
private void CommitStructuralRenderCleanup(bool invalidatePrefabBindings,
Dictionary<GameObject, System.Action<GameObject>> prefabReleaseCallbacks)
private void ReleaseRenderedBindings(Dictionary<GameObject, System.Action<GameObject>> prefabReleaseCallbacks = null)
{
ReleaseAllTrackedCells();
ReleaseFrozenCells();
m_LastRenderedCells.Clear();
if (m_ActivePrefabMap != null)
m_PrefabPool?.ReturnAll(instance =>
{
foreach (var pair in m_ActivePrefabMap)
{
if (prefabReleaseCallbacks != null && prefabReleaseCallbacks.ContainsKey(pair.Value)) continue;
var data = TableData.GetCell(pair.Key.Item1, pair.Key.Item2);
if (data?.OnPrefabRelease != null && prefabReleaseCallbacks != null
&& !prefabReleaseCallbacks.ContainsKey(pair.Value))
prefabReleaseCallbacks.Add(pair.Value, data.OnPrefabRelease);
}
m_ActivePrefabMap.Clear();
}
if (invalidatePrefabBindings)
m_PrefabPool?.ReleaseAll(instance =>
{
if (prefabReleaseCallbacks != null && prefabReleaseCallbacks.TryGetValue(instance, out var callback))
callback(instance);
});
m_QuadtreeDirty = true;
m_StyleNamespaceDirty = true;
if (prefabReleaseCallbacks != null && prefabReleaseCallbacks.TryGetValue(instance, out var callback))
callback(instance);
});
m_ActivePrefabMap?.Clear();
}
public void RefreshView()
public void RefreshView(bool releaseBindings = true)
{
TableDirtyType refreshedFlags = m_DirtyFlag.Flags;
if (m_Assembler == null)
{
if (rectTransform != null)
@@ -288,19 +271,8 @@ namespace XericUI.XTable.Rendering.Component
UpdateBackground();
// 归还所有追踪对象 + 预制体
if (m_ActivePrefabMap != null)
{
foreach (var kv in m_ActivePrefabMap)
{
var cellData = TableData.GetCell(kv.Key.Item1, kv.Key.Item2);
cellData?.OnPrefabRelease?.Invoke(kv.Value);
}
m_ActivePrefabMap.Clear();
}
m_PrefabPool?.ReturnAll();
ReleaseAllTrackedCells();
ReleaseFrozenCells();
if (releaseBindings)
ReleaseRenderedBindings(CaptureActivePrefabReleaseCallbacks());
// 清理孤立子对象
CleanOrphanChildren();
@@ -320,7 +292,7 @@ namespace XericUI.XTable.Rendering.Component
RenderFrozenCells(true);
RebuildBorders();
m_DirtyFlag.Clear();
m_DirtyFlag.ClearFlags(refreshedFlags);
OnTableRefreshed?.Invoke();
SetChildrenVisible(m_ChildrenVisible);
}
@@ -380,7 +352,9 @@ namespace XericUI.XTable.Rendering.Component
foreach (var key in m_ReusableCellList)
{
// 不调用 OnPrefabRelease 和 Release——预制体保留在槽位中
GameObject instance = m_ActivePrefabMap[key];
var data = TableData.GetCell(key.Item1, key.Item2);
m_PrefabPool?.Release(instance, data?.OnPrefabRelease);
m_ActivePrefabMap.Remove(key);
}
}
@@ -398,7 +372,7 @@ namespace XericUI.XTable.Rendering.Component
// 5. 交换:将 newVisible 作为下一帧的比较基准
(m_LastRenderedCells, newVisible) = (newVisible, m_LastRenderedCells);
m_DirtyFlag.ClearFlags(TableDirtyType.ScrollChanged | TableDirtyType.SelectionChanged);
m_DirtyFlag.ClearFlags(refreshedFlags & (TableDirtyType.ScrollChanged | TableDirtyType.SelectionChanged));
OnTableRefreshed?.Invoke();
SetChildrenVisible(m_ChildrenVisible);
}
@@ -1,37 +1,84 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using XericUI.XTable.Core;
namespace XericUI.XTable.Rendering.Component
{
public partial class XericUIActionTable
{
private enum UpdateCommandType
{
SetFreezeCount,
SetCellData,
SetCellText,
SetCellImage,
SetCellPrefab,
ClearCellText,
ClearCellImage,
ClearCellPrefab,
SetCellStyle,
SetCellStyleNamespace,
ClearCellStyle,
MergeCells,
UnmergeCells,
AddRow,
AddColumn,
RemoveRow,
RemoveColumn,
SetRowHeight,
SetColWidth,
ForceStyleRefresh
}
private readonly struct UpdateCommand
{
public readonly UpdateCommandType Type;
public readonly int Row;
public readonly int Col;
public readonly int IntValue1;
public readonly int IntValue2;
public readonly float FloatValue;
public readonly string StringValue1;
public readonly string StringValue2;
public readonly XTableCellData CellData;
public readonly Texture2D Texture;
public readonly GameObject Prefab;
public UpdateCommand(UpdateCommandType type, int row = 0, int col = 0,
int intValue1 = 0, int intValue2 = 0, float floatValue = 0f,
string stringValue1 = null, string stringValue2 = null,
XTableCellData cellData = null, Texture2D texture = null, GameObject prefab = null)
{
Type = type;
Row = row;
Col = col;
IntValue1 = intValue1;
IntValue2 = intValue2;
FloatValue = floatValue;
StringValue1 = stringValue1;
StringValue2 = stringValue2;
CellData = cellData;
Texture = texture;
Prefab = prefab;
}
}
private sealed class UpdateContext
{
public TableDirtyType DirtyFlags;
public bool HasStructuralChange;
public bool InvalidatePrefabBindings;
public bool RequiresImmediateRefresh;
public readonly Dictionary<GameObject, Action<GameObject>> PrefabReleaseCallbacks = new();
public readonly List<UpdateCommand> Commands = new();
public void Reset()
{
DirtyFlags = TableDirtyType.None;
HasStructuralChange = false;
InvalidatePrefabBindings = false;
RequiresImmediateRefresh = false;
PrefabReleaseCallbacks.Clear();
Commands.Clear();
}
public void MergeFrom(UpdateContext child)
{
DirtyFlags |= child.DirtyFlags;
HasStructuralChange |= child.HasStructuralChange;
InvalidatePrefabBindings |= child.InvalidatePrefabBindings;
RequiresImmediateRefresh |= child.RequiresImmediateRefresh;
foreach (var pair in child.PrefabReleaseCallbacks)
if (!PrefabReleaseCallbacks.ContainsKey(pair.Key))
PrefabReleaseCallbacks.Add(pair.Key, pair.Value);
Commands.AddRange(child.Commands);
}
}
@@ -51,25 +98,22 @@ namespace XericUI.XTable.Rendering.Component
{
if (m_Disposed) return;
m_Disposed = true;
if (m_Table != null)
m_Table.EndCheckUpdate(m_Token);
m_Table?.EndCheckUpdate(m_Token);
m_Table = null;
}
}
[NonSerialized] private readonly Stack<UpdateContext> m_UpdateContextStack = new();
[NonSerialized] private readonly Stack<UpdateContext> m_UpdateContextPool = new();
[NonSerialized] private long m_NextUpdateToken;
[NonSerialized] private readonly Stack<long> m_UpdateTokenStack = new();
[NonSerialized] private long m_NextUpdateToken;
private bool IsCheckingUpdate => m_UpdateContextStack.Count > 0;
/// <summary>
/// 开始一个可嵌套的批量更新作用域。作用域内的数据修改立即生效,渲染与结构资源整理延迟到最外层 Dispose。
/// </summary>
/// <summary>开始一个可嵌套的命令缓冲作用域。可变 API 在最外层 Dispose 时按调用顺序执行。</summary>
public UpdateScope CheckUpdate()
{
var context = m_UpdateContextPool.Count > 0 ? m_UpdateContextPool.Pop() : new UpdateContext();
UpdateContext context = m_UpdateContextPool.Count > 0 ? m_UpdateContextPool.Pop() : new UpdateContext();
context.Reset();
m_UpdateContextStack.Push(context);
long token = ++m_NextUpdateToken;
@@ -77,6 +121,13 @@ namespace XericUI.XTable.Rendering.Component
return new UpdateScope(this, token);
}
private bool TryEnqueueUpdateCommand(UpdateCommand command)
{
if (!IsCheckingUpdate) return false;
m_UpdateContextStack.Peek().Commands.Add(command);
return true;
}
private void EndCheckUpdate(long token)
{
if (m_UpdateTokenStack.Count == 0 || m_UpdateTokenStack.Peek() != token)
@@ -94,65 +145,81 @@ namespace XericUI.XTable.Rendering.Component
return;
}
m_UpdateContextStack.Push(context);
try
{
CommitUpdateContext(context);
Dictionary<GameObject, Action<GameObject>> prefabCallbacks = CaptureActivePrefabReleaseCallbacks();
ExecuteUpdateCommands(context);
if (context.DirtyFlags == TableDirtyType.None) return;
m_UpdateContextStack.Pop();
ReleaseRenderedBindings(prefabCallbacks);
ApplyDirty(context.DirtyFlags);
RefreshView(false);
RefreshSelectionOverlays();
}
finally
{
if (m_UpdateContextStack.Count > 0 && ReferenceEquals(m_UpdateContextStack.Peek(), context))
m_UpdateContextStack.Pop();
ReturnUpdateContext(context);
}
}
private void ExecuteUpdateCommands(UpdateContext context)
{
foreach (UpdateCommand command in context.Commands)
{
switch (command.Type)
{
case UpdateCommandType.SetFreezeCount: SetFreezeCountImmediate(command.Row, command.Col, false); break;
case UpdateCommandType.SetCellData: SetCellDataImmediate(command.Row, command.Col, command.CellData); break;
case UpdateCommandType.SetCellText: SetCellTextImmediate(command.Row, command.Col, command.StringValue1); break;
case UpdateCommandType.SetCellImage: SetCellImageImmediate(command.Row, command.Col, command.Texture); break;
case UpdateCommandType.SetCellPrefab: SetCellPrefabImmediate(command.Row, command.Col, command.Prefab); break;
case UpdateCommandType.ClearCellText: ClearCellTextImmediate(command.Row, command.Col); break;
case UpdateCommandType.ClearCellImage: ClearCellImageImmediate(command.Row, command.Col); break;
case UpdateCommandType.ClearCellPrefab: ClearCellPrefabImmediate(command.Row, command.Col); break;
case UpdateCommandType.SetCellStyle: SetCellStyleImmediate(command.Row, command.Col, command.StringValue1, command.StringValue2); break;
case UpdateCommandType.SetCellStyleNamespace: SetCellStyleNamespaceImmediate(command.Row, command.Col, command.StringValue1); break;
case UpdateCommandType.ClearCellStyle: ClearCellStyleImmediate(command.Row, command.Col); break;
case UpdateCommandType.MergeCells: MergeCellsImmediate(command.Row, command.Col, command.IntValue1, command.IntValue2); break;
case UpdateCommandType.UnmergeCells: UnmergeCellsImmediate(command.Row, command.Col); break;
case UpdateCommandType.AddRow: AddRowImmediate(command.FloatValue); break;
case UpdateCommandType.AddColumn: AddColumnImmediate(command.FloatValue); break;
case UpdateCommandType.RemoveRow: RemoveRowImmediate(command.Row); break;
case UpdateCommandType.RemoveColumn: RemoveColumnImmediate(command.Col); break;
case UpdateCommandType.SetRowHeight: SetRowHeightImmediate(command.Row, command.FloatValue); break;
case UpdateCommandType.SetColWidth: SetColWidthImmediate(command.Col, command.FloatValue); break;
case UpdateCommandType.ForceStyleRefresh: ForceStyleRefreshImmediate(); break;
}
}
}
private void ReturnUpdateContext(UpdateContext context)
{
context.Reset();
m_UpdateContextPool.Push(context);
}
private void CommitUpdateContext(UpdateContext context)
private Dictionary<GameObject, Action<GameObject>> CaptureActivePrefabReleaseCallbacks()
{
if (context.DirtyFlags == TableDirtyType.None) return;
if (context.HasStructuralChange)
CommitStructuralRenderCleanup(context.InvalidatePrefabBindings, context.PrefabReleaseCallbacks);
ApplyDirty(context.DirtyFlags);
if (context.RequiresImmediateRefresh)
RefreshView();
RefreshSelectionOverlays();
}
private void RecordStructuralChange(bool invalidatePrefabBindings)
{
if (!IsCheckingUpdate) return;
UpdateContext context = m_UpdateContextStack.Peek();
context.HasStructuralChange = true;
context.InvalidatePrefabBindings |= invalidatePrefabBindings;
}
private void CaptureActivePrefabReleaseCallbacks()
{
if (!IsCheckingUpdate || m_ActivePrefabMap == null) return;
var callbacks = m_UpdateContextStack.Peek().PrefabReleaseCallbacks;
var callbacks = new Dictionary<GameObject, Action<GameObject>>();
if (m_ActivePrefabMap == null) return callbacks;
foreach (var pair in m_ActivePrefabMap)
{
var callback = TableData.GetCell(pair.Key.Item1, pair.Key.Item2)?.OnPrefabRelease;
Action<GameObject> callback = TableData.GetCell(pair.Key.Item1, pair.Key.Item2)?.OnPrefabRelease;
if (callback != null && !callbacks.ContainsKey(pair.Value))
callbacks.Add(pair.Value, callback);
}
return callbacks;
}
private void RequestRefresh(TableDirtyType type, bool immediate)
{
MarkDirty(type);
if (IsCheckingUpdate)
{
m_UpdateContextStack.Peek().RequiresImmediateRefresh |= immediate;
return;
}
if (immediate)
RefreshView();
if (IsCheckingUpdate) return;
if (immediate) RefreshView();
}
private void ThrowIfCheckingUpdate(string operation)
@@ -105,6 +105,7 @@ namespace XericUI.XTable.Rendering.Elements
if (parent != null && item.Root.transform.parent != parent)
item.Root.transform.SetParent(parent, false);
item.CellId = cellId;
item.Root.SetActive(true);
item.Root.name = name;
ResetImageDefaults(item);
BindStyle(item.Style, styleNamespace);
@@ -121,6 +122,7 @@ namespace XericUI.XTable.Rendering.Elements
if (parent != null && item.Root.transform.parent != parent)
item.Root.transform.SetParent(parent, false);
item.CellId = cellId;
item.Root.SetActive(true);
item.Root.name = name;
ResetTextDefaults(item);
BindStyle(item.Style, styleNamespace);
@@ -148,30 +150,41 @@ namespace XericUI.XTable.Rendering.Elements
OnStyleChangeDetected?.Invoke();
}
/// <summary>归还所有槽位至 FrozenSlots(全量刷新时调用)</summary>
/// <summary>归还所有槽位(全量刷新时调用)。被归还对象会隐藏,直到下次 Acquire。</summary>
public void ReturnAll()
{
// Unbind 所有活跃槽位的样式回调
m_ImagePool.ReturnAll();
m_TextPool.ReturnAll();
m_ImagePool.ReturnAll(HideImage);
m_TextPool.ReturnAll(HideText);
}
/// <summary>归还单个 Image 池对象(通过 CellId 定位槽位并移入 FrozenSlots)</summary>
/// <summary>归还单个 Image 池对象并隐藏。</summary>
public void ReleaseImage(PooledImage item)
{
if (item == null) return;
item.Style?.Unbind();
HideImage(item);
m_ImagePool.ReleaseByObject(item);
}
/// <summary>归还单个 Text 池对象(通过 CellId 定位槽位并移入 FrozenSlots)</summary>
/// <summary>归还单个 Text 池对象并隐藏。</summary>
public void ReleaseText(PooledText item)
{
if (item == null) return;
item.Style?.Unbind();
HideText(item);
m_TextPool.ReleaseByObject(item);
}
private static void HideImage(PooledImage item)
{
item.Style?.Unbind();
item.Root.SetActive(false);
}
private static void HideText(PooledText item)
{
item.Style?.Unbind();
item.Root.SetActive(false);
}
#endregion
#region 默认值重置
@@ -1,195 +1,133 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XericUI.XTable.Rendering.Elements
{
/// <summary>
/// 预制体对象池——按原型分组管理,每个原型使用计数器槽位绑定 cellId 到预制体实例。
/// 预制体不参与 FrozenSlots 流转:始终绑定在 cellId 槽位上,仅在表格销毁时释放。
/// </summary>
public class PrefabPrototypePool
{
#region 内部类型
/// <summary>按原型管理的预制体池。占用槽位绑定 cellId,归还后隐藏并留在同原型待命池中复用。</summary>
public class PrefabPrototypePool
{
private class PrefabPool
{
public readonly Dictionary<int, GameObject> ActiveSlots = new();
public readonly Stack<GameObject> Standby = new();
}
private class PrefabPool
{
public GameObject Prototype;
/// <summary>cellId → 预制体实例 的计数器槽位绑定</summary>
public Dictionary<int, GameObject> Slots = new Dictionary<int, GameObject>();
}
private readonly Dictionary<GameObject, PrefabPool> m_Pools = new();
private readonly Transform m_Parent;
private const int MAX_PREFAB_ITEMS = 256;
private int m_TotalCreated;
private const HideFlags POOL_FLAGS = HideFlags.DontSave | HideFlags.HideInHierarchy;
private static readonly Vector2 AnchorTopLeft = new(0, 1);
private static readonly Vector2 PivotTopLeft = new(0, 1);
#endregion
public PrefabPrototypePool(Transform parent) => m_Parent = parent;
#region 字段
public GameObject Acquire(GameObject prefab, int cellId, Transform parent = null)
{
if (prefab == null) return null;
PrefabPool pool = GetOrCreatePool(prefab);
Transform targetParent = parent ?? m_Parent;
if (pool.ActiveSlots.TryGetValue(cellId, out GameObject existing))
{
Prepare(existing, targetParent, cellId);
return existing;
}
private Dictionary<GameObject, PrefabPool> m_Pools = new Dictionary<GameObject, PrefabPool>();
private Transform m_Parent;
GameObject instance = pool.Standby.Count > 0 ? pool.Standby.Pop() : Create(prefab, targetParent);
if (instance == null) return null;
pool.ActiveSlots[cellId] = instance;
Prepare(instance, targetParent, cellId);
return instance;
}
/// <summary>渲染项目总数上限(全局,跨所有原型)</summary>
private const int MAX_PREFAB_ITEMS = 256;
private int m_TotalCreated;
public void ReturnAll(Action<GameObject> beforeRelease = null)
{
foreach (PrefabPool pool in m_Pools.Values)
{
foreach (GameObject instance in pool.ActiveSlots.Values)
{
beforeRelease?.Invoke(instance);
instance.SetActive(false);
pool.Standby.Push(instance);
}
pool.ActiveSlots.Clear();
}
}
private const HideFlags POOL_FLAGS = HideFlags.DontSave | HideFlags.HideInHierarchy;
public bool Release(GameObject instance, Action<GameObject> beforeRelease = null)
{
if (instance == null) return false;
foreach (PrefabPool pool in m_Pools.Values)
{
int foundCellId = -1;
foreach (var pair in pool.ActiveSlots)
{
if (pair.Value != instance) continue;
foundCellId = pair.Key;
break;
}
if (foundCellId < 0) continue;
beforeRelease?.Invoke(instance);
pool.ActiveSlots.Remove(foundCellId);
instance.SetActive(false);
pool.Standby.Push(instance);
return true;
}
return false;
}
private static readonly Vector2 AnchorTopLeft = new Vector2(0, 1);
private static readonly Vector2 PivotTopLeft = new Vector2(0, 1);
public void DestroyAll()
{
foreach (PrefabPool pool in m_Pools.Values)
{
foreach (GameObject instance in pool.ActiveSlots.Values) KillObject(instance);
foreach (GameObject instance in pool.Standby) KillObject(instance);
}
m_Pools.Clear();
m_TotalCreated = 0;
}
#endregion
private PrefabPool GetOrCreatePool(GameObject prefab)
{
if (!m_Pools.TryGetValue(prefab, out PrefabPool pool))
{
pool = new PrefabPool();
m_Pools.Add(prefab, pool);
}
return pool;
}
#region 构造 / 销毁
private GameObject Create(GameObject prefab, Transform parent)
{
if (m_TotalCreated >= MAX_PREFAB_ITEMS)
{
Debug.LogWarning($"[XericUIActionTable] Prefab 池已达上限 {MAX_PREFAB_ITEMS},无法分配新实例");
return null;
}
GameObject instance = UnityEngine.Object.Instantiate(prefab, parent);
instance.hideFlags = POOL_FLAGS;
m_TotalCreated++;
return instance;
}
public PrefabPrototypePool(Transform parent)
{
m_Parent = parent;
}
private static void Prepare(GameObject instance, Transform parent, int cellId)
{
if (parent != null && instance.transform.parent != parent)
instance.transform.SetParent(parent, false);
instance.name = $"_prefab_{cellId}";
RectTransform rt = instance.GetComponent<RectTransform>() ?? instance.AddComponent<RectTransform>();
rt.anchorMin = AnchorTopLeft;
rt.anchorMax = AnchorTopLeft;
rt.pivot = PivotTopLeft;
instance.SetActive(true);
}
/// <summary>彻底销毁所有池对象(所有原型的活跃槽位)</summary>
public void DestroyAll()
{
foreach (var kv in m_Pools)
{
var pool = kv.Value;
foreach (var instance in pool.Slots.Values)
KillObject(instance);
pool.Slots.Clear();
}
m_Pools.Clear();
m_TotalCreated = 0;
}
private static void KillObject(GameObject go)
{
if (go == null) return;
if (Application.isPlaying)
Object.Destroy(go);
else
Object.DestroyImmediate(go);
}
#endregion
#region 池操作
/// <summary>
/// 为指定 cellId 获取预制体实例。
/// 若该 cellId 已有绑定的实例,直接返回;否则创建新实例(需未达上限)。
/// </summary>
public GameObject Acquire(GameObject prefab, int cellId, Transform parent = null)
{
if (prefab == null) return null;
var pool = GetOrCreatePool(prefab);
Transform targetParent = parent ?? m_Parent;
// 已绑定 → 直接复用并迁移到当前渲染区域。
if (pool.Slots.TryGetValue(cellId, out var existing))
{
if (targetParent != null && existing.transform.parent != targetParent)
existing.transform.SetParent(targetParent, false);
return existing;
}
// 创建新实例
if (m_TotalCreated >= MAX_PREFAB_ITEMS)
{
Debug.LogWarning($"[XericUIActionTable] Prefab 池已达上限 {MAX_PREFAB_ITEMS},无法分配新实例");
return null;
}
var instance = Object.Instantiate(prefab, targetParent);
instance.hideFlags = POOL_FLAGS;
instance.name = $"_prefab_{cellId}";
m_TotalCreated++;
// 强制 RectTransform 左上角坐标系
RectTransform rt = instance.GetComponent<RectTransform>();
if (rt == null) rt = instance.AddComponent<RectTransform>();
rt.anchorMin = AnchorTopLeft;
rt.anchorMax = AnchorTopLeft;
rt.pivot = PivotTopLeft;
pool.Slots[cellId] = instance;
return instance;
}
/// <summary>
/// 归还指定实例至槽位(仅从槽位移除 + 销毁对象,不在滚动时调用)。
/// 预制体的回收仅发生在表格销毁时。
/// </summary>
public void Release(GameObject instance)
{
if (instance == null) return;
foreach (var kv in m_Pools)
{
var pool = kv.Value;
// 查找并移除
int? foundKey = null;
foreach (var slot in pool.Slots)
{
if (slot.Value == instance)
{
foundKey = slot.Key;
break;
}
}
if (foundKey.HasValue)
{
pool.Slots.Remove(foundKey.Value);
m_TotalCreated--;
KillObject(instance);
return;
}
}
// 不属于任何池(异常情况),直接销毁
KillObject(instance);
}
/// <summary>销毁所有按 cellId 绑定的实例,并在销毁前通知调用方。</summary>
public void ReleaseAll(System.Action<GameObject> beforeRelease = null)
{
foreach (var pool in m_Pools.Values)
{
foreach (var instance in pool.Slots.Values)
{
beforeRelease?.Invoke(instance);
KillObject(instance);
}
pool.Slots.Clear();
}
m_Pools.Clear();
m_TotalCreated = 0;
}
/// <summary>结束当前渲染周期。实例保留在全局槽位中,以便跨区域复用。</summary>
public void ReturnAll()
{
}
/// <summary>获取当前所有活跃实例(用于外部遍历回调)</summary>
public IReadOnlyCollection<GameObject> GetActive(GameObject prefab)
{
if (prefab == null || !m_Pools.TryGetValue(prefab, out var pool))
return System.Array.Empty<GameObject>();
return pool.Slots.Values;
}
#endregion
#region 内部方法
private PrefabPool GetOrCreatePool(GameObject prefab)
{
if (!m_Pools.TryGetValue(prefab, out var pool))
{
pool = new PrefabPool { Prototype = prefab };
m_Pools[prefab] = pool;
}
return pool;
}
#endregion
}
private static void KillObject(GameObject go)
{
if (go == null) return;
if (Application.isPlaying) UnityEngine.Object.Destroy(go);
else UnityEngine.Object.DestroyImmediate(go);
}
}
}
@@ -147,15 +147,20 @@ namespace XericUI.XTable.Rendering.Elements
return false;
}
/// <summary>释放所有活跃槽位,但保留其所属计数器。</summary>
public void ReturnAll()
/// <summary>释放所有活跃槽位;回调在槽位变为空闲前执行。</summary>
public void ReturnAll(Action<T> beforeRelease = null)
{
for (int ci = 0; ci < POOL_SIZE; ci++)
{
var counter = m_Counters[ci];
if (counter == null) continue;
for (int i = 0; i < counter.Slots.Count; i++)
counter.Slots[i].CellId = -1;
{
var slot = counter.Slots[i];
if (slot.CellId == -1) continue;
beforeRelease?.Invoke(slot.PooledObject);
slot.CellId = -1;
}
}
}