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
@@ -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)