更换表格对象池系统,新的对象池系统会尽可能减小对象的回收操作,同时引入基于曼哈顿点距的对象池索引逻辑,引入计数器,避免野对象或对象冲突。
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace XericUI.XTable.Rendering.Elements
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{
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/// <summary>
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/// 基于计数器的槽位对象池(泛型)。
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/// 每个 cellId 映射到固定索引的 SlotCounter,槽位在计数器间通过 FrozenSlots 流转复用。
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/// 避免 Queue 模式下对象与位置解耦导致的堆叠问题,同时不触发 SetActive/SetParent 等生命周期事件。
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/// </summary>
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/// <typeparam name="T">池对象类型</typeparam>
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public class SlotCounterPool<T> where T : class
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{
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#region 内部类型
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private class Slot
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{
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/// <summary>当前绑定的单元格 ID(-1 = 空闲,可被偷取)</summary>
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public int CellId = -1;
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/// <summary>池对象引用</summary>
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public T PooledObject;
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}
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private class SlotCounter
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{
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public List<Slot> Slots = new List<Slot>(capacity: 4);
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}
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#endregion
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#region 字段
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/// <summary>计数器数组大小(= 池上限,也是 cellId 取模的模数)</summary>
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public const int POOL_SIZE = 256;
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private SlotCounter[] m_Counters = new SlotCounter[POOL_SIZE];
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/// <summary>冻结槽位列表——全局可偷取的休眠槽位(末尾偷取,避免 Canvas 重建)</summary>
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private List<Slot> m_FrozenSlots = new List<Slot>();
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/// <summary>已创建对象总数(不含预制体 Instantiate)</summary>
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private int m_CreatedCount;
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/// <summary>对象工厂(构造函数传入)</summary>
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private Func<T> m_Factory;
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/// <summary>已创建对象总数(只读)</summary>
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public int CreatedCount => m_CreatedCount;
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#endregion
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#region 构造
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public SlotCounterPool(Func<T> factory)
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{
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m_Factory = factory ?? throw new ArgumentNullException(nameof(factory));
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}
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#endregion
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#region 池操作
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/// <summary>
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/// 为指定 cellId 获取一个池对象。
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/// 优先复用本计数器内的空闲槽位,其次从 FrozenSlots 偷取,最后创建新对象。
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/// </summary>
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public T Acquire(int cellId)
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{
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int index = cellId % POOL_SIZE;
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if (index < 0) index += POOL_SIZE; // 处理负 cellId
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var counter = m_Counters[index];
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if (counter == null)
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{
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counter = new SlotCounter();
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m_Counters[index] = counter;
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}
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// 1. 在计数器内查找空闲槽位
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for (int i = 0; i < counter.Slots.Count; i++)
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{
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if (counter.Slots[i].CellId == -1)
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{
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counter.Slots[i].CellId = cellId;
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return counter.Slots[i].PooledObject;
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}
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}
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// 2. 从 FrozenSlots 末尾偷取
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if (m_FrozenSlots.Count > 0)
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{
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int lastIdx = m_FrozenSlots.Count - 1;
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var stolen = m_FrozenSlots[lastIdx];
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m_FrozenSlots.RemoveAt(lastIdx);
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stolen.CellId = cellId;
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counter.Slots.Add(stolen);
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return stolen.PooledObject;
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}
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// 3. 创建新对象
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if (m_CreatedCount < POOL_SIZE)
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{
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var obj = m_Factory();
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var slot = new Slot { CellId = cellId, PooledObject = obj };
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counter.Slots.Add(slot);
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m_CreatedCount++;
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return obj;
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}
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// 4. 已达上限
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Debug.LogWarning($"[SlotCounterPool<{typeof(T).Name}>] 已达上限 {POOL_SIZE},无法分配新对象");
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return null;
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}
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/// <summary>
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/// 释放指定 cellId 占用的槽位,将其移入 FrozenSlots 供其他计数器复用。
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/// </summary>
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public void Release(int cellId)
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{
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int index = cellId % POOL_SIZE;
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if (index < 0) index += POOL_SIZE;
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var counter = m_Counters[index];
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if (counter == null) return;
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for (int i = 0; i < counter.Slots.Count; i++)
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{
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if (counter.Slots[i].CellId == cellId)
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{
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var slot = counter.Slots[i];
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counter.Slots.RemoveAt(i);
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slot.CellId = -1;
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m_FrozenSlots.Add(slot);
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return;
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}
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}
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}
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/// <summary>
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/// 尝试通过池对象引用查找并释放对应槽位。
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/// 用于 Release(PooledObject) 场景,需要遍历查找。
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/// </summary>
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public bool ReleaseByObject(T pooledObject)
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{
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if (pooledObject == null) return false;
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// 先遍历所有计数器的活跃槽位
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for (int ci = 0; ci < POOL_SIZE; ci++)
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{
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var counter = m_Counters[ci];
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if (counter == null) continue;
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for (int i = 0; i < counter.Slots.Count; i++)
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{
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if (ReferenceEquals(counter.Slots[i].PooledObject, pooledObject))
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{
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var slot = counter.Slots[i];
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counter.Slots.RemoveAt(i);
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slot.CellId = -1;
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m_FrozenSlots.Add(slot);
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>将所有活跃槽位移入 FrozenSlots</summary>
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public void ReturnAll()
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{
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for (int ci = 0; ci < POOL_SIZE; ci++)
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{
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var counter = m_Counters[ci];
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if (counter == null) continue;
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for (int i = counter.Slots.Count - 1; i >= 0; i--)
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{
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var slot = counter.Slots[i];
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counter.Slots.RemoveAt(i);
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slot.CellId = -1;
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m_FrozenSlots.Add(slot);
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}
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}
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}
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/// <summary>
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/// 彻底销毁所有池对象(包括计数器内活跃槽位和 FrozenSlots 中的冻结槽位)。
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/// </summary>
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public void DestroyAll(Action<T> destroyFunc)
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{
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if (destroyFunc == null) return;
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for (int ci = 0; ci < POOL_SIZE; ci++)
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{
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var counter = m_Counters[ci];
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if (counter == null) continue;
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foreach (var slot in counter.Slots)
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destroyFunc(slot.PooledObject);
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counter.Slots.Clear();
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}
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foreach (var slot in m_FrozenSlots)
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destroyFunc(slot.PooledObject);
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m_FrozenSlots.Clear();
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m_CreatedCount = 0;
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}
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#endregion
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}
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}
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