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ObjectPool.cs
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ObjectPool.cs
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#nullable enable
using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace dkstlzu.Utility
{
/// <summary>
/// ObjectPool Get, Return 함수 동작시에 원하는 작업을 끼워넣을 수 있는 인터페이스 입니다.
/// </summary>
public interface IObjectPoolable
{
void OnGet();
void OnReturn();
}
/// <summary>
/// ObjectPool의 Get, Return 함수를 정의합니다.
/// </summary>
public interface IObjectPool<T>
{
T? Get();
void Return(T t);
}
/// <summary>
/// ObjectPool의 base클래스이며 각 ObjectPool 인스턴스에 대한 레퍼런스를 저장합니다.
/// </summary>
public abstract class ObjectPool
{
protected static Dictionary<int, ObjectPool> PoolDict = new Dictionary<int, ObjectPool>();
public static IEnumerable<ObjectPool> Pools => PoolDict.Values;
public static int Count => PoolDict.Count;
public static event Action<ObjectPool> OnPoolAdded = delegate { };
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void RuntimeInit()
{
PoolDict.Clear();
OnPoolAdded = delegate { };
}
protected ObjectPool(){}
public static bool ContainsPool(string key) => ContainsPool(key.GetHashCode());
public static bool ContainsPool(int key) => PoolDict.ContainsKey(key);
public static bool TryAddPool(string key, ObjectPool pool) => TryAddPool(key.GetHashCode(), pool);
public static bool TryAddPool(int hashKey, ObjectPool pool)
{
if (PoolDict.TryAdd(hashKey, pool))
{
OnPoolAdded?.Invoke(pool);
return true;
}
return false;
}
public int Capacity { get; protected set; }
public abstract int PoolingCount { get; }
public int EnabledCount { get => Capacity - PoolingCount; }
protected bool _initialized = false;
public const int DEFAULT_CAPACITY = 16;
protected void initialize(int initializeSize)
{
if (_initialized)
{
return;
}
_initialized = true;
instantiate(Math.PowerOf2Ceiling(initializeSize));
}
public void Resize(int size)
{
int newCapacity = Math.PowerOf2Ceiling(size);
if (newCapacity == Capacity) return;
if (newCapacity < Capacity)
{
destroy(Capacity - newCapacity);
}
else
{
instantiate(newCapacity - Capacity);
}
}
protected abstract void instantiate(int number);
protected abstract void destroy(int number);
}
public class UnityObjectPool : Singleton<UnityObjectPool>
{
}
/// <summary>
/// Interface 로 강제되는 ObjectPool입니다.
/// </summary>
public abstract class ObjectPool<T> : ObjectPool, IObjectPool<T>
{
public abstract T? Get();
public abstract void Return(T t);
protected Queue<T> Q = new Queue<T>();
public override int PoolingCount => Q.Count;
}
/// <summary>
/// c#의 reference type class에 대한 ObjectPool입니다.
/// </summary>
[Serializable]
public class ClassObjectPool<T> : ObjectPool<T> where T : class, new()
{
public static ClassObjectPool<T> GetOrCreate(int initialSize = -1)
{
if (PoolDict.TryGetValue(typeof(T).Name.GetHashCode(), out var pool))
{
return (ClassObjectPool<T>)pool;
}
var newPool = new ClassObjectPool<T>();
newPool._initialCapacity = initialSize < 0 ? DEFAULT_CAPACITY : initialSize;
TryAddPool(newPool.HashKey, newPool);
newPool.initialize(newPool._initialCapacity);
return newPool;
}
public string Key => typeof(T).Name;
public int HashKey => Key.GetHashCode();
[SerializeField]
private int _initialCapacity;
public void Init()
{
if (_initialized)
{
return;
}
_initialized = true;
Q = new Queue<T>();
instantiate(_initialCapacity);
}
protected override void instantiate(int number)
{
for (int i = 0; i < number; i++, Capacity++)
{
Q.Enqueue(new T());
}
}
protected override void destroy(int number)
{
for (int i = 0; i < number && PoolingCount > 0; i++, Capacity--)
{
var t = Q.Dequeue();
if (t is IDisposable disposable)
{
disposable.Dispose();
}
}
}
public override T? Get()
{
if (PoolingCount == 0)
{
return null;
}
T t = Q.Dequeue();
if (t is IObjectPoolable poolable)
{
poolable.OnGet();
}
return t;
}
public override void Return(T t)
{
if (t is IObjectPoolable poolable)
{
poolable.OnReturn();
}
Q.Enqueue(t);
}
}
/// <summary>
/// unity의 MonoBehaviour에 대한 ObjectPool입니다.
/// </summary>
[Serializable]
public class BehaviourObjectPool<T> : ObjectPool<T> where T : Behaviour
{
public static BehaviourObjectPool<T> GetOrCreate(int initialSize = -1)
{
if (PoolDict.TryGetValue(typeof(T).Name.GetHashCode(), out ObjectPool pool))
{
return (BehaviourObjectPool<T>)pool;
}
var newPool = new BehaviourObjectPool<T>(ObjectPoolMonoBehaviour.GameObject);
newPool._initialCapacity = initialSize < 0 ? DEFAULT_CAPACITY : initialSize;
TryAddPool(newPool.HashKey, newPool);
newPool.initialize(newPool._initialCapacity);
return newPool;
}
public string Key => typeof(T).Name;
public int HashKey => Key.GetHashCode();
[SerializeField]
private int _initialCapacity;
[field:SerializeField]
public GameObject Parent { get; private set; }
public GameObject? gameObject { get; private set; }
private BehaviourObjectPool(GameObject parentGameObject)
{
Parent = parentGameObject;
}
/// <summary>
/// Serializable을 활용한 사용례에서 호출되어야만 하는 함수입니다.
/// </summary>
public void Init(Action<T>? initWith = null)
{
if (_initialized)
{
return;
}
_initialized = true;
Q = new Queue<T>();
instantiate(_initialCapacity);
if (initWith != null)
{
foreach (var t in Q)
{
initWith(t);
}
}
}
protected override void instantiate(int number)
{
if (Parent == null)
{
Parent = UnityObjectPool.GetOrCreate().gameObject;
}
if (gameObject == null)
{
gameObject = new GameObject($"{Key} ObjectPool");
gameObject.transform.SetParent(Parent.transform);
}
gameObject.SetActive(false);
for (int i = 0; i < number; i++, Capacity++)
{
var t = gameObject.AddComponent<T>();
t.enabled = false;
Q.Enqueue(t);
}
gameObject.SetActive(true);
}
protected override void destroy(int number)
{
for (int i = 0; i < number && PoolingCount > 0; i++, Capacity--)
{
var t = Q.Dequeue();
if (t is IDisposable disposable)
{
disposable.Dispose();
}
Object.Destroy(t);
}
}
public override T? Get()
{
if (PoolingCount == 0)
{
return null;
}
T t = Q.Dequeue();
t.enabled = true;
if (t is IObjectPoolable poolable)
{
poolable.OnGet();
}
return t;
}
public override void Return(T t)
{
if (t is IObjectPoolable poolable)
{
poolable.OnReturn();
}
t.enabled = false;
Q.Enqueue(t);
}
}
/// <summary>
/// unity의 GameObject에 대한 ObjectPool입니다.
/// Prefab에 쓰세요
/// </summary>
[Serializable]
public class GameObjectPool : ObjectPool<PooledObject>
{
public static GameObjectPool GetOrCreate(GameObject prefab, int initialSize = -1)
{
if (PoolDict.TryGetValue(prefab.name.GetHashCode(), out ObjectPool pool))
{
return (GameObjectPool)pool;
}
var newPool = new GameObjectPool(prefab, ObjectPoolMonoBehaviour.GameObject);
newPool._initialCapacity = initialSize < 0 ? DEFAULT_CAPACITY : initialSize;
TryAddPool(newPool.HashKey, newPool);
newPool.initialize(newPool._initialCapacity);
return newPool;
}
public string Key => _prefab.name;
public int HashKey => Key.GetHashCode();
[SerializeField]
private GameObject _prefab;
[SerializeField]
private int _initialCapacity;
[field:SerializeField]
public GameObject Parent { get; private set; }
public GameObject? gameObject { get; private set; }
private GameObjectPool(GameObject prefab, GameObject parentGameObject)
{
_prefab = prefab;
Parent = parentGameObject;
}
public void Init()
{
if (_initialized)
{
return;
}
_initialized = true;
Q = new Queue<PooledObject>();
instantiate(_initialCapacity);
}
protected override void instantiate(int number)
{
if (Parent == null)
{
Parent = UnityObjectPool.GetOrCreate().gameObject;
}
if (gameObject == null)
{
gameObject = new GameObject($"{Key} ObjectPool");
gameObject.transform.SetParent(Parent.transform);
}
_prefab.SetActive(false);
for (int i = 0; i < number; i++, Capacity++)
{
PooledObject obj = Object.Instantiate(_prefab, Vector3.zero, Quaternion.identity, gameObject.transform).AddComponent<PooledObject>();
obj.gameObject.name = $"{Key}_PooledObject {Capacity}";
Q.Enqueue(obj);
}
_prefab.SetActive(true);
}
protected override void destroy(int number)
{
for (int i = 0; i < number && PoolingCount > 0; i++, Capacity--)
{
var t = Q.Dequeue();
Object.Destroy(t);
}
}
public override PooledObject? Get()
{
if (PoolingCount == 0)
{
return null;
}
PooledObject t = Q.Dequeue();
t.gameObject.SetActive(true);
return t;
}
public override void Return(PooledObject t)
{
t.gameObject.SetActive(false);
Q.Enqueue(t);
}
}
/// <summary>
/// unity의 특정 컴포넌트를 GameObject와 함께 쓰고 싶을때 사용합니다.
/// </summary>
[Serializable]
public class GameObjectPool<T> : ObjectPool<T> where T : Behaviour
{
public static GameObjectPool<T> GetOrCreate(Transform parent, int initialSize = -1)
{
if (PoolDict.TryGetValue((typeof(T).FullName + "Pool" + parent.GetHashCode()).GetHashCode(), out ObjectPool pool))
{
return (GameObjectPool<T>)pool;
}
var newPool = new GameObjectPool<T>(ObjectPoolMonoBehaviour.GameObject.transform);
newPool._initialCapacity = initialSize < 0 ? DEFAULT_CAPACITY : initialSize;
TryAddPool(newPool.HashKey, newPool);
newPool.initialize(newPool._initialCapacity);
return newPool;
}
public string Key => typeof(T).FullName + "Pool" + Parent.GetHashCode();
public int HashKey => Key.GetHashCode();
[SerializeField]
private int _initialCapacity;
[field:SerializeField]
public Transform Parent { get; private set; }
private GameObjectPool (Transform parentGameObject)
{
Parent = parentGameObject;
}
public void Init(Action<T>? initWith = null)
{
if (_initialized)
{
return;
}
_initialized = true;
Q = new Queue<T>();
instantiate(_initialCapacity);
if (initWith != null)
{
foreach (var t in Q)
{
initWith(t);
}
}
}
protected override void instantiate(int number)
{
if (Parent == null)
{
Parent = UnityObjectPool.GetOrCreate().gameObject.transform;
}
for (int i = 0; i < number; i++, Capacity++)
{
GameObject gameObject = new GameObject($"{typeof(T)}_PooledObject");
gameObject.transform.SetParent(Parent);
var t = gameObject.AddComponent<T>();
t.enabled = false;
Q.Enqueue(t);
}
}
protected override void destroy(int number)
{
for (int i = 0; i < number && PoolingCount > 0; i++, Capacity--)
{
var t = Q.Dequeue();
Object.Destroy(t);
}
}
public override T? Get()
{
if (PoolingCount == 0)
{
return null;
}
T t = Q.Dequeue();
t.enabled = true;
return t;
}
public override void Return(T t)
{
t.enabled = false;
Q.Enqueue(t);
}
}
}