[+] LruAssetGroup

[+] LruAssetGroup
This commit is contained in:
ALEXTANG
2023-05-12 22:32:17 +08:00
parent c44c3e8c67
commit 0c32dad70b
2 changed files with 353 additions and 0 deletions

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using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 资源组数据。
/// <remarks>DisposeGroup。</remarks>
/// </summary>
public class LruAssetGroup : IMemory
{
private const int DefaultCapacity = 48;
private readonly LruCacheTable<string, AssetHandleData> _lruCacheTable;
public LruAssetGroup()
{
_lruCacheTable = new LruCacheTable<string, AssetHandleData>(DefaultCapacity, OnAdd, OnRemove);
}
private void OnAdd(AssetHandleData assetHandleData)
{
}
private void OnRemove(AssetHandleData assetHandleData)
{
MemoryPool.Release(assetHandleData);
}
/// <summary>
/// 引用资源数据到资源组内。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <param name="assetTag">资源标识。</param>
/// <returns>是否注册成功。</returns>
public bool Reference(AssetOperationHandle handle, string assetTag = "")
{
AssetHandleData handleData = AssetHandleData.Alloc(handle, assetTag);
_lruCacheTable.Put(handleData.Handle.GetAssetInfo().Address,handleData);
return true;
}
/// <summary>
/// 从资源组内释放资源数据。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <returns>是否释放成功。</returns>
public bool Release(AssetOperationHandle handle)
{
_lruCacheTable.Remove(handle.GetAssetInfo().Address);
return true;
}
public void Clear()
{
_lruCacheTable.Clear();
}
/// <summary>
/// 从内存池中获取资源分组数据。
/// </summary>
/// <returns>资源分组数据。</returns>
public static LruAssetGroup Alloc()
{
LruAssetGroup assetGroup = MemoryPool.Acquire<LruAssetGroup>();
return assetGroup;
}
/// <summary>
/// 将内存对象归还内存池。
/// </summary>
/// <param name="assetGroup"></param>
public static void Release(LruAssetGroup assetGroup)
{
if (assetGroup == null)
{
Log.Fatal("Release AssetGroup Failed !");
return;
}
MemoryPool.Release(assetGroup);
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
var data = _lruCacheTable.Get(assetName);
if (data != null)
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = data.Handle.InstantiateSync();
return ret as T;
}
else
{
return data.Handle.AssetObject as T;
}
}
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
Reference(handle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="parent">父节点位置。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName, Transform parent) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
var data = _lruCacheTable.Get(assetName);
if (data != null)
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = data.Handle.InstantiateSync();
return ret as T;
}
else
{
return data.Handle.AssetObject as T;
}
}
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
Reference(handle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync(parent);
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName, out AssetOperationHandle assetOperationHandle) where T : Object
{
assetOperationHandle = null;
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
var data = _lruCacheTable.Get(assetName);
if (data != null)
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = data.Handle.InstantiateSync();
return ret as T;
}
else
{
return data.Handle.AssetObject as T;
}
}
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
Reference(assetOperationHandle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetOperationHandle.InstantiateSync();
return ret as T;
}
else
{
return assetOperationHandle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle)
where T : Object
{
assetOperationHandle = null;
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
var data = _lruCacheTable.Get(assetName);
if (data != null)
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = data.Handle.InstantiateSync();
return ret as T;
}
else
{
return data.Handle.AssetObject as T;
}
}
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
Reference(assetOperationHandle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetOperationHandle.InstantiateSync(parent);
return ret as T;
}
else
{
return assetOperationHandle.AssetObject as T;
}
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实实例。</returns>
// ReSharper disable once UnusedParameter.Global
// ReSharper disable once RedundantAssignment
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken,
AssetOperationHandle assetOperationHandle = null) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
var data = _lruCacheTable.Get(assetName);
if (data != null)
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = data.Handle.InstantiateSync();
return ret as T;
}
else
{
return data.Handle.AssetObject as T;
}
}
AssetOperationHandle handle = GameModule.Resource.LoadAssetAsyncHandle<GameObject>(assetName);
Reference(handle);
bool cancelOrFailed =
await handle.ToUniTask(cancellationToken: cancellationToken).SuppressCancellationThrow();
if (cancelOrFailed)
{
Release(handle);
return null;
}
assetOperationHandle = handle;
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="assetName">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
{
return await LoadAssetAsync<GameObject>(assetName, cancellationToken);
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="assetName">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken,
AssetOperationHandle assetOperationHandle)
{
return await LoadAssetAsync<GameObject>(assetName, cancellationToken, assetOperationHandle);
}
}
}

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fileFormatVersion: 2
guid: 00d66c24e74646e8a798cf3f9b6f68c3
timeCreated: 1683897392