缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。

缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。
This commit is contained in:
ALEXTANG
2023-04-07 18:02:33 +08:00
parent af825a860e
commit 3809da762c
16 changed files with 722 additions and 0 deletions

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fileFormatVersion: 2
guid: 3e380d86c4544d77a6560f769520ad62
timeCreated: 1680855013

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace TEngine.ArcCache
{
/// <summary>
/// Adaptive Replacement Cache缓存表。
/// </summary>
/// <typeparam name="TKey">Adaptive Replacement CacheKey。</typeparam>
/// <typeparam name="TValue">Adaptive Replacement CacheValue</typeparam>
/// <remarks>缓存替换策略Cache Replacement Policy- ARCAdaptive Replacement Cache。</remarks>
public class ArcCacheTable<TKey, TValue>
{
/// <summary>
/// ARC缓存表哈希表。
/// <remarks>Dictionary 中存储 key 和 QueueNode 中节点的映射关系。</remarks>
/// <remarks>算法优化的关键在于如何降低链表的删除操作的时间复杂度。不管是在插入、删除、查找缓存的时候,都可以通过这种联系来将时间复杂度降低到 O(1)。</remarks>
/// </summary>
protected readonly Dictionary<TKey, QueueNode<TKey, TValue>> CacheStorageMap;
private readonly QueueNode<TKey, TValue> _t1Head;
private readonly QueueNode<TKey, TValue> _t2Head;
private readonly QueueNode<TKey, TValue> _b1Head;
private readonly QueueNode<TKey, TValue> _b2Head;
private int _adaptiveParameter;
private int _t1Size;
private int _t2Size;
private int _b1Size;
private int _b2Size;
protected readonly int Capacity;
public delegate void OnAdd(TValue data);
public delegate void OnRemove(TValue data);
/// <summary>
/// ARC缓存表添加成功回调。
/// </summary>
public OnAdd OnAddCallback;
/// <summary>
/// ARC缓存表移除回调。
/// </summary>
public OnRemove OnRemoveCallback;
/// <summary>
/// ARC缓存表哈希表构造。
/// </summary>
/// <param name="capacity">容量。</param>
/// <param name="onAdd">LRU缓存表添加成功回调。</param>
/// <param name="onRemove">LRU缓存表移除回调。</param>
public ArcCacheTable(int capacity, OnAdd onAdd = null, OnRemove onRemove = null)
{
this.Capacity = capacity;
OnAddCallback = onAdd;
OnRemoveCallback = onRemove;
this.CacheStorageMap = new Dictionary<TKey, QueueNode<TKey, TValue>>();
this._t1Head = new QueueNode<TKey, TValue>();
this._t2Head = new QueueNode<TKey, TValue>();
this._b1Head = new QueueNode<TKey, TValue>();
this._b2Head = new QueueNode<TKey, TValue>();
}
/// <summary>
/// 对象推入ARC缓存表。
/// </summary>
/// <param name="key">键。</param>
/// <param name="value">值。</param>
public void PutCache(TKey key, TValue value)
{
QueueNode<TKey, TValue> queueNode = CacheStorageMap[key];
if (queueNode == null)
{
OnMissOnAllQueue(key, value);
}
else if (queueNode.QueueType == QueueType.B1)
{
queueNode.Set(value);
OnHitOnB1(queueNode);
}
else if (queueNode.QueueType == QueueType.B2)
{
queueNode.Set(value);
OnHitOnB2(queueNode);
}
else
{
queueNode.Set(value);
OnHitOnT1orT2(queueNode);
}
}
/// <summary>
/// 从ARC缓存表取出对象。
/// </summary>
/// <param name="key">键。</param>
/// <returns>TValue from cache if exists or null。</returns>
public TValue GetCache(TKey key)
{
QueueNode<TKey, TValue> queueNode = CacheStorageMap[key];
if (queueNode == null)
{
return default;
}
else
{
return queueNode.Get();
}
}
/// <summary>
/// 在所有队列中未命中时执行任务(CaseKey不在(T1 u B1 u T2 u B2))。
/// </summary>
/// <param name="key">key cache key。</param>
/// <param name="value">value to inset in cache。</param>
private void OnMissOnAllQueue(TKey key, TValue value)
{
QueueNode<TKey, TValue> queueNode = new QueueNode<TKey, TValue>(key, value);
queueNode.QueueType = QueueType.T1;
int sizeL1 = (_t1Size + _b1Size);
int sizeL2 = (_t2Size + _b2Size);
if (sizeL1 == Capacity)
{
if (_t1Size < Capacity)
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _b1Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_b1Size--;
Replace(queueNode);
}
else
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t1Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_t1Size--;
}
}
else if ((sizeL1 < Capacity) && ((sizeL1 + sizeL2) >= Capacity))
{
if ((sizeL1 + sizeL2) >= (2 * Capacity))
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _b2Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_b2Size--;
}
Replace(queueNode);
}
_t1Size++;
CacheStorageMap.Add(key, queueNode);
queueNode.AddToLast(_t1Head);
}
/// <summary>
/// 执行任务命中B1 (CaseKey在B1中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnB1(QueueNode<TKey, TValue> queueNode)
{
_adaptiveParameter = Math.Min(Capacity, _adaptiveParameter + Math.Max(_b2Size / _b1Size, 1));
Replace(queueNode);
_t2Size++;
_b1Size--;
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 执行任务命中B2 (CaseKey在B2中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnB2(QueueNode<TKey, TValue> queueNode)
{
_adaptiveParameter = Math.Max(0, _adaptiveParameter - Math.Max(_b1Size / _b2Size, 1));
Replace(queueNode);
_t2Size++;
_b2Size--;
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 执行任务命中T1或者T2 (CaseKey在T1或者T2中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnT1orT2(QueueNode<TKey, TValue> queueNode)
{
if (queueNode.QueueType == QueueType.T1)
{
_t1Size--;
_t2Size++;
}
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 替换队列节点情况L1T1 u B1少于c个
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void Replace(QueueNode<TKey, TValue> queueNode)
{
if ((_t1Size >= 1) && (((queueNode.QueueType == QueueType.B2) && (_t1Size == _adaptiveParameter)) || (_t1Size > _adaptiveParameter)))
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t1Head.Next;
queueNodeToBeRemoved.Remove();
queueNodeToBeRemoved.QueueType = QueueType.B1;
queueNodeToBeRemoved.AddToLast(_b1Head);
_t1Size--;
_b1Size++;
}
else
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t2Head.Next;
queueNodeToBeRemoved.Remove();
queueNodeToBeRemoved.QueueType = QueueType.B2;
queueNodeToBeRemoved.AddToLast(_b2Head);
_t2Size--;
_b2Size++;
}
}
/// <summary>
/// Remove TValue data from queue and dispose it
/// </summary>
/// <param name="queueNodeToBeRemoved">queueNodeToBeRemoved queue node to be remove from queue</param>
public void RemoveFromQueue(QueueNode<TKey, TValue> queueNodeToBeRemoved)
{
CacheStorageMap.Remove(queueNodeToBeRemoved.Key);
TValue value = queueNodeToBeRemoved.Get();
try
{
//Dispose(value);
}
catch (System.Exception e)
{
Debug.Log(e);
}
}
public void PrintCacheIdsFromQueue()
{
String keys = "";
foreach (var queueNode in CacheStorageMap)
{
var key = queueNode.Key;
if (keys == "")
keys += key;
else
keys += ", " + key;
}
Debug.Log("All Existing Keys in Cache are : " + keys);
}
}
}

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fileFormatVersion: 2
guid: ef5afbe17b2748638f6fcd341958a4f2
timeCreated: 1680857519

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namespace TEngine.ArcCache
{
/// <summary>
/// 队列类型。
/// T1, recent cache entries.
/// T2, ghost entries recently evicted from the T1 cache.
/// B1, frequent entries.
/// B2, ghost entries recently evicted from the T2 cache.
/// <remarks></remarks>
/// </summary>
public enum QueueType
{
None,
/// <summary>
/// T1, recent cache entries.
/// </summary>
T1,
/// <summary>
/// B1, frequent entries.
/// </summary>
B1,
/// <summary>
/// T2, ghost entries recently evicted from the T1 cache.
/// </summary>
T2,
/// <summary>
/// B2, ghost entries recently evicted from the T2 cache.
/// </summary>
B2
}
public class QueueNode<TKey, TValue>
{
public readonly TKey Key;
public QueueNode<TKey, TValue> Prev;
public QueueNode<TKey, TValue> Next;
public QueueType QueueType;
public TValue Value;
public QueueNode()
{
this.Prev = this;
this.Next = this;
}
public QueueNode(TKey key, TValue data)
{
this.Key = key;
this.Value = data;
}
public TValue Get()
{
return Value;
}
public void Set(TValue value)
{
this.Value = value;
}
public void AddToLast(QueueNode<TKey, TValue> head)
{
QueueNode<TKey, TValue> tail = head.Prev;
head.Prev = this;
tail.Next = this;
Next = head;
Prev = tail;
}
public void Remove()
{
if (Prev != null && Next != null)
{
Prev.Next = Next;
Next.Prev = Prev;
Prev = Next = null;
QueueType = QueueType.None;
}
}
}
}

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guid: 908fe3016e154893908fb7f3b4050a74
timeCreated: 1680857337

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fileFormatVersion: 2
guid: 02b781ce209c45098d54e0e0f11dc856
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using YooAsset;
namespace TEngine
{
/// <summary>
/// 资源Lru缓存表。
/// </summary>
public sealed class AssetLruCacheTable:LruCacheTable<string,OperationHandleBase>
{
public AssetLruCacheTable(int capacity) : base(capacity)
{
OnRemoveCallback += OnRelease;
}
private void OnRelease(OperationHandleBase handleBase)
{
handleBase.ReleaseInternal();
}
}
}

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guid: c371cc78061c4ed78a4df5b315314e43
timeCreated: 1680835698

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using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// LRU缓存表。
/// </summary>
/// <typeparam name="TKey">LRUKey。</typeparam>
/// <typeparam name="TValue">LRUValue</typeparam>
/// <remarks>缓存替换策略Cache Replacement Policy- LRULeast Recently Used。</remarks>
public class LruCacheTable<TKey, TValue>
{
/// <summary>
/// LRU缓存表头节点。
/// </summary>
protected readonly DoubleLinkedListNode<TKey, TValue> Head;
/// <summary>
/// LRU缓存表尾节点。
/// </summary>
protected readonly DoubleLinkedListNode<TKey, TValue> Tail;
/// <summary>
/// 哈希表来存储键值对。
/// <remarks>Dictionary 中存储 key 和 LinkedList 中节点的映射关系。</remarks>
/// <remarks>算法优化的关键在于如何降低链表的删除操作的时间复杂度。不管是在插入、删除、查找缓存的时候,都可以通过这种联系来将时间复杂度降低到 O(1)。</remarks>
/// </summary>
protected readonly Dictionary<TKey, DoubleLinkedListNode<TKey, TValue>> LinkedListNodesMap;
protected readonly int Capacity;
public delegate void OnAdd(TValue data);
public delegate void OnRemove(TValue data);
/// <summary>
/// LRU缓存表添加成功回调。
/// </summary>
public OnAdd OnAddCallback;
/// <summary>
/// LRU缓存表移除回调。
/// </summary>
public OnRemove OnRemoveCallback;
/// <summary>
/// LRU缓存表构造。
/// </summary>
/// <param name="capacity">容量。</param>
/// <param name="onAdd">LRU缓存表添加成功回调。</param>
/// <param name="onRemove">LRU缓存表移除回调。</param>
public LruCacheTable(int capacity,OnAdd onAdd = null,OnRemove onRemove = null)
{
Capacity = capacity;
OnAddCallback = onAdd;
OnRemoveCallback = onRemove;
Head = new DoubleLinkedListNode<TKey, TValue>();
Tail = new DoubleLinkedListNode<TKey, TValue>();
Head.Next = Tail;
Tail.Previous = Head;
LinkedListNodesMap = new Dictionary<TKey, DoubleLinkedListNode<TKey, TValue>>(Capacity);
}
/// <summary>
/// 从LRU缓存表中获取。
/// </summary>
/// <param name="key">键。</param>
/// <returns>值。</returns>
/// <remarks>在链表中删除 key然后将 key 添加到链表的尾部,这样就可以保证链表的尾部就是最近访问的数据,链表的头部就是最久没有被访问的数据。</remarks>
public virtual TValue Get(TKey key)
{
if (LinkedListNodesMap.TryGetValue(key, out var node))
{
RemoveNode(node);
AddLastNode(node);
return node.Value;
}
return default;
}
/// <summary>
/// 放入LRU缓存表。
/// </summary>
/// <param name="key">键。</param>
/// <param name="value">值。</param>
public virtual void Put(TKey key, TValue value)
{
if (LinkedListNodesMap.TryGetValue(key, out var node))
{
// 如果插入的 key 已经存在,将 key 对应的值更新,然后将 key 移动到链表的尾部。
RemoveNode(node);
OnRemoveCallback?.Invoke(node.Value);
AddLastNode(node);
node.Value = value;
OnAddCallback?.Invoke(value);
}
else
{
if (LinkedListNodesMap.Count == Capacity)
{
// 缓存满了,删除链表的头部,也就是最久没有被访问的数据。
var firstNode = RemoveFirstNode();
LinkedListNodesMap.Remove(firstNode.Key);
OnRemoveCallback?.Invoke(firstNode.Value);
}
var newNode = new DoubleLinkedListNode<TKey, TValue>(key, value);
AddLastNode(newNode);
LinkedListNodesMap.Add(key, newNode);
OnAddCallback?.Invoke(value);
}
}
/// <summary>
/// 从LRU缓存表中移除。
/// </summary>
/// <param name="key">键。</param>
public virtual void Remove(TKey key)
{
if (LinkedListNodesMap.TryGetValue(key, out var node))
{
LinkedListNodesMap.Remove(key);
RemoveNode(node);
OnRemoveCallback?.Invoke(node.Value);
}
}
/// <summary>
/// 清理LRU缓存表中所有数据。
/// </summary>
public virtual void Clear()
{
int protectedIndex = Capacity;
while (Head.Next != null)
{
var firstNode = RemoveFirstNode();
LinkedListNodesMap.Remove(firstNode.Key);
OnRemoveCallback?.Invoke(firstNode.Value);
protectedIndex--;
if (protectedIndex <0)
{
break;
}
}
}
protected void AddLastNode(DoubleLinkedListNode<TKey, TValue> node)
{
node.Previous = Tail.Previous;
node.Next = Tail;
Tail.Previous.Next = node;
Tail.Previous = node;
}
protected DoubleLinkedListNode<TKey, TValue> RemoveFirstNode()
{
var firstNode = Head.Next;
if (firstNode == null)
{
return firstNode;
}
Head.Next = firstNode.Next;
firstNode.Next.Previous = Head;
firstNode.Next = null;
firstNode.Previous = null;
return firstNode;
}
protected void RemoveNode(DoubleLinkedListNode<TKey, TValue> node)
{
node.Previous.Next = node.Next;
node.Next.Previous = node.Previous;
node.Next = null;
node.Previous = null;
}
protected class DoubleLinkedListNode<TNodeKey, TNodeValue>
{
public DoubleLinkedListNode()
{
}
public DoubleLinkedListNode(TNodeKey key, TNodeValue value)
{
Key = key;
Value = value;
}
public TNodeKey Key { get; set; }
public TNodeValue Value { get; set; }
public DoubleLinkedListNode<TNodeKey, TNodeValue> Previous { get; set; }
public DoubleLinkedListNode<TNodeKey, TNodeValue> Next { get; set; }
}
}
}

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using System;
namespace TEngine
{
public class LruGroupAttribute:Attribute
{
public int Capacity;
public LruGroupAttribute(int capacity)
{
Capacity = capacity;
}
}
}

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guid: b20916852da04186917626247af54dae
timeCreated: 1680850559

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namespace TEngine
{
public enum LruGroupType : byte
{
[LruGroup(20)]
GameActor,
[LruGroup(50)]
GameObject,
[LruGroup(100)]
Sprite,
}
}

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guid: 04c756fa6c5b4d52b421e31ce051ba43
timeCreated: 1680850512

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using System;
using YooAsset;
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
namespace TEngine
{
public static class Resource
{
private static readonly Dictionary<UnityEngine.Object, OperationHandleBase> ObjectHandlesMap = new Dictionary<UnityEngine.Object, OperationHandleBase>();
private static readonly Dictionary<GameObject, UnityEngine.Object> GameObjectsMap = new Dictionary<GameObject, UnityEngine.Object>();
public static async UniTask<GameObject> InstantiateAsync(string location, Transform parent = null, bool stayWorldSpace = false)
{
var handle = YooAssets.LoadAssetAsync<GameObject>(location);
await handle.ToUniTask();
if (!handle.IsValid)
{
throw new Exception($"[Resource] InstantiateAsync Failed to load asset: {location}");
}
ObjectHandlesMap.Add(handle.AssetObject, handle);
GameObject go = UnityEngine.Object.Instantiate(handle.AssetObject, parent, stayWorldSpace) as GameObject;
if (go == null)
{
Release(handle.AssetObject);
throw new Exception($"[Resource] InstantiateAsync Failed to instantiate asset: {location}");
}
GameObjectsMap.Add(go, handle.AssetObject);
return go;
}
public static async UniTask<T> LoadAssetAsync<T>(string location) where T : UnityEngine.Object
{
var handle = YooAssets.LoadAssetAsync<T>(location);
await handle.ToUniTask();
if (!handle.IsValid)
{
throw new Exception($"[Resource] LoadAssetAsync Failed to load asset: {location}");
}
ObjectHandlesMap.Add(handle.AssetObject, handle);
return handle.AssetObject as T;
}
public static void ReleaseInstance(GameObject gameObject)
{
if (gameObject is null)
{
return;
}
UnityEngine.Object.Destroy(gameObject);
if (GameObjectsMap.TryGetValue(gameObject, out UnityEngine.Object obj))
{
GameObjectsMap.Remove(gameObject);
Release(obj);
}
}
public static void Release(UnityEngine.Object unityObject)
{
if (unityObject is null)
{
return;
}
if (ObjectHandlesMap.TryGetValue(unityObject, out OperationHandleBase handle))
{
ObjectHandlesMap.Remove(unityObject);
handle?.ReleaseInternal();
}
}
}
}

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timeCreated: 1680838058