优化Activator.CreateInstance, 已知类型优先使用new 代替反射,其次使用EmitHelper。耗时对比:直接new 1,EmitHelper 3, Activator 10。

This commit is contained in:
Alex-Rachel
2025-03-17 12:01:25 +08:00
parent a7b6d6f478
commit e4989425e8
11 changed files with 309 additions and 54 deletions

View File

@@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using GameLogic; using GameLogic;
using TEngine; using TEngine;
@@ -8,35 +9,43 @@ using UnityEngine.UI;
namespace GameLogic namespace GameLogic
{ {
/// <summary>
/// UI管理模块。
/// </summary>
public sealed partial class UIModule : Singleton<UIModule>, IUpdate public sealed partial class UIModule : Singleton<UIModule>, IUpdate
{ {
private static Transform _instanceRoot = null; // 核心字段
private static Transform _instanceRoot = null; // UI根节点变换组件
private bool _enableErrorLog = true; private bool _enableErrorLog = true; // 是否启用错误日志
private Camera _uiCamera = null; // UI专用摄像机
private Camera _uiCamera = null; private readonly List<UIWindow> _uiStack = new List<UIWindow>(128); // 窗口堆栈
private ErrorLogger _errorLogger; // 错误日志记录器
private readonly List<UIWindow> _uiStack = new List<UIWindow>(100);
// 常量定义
public const int LAYER_DEEP = 2000; public const int LAYER_DEEP = 2000;
public const int WINDOW_DEEP = 100; public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI public const int WINDOW_SHOW_LAYER = 5; // UI
// 资源加载接口
public static IUIResourceLoader Resource; public static IUIResourceLoader Resource;
/// <summary> /// <summary>
/// UI根节点 /// UI根节点访问属性
/// </summary> /// </summary>
public static Transform UIRoot => _instanceRoot; public static Transform UIRoot => _instanceRoot;
/// <summary> /// <summary>
/// UI根节点。 /// UI摄像机访问属性
/// </summary> /// </summary>
public Camera UICamera => _uiCamera; public Camera UICamera => _uiCamera;
private ErrorLogger _errorLogger; /// <summary>
/// 模块初始化(自动调用)。
/// 1. 查找场景中的UIRoot
/// 2. 初始化资源加载器
/// 3. 配置错误日志系统
/// </summary>
protected override void OnInit() protected override void OnInit()
{ {
var uiRoot = GameObject.Find("UIRoot"); var uiRoot = GameObject.Find("UIRoot");
@@ -84,6 +93,12 @@ namespace GameLogic
} }
} }
/// <summary>
/// 模块释放(自动调用)。
/// 1. 清理错误日志系统
/// 2. 关闭所有窗口
/// 3. 销毁UI根节点
/// </summary>
protected override void OnRelease() protected override void OnRelease()
{ {
if (_errorLogger != null) if (_errorLogger != null)
@@ -103,7 +118,7 @@ namespace GameLogic
/// <summary> /// <summary>
/// 设置屏幕安全区域(异形屏支持)。 /// 设置屏幕安全区域(异形屏支持)。
/// </summary> /// </summary>
/// <param name="safeRect">安全区域</param> /// <param name="safeRect">安全区域矩形(基于屏幕像素坐标)。</param>
public static void ApplyScreenSafeRect(Rect safeRect) public static void ApplyScreenSafeRect(Rect safeRect)
{ {
CanvasScaler scaler = UIRoot.GetComponentInParent<CanvasScaler>(); CanvasScaler scaler = UIRoot.GetComponentInParent<CanvasScaler>();
@@ -232,9 +247,9 @@ namespace GameLogic
/// </summary> /// </summary>
/// <param name="userDatas">用户自定义数据。</param> /// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns> /// <returns>打开窗口操作句柄。</returns>
public void ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow public void ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow , new()
{ {
ShowUIImp(typeof(T), true, userDatas); ShowUIImp<T>(true, userDatas);
} }
/// <summary> /// <summary>
@@ -254,9 +269,9 @@ namespace GameLogic
/// <typeparam name="T">窗口类。</typeparam> /// <typeparam name="T">窗口类。</typeparam>
/// <param name="userDatas">用户自定义数据。</param> /// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns> /// <returns>打开窗口操作句柄。</returns>
public void ShowUI<T>(params System.Object[] userDatas) where T : UIWindow public void ShowUI<T>(params System.Object[] userDatas) where T : UIWindow , new()
{ {
ShowUIImp(typeof(T), false, userDatas); ShowUIImp<T>(false, userDatas);
} }
/// <summary> /// <summary>
@@ -264,9 +279,9 @@ namespace GameLogic
/// </summary> /// </summary>
/// <param name="userDatas">用户自定义数据。</param> /// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns> /// <returns>打开窗口操作句柄。</returns>
public async UniTask<T> ShowUIAsyncAwait<T>(params System.Object[] userDatas) where T : UIWindow public async UniTask<T> ShowUIAsyncAwait<T>(params System.Object[] userDatas) where T : UIWindow , new()
{ {
return await ShowUIAwaitImp(typeof(T), true, userDatas) as T; return await ShowUIAwaitImp<T>(true, userDatas) as T;
} }
/// <summary> /// <summary>
@@ -284,38 +299,54 @@ namespace GameLogic
{ {
string windowName = type.FullName; string windowName = type.FullName;
// 如果窗口已经存在 if (!TryGetWindow(windowName, out UIWindow window, userDatas))
if (IsContains(windowName))
{ {
UIWindow window = GetWindow(windowName); window = CreateInstance(type);
Pop(window); //弹出窗口
Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas);
}
else
{
UIWindow window = CreateInstance(type);
Push(window); //首次压入 Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget(); window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
} }
} }
private async UniTask<UIWindow> ShowUIAwaitImp(Type type, bool isAsync, params System.Object[] userDatas) private void ShowUIImp<T>(bool isAsync, params System.Object[] userDatas) where T : UIWindow , new()
{ {
Type type = typeof(T);
string windowName = type.FullName; string windowName = type.FullName;
// 如果窗口已经存在 if (!TryGetWindow(windowName, out UIWindow window, userDatas))
{
window = CreateInstance<T>();
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
}
}
private bool TryGetWindow(string windowName,out UIWindow window, params System.Object[] userDatas)
{
window = null;
if (IsContains(windowName)) if (IsContains(windowName))
{ {
UIWindow window = GetWindow(windowName); window = GetWindow(windowName);
Pop(window); //弹出窗口 Pop(window); //弹出窗口
Push(window); //重新压入 Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas); window.TryInvoke(OnWindowPrepare, userDatas);
return window;
return true;
}
return false;
}
private async UniTask<T> ShowUIAwaitImp<T>(bool isAsync, params System.Object[] userDatas) where T : UIWindow , new()
{
Type type = typeof(T);
string windowName = type.FullName;
if (TryGetWindow(windowName, out UIWindow window, userDatas))
{
return window as T;
} }
else else
{ {
UIWindow window = CreateInstance(type); window = CreateInstance<T>();
Push(window); //首次压入 Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget(); window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
float time = 0f; float time = 0f;
@@ -328,13 +359,14 @@ namespace GameLogic
} }
await UniTask.Yield(); await UniTask.Yield();
} }
return window; return window as T;
} }
} }
/// <summary> /// <summary>
/// 关闭窗口 /// 关闭窗口
/// </summary> /// </summary>
/// <typeparam name="T">窗口类型</typeparam>
public void CloseUI<T>() where T : UIWindow public void CloseUI<T>() where T : UIWindow
{ {
CloseUI(typeof(T)); CloseUI(typeof(T));
@@ -375,7 +407,7 @@ namespace GameLogic
window.Visible = false; window.Visible = false;
window.IsHide = true; window.IsHide = true;
window.HideTimerId = ModuleSystem.GetModule<ITimerModule>().AddTimer((arg) => window.HideTimerId = GameModule.Timer.AddTimer((arg) =>
{ {
CloseUI(type); CloseUI(type);
},window.HideTimeToClose); },window.HideTimeToClose);
@@ -482,9 +514,31 @@ namespace GameLogic
} }
} }
private UIWindow CreateInstance<T>() where T : UIWindow , new()
{
Type type = typeof(T);
UIWindow window = new T();
WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute;
if (window == null)
throw new GameFrameworkException($"Window {type.FullName} create instance failed.");
if (attribute != null)
{
string assetName = string.IsNullOrEmpty(attribute.Location) ? type.Name : attribute.Location;
window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName, attribute.FromResources, attribute.HideTimeToClose);
}
else
{
window.Init(type.FullName, (int)UILayer.UI, fullScreen: window.FullScreen, assetName: type.Name, fromResources: false, hideTimeToClose: 10);
}
return window;
}
private UIWindow CreateInstance(Type type) private UIWindow CreateInstance(Type type)
{ {
UIWindow window = Activator.CreateInstance(type) as UIWindow; UIWindow window = EmitHelper.CreateInstance(type) as UIWindow;
WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute; WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute;
if (window == null) if (window == null)
@@ -507,7 +561,7 @@ namespace GameLogic
/// 异步获取窗口。 /// 异步获取窗口。
/// </summary> /// </summary>
/// <returns>打开窗口操作句柄。</returns> /// <returns>打开窗口操作句柄。</returns>
public async UniTask<T> GetUIAsyncAwait<T>() where T : UIWindow public async UniTask<T> GetUIAsyncAwait<T>(CancellationToken cancellationToken) where T : UIWindow
{ {
string windowName = typeof(T).FullName; string windowName = typeof(T).FullName;
var window = GetWindow(windowName); var window = GetWindow(windowName);
@@ -536,7 +590,7 @@ namespace GameLogic
{ {
break; break;
} }
await UniTask.Yield(); await UniTask.Yield(cancellationToken: cancellationToken);
} }
return ret; return ret;
} }
@@ -612,7 +666,9 @@ namespace GameLogic
{ {
// 如果已经存在 // 如果已经存在
if (IsContains(window.WindowName)) if (IsContains(window.WindowName))
throw new System.Exception($"Window {window.WindowName} is exist."); {
throw new GameFrameworkException($"Window {window.WindowName} is exist.");
}
// 获取插入到所属层级的位置 // 获取插入到所属层级的位置
int insertIndex = -1; int insertIndex = -1;

View File

@@ -55,7 +55,7 @@ namespace GameLogic
} }
/// <summary> /// <summary>
/// 窗口可见性 /// 窗口可见性
/// </summary> /// </summary>
public bool Visible public bool Visible
{ {
@@ -278,7 +278,7 @@ namespace GameLogic
/// 组件被销毁调用。 /// 组件被销毁调用。
/// <remarks>请勿手动调用!</remarks> /// <remarks>请勿手动调用!</remarks>
/// </summary> /// </summary>
internal void OnDestroyWidget() protected internal void OnDestroyWidget()
{ {
Parent?.SetUpdateDirty(); Parent?.SetUpdateDirty();

View File

@@ -130,7 +130,7 @@ namespace GameLogic
} }
/// <summary> /// <summary>
/// 窗口可见性 /// 窗口可见性
/// </summary> /// </summary>
public bool Visible public bool Visible
{ {
@@ -174,7 +174,7 @@ namespace GameLogic
} }
/// <summary> /// <summary>
/// 窗口交互性 /// 窗口交互性
/// </summary> /// </summary>
private bool Interactable private bool Interactable
{ {

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@@ -14,8 +14,11 @@ namespace GameLogic
System = 4, System = 4,
} }
/// <summary>
/// UI窗口属性。
/// </summary>
[AttributeUsage(AttributeTargets.Class)] [AttributeUsage(AttributeTargets.Class)]
public class WindowAttribute : Attribute public class WindowAttribute : Attribute // 用于标记UI窗口,最好完整支持是做成配置表可以支持货币栏位配置UI跳转配置等等~
{ {
/// <summary> /// <summary>
/// 窗口层级 /// 窗口层级

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@@ -77,7 +77,7 @@ namespace TEngine
} }
_addMemoryCount++; _addMemoryCount++;
return (IMemory)Activator.CreateInstance(_memoryType); return (IMemory)EmitHelper.CreateInstance(_memoryType);
} }
public void Release(IMemory memory) public void Release(IMemory memory)
@@ -121,7 +121,7 @@ namespace TEngine
_addMemoryCount += count; _addMemoryCount += count;
while (count-- > 0) while (count-- > 0)
{ {
_memories.Enqueue((IMemory)Activator.CreateInstance(_memoryType)); _memories.Enqueue((IMemory)EmitHelper.CreateInstance(_memoryType));
} }
} }
} }

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@@ -106,7 +106,7 @@ namespace TEngine
/// <returns>要创建的游戏框架模块。</returns> /// <returns>要创建的游戏框架模块。</returns>
private static Module CreateModule(Type moduleType) private static Module CreateModule(Type moduleType)
{ {
Module module = (Module)Activator.CreateInstance(moduleType); Module module = (Module)EmitHelper.CreateInstance(moduleType);
if (module == null) if (module == null)
{ {
throw new GameFrameworkException(Utility.Text.Format("Can not create module '{0}'.", moduleType.FullName)); throw new GameFrameworkException(Utility.Text.Format("Can not create module '{0}'.", moduleType.FullName));

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@@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
namespace TEngine
{
public static class EmitHelper
{
private static readonly Dictionary<Type, Delegate> _defaultCache = new Dictionary<Type, Delegate>();
private static readonly Dictionary<CacheKey, Delegate> _argCache = new Dictionary<CacheKey, Delegate>();
public static T CreateInstance<T>() where T : new()
{
var type = typeof(T);
if (!_defaultCache.TryGetValue(type, out var factory))
{
if (!_defaultCache.TryGetValue(type, out factory))
{
factory = CreateFactory<T>();
_defaultCache.TryAdd(type, factory);
}
}
return ((Func<T>)factory)();
}
public static object CreateInstance(Type type)
{
if (!_defaultCache.TryGetValue(type, out var factory))
{
lock (_defaultCache)
{
if (!_defaultCache.TryGetValue(type, out factory))
{
var constructor = type.GetConstructor(
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
null, Type.EmptyTypes, null);
if (constructor == null)
{
throw new MissingMethodException($"No parameterless constructor defined for type '{type.FullName}'");
}
// 创建动态方法(关键优化点)
var dynamicMethod = new DynamicMethod(
name: $"CreateInstance_{type.FullName}",
returnType: typeof(object),
parameterTypes: Type.EmptyTypes,
owner: typeof(object),
skipVisibility: true);
// 生成IL指令核心逻辑
var il = dynamicMethod.GetILGenerator();
// 处理值类型和引用类型的差异
if (type.IsValueType)
{
il.DeclareLocal(type);
il.Emit(OpCodes.Ldloca_S, 0);
il.Emit(OpCodes.Initobj, type);
il.Emit(OpCodes.Ldloc_0);
il.Emit(OpCodes.Box, type); // 值类型需要装箱
}
else
{
il.Emit(OpCodes.Newobj, constructor);
}
il.Emit(OpCodes.Ret);
factory = dynamicMethod.CreateDelegate(typeof(Func<object>));
_defaultCache.TryAdd(type, factory);
}
}
}
return ((Func<object>)factory)();
}
private static Func<T> CreateFactory<T>() where T : new()
{
var constructor = typeof(T).GetConstructor(
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
null, Type.EmptyTypes, null);
var dynamicMethod = new DynamicMethod(
name: $"CreateInstance_{typeof(T).FullName}",
returnType: typeof(T),
parameterTypes: Type.EmptyTypes,
owner: typeof(object), // 关键优化使用object类型模块
skipVisibility: true);
var il = dynamicMethod.GetILGenerator();
il.Emit(OpCodes.Newobj, constructor);
il.Emit(OpCodes.Ret);
return (Func<T>)dynamicMethod.CreateDelegate(typeof(Func<T>));
}
public static object CreateInstance(Type type, params object[] args)
{
if (type == null) throw new ArgumentNullException(nameof(type));
args ??= Array.Empty<object>();
// 预转换参数类型数组
var argTypes = Array.ConvertAll(args, a => a?.GetType() ?? typeof(object));
var cacheKey = new CacheKey(type, argTypes);
if (!_argCache.TryGetValue(cacheKey, out var factory))
{
if (!_argCache.TryGetValue(cacheKey, out factory))
{
// 预热动态方法生成
factory = CreateDynamicFactory(type, argTypes);
_argCache.TryAdd(cacheKey, factory);
// 预热编译器
((Func<object[], object>)factory)(args);
}
}
return ((Func<object[], object>)factory)(args);
}
private static Func<object[], object> CreateDynamicFactory(Type type, Type[] argTypes)
{
// 精确匹配构造函数
var constructor = type.GetConstructor(
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
null, argTypes, null) ?? throw new MissingMethodException(type.Name);
// 创建动态方法
var dynamicMethod = new DynamicMethod(
name: $"CreateInstance_{type.Name}",
returnType: typeof(object),
parameterTypes: new[] { typeof(object[]) },
owner: typeof(object),
skipVisibility: true);
var il = dynamicMethod.GetILGenerator();
for (int i = 0; i < argTypes.Length; i++)
{
// 高效参数加载序列网页9 IL优化
il.Emit(OpCodes.Ldarg_0);
il.Emit(OpCodes.Ldc_I4, i);
il.Emit(OpCodes.Ldelem_Ref);
// 类型转换合并优化
if (argTypes[i].IsValueType)
{
il.Emit(OpCodes.Unbox_Any, argTypes[i]);
}
else if (argTypes[i] != typeof(object))
{
il.Emit(OpCodes.Castclass, argTypes[i]);
}
}
il.Emit(OpCodes.Newobj, constructor);
// 统一装箱处理
if (type.IsValueType)
{
il.Emit(OpCodes.Box, type);
}
il.Emit(OpCodes.Ret);
return (Func<object[], object>)dynamicMethod.CreateDelegate(typeof(Func<object[], object>));
}
private readonly struct CacheKey
{
public readonly Type Type;
public readonly Type[] ArgTypes;
public CacheKey(Type type, Type[] argTypes)
{
Type = type;
ArgTypes = argTypes;
}
public override int GetHashCode() => Type.GetHashCode() ^ ArgTypes.Aggregate(0, (h, t) => h ^ t.GetHashCode());
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d629990b98cb407dafee703ef18dd2c5
timeCreated: 1742174169

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@@ -1271,7 +1271,7 @@ namespace TEngine
Type objectPoolType = typeof(ObjectPool<>).MakeGenericType(objectType); Type objectPoolType = typeof(ObjectPool<>).MakeGenericType(objectType);
ObjectPoolBase objectPool = ObjectPoolBase objectPool =
(ObjectPoolBase)Activator.CreateInstance(objectPoolType, name, allowMultiSpawn, autoReleaseInterval, capacity, expireTime, priority); (ObjectPoolBase)EmitHelper.CreateInstance(objectPoolType, name, allowMultiSpawn, autoReleaseInterval, capacity, expireTime, priority);
_objectPools.Add(typeNamePair, objectPool); _objectPools.Add(typeNamePair, objectPool);
return objectPool; return objectPool;
} }

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@@ -75,7 +75,7 @@ namespace TEngine
return; return;
} }
procedures[i] = (ProcedureBase)Activator.CreateInstance(procedureType); procedures[i] = (ProcedureBase)EmitHelper.CreateInstance(procedureType);
if (procedures[i] == null) if (procedures[i] == null)
{ {
Log.Error("Can not create procedure instance '{0}'.", availableProcedureTypeNames[i]); Log.Error("Can not create procedure instance '{0}'.", availableProcedureTypeNames[i]);

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@@ -225,7 +225,7 @@ namespace TEngine
return; return;
} }
Utility.Text.ITextHelper textHelper = (Utility.Text.ITextHelper)Activator.CreateInstance(textHelperType); Utility.Text.ITextHelper textHelper = (Utility.Text.ITextHelper)EmitHelper.CreateInstance(textHelperType);
if (textHelper == null) if (textHelper == null)
{ {
Log.Error("Can not create text helper instance '{0}'.", textHelperTypeName); Log.Error("Can not create text helper instance '{0}'.", textHelperTypeName);
@@ -250,7 +250,7 @@ namespace TEngine
} }
GameFrameworkLog.ILogHelper GameFrameworkLog.ILogHelper
logHelper = (GameFrameworkLog.ILogHelper)Activator.CreateInstance(logHelperType); logHelper = (GameFrameworkLog.ILogHelper)EmitHelper.CreateInstance(logHelperType);
if (logHelper == null) if (logHelper == null)
{ {
throw new GameFrameworkException(Utility.Text.Format("Can not create log helper instance '{0}'.", throw new GameFrameworkException(Utility.Text.Format("Can not create log helper instance '{0}'.",
@@ -274,7 +274,7 @@ namespace TEngine
return; return;
} }
Utility.Json.IJsonHelper jsonHelper = (Utility.Json.IJsonHelper)Activator.CreateInstance(jsonHelperType); Utility.Json.IJsonHelper jsonHelper = (Utility.Json.IJsonHelper)EmitHelper.CreateInstance(jsonHelperType);
if (jsonHelper == null) if (jsonHelper == null)
{ {
Log.Error("Can not create JSON helper instance '{0}'.", jsonHelperTypeName); Log.Error("Can not create JSON helper instance '{0}'.", jsonHelperTypeName);