MLAPI系列 - 03 - Objects【对象池】

MLAPI系列 - 03 - Object【对象池】

对象池

Netcode for GameObjects (Netcode)提供了对象池的内置支持,这允许您覆盖Netcode的默认destroy方法,并用您自己的逻辑生成处理程序。
这允许您将被破坏的网络对象存储在一个池中,以便以后重用。
这对于经常使用的对象很有用,比如投射物,也是提高应用程序整体性能的一种方式。
通过预先实例化和重用这些对象的实例,对象池消除了在运行时创建或销毁对象的需要,这可以为CPU节省大量工作。
这意味着,不是一次又一次地创建或销毁同一个对象,而是在使用后简单地停用它,然后,当需要另一个对象时,池回收停用的对象之一并重新激活它。

看见对象池简介了解更多关于对象池的重要性。

1 网络预处理实例处理程序

您可以通过包含INetworkPrefabInstanceHandler接口并注册NetworkPrefabHandler注册自己的【对象池】处理程序.

 public interface INetworkPrefabInstanceHandler
    {
    
    
        NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation);
        void Destroy(NetworkObject networkObject);
    }

Netcode将使用InstantiateDestroy方法代替默认的派生处理程序NetworkObjectSpawnDeSpawn期间使用。
因为消息实例化一个新的NetworkObject源自主机或服务器,两者都不会调用Instantiate方法。
如果INetworkPrefabInstanceHandler实现NetworkPrefabHanlder (NetworkManager.PrefabHandler),主机或服务器生成关联的NetworkObject 时,所有客户端(不包括主机)都将调用实例化方法.

2 案例

下面的例子来自Boss Room。它展示了如何使用对象池来处理不同的投射对象。
在该示例中,NetworkObjectPool包含池对象和类的数据结构PooledPrefabInstanceHandler处理程序实现INetworkPrefabInstanceHandler.

assets/boss room/Scripts/Shared/Net/networkobjectpool . cs

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;

namespace BossRoom.Scripts.Shared.Net.NetworkObjectPool
{
    
    
    /// <summary>
    /// Object Pool for networked objects, used for controlling how objects are spawned by Netcode. Netcode by default will allocate new memory when spawning new
    /// objects. With this Networked Pool, we're using custom spawning to reuse objects.
    /// Boss Room uses this for projectiles. In theory it should use this for imps too, but we wanted to show vanilla spawning vs pooled spawning.
    /// Hooks to NetworkManager's prefab handler to intercept object spawning and do custom actions
    /// </summary>
    public class NetworkObjectPool : NetworkBehaviour
    {
    
    
        private static NetworkObjectPool _instance;

        public static NetworkObjectPool Singleton {
    
     get {
    
     return _instance; } }

        [SerializeField]
        List<PoolConfigObject> PooledPrefabsList;

        HashSet<GameObject> prefabs = new HashSet<GameObject>();

        Dictionary<GameObject, Queue<NetworkObject>> pooledObjects = new Dictionary<GameObject, Queue<NetworkObject>>();

        private bool m_HasInitialized = false;

        public void Awake()
        {
    
    
            if (_instance != null && _instance != this)
            {
    
    
                Destroy(this.gameObject);
            }
            else
            {
    
    
                _instance = this;
            }
        }

        public override void OnNetworkSpawn()
        {
    
    
            InitializePool();
        }

        public override void OnNetworkDespawn()
        {
    
    
            ClearPool();
        }

        public void OnValidate()
        {
    
    
            for (var i = 0; i < PooledPrefabsList.Count; i++)
            {
    
    
                var prefab = PooledPrefabsList[i].Prefab;
                if (prefab != null)
                {
    
    
                    Assert.IsNotNull(prefab.GetComponent<NetworkObject>(), $"{
      
      nameof(NetworkObjectPool)}: Pooled prefab \"{
      
      prefab.name}\" at index {
      
      i.ToString()} has no {
      
      nameof(NetworkObject)} component.");
                }
            }
        }

        /// <summary>
        /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool.
        /// </summary>
        /// <param name="prefab"></param>
        /// <returns></returns>
        public NetworkObject GetNetworkObject(GameObject prefab)
        {
    
    
            return GetNetworkObjectInternal(prefab, Vector3.zero, Quaternion.identity);
        }

        /// <summary>
        /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool.
        /// </summary>
        /// <param name="prefab"></param>
        /// <param name="position">The position to spawn the object at.</param>
        /// <param name="rotation">The rotation to spawn the object with.</param>
        /// <returns></returns>
        public NetworkObject GetNetworkObject(GameObject prefab, Vector3 position, Quaternion rotation)
        {
    
    
            return GetNetworkObjectInternal(prefab, position, rotation);
        }

        /// <summary>
        /// Return an object to the pool (reset objects before returning).
        /// </summary>
        public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab)
        {
    
    
            var go = networkObject.gameObject;
            go.SetActive(false);
            pooledObjects[prefab].Enqueue(networkObject);
        }

        /// <summary>
        /// Adds a prefab to the list of spawnable prefabs.
        /// </summary>
        /// <param name="prefab">The prefab to add.</param>
        /// <param name="prewarmCount"></param>
        public void AddPrefab(GameObject prefab, int prewarmCount = 0)
        {
    
    
            var networkObject = prefab.GetComponent<NetworkObject>();

            Assert.IsNotNull(networkObject, $"{
      
      nameof(prefab)} must have {
      
      nameof(networkObject)} component.");
            Assert.IsFalse(prefabs.Contains(prefab), $"Prefab {
      
      prefab.name} is already registered in the pool.");

            RegisterPrefabInternal(prefab, prewarmCount);
        }

        /// <summary>
        /// Builds up the cache for a prefab.
        /// </summary>
        private void RegisterPrefabInternal(GameObject prefab, int prewarmCount)
        {
    
    
            prefabs.Add(prefab);

            var prefabQueue = new Queue<NetworkObject>();
            pooledObjects[prefab] = prefabQueue;
            for (int i = 0; i < prewarmCount; i++)
            {
    
    
                var go = CreateInstance(prefab);
                ReturnNetworkObject(go.GetComponent<NetworkObject>(), prefab);
            }

            // Register Netcode Spawn handlers
            NetworkManager.Singleton.PrefabHandler.AddHandler(prefab, new PooledPrefabInstanceHandler(prefab, this));
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private GameObject CreateInstance(GameObject prefab)
        {
    
    
            return Instantiate(prefab);
        }

        /// <summary>
        /// This matches the signature of <see cref="NetworkSpawnManager.SpawnHandlerDelegate"/>
        /// </summary>
        /// <param name="prefab"></param>
        /// <param name="position"></param>
        /// <param name="rotation"></param>
        /// <returns></returns>
        private NetworkObject GetNetworkObjectInternal(GameObject prefab, Vector3 position, Quaternion rotation)
        {
    
    
            var queue = pooledObjects[prefab];

            NetworkObject networkObject;
            if (queue.Count > 0)
            {
    
    
                networkObject = queue.Dequeue();
            }
            else
            {
    
    
                networkObject = CreateInstance(prefab).GetComponent<NetworkObject>();
            }

            // Here we must reverse the logic in ReturnNetworkObject.
            var go = networkObject.gameObject;
            go.SetActive(true);

            go.transform.position = position;
            go.transform.rotation = rotation;

            return networkObject;
        }

        /// <summary>
        /// Registers all objects in <see cref="PooledPrefabsList"/> to the cache.
        /// </summary>
        public void InitializePool()
        {
    
    
            if (m_HasInitialized) return;
            foreach (var configObject in PooledPrefabsList)
            {
    
    
                RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount);
            }
            m_HasInitialized = true;
        }

        /// <summary>
        /// Unregisters all objects in <see cref="PooledPrefabsList"/> from the cache.
        /// </summary>
        public void ClearPool()
        {
    
    
            foreach (var prefab in prefabs)
            {
    
    
                // Unregister Netcode Spawn handlers
                NetworkManager.Singleton.PrefabHandler.RemoveHandler(prefab);
            }
            pooledObjects.Clear();
        }
    }

    [Serializable]
    struct PoolConfigObject
    {
    
    
        public GameObject Prefab;
        public int PrewarmCount;
    }

    class PooledPrefabInstanceHandler : INetworkPrefabInstanceHandler
    {
    
    
        GameObject m_Prefab;
        NetworkObjectPool m_Pool;

        public PooledPrefabInstanceHandler(GameObject prefab, NetworkObjectPool pool)
        {
    
    
            m_Prefab = prefab;
            m_Pool = pool;
        }

        NetworkObject INetworkPrefabInstanceHandler.Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
        {
    
    
            var netObject = m_Pool.GetNetworkObject(m_Prefab, position, rotation);
            return netObject;
        }

        void INetworkPrefabInstanceHandler.Destroy(NetworkObject networkObject)
        {
    
    
            m_Pool.ReturnNetworkObject(networkObject, m_Prefab);
        }
    }

}

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转载自blog.csdn.net/weixin_38531633/article/details/124006226