mirror of
https://gitee.com/dgflash/oops-plugin-framework.git
synced 2026-06-30 07:24:26 +08:00
1. 存储模块全面优化,修复跨平台兼容性问题,完美支持所有Unicode字符
2. 存储模块性能提升,添加LRU缓存、批量操作支持,优化内存使用 3. 多语言模块性能与内存管理优化,组件查询性能提升 4. 时间模块类型安全与性能优化,使用泛型替代any,对象池机制减少内存分配 5. 事件系统修复双重注册、重复注册等严重问题,实现EventData对象池减少GC压力 6. RandomManager修复4个逻辑BUG,包括边界问题和越界问题 7. 音频模块内存与性能优化,避免重复加载,优化数据结构,添加完整清理机制 8. CCView与CCViewVM合并,支持按需启用MVVM 9. Collection模块优化,AsyncQueue添加队列容量限制,Collection查询性能提升 10. ECS系统全面优化,对象池复用减少内存分配,循环性能提升 11. 优化MVVM组件性能
This commit is contained in:
@@ -8,81 +8,158 @@ import { Component, game } from 'cc';
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import { StringUtil } from '../../utils/StringUtil';
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import { Timer } from './Timer';
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interface ITimer {
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/** 定时器数据接口 */
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interface ITimer<T = Record<string, number>> {
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/** 倒计时编号 */
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id: string;
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/** 定时器 */
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timer: Timer;
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/** 数据对象 */
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object: any;
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/** 数据对象 - 必须包含数字类型的字段 */
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object: T;
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/** 修改数据对象的字段 */
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field: string;
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field: keyof T;
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/** 事件侦听器的目标和被叫方 */
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target: any;
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target: object;
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/** 开始时间 */
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startTime: number;
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/** 每秒触发事件 */
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onSeconds: Function[];
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onSeconds: Function[] | null;
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/** 时间完成事件 */
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onCompletes: Function[];
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onCompletes: Function[] | null;
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}
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/** 时间管理 */
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export class TimerManager extends Component {
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/** 倒计时数据 */
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private times: { [key: string]: ITimer } = {};
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/** 服务器时间 */
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/** 倒计时数据 - 使用 Map 提高性能 */
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private times: Map<string, ITimer<Record<string, number>>> = new Map();
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/** 服务器时间 - 复用对象减少 GC */
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private date_s: Date = new Date();
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/** 服务器初始时间 */
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private date_s_start: Date = new Date();
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/** 服务器时间后修正时间 */
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private polymeric_s = 0;
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/** 客户端时间 */
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/** 客户端时间 - 复用对象减少 GC */
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private date_c: Date = new Date();
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/** 待删除的定时器 ID 缓存池,避免遍历时删除 */
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private pendingRemove: string[] = [];
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/** ITimer 对象池,减少对象创建开销 */
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private timerPool: ITimer<Record<string, number>>[] = [];
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/** 后台管理倒计时完成事件 */
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protected update(dt: number) {
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for (const key in this.times) {
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const data = this.times[key];
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protected update(dt: number): void {
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// 清空待删除列表
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this.pendingRemove.length = 0;
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// 使用 for...of 遍历 Map.values(),性能优于 forEach
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for (const data of this.times.values()) {
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const timer = data.timer;
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if (timer.update(dt)) {
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if (data.object[data.field] > 0) {
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data.object[data.field]--;
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const value = data.object[data.field];
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if (value > 0) {
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data.object[data.field] = value - 1;
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const newValue = data.object[data.field];
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// 倒计时结束触发
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if (data.object[data.field] == 0) {
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if (newValue === 0) {
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this.pendingRemove.push(data.id);
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this.onTimerComplete(data);
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}
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// 触发每秒回调事件
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else if (data.onSeconds) {
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data.onSeconds.forEach((fn) => fn.call(data.object));
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else if (data.onSeconds && data.onSeconds.length > 0) {
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// 使用 for 循环替代 forEach,减少函数调用开销
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const callbacks = data.onSeconds;
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const len = callbacks.length;
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for (let i = 0; i < len; i++) {
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callbacks[i].call(data.object);
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}
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}
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}
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}
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}
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// 延迟删除已完成的定时器,避免遍历时修改 Map
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if (this.pendingRemove.length > 0) {
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for (let i = 0; i < this.pendingRemove.length; i++) {
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this.times.delete(this.pendingRemove[i]);
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}
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}
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}
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/** 触发倒计时完成事件 */
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private onTimerComplete(data: ITimer) {
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if (data.onCompletes) data.onCompletes.forEach((fn) => fn.call(data.target, data.object));
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delete this.times[data.id];
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private onTimerComplete(data: ITimer<Record<string, number>>): void {
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if (data.onCompletes && data.onCompletes.length > 0) {
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// 使用 for 循环替代 forEach,减少函数调用开销
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const callbacks = data.onCompletes;
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const len = callbacks.length;
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for (let i = 0; i < len; i++) {
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callbacks[i].call(data.target, data.object);
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}
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}
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// 清理内存
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this.cleanupTimer(data);
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}
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/** 清理定时器相关引用,防止内存泄漏 */
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private cleanupTimer(data: ITimer<Record<string, number>>): void {
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if (data.timer) {
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data.timer.destroy();
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data.timer = null!;
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}
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// 清空回调数组并回收到对象池
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if (data.onSeconds) {
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data.onSeconds.length = 0;
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data.onSeconds = null;
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}
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if (data.onCompletes) {
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data.onCompletes.length = 0;
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data.onCompletes = null;
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}
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// 清空引用
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data.object = null!;
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data.target = null!;
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// 回收 ITimer 对象到对象池(限制池大小避免内存浪费)
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if (this.timerPool.length < 50) {
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this.timerPool.push(data);
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}
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}
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/** 从对象池获取或创建新的 ITimer 对象 */
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private acquireTimer<T extends Record<string, number>>(): ITimer<T> {
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if (this.timerPool.length > 0) {
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// 从对象池获取时需要类型断言,因为池中的对象会被重新赋值
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return this.timerPool.pop() as unknown as ITimer<T>;
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}
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// 创建新对象
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return {
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id: '',
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timer: null!,
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object: null!,
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field: '' as keyof T,
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target: null!,
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startTime: 0,
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onSeconds: null,
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onCompletes: null
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};
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}
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/**
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* 在指定对象上注册一个倒计时的回调管理器
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* @param object 注册定时器的对象
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* @param field 时间字段
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* @template T 数据对象类型,必须包含数字类型的字段
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* @param object 注册定时器的对象(必须包含可数字递减的字段)
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* @param field 时间字段名(必须是 object 中数字类型的字段)
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* @param target 触发事件的对象
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* @param onSecond 每秒事件
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* @param onComplete 倒计时完成事件
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* @param onSecond 每秒事件回调
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* @param onComplete 倒计时完成事件回调
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* @returns 倒计时编号
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* @example
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export class Test extends Component {
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private timeId!: string;
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private data = { countDown: 10 };
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start() {
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// 在指定对象上注册一个倒计时的回调管理器
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this.timeId = oops.timer.register(this, "countDown", this, this.onSecond, this.onComplete);
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this.timeId = oops.timer.register(this.data, "countDown", this, this.onSecond, this.onComplete);
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}
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private onSecond() {
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@@ -94,24 +171,44 @@ export class TimerManager extends Component {
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}
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}
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*/
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register(object: any, field: string, target: object, onSecond?: Function, onComplete?: Function): string {
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register<T extends Record<string, number>>(
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object: T,
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field: keyof T,
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target: object,
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onSecond?: Function,
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onComplete?: Function
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): string {
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const timer = new Timer();
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timer.step = 1;
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const data: ITimer = {
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id: StringUtil.guid(),
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timer: timer,
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object: object,
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field: field,
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onSeconds: [],
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onCompletes: [],
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target: target,
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startTime: this.getTime()
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};
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if (onSecond) data.onSeconds.push(onSecond);
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if (onComplete) data.onCompletes.push(onComplete);
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// 从对象池获取 ITimer 对象
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const data = this.acquireTimer<T>();
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data.id = StringUtil.guid();
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data.timer = timer;
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data.object = object;
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data.field = field;
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data.target = target;
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data.startTime = this.getTime();
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this.times[data.id] = data;
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// 只在需要时创建数组,减少内存分配
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if (onSecond) {
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data.onSeconds = data.onSeconds || [];
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data.onSeconds.push(onSecond);
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}
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else {
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data.onSeconds = null;
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}
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if (onComplete) {
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data.onCompletes = data.onCompletes || [];
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data.onCompletes.push(onComplete);
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}
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else {
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data.onCompletes = null;
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}
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// 类型断言:将泛型类型转换为通用类型存储
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this.times.set(data.id, data as unknown as ITimer<Record<string, number>>);
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return data.id;
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}
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@@ -121,11 +218,50 @@ export class TimerManager extends Component {
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* @param onSecond 每秒事件
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* @param onComplete 倒计时完成事件
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*/
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addCallback(id: string, onSecond?: Function, onComplete?: Function) {
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const data = this.times[id];
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addCallback(id: string, onSecond?: Function, onComplete?: Function): void {
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const data = this.times.get(id);
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if (data) {
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if (onSecond) data.onSeconds.push(onSecond);
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if (onComplete) data.onCompletes.push(onComplete);
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// 检查回调是否已存在,避免重复添加
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if (onSecond) {
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if (!data.onSeconds) {
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data.onSeconds = [];
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}
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if (!data.onSeconds.includes(onSecond)) {
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data.onSeconds.push(onSecond);
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}
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}
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if (onComplete) {
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if (!data.onCompletes) {
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data.onCompletes = [];
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}
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if (!data.onCompletes.includes(onComplete)) {
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data.onCompletes.push(onComplete);
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}
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}
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}
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}
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/**
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* 移除指定倒计时的回调事件
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* @param id 倒计时编号
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* @param onSecond 要移除的每秒事件
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* @param onComplete 要移除的倒计时完成事件
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*/
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removeCallback(id: string, onSecond?: Function, onComplete?: Function): void {
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const data = this.times.get(id);
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if (data) {
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if (onSecond && data.onSeconds) {
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const index = data.onSeconds.indexOf(onSecond);
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if (index > -1) {
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data.onSeconds.splice(index, 1);
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}
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}
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if (onComplete && data.onCompletes) {
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const index = data.onCompletes.indexOf(onComplete);
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if (index > -1) {
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data.onCompletes.splice(index, 1);
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}
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}
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}
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}
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@@ -146,8 +282,27 @@ export class TimerManager extends Component {
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}
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}
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*/
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unRegister(id: string) {
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if (this.times[id]) delete this.times[id];
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unRegister(id: string): void {
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const data = this.times.get(id);
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if (data) {
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this.cleanupTimer(data);
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this.times.delete(id);
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}
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}
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/**
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* 检查指定 id 的定时器是否存在
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* @param id 倒计时编号
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*/
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has(id: string): boolean {
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return this.times.has(id);
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}
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/**
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* 获取当前活跃的定时器数量
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*/
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getTimerCount(): number {
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return this.times.size;
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}
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/**
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@@ -188,22 +343,62 @@ export class TimerManager extends Component {
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/** 游戏最小化时记录时间数据 */
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save(): void {
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for (const key in this.times) {
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const data: ITimer = this.times[key];
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data.startTime = this.getTime();
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const currentTime = this.getTime();
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// 使用 for...of 替代 forEach,提高性能
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for (const data of this.times.values()) {
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data.startTime = currentTime;
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}
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}
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/** 游戏最大化时恢复时间数据 */
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load(): void {
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for (const key in this.times) {
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const data = this.times[key];
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const interval = Math.floor((this.getTime() - (data.startTime || this.getTime())) / 1000);
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data.object[data.field] = data.object[data.field] - interval;
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const currentTime = this.getTime();
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// 清空待删除列表
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this.pendingRemove.length = 0;
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// 使用 for...of 替代 forEach,提高性能
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for (const data of this.times.values()) {
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const interval = Math.floor((currentTime - (data.startTime || currentTime)) / 1000);
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const currentValue = data.object[data.field];
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data.object[data.field] = currentValue - interval;
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if (data.object[data.field] <= 0) {
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data.object[data.field] = 0;
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this.pendingRemove.push(data.id);
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this.onTimerComplete(data);
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}
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}
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// 延迟删除已完成的定时器
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if (this.pendingRemove.length > 0) {
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for (let i = 0; i < this.pendingRemove.length; i++) {
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this.times.delete(this.pendingRemove[i]);
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}
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}
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}
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}
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/**
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* 清理所有定时器,释放内存
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* 注意:此方法会清除所有正在运行的定时器
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*/
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clear(): void {
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// 使用 for...of 替代 forEach,提高性能
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for (const data of this.times.values()) {
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this.cleanupTimer(data);
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}
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this.times.clear();
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// 清空待删除列表
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this.pendingRemove.length = 0;
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}
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/**
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* 组件销毁时清理所有资源
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*/
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protected onDestroy(): void {
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this.clear();
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// 清理对象池
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this.timerPool.length = 0;
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}
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}
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