253 lines
7.0 KiB
C#
253 lines
7.0 KiB
C#
/*
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Copyright (c) 2015-2017 topameng(topameng@qq.com)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace LuaInterface
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{
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public class ObjectTranslator
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{
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private class DelayGC
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{
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public DelayGC(int id, UnityEngine.Object obj, float time)
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{
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this.id = id;
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this.time = time;
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this.obj = obj;
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}
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public int id;
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public UnityEngine.Object obj;
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public float time;
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}
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private class CompareObject : IEqualityComparer<object>
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{
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public new bool Equals(object x, object y)
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{
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return object.ReferenceEquals(x, y);
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}
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public int GetHashCode(object obj)
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{
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return RuntimeHelpers.GetHashCode(obj);
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}
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}
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public bool LogGC { get; set; }
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public readonly Dictionary<object, int> objectsBackMap = new Dictionary<object, int>(257, new CompareObject());
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public readonly LuaObjectPool objects = new LuaObjectPool();
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private List<DelayGC> gcList = new List<DelayGC>();
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private Action<object, int> removeInvalidObject;
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#if !MULTI_STATE
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private static ObjectTranslator _translator = null;
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#endif
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public ObjectTranslator()
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{
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LogGC = false;
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#if !MULTI_STATE
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_translator = this;
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#endif
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removeInvalidObject = RemoveObject;
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}
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public int AddObject(object obj)
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{
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int index = objects.Add(obj);
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if (!TypeChecker.IsValueType(obj.GetType()))
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{
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objectsBackMap[obj] = index;
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}
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return index;
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}
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public static ObjectTranslator Get(IntPtr L)
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{
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#if !MULTI_STATE
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return _translator;
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#else
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return LuaState.GetTranslator(L);
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#endif
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}
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//fixed 枚举唯一性问题(对象唯一,没有实现__eq操作符)
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void RemoveObject(object o, int udata)
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{
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int index = -1;
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if (objectsBackMap.TryGetValue(o, out index) && index == udata)
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{
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objectsBackMap.Remove(o);
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}
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}
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//lua gc一个对象(lua 库不再引用,但不代表c#没使用)
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public void RemoveObject(int udata)
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{
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//只有lua gc才能移除
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object o = objects.Remove(udata);
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if (o != null)
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{
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if (!TypeChecker.IsValueType(o.GetType()))
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{
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RemoveObject(o, udata);
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}
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if (LogGC)
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{
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Debugger.Log("gc object {0}, id {1}", o, udata);
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}
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}
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}
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public object GetObject(int udata)
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{
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return objects.TryGetValue(udata);
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}
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//预删除,但不移除一个lua对象(移除id只能由gc完成)
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public void Destroy(int udata)
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{
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object o = objects.Destroy(udata);
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if (o != null)
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{
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if (!TypeChecker.IsValueType(o.GetType()))
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{
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RemoveObject(o, udata);
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}
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if (LogGC)
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{
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Debugger.Log("destroy object {0}, id {1}", o, udata);
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}
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}
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}
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//Unity Object 延迟删除
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public void DelayDestroy(int id, float time)
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{
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UnityEngine.Object obj = (UnityEngine.Object)GetObject(id);
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if (obj != null)
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{
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gcList.Add(new DelayGC(id, obj, time));
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}
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}
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public bool Getudata(object o, out int index)
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{
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index = -1;
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return objectsBackMap.TryGetValue(o, out index);
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}
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public void Destroyudata(int udata)
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{
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objects.Destroy(udata);
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}
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public void SetBack(int index, object o)
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{
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objects.Replace(index, o);
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}
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bool RemoveFromGCList(int id)
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{
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int index = gcList.FindIndex((p) => { return p.id == id; });
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if (index >= 0)
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{
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gcList.RemoveAt(index);
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return true;
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}
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return false;
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}
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//延迟删除处理
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void DestroyUnityObject(int udata, UnityEngine.Object obj)
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{
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object o = objects.TryGetValue(udata);
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if (object.ReferenceEquals(o, obj))
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{
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RemoveObject(o, udata);
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//一定不能Remove, 因为GC还可能再来一次
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objects.Destroy(udata);
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if (LogGC)
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{
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Debugger.Log("destroy object {0}, id {1}", o, udata);
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}
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}
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UnityEngine.Object.Destroy(obj);
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}
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public void Collect()
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{
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if (gcList.Count == 0)
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{
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return;
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}
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float delta = Time.deltaTime;
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for (int i = gcList.Count - 1; i >= 0; i--)
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{
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float time = gcList[i].time - delta;
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if (time <= 0)
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{
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DestroyUnityObject(gcList[i].id, gcList[i].obj);
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gcList.RemoveAt(i);
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}
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else
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{
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gcList[i].time = time;
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}
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}
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}
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public void StepCollect()
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{
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objects.StepCollect(removeInvalidObject);
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}
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public void Dispose()
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{
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objectsBackMap.Clear();
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objects.Clear();
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#if !MULTI_STATE
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_translator = null;
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#endif
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}
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}
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} |