NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/Audio/AudioStoppedPool.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using Framework;
using PhxhSDK;
using UnityEngine;
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/// <summary>
/// 音频停止池 - 使用 LRU 算法管理停止的 AudioPlayer
/// - 按 key 索引,提高复用率
/// - 分类型限制,防止内存泄漏
/// - LRU 淘汰,自动清理长期不用的 AudioPlayer
/// </summary>
public class AudioStoppedPool
{
#region Fields
// 按 key 索引(用于快速查找匹配的 AudioPlayer)
// key 格式: "音频类型_配置key",如 "Music_bgm_01"
private Dictionary<string, LinkedList<AudioPlayer>> _poolByKey;
// 按 ID 索引(用于快速查找和移除)
private Dictionary<int, AudioPlayer> _poolById;
// 当前各类型的数量
private Dictionary<EAudioType, int> _currentCount;
// 各类型的上限
private Dictionary<EAudioType, int> _maxLimit;
// 记录每个 AudioPlayer 进入停止池的时间戳(毫秒)
private Dictionary<int, long> _stoppedTimeById;
// 各类型的超时时间(秒)- 长时间未使用则释放
private Dictionary<EAudioType, float> _timeoutByType;
// 超时检查定时器(降低检查频率)
private float _checkTimer;
// 临时列表(复用,避免频繁分配)
private readonly List<int> _tempKeysToRemove;
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#endregion
#region Init
public AudioStoppedPool()
{
_poolByKey = new Dictionary<string, LinkedList<AudioPlayer>>();
_poolById = new Dictionary<int, AudioPlayer>();
_currentCount = new Dictionary<EAudioType, int>
{
{ EAudioType.Music, 0 },
{ EAudioType.Sound, 0 },
{ EAudioType.Speak, 0 }
};
_maxLimit = new Dictionary<EAudioType, int>
{
{ EAudioType.Music, 5 }, // Music 停止池上限 5
{ EAudioType.Sound, 50 }, // Sound 停止池上限 50
{ EAudioType.Speak, 3 } // Speak 停止池上限 3
};
_stoppedTimeById = new Dictionary<int, long>();
_timeoutByType = new Dictionary<EAudioType, float>
{
{ EAudioType.Music, AudioConstant.MusicStoppedTimeout }, // 60 秒
{ EAudioType.Sound, AudioConstant.SoundStoppedTimeout }, // 30 秒
{ EAudioType.Speak, AudioConstant.SpeakStoppedTimeout } // 20 秒
};
_checkTimer = 0f;
_tempKeysToRemove = new List<int>();
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}
#endregion
#region Public Methods
/// <summary>
/// 设置停止池上限
/// </summary>
public void SetLimit(EAudioType type, int limit)
{
_maxLimit[type] = limit;
}
/// <summary>
/// 设置停止池超时时间(秒)
/// <para>长时间未使用的音频会在超时后自动释放</para>
/// </summary>
/// <param name="type">音频类型</param>
/// <param name="timeout">超时时间(秒)</param>
public void SetTimeout(EAudioType type, float timeout)
{
if (timeout < 0)
{
Debug.LogWarning($"[AudioStoppedPool] Invalid timeout {timeout} for {type}, using 0");
timeout = 0;
}
_timeoutByType[type] = timeout;
}
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/// <summary>
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/// 添加 AudioPlayer 到停止池(带 LRU 淘汰)
/// <para>如果超过该类型的上限,自动淘汰最久未使用的 AudioPlayer</para>
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/// </summary>
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/// <param name="type">音频类型</param>
/// <param name="key">音频配置 key</param>
/// <param name="audio">要添加的 AudioPlayer</param>
/// <returns>被淘汰的 AudioPlayer 列表(需要调用方 Dispose)</returns>
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public List<AudioPlayer> AddStopped(EAudioType type, string key, AudioPlayer audio)
{
if (audio == null || string.IsNullOrEmpty(key))
return new List<AudioPlayer>();
var poolKey = MakePoolKey(type, key);
// 禁用 GameObject(对象池优化)
audio.SetActive(false);
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// 1. 添加到 key 索引
if (!_poolByKey.TryGetValue(poolKey, out var list))
{
list = new LinkedList<AudioPlayer>();
_poolByKey[poolKey] = list;
}
list.AddFirst(audio); // 添加到链表头部(最近使用)
// 2. 添加到 ID 索引
_poolById[audio.AudioId] = audio;
_currentCount[type]++;
// 记录进入停止池的时间戳(毫秒)
_stoppedTimeById[audio.AudioId] = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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// 3. 检查是否超过上限,执行 LRU 淘汰
var toDestroy = new List<AudioPlayer>();
if (_currentCount[type] > _maxLimit[type])
{
int excessCount = _currentCount[type] - _maxLimit[type];
toDestroy = EvictOldest(type, excessCount);
}
return toDestroy;
}
/// <summary>
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/// 尝试从停止池获取缓存的 AudioPlayer(精确匹配)
/// <para>只返回完全匹配的 audio(同类型 + 同 key),找不到返回 null</para>
/// <para>设计原则:停止池只用于精确复用,不跨 key 复用</para>
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/// </summary>
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/// <param name="type">音频类型</param>
/// <param name="key">音频配置 key</param>
/// <returns>找到返回缓存的 AudioPlayer,否则返回 null</returns>
public AudioPlayer TryGetCached(EAudioType type, string key)
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{
if (string.IsNullOrEmpty(key))
return null;
var poolKey = MakePoolKey(type, key);
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// 只返回精确匹配的 audio(同类型 + 同 key)
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if (_poolByKey.TryGetValue(poolKey, out var list) && list.Count > 0)
{
var audio = list.First.Value;
RemoveFromPool(audio);
return audio;
}
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// 找不到精确匹配,返回 null
// 让 AudioManager 决定是创建新的(播放池未满)还是复用最旧的(播放池已满)
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return null;
}
/// <summary>
/// 通过 ID 查询停止池中的 AudioPlayer
/// </summary>
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/// <param name="id">AudioPlayer ID</param>
/// <returns>找到返回 AudioPlayer,否则返回 null</returns>
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public AudioPlayer GetById(int id)
{
return _poolById.TryGetValue(id, out var audio) ? audio : null;
}
/// <summary>
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/// 通过 ID 从停止池移除 AudioPlayer
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/// </summary>
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/// <param name="id">AudioPlayer ID</param>
/// <returns>找到并移除返回 AudioPlayer,否则返回 null</returns>
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public AudioPlayer RemoveById(int id)
{
if (!_poolById.TryGetValue(id, out var audio))
return null;
RemoveFromPool(audio);
return audio;
}
/// <summary>
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/// 获取当前各类型的统计信息
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/// </summary>
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/// <returns>(Music数量, Sound数量, Speak数量)</returns>
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public (int music, int sound, int speak) GetStats()
{
return (_currentCount[EAudioType.Music],
_currentCount[EAudioType.Sound],
_currentCount[EAudioType.Speak]);
}
/// <summary>
/// 更新停止池(检查并释放超时的音频)
/// <para>降低检查频率,避免每帧都检查</para>
/// </summary>
/// <param name="dt">帧时间(秒)</param>
/// <returns>被释放的 AudioPlayer 列表(需要调用方 Dispose),如果没有则返回 null</returns>
public List<AudioPlayer> Update(float dt)
{
// 降低检查频率(每秒检查一次)
_checkTimer += dt;
if (_checkTimer < AudioConstant.StoppedPoolCheckInterval)
return null; // 返回 null,避免分配空列表
_checkTimer = 0f;
var toDispose = new List<AudioPlayer>();
var currentTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
// 复用临时列表
_tempKeysToRemove.Clear();
// 直接遍历字典,收集要删除的 key(避免 ToList 的内存分配)
foreach (var kvp in _stoppedTimeById)
{
var audioId = kvp.Key;
var stoppedTime = kvp.Value;
// 获取音频(可能已被移除)
if (!_poolById.TryGetValue(audioId, out var audio))
{
// 收集无效的时间戳,稍后批量删除
_tempKeysToRemove.Add(audioId);
continue;
}
var type = audio.AudioType;
var timeoutMs = (long)(_timeoutByType[type] * 1000);
// 检查是否超时(超时时间 > 0 才启用)
if (timeoutMs > 0 && currentTime - stoppedTime >= timeoutMs)
{
_tempKeysToRemove.Add(audioId);
toDispose.Add(audio);
}
}
// 批量删除无效的时间戳
foreach (var key in _tempKeysToRemove)
{
_stoppedTimeById.Remove(key);
}
if (toDispose.Count > 0)
{
int a = 1;
foreach (var toRemove in toDispose)
{
RemoveFromPool(toRemove);
}
}
// 返回结果(空列表返回 null,避免分配)
return toDispose.Count > 0 ? toDispose : null;
}
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/// <summary>
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/// 清空停止池(不释放 AudioPlayer 资源)
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/// </summary>
public void Clear()
{
_poolByKey.Clear();
_poolById.Clear();
_stoppedTimeById.Clear();
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ResetCounts();
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}
/// <summary>
/// 释放所有 AudioPlayer 资源并清空停止池
/// <para>适用于场景卸载、关卡退出等需要彻底清理的场景</para>
/// </summary>
/// <returns>释放的 AudioPlayer 数量</returns>
public int DisposeAll()
{
int count = 0;
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// 释放所有 AudioPlayer 资源
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foreach (var list in _poolByKey.Values)
{
foreach (var audio in list)
{
audio.Dispose();
count++;
}
}
// 清空池子
_poolByKey.Clear();
_poolById.Clear();
_stoppedTimeById.Clear();
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ResetCounts();
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return count;
}
#endregion
#region Private Methods
/// <summary>
/// 从停止池移除 AudioPlayer
/// </summary>
private void RemoveFromPool(AudioPlayer audio)
{
if (audio == null)
return;
// 从 ID 索引移除
_poolById.Remove(audio.AudioId);
// 从 key 索引移除
var poolKey = MakePoolKey(audio.AudioType, audio.CurrentPlayingKey);
if (_poolByKey.TryGetValue(poolKey, out var list))
{
list.Remove(audio);
if (list.Count == 0)
{
_poolByKey.Remove(poolKey);
}
}
// 更新计数
_currentCount[audio.AudioType]--;
// 清除时间戳
_stoppedTimeById.Remove(audio.AudioId);
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}
/// <summary>
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/// LRU 淘汰:移除指定类型中最久未使用的 N 个 AudioPlayer
/// <para>从各个 key 的链表尾部收集(尾部 = 最久未使用)</para>
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/// </summary>
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/// <param name="type">音频类型</param>
/// <param name="count">要淘汰的数量</param>
/// <returns>被淘汰的 AudioPlayer 列表</returns>
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private List<AudioPlayer> EvictOldest(EAudioType type, int count)
{
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var evicted = new List<AudioPlayer>(count);
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var typePrefix = $"{type}_";
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// 从所有匹配类型的 key 中收集最久未使用的 AudioPlayer
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foreach (var kv in _poolByKey)
{
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if (!kv.Key.StartsWith(typePrefix))
continue;
// 从链表尾部开始收集(尾部 = 最久未使用)
var node = kv.Value.Last;
while (node != null && evicted.Count < count)
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{
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evicted.Add(node.Value);
node = node.Previous;
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}
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// 已收集足够数量,提前退出
if (evicted.Count >= count)
break;
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}
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// 从池中移除
foreach (var audio in evicted)
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{
RemoveFromPool(audio);
}
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return evicted;
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}
/// <summary>
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/// 生成池 key(格式:类型_配置key)
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/// </summary>
private string MakePoolKey(EAudioType type, string key)
{
return $"{type}_{key}";
}
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/// <summary>
/// 重置所有类型的计数
/// </summary>
private void ResetCounts()
{
_currentCount[EAudioType.Music] = 0;
_currentCount[EAudioType.Sound] = 0;
_currentCount[EAudioType.Speak] = 0;
}
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#endregion
}