283 lines
7.8 KiB
C#
283 lines
7.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Framework;
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using PhxhSDK;
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/// <summary>
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/// 音频停止池 - 使用 LRU 算法管理停止的 AudioPlayer
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/// - 按 key 索引,提高复用率
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/// - 分类型限制,防止内存泄漏
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/// - LRU 淘汰,自动清理长期不用的 AudioPlayer
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/// </summary>
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public class AudioStoppedPool
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{
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#region Fields
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// 按 key 索引(用于快速查找匹配的 AudioPlayer)
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// key 格式: "音频类型_配置key",如 "Music_bgm_01"
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private Dictionary<string, LinkedList<AudioPlayer>> _poolByKey;
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// 按 ID 索引(用于快速查找和移除)
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private Dictionary<int, AudioPlayer> _poolById;
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// 当前各类型的数量
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private Dictionary<EAudioType, int> _currentCount;
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// 各类型的上限
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private Dictionary<EAudioType, int> _maxLimit;
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#endregion
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#region Init
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public AudioStoppedPool()
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{
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_poolByKey = new Dictionary<string, LinkedList<AudioPlayer>>();
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_poolById = new Dictionary<int, AudioPlayer>();
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_currentCount = new Dictionary<EAudioType, int>
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{
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{ EAudioType.Music, 0 },
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{ EAudioType.Sound, 0 },
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{ EAudioType.Speak, 0 }
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};
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_maxLimit = new Dictionary<EAudioType, int>
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{
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{ EAudioType.Music, 5 }, // Music 停止池上限 5
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{ EAudioType.Sound, 50 }, // Sound 停止池上限 50
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{ EAudioType.Speak, 3 } // Speak 停止池上限 3
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};
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// 设置停止池上限
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/// </summary>
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public void SetLimit(EAudioType type, int limit)
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{
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_maxLimit[type] = limit;
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}
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/// <summary>
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/// 添加到停止池(带 LRU 淘汰)
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/// </summary>
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/// <returns>被淘汰的 AudioPlayer 列表</returns>
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public List<AudioPlayer> AddStopped(EAudioType type, string key, AudioPlayer audio)
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{
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if (audio == null || string.IsNullOrEmpty(key))
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return new List<AudioPlayer>();
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var poolKey = MakePoolKey(type, key);
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// 1. 添加到 key 索引
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if (!_poolByKey.TryGetValue(poolKey, out var list))
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{
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list = new LinkedList<AudioPlayer>();
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_poolByKey[poolKey] = list;
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}
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list.AddFirst(audio); // 添加到链表头部(最近使用)
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// 2. 添加到 ID 索引
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_poolById[audio.AudioId] = audio;
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_currentCount[type]++;
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// 3. 检查是否超过上限,执行 LRU 淘汰
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var toDestroy = new List<AudioPlayer>();
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if (_currentCount[type] > _maxLimit[type])
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{
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int excessCount = _currentCount[type] - _maxLimit[type];
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toDestroy = EvictOldest(type, excessCount);
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}
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return toDestroy;
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}
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/// <summary>
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/// 获取空闲 AudioPlayer(优先匹配 key)
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/// </summary>
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public AudioPlayer GetFree(EAudioType type, string key)
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{
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if (string.IsNullOrEmpty(key))
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return null;
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var poolKey = MakePoolKey(type, key);
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// 1. 精确匹配(同类型 + 同 key)
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if (_poolByKey.TryGetValue(poolKey, out var list) && list.Count > 0)
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{
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var audio = list.First.Value;
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RemoveFromPool(audio);
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return audio;
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}
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// 2. Fallback: 同类型,任意 key(从最近使用的开始)
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var typePrefix = $"{type}_";
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foreach (var kv in _poolByKey)
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{
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if (kv.Key.StartsWith(typePrefix) && kv.Value.Count > 0)
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{
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var audio = kv.Value.First.Value;
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RemoveFromPool(audio);
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return audio;
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}
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}
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return null;
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}
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/// <summary>
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/// 通过 ID 查询停止池中的 AudioPlayer
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/// </summary>
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public AudioPlayer GetById(int id)
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{
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return _poolById.TryGetValue(id, out var audio) ? audio : null;
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}
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/// <summary>
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/// 通过 ID 从停止池移除
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/// </summary>
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public AudioPlayer RemoveById(int id)
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{
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if (!_poolById.TryGetValue(id, out var audio))
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return null;
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RemoveFromPool(audio);
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return audio;
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}
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/// <summary>
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/// 获取当前统计信息
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/// </summary>
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public (int music, int sound, int speak) GetStats()
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{
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return (_currentCount[EAudioType.Music],
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_currentCount[EAudioType.Sound],
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_currentCount[EAudioType.Speak]);
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}
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/// <summary>
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/// 清空停止池
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/// </summary>
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public void Clear()
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{
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_poolByKey.Clear();
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_poolById.Clear();
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_currentCount[EAudioType.Music] = 0;
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_currentCount[EAudioType.Sound] = 0;
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_currentCount[EAudioType.Speak] = 0;
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}
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/// <summary>
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/// 释放所有 AudioPlayer 资源并清空停止池
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/// <para>适用于场景卸载、关卡退出等需要彻底清理的场景</para>
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/// </summary>
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/// <returns>释放的 AudioPlayer 数量</returns>
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public int DisposeAll()
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{
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int count = 0;
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// 遍历所有 key 的音频列表
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foreach (var list in _poolByKey.Values)
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{
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// 释放每个 AudioPlayer
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foreach (var audio in list)
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{
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audio.Dispose();
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count++;
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}
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}
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// 清空池子
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_poolByKey.Clear();
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_poolById.Clear();
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_currentCount[EAudioType.Music] = 0;
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_currentCount[EAudioType.Sound] = 0;
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_currentCount[EAudioType.Speak] = 0;
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return count;
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// 从停止池移除 AudioPlayer
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/// </summary>
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private void RemoveFromPool(AudioPlayer audio)
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{
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if (audio == null)
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return;
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// 从 ID 索引移除
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_poolById.Remove(audio.AudioId);
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// 从 key 索引移除
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var poolKey = MakePoolKey(audio.AudioType, audio.CurrentPlayingKey);
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if (_poolByKey.TryGetValue(poolKey, out var list))
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{
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list.Remove(audio);
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if (list.Count == 0)
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{
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_poolByKey.Remove(poolKey);
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}
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}
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// 更新计数
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_currentCount[audio.AudioType]--;
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}
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/// <summary>
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/// LRU 淘汰:移除最久未使用的 N 个 AudioPlayer
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/// </summary>
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private List<AudioPlayer> EvictOldest(EAudioType type, int count)
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{
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var toDestroy = new List<AudioPlayer>();
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var typePrefix = $"{type}_";
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// 收集所有该类型的 AudioPlayer(从链表尾部开始,即最久未使用的)
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var candidates = new List<AudioPlayer>();
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foreach (var kv in _poolByKey)
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{
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if (kv.Key.StartsWith(typePrefix))
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{
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// 从链表尾部开始收集(最久未使用)
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var node = kv.Value.Last;
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while (node != null && candidates.Count < count)
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{
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candidates.Add(node.Value);
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node = node.Previous;
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}
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if (candidates.Count >= count)
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break;
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}
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}
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// 移除并返回
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foreach (var audio in candidates)
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{
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RemoveFromPool(audio);
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toDestroy.Add(audio);
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}
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return toDestroy;
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}
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/// <summary>
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/// 生成池 key
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/// </summary>
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private string MakePoolKey(EAudioType type, string key)
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{
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return $"{type}_{key}";
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}
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#endregion
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}
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