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

409 lines
14 KiB
C#
Raw Normal View History

2025-11-24 12:08:57 +08:00
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 音频播放池 - 动态大小(有上限),只包含活跃音频(播放中/暂停)
/// <para>职责:</para>
/// <para>- 按类型管理正在播放/暂停的 AudioPlayer(Music/Sound/Speak)</para>
/// <para>- 动态上限,超出时停止最早的(移到停止池)</para>
/// <para>- 追踪播放顺序(用于 LRU 淘汰)</para>
/// <para>- 提供高效的查询、添加、移除操作</para>
/// <para>- 已停止的音频会移到停止池,不会留在播放池</para>
/// </summary>
public class AudioPlayingPool
{
#region Fields
/// <summary>
/// 按类型分字典存储正在播放的 AudioPlayer
/// Key: AudioType (Music/Sound/Speak)
/// Value: Dictionary of AudioId -> AudioPlayer
/// </summary>
private readonly Dictionary<PhxhSDK.EAudioType, Dictionary<int, AudioPlayer>> _audioByType;
/// <summary>
/// 播放顺序追踪(用于找到最早播放的)
/// Key: AudioType
/// Value: Queue of AudioId (先进先出,队首是最早的)
/// </summary>
private readonly Dictionary<PhxhSDK.EAudioType, Queue<int>> _playOrderByType;
/// <summary>
/// 各类型的播放上限
/// </summary>
private readonly Dictionary<PhxhSDK.EAudioType, int> _maxLimit;
/// <summary>
/// 临时容器(复用,避免频繁 GC)
/// 用于批量操作时复制集合,避免遍历时修改集合导致异常
/// </summary>
private readonly List<AudioPlayer> _tempAudioList;
#endregion
#region Init
public AudioPlayingPool()
{
// 初始化三种类型的字典
_audioByType = new Dictionary<PhxhSDK.EAudioType, Dictionary<int, AudioPlayer>>
{
{ PhxhSDK.EAudioType.Music, new Dictionary<int, AudioPlayer>() },
{ PhxhSDK.EAudioType.Sound, new Dictionary<int, AudioPlayer>() },
{ PhxhSDK.EAudioType.Speak, new Dictionary<int, AudioPlayer>() }
};
// 初始化播放顺序队列
_playOrderByType = new Dictionary<PhxhSDK.EAudioType, Queue<int>>
{
{ PhxhSDK.EAudioType.Music, new Queue<int>() },
{ PhxhSDK.EAudioType.Sound, new Queue<int>() },
{ PhxhSDK.EAudioType.Speak, new Queue<int>() }
};
// 初始化默认上限
_maxLimit = new Dictionary<PhxhSDK.EAudioType, int>
{
{ PhxhSDK.EAudioType.Music, AudioConstant.MusicPlayingLimit }, // 默认 1
{ PhxhSDK.EAudioType.Sound, AudioConstant.SoundPlayingLimit }, // 默认 100
{ PhxhSDK.EAudioType.Speak, AudioConstant.SpeakPlayingLimit } // 默认 1
};
// ✅ 初始化临时容器(预分配容量,避免扩容)
// 最大容量 = Music(1) + Sound(100) + Speak(1) = 102
_tempAudioList = new List<AudioPlayer>(capacity: 128);
}
#endregion
#region Public Methods - Configuration
/// <summary>
/// 设置播放池上限
/// </summary>
/// <param name="type">音频类型</param>
/// <param name="limit">上限数量</param>
public void SetLimit(PhxhSDK.EAudioType type, int limit)
{
if (limit < 0)
{
Debug.LogWarning($"[AudioPlayingPool] Invalid limit {limit} for {type}, using 0");
limit = 0;
}
_maxLimit[type] = limit;
}
/// <summary>
/// 获取播放池上限
/// </summary>
public int GetLimit(PhxhSDK.EAudioType type)
{
return _maxLimit[type];
}
#endregion
#region Public Methods - Pool Management
/// <summary>
/// 检查播放池是否已满
/// </summary>
/// <param name="type">音频类型</param>
/// <returns>是否已满</returns>
public bool IsFull(PhxhSDK.EAudioType type)
{
return _audioByType[type].Count >= _maxLimit[type];
}
/// <summary>
/// 添加到播放池
/// </summary>
/// <param name="audio">要添加的 AudioPlayer</param>
public void Add(AudioPlayer audio)
{
if (audio == null)
{
Debug.LogWarning("[AudioPlayingPool] Cannot add null audio");
return;
}
var type = audio.AudioType;
var id = audio.AudioId;
// 检查是否已存在
if (_audioByType[type].ContainsKey(id))
{
// 已存在,只需更新播放顺序
// 注意:这里不移除旧的顺序,因为 Queue 不支持高效移除
// 在 GetOldest 时会处理重复的情况
_playOrderByType[type].Enqueue(id);
return;
}
// 加入字典
_audioByType[type][id] = audio;
// 记录播放顺序
_playOrderByType[type].Enqueue(id);
}
/// <summary>
/// 从播放池移除
/// </summary>
/// <param name="id">AudioPlayer 的 ID</param>
/// <returns>是否成功移除</returns>
public bool Remove(int id)
{
foreach (var typeDict in _audioByType.Values)
{
if (typeDict.Remove(id))
{
return true;
}
}
return false;
}
/// <summary>
/// 获取最早播放的 AudioPlayer(用于复用)
/// </summary>
/// <param name="type">音频类型</param>
/// <returns>最早的 AudioPlayer,如果池为空则返回 null</returns>
public AudioPlayer GetOldest(PhxhSDK.EAudioType type)
{
var orderQueue = _playOrderByType[type];
var audioDict = _audioByType[type];
if (orderQueue.Count == 0)
return null;
// 循环查找最早的有效 AudioPlayer
// (因为 Queue 中可能有重复或已移除的 ID)
while (orderQueue.Count > 0)
{
int oldestId = orderQueue.Dequeue();
if (audioDict.TryGetValue(oldestId, out var audio))
{
return audio;
}
// 如果 ID 已不在字典中,继续查找下一个
}
return null;
}
#endregion
#region Public Methods - Query
/// <summary>
/// 通过 ID 获取 AudioPlayer
/// </summary>
/// <param name="id">AudioPlayer 的 ID</param>
/// <returns>找到的 AudioPlayer,未找到则返回 null</returns>
public AudioPlayer GetById(int id)
{
foreach (var typeDict in _audioByType.Values)
{
if (typeDict.TryGetValue(id, out var audio))
return audio;
}
return null;
}
/// <summary>
/// 检查 AudioPlayer 是否在播放池中
/// </summary>
/// <param name="id">AudioPlayer 的 ID</param>
/// <returns>是否存在</returns>
public bool Contains(int id)
{
foreach (var typeDict in _audioByType.Values)
{
if (typeDict.ContainsKey(id))
return true;
}
return false;
}
/// <summary>
/// 获取指定类型的播放中数量
/// </summary>
public int GetCount(PhxhSDK.EAudioType type)
{
return _audioByType[type].Count;
}
/// <summary>
/// 获取统计信息
/// </summary>
/// <returns>(Music 数量, Sound 数量, Speak 数量)</returns>
public (int music, int sound, int speak) GetStats()
{
return (_audioByType[PhxhSDK.EAudioType.Music].Count,
_audioByType[PhxhSDK.EAudioType.Sound].Count,
_audioByType[PhxhSDK.EAudioType.Speak].Count);
}
#endregion
#region Public Methods - Batch Operations
/// <summary>
/// 停止某类型的所有音频
/// 注意:使用复用容器,避免 Stop() 触发事件 → MoveToStoppedPool → 修改集合导致异常
/// </summary>
/// <param name="type">音频类型</param>
public void StopAllOfType(PhxhSDK.EAudioType type)
{
var audioDict = _audioByType[type];
// ✅ 使用复用容器,避免 GC
_tempAudioList.Clear();
_tempAudioList.AddRange(audioDict.Values);
foreach (var audio in _tempAudioList)
{
audio.Stop(); // Stop 触发 OnStopped 事件 → OnAudioStopped → MoveToStoppedPool
}
}
/// <summary>
/// 暂停某类型的所有音频
/// 注意:使用复用容器,避免潜在的集合修改
/// </summary>
public void PauseAllOfType(PhxhSDK.EAudioType type)
{
var audioDict = _audioByType[type];
// ✅ 使用复用容器,避免 GC
_tempAudioList.Clear();
_tempAudioList.AddRange(audioDict.Values);
foreach (var audio in _tempAudioList)
{
audio.Pause();
}
}
/// <summary>
/// 恢复某类型的所有音频
/// 注意:使用复用容器,避免潜在的集合修改
/// </summary>
public void ResumeAllOfType(PhxhSDK.EAudioType type)
{
var audioDict = _audioByType[type];
// ✅ 使用复用容器,避免 GC
_tempAudioList.Clear();
_tempAudioList.AddRange(audioDict.Values);
foreach (var audio in _tempAudioList)
{
audio.Resume();
}
}
/// <summary>
/// 停止所有音频
/// 注意:使用复用容器,避免 Stop() 触发事件 → MoveToStoppedPool → 修改集合导致异常
/// </summary>
public void StopAll()
{
// ✅ 使用复用容器收集所有 AudioPlayer
_tempAudioList.Clear();
foreach (var typeDict in _audioByType.Values)
{
_tempAudioList.AddRange(typeDict.Values);
}
foreach (var audio in _tempAudioList)
{
audio.Stop(); // Stop 触发 OnStopped 事件 → OnAudioStopped → MoveToStoppedPool
}
}
/// <summary>
/// 获取指定类型的所有 AudioPlayer(用于遍历)
/// 注意:返回副本,避免外部在遍历时修改集合导致异常
/// 说明:此方法调用频率低,每次创建新 List 可接受
/// </summary>
public IEnumerable<AudioPlayer> GetAllOfType(PhxhSDK.EAudioType type)
{
// ⚠️ 不能使用 _tempAudioList(会在下次调用时被 Clear)
// ✅ 返回新副本,避免外部在遍历时 Stop 导致集合修改
return new List<AudioPlayer>(_audioByType[type].Values);
}
/// <summary>
/// 更新所有播放中的音频
/// 注意:使用复用容器,避免 Update 中音频自动停止时修改集合
/// 性能关键:此方法每帧调用,必须使用复用容器
/// </summary>
/// <param name="dt">Delta time</param>
public void Update(float dt)
{
// ✅ 使用复用容器收集所有 AudioPlayer(每帧调用,减少 GC)
_tempAudioList.Clear();
foreach (var typeDict in _audioByType.Values)
{
_tempAudioList.AddRange(typeDict.Values);
}
foreach (var audio in _tempAudioList)
{
audio.Update(dt); // Update 可能导致音频自动停止,触发 OnStopped 事件
}
}
/// <summary>
/// 清空播放池(不销毁 AudioPlayer)
/// </summary>
public void Clear()
{
foreach (var typeDict in _audioByType.Values)
{
typeDict.Clear();
}
foreach (var queue in _playOrderByType.Values)
{
queue.Clear();
}
}
/// <summary>
/// 释放所有 AudioPlayer 资源并清空播放池
/// <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;
// 遍历所有类型的音频
foreach (var typeDict in _audioByType.Values)
{
// 释放每个 AudioPlayer
foreach (var audio in typeDict.Values)
{
audio.Dispose();
count++;
}
typeDict.Clear();
}
// 清空播放顺序队列
foreach (var queue in _playOrderByType.Values)
{
queue.Clear();
}
return count;
}
#endregion
}