413 lines
13 KiB
C#
413 lines
13 KiB
C#
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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using UnityEngine;
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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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// 记录每个 AudioPlayer 进入停止池的时间戳(毫秒)
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private Dictionary<int, long> _stoppedTimeById;
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// 各类型的超时时间(秒)- 长时间未使用则释放
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private Dictionary<EAudioType, float> _timeoutByType;
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// 超时检查定时器(降低检查频率)
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private float _checkTimer;
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// 临时列表(复用,避免频繁分配)
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private readonly List<int> _tempKeysToRemove;
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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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_stoppedTimeById = new Dictionary<int, long>();
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_timeoutByType = new Dictionary<EAudioType, float>
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{
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{ EAudioType.Music, AudioConstant.MusicStoppedTimeout }, // 60 秒
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{ EAudioType.Sound, AudioConstant.SoundStoppedTimeout }, // 30 秒
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{ EAudioType.Speak, AudioConstant.SpeakStoppedTimeout } // 20 秒
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};
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_checkTimer = 0f;
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_tempKeysToRemove = new List<int>();
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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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/// 设置停止池超时时间(秒)
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/// <para>长时间未使用的音频会在超时后自动释放</para>
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/// </summary>
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/// <param name="type">音频类型</param>
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/// <param name="timeout">超时时间(秒)</param>
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public void SetTimeout(EAudioType type, float timeout)
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{
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if (timeout < 0)
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{
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Debug.LogWarning($"[AudioStoppedPool] Invalid timeout {timeout} for {type}, using 0");
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timeout = 0;
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}
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_timeoutByType[type] = timeout;
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}
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/// <summary>
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/// 添加 AudioPlayer 到停止池(带 LRU 淘汰)
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/// <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>
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/// <param name="key">音频配置 key</param>
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/// <param name="audio">要添加的 AudioPlayer</param>
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/// <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)
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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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// 禁用 GameObject(对象池优化)
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audio.SetActive(false);
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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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// 记录进入停止池的时间戳(毫秒)
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_stoppedTimeById[audio.AudioId] = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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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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/// 尝试从停止池获取缓存的 AudioPlayer(精确匹配)
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/// <para>只返回完全匹配的 audio(同类型 + 同 key),找不到返回 null</para>
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/// <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>
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/// <param name="key">音频配置 key</param>
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/// <returns>找到返回缓存的 AudioPlayer,否则返回 null</returns>
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public AudioPlayer TryGetCached(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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// 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)
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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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// 找不到精确匹配,返回 null
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// 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;
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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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/// <param name="id">AudioPlayer ID</param>
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/// <returns>找到返回 AudioPlayer,否则返回 null</returns>
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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 AudioPlayer
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/// </summary>
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/// <param name="id">AudioPlayer ID</param>
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/// <returns>找到并移除返回 AudioPlayer,否则返回 null</returns>
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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()
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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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/// 更新停止池(检查并释放超时的音频)
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/// <para>降低检查频率,避免每帧都检查</para>
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/// </summary>
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/// <param name="dt">帧时间(秒)</param>
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/// <returns>被释放的 AudioPlayer 列表(需要调用方 Dispose),如果没有则返回 null</returns>
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public List<AudioPlayer> Update(float dt)
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{
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// 降低检查频率(每秒检查一次)
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_checkTimer += dt;
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if (_checkTimer < AudioConstant.StoppedPoolCheckInterval)
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return null; // 返回 null,避免分配空列表
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_checkTimer = 0f;
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var toDispose = new List<AudioPlayer>();
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var currentTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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// 复用临时列表
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_tempKeysToRemove.Clear();
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// 直接遍历字典,收集要删除的 key(避免 ToList 的内存分配)
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foreach (var kvp in _stoppedTimeById)
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{
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var audioId = kvp.Key;
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var stoppedTime = kvp.Value;
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// 获取音频(可能已被移除)
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if (!_poolById.TryGetValue(audioId, out var audio))
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{
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// 收集无效的时间戳,稍后批量删除
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_tempKeysToRemove.Add(audioId);
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continue;
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}
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var type = audio.AudioType;
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var timeoutMs = (long)(_timeoutByType[type] * 1000);
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// 检查是否超时(超时时间 > 0 才启用)
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if (timeoutMs > 0 && currentTime - stoppedTime >= timeoutMs)
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{
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_tempKeysToRemove.Add(audioId);
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toDispose.Add(audio);
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}
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}
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// 批量删除无效的时间戳
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foreach (var key in _tempKeysToRemove)
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{
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_stoppedTimeById.Remove(key);
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}
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if (toDispose.Count > 0)
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{
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int a = 1;
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foreach (var toRemove in toDispose)
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{
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RemoveFromPool(toRemove);
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}
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}
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// 返回结果(空列表返回 null,避免分配)
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return toDispose.Count > 0 ? toDispose : null;
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}
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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>
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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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_stoppedTimeById.Clear();
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ResetCounts();
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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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// 释放所有 AudioPlayer 资源
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foreach (var list in _poolByKey.Values)
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{
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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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_stoppedTimeById.Clear();
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ResetCounts();
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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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// 清除时间戳
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_stoppedTimeById.Remove(audio.AudioId);
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}
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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
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/// <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>
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/// <param name="count">要淘汰的数量</param>
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/// <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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{
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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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{
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if (!kv.Key.StartsWith(typePrefix))
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continue;
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// 从链表尾部开始收集(尾部 = 最久未使用)
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var node = kv.Value.Last;
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while (node != null && evicted.Count < count)
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{
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evicted.Add(node.Value);
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node = node.Previous;
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}
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// 已收集足够数量,提前退出
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if (evicted.Count >= count)
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break;
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}
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// 从池中移除
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foreach (var audio in evicted)
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{
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RemoveFromPool(audio);
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}
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return evicted;
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}
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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>
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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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/// <summary>
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/// 重置所有类型的计数
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/// </summary>
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private void ResetCounts()
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{
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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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#endregion
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}
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