Unity-WebSocket/Assets/FishNet/Runtime/Utility/Performance/DefaultObjectPool.cs
2025-06-28 11:28:54 +03:30

321 lines
12 KiB
C#

using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using FishNet.Utility.Extension;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Utility.Performance
{
public class DefaultObjectPool : ObjectPool
{
#region Public.
/// <summary>
/// Cache for pooled NetworkObjects.
/// Key: CollectionId.
/// </summary>
public IReadOnlyList<Dictionary<int, Stack<NetworkObject>>> Cache => _cache;
private List<Dictionary<int, Stack<NetworkObject>>> _cache = new();
#endregion
#region Serialized.
/// <summary>
/// True if to use object pooling.
/// </summary>
[Tooltip("True if to use object pooling.")]
[SerializeField]
private bool _enabled = true;
#endregion
#region Private.
/// <summary>
/// Current count of the cache collection.
/// </summary>
private int _cacheCount = 0;
#endregion
#pragma warning disable CS0672 // Member overrides obsolete member
public override NetworkObject RetrieveObject(int prefabId, ushort collectionId, Transform parent = null, Vector3? nullablePosition = null, Quaternion? nullableRotation = null, Vector3? nullableScale = null, bool makeActive = true, bool asServer = true)
#pragma warning restore CS0672 // Member overrides obsolete member
{
ObjectPoolRetrieveOption options = ObjectPoolRetrieveOption.Unset;
if (makeActive)
options |= ObjectPoolRetrieveOption.MakeActive;
return RetrieveObject(prefabId, collectionId, options, parent, nullablePosition, nullableRotation, nullableScale, asServer);
}
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name="prefabId">PrefabId of the object to return.</param>
/// <param name="collectionId">CollectionId of the object to return.</param>
/// <param name="asServer">True if being called on the server side.</param>
/// <returns></returns>
public override NetworkObject RetrieveObject(int prefabId, ushort collectionId, ObjectPoolRetrieveOption options, Transform parent = null, Vector3? nullablePosition = null, Quaternion? nullableRotation = null, Vector3? nullableScale = null, bool asServer = true)
{
bool makeActive = options.FastContains(ObjectPoolRetrieveOption.MakeActive);
bool localSpace = options.FastContains(ObjectPoolRetrieveOption.LocalSpace);
if (!_enabled)
return GetFromInstantiate();
Stack<NetworkObject> cache = GetCache(collectionId, prefabId, createIfMissing: true);
NetworkObject nob = null;
//Iterate until nob is populated just in case cache entries have been destroyed.
while (nob == null)
{
if (cache.TryPop(out nob))
{
if (nob != null)
{
nob.transform.SetParent(parent);
if (localSpace)
nob.transform.SetLocalPositionRotationAndScale(nullablePosition, nullableRotation, nullableScale);
else
nob.transform.SetWorldPositionRotationAndScale(nullablePosition, nullableRotation, nullableScale);
if (makeActive)
nob.gameObject.SetActive(true);
return nob;
}
}
//Nothing left in cache.
else
{
break;
}
}
//Fall through, nothing in cache.
return GetFromInstantiate();
//Returns a network object via instantation.
NetworkObject GetFromInstantiate()
{
NetworkObject prefab = GetPrefab(prefabId, collectionId, asServer);
if (prefab == null)
{
return null;
}
else
{
NetworkObject result;
Vector3 scale;
if (localSpace)
{
prefab.transform.OutLocalPropertyValues(nullablePosition, nullableRotation, nullableScale, out Vector3 pos, out Quaternion rot, out scale);
if (parent != null)
{
//Convert pos and rot to world values for the instantiate.
pos = parent.TransformPoint(pos);
rot = (parent.rotation * rot);
}
result = Instantiate(prefab, pos, rot, parent);
}
else
{
prefab.transform.OutWorldPropertyValues(nullablePosition, nullableRotation, nullableScale, out Vector3 pos, out Quaternion rot, out scale);
result = Instantiate(prefab, pos, rot, parent);
}
result.transform.localScale = scale;
if (makeActive)
result.gameObject.SetActive(true);
return result;
}
}
}
/// <summary>
/// Returns a prefab for prefab and collectionId.
/// </summary>
public override NetworkObject GetPrefab(int prefabId, ushort collectionId, bool asServer)
{
PrefabObjects po = base.NetworkManager.GetPrefabObjects<PrefabObjects>(collectionId, false);
return po.GetObject(asServer, prefabId);
}
/// <summary>
/// Stores an object into the pool.
/// </summary>
/// <param name="instantiated">Object to store.</param>
/// <param name="asServer">True if being called on the server side.</param>
/// <returns></returns>
public override void StoreObject(NetworkObject instantiated, bool asServer)
{
//Pooling is not enabled.
if (!_enabled)
{
Destroy(instantiated.gameObject);
return;
}
//Get all children as well and reset state on them.
List<NetworkObject> nestedNobs = instantiated.GetNetworkObjects(GetNetworkObjectOption.All);
foreach (NetworkObject nob in nestedNobs)
nob.ResetState(asServer);
CollectionCaches<NetworkObject>.Store(nestedNobs);
//Set root inactive.
instantiated.gameObject.SetActive(false);
Stack<NetworkObject> cache = GetCache(instantiated.SpawnableCollectionId, instantiated.PrefabId, createIfMissing: true);
cache.Push(instantiated);
}
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name="prefab">Prefab to cache.</param>
/// <param name="count">Quantity to spawn.</param>
/// <param name="asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
#pragma warning disable CS0672 // Member overrides obsolete member
public override void CacheObjects(NetworkObject prefab, int count, bool asServer) => StorePrefabObjects(prefab, count, asServer);
#pragma warning restore CS0672 // Member overrides obsolete member
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name="prefab">Prefab to cache.</param>
/// <param name="count">Quantity to spawn.</param>
/// <param name="asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
/// <returns>Prefabs instantiated and added to cache.</returns>
public override List<NetworkObject> StorePrefabObjects(NetworkObject prefab, int count, bool asServer)
{
if (!_enabled)
return null;
if (count <= 0)
return null;
if (prefab == null)
return null;
if (prefab.PrefabId == NetworkObject.UNSET_PREFABID_VALUE)
{
NetworkManagerExtensions.LogError($"Pefab {prefab.name} has an invalid prefabId and cannot be cached.");
return null;
}
List<NetworkObject> added = new();
Stack<NetworkObject> cache = GetCache(prefab.SpawnableCollectionId, prefab.PrefabId, createIfMissing: true);
for (int i = 0; i < count; i++)
{
NetworkObject nob = Instantiate(prefab);
nob.gameObject.SetActive(false);
cache.Push(nob);
added.Add(nob);
}
return added;
}
/// <summary>
/// Clears pooled objects for a specific NetworkObject.
/// </summary>
/// <param name="nob">Prefab or Instantiated NetworkObject to clear pool for.</param>
/// <remarks>This will clear the entire pool for the specified object.</remarks>
public void ClearPool(NetworkObject nob)
{
if (!_enabled)
return;
if (nob == null)
return;
int spawnableCollectionId = nob.SpawnableCollectionId;
Stack<NetworkObject> stack = GetCache(spawnableCollectionId, nob.PrefabId, createIfMissing: false);
if (stack == null)
return;
DestroyStackNetworkObjectsAndClear(stack);
_cache[spawnableCollectionId].Clear();
}
/// <summary>
/// Clears all pooled objects.
/// </summary>
public void ClearPool()
{
int count = _cache.Count;
for (int i = 0; i < count; i++)
ClearPool(i);
}
/// <summary>
/// Clears a pool destroying objects for a SpawnableCollectionId.
/// </summary>
/// <param name="spawnableCollectionId">CollectionId to clear for.</param>
public void ClearPool(int spawnableCollectionId)
{
if (spawnableCollectionId >= _cacheCount)
return;
Dictionary<int, Stack<NetworkObject>> dict = _cache[spawnableCollectionId];
foreach (Stack<NetworkObject> item in dict.Values)
DestroyStackNetworkObjectsAndClear(item);
dict.Clear();
}
/// <summary>
/// Gets a cache for an id or creates one if does not exist.
/// </summary>
/// <returns></returns>
public Stack<NetworkObject> GetCache(int collectionId, int prefabId, bool createIfMissing)
{
if (collectionId >= _cacheCount)
{
//Do not create if missing.
if (!createIfMissing)
return null;
//Add more to the cache.
while (_cache.Count <= collectionId)
{
Dictionary<int, Stack<NetworkObject>> dict = new();
_cache.Add(dict);
}
_cacheCount = _cache.Count;
}
Dictionary<int, Stack<NetworkObject>> dictionary = _cache[collectionId];
//No cache for prefabId yet, make one.
if (!dictionary.TryGetValueIL2CPP(prefabId, out Stack<NetworkObject> cache))
{
if (createIfMissing)
{
cache = new();
dictionary[prefabId] = cache;
}
}
return cache;
}
[Obsolete("Use GetCache(int, int, bool)")]
public Stack<NetworkObject> GetOrCreateCache(int collectionId, int prefabId) => GetCache(collectionId, prefabId, createIfMissing: true);
/// <summary>
/// Destroys all NetworkObjects within a stack and clears the stack.
/// </summary>
private void DestroyStackNetworkObjectsAndClear(Stack<NetworkObject> stack)
{
foreach (NetworkObject networkObject in stack)
{
if (networkObject != null)
Destroy(networkObject.gameObject);
}
stack.Clear();
}
}
}