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UE对象池

时间:2024-08-02 11:17:17浏览次数:7  
标签:PooledObject 对象 void Object Actor ObjectClass template UE

对象池是用泛型实现的,可以自动管理结构体和对象,可以用泛型去获取对象,可以用可变参去构建对象,也可以用虚幻的类型引用来获取对象,对于类对象可以传入自定义的初始化回调函数/重置函数来修改对象的数据或状态,可以目前是用泛型获取对象的UClass*或UScriptStruct*来存储对象,后续可以考虑用Level为单位去管理对象池。同时目前对象池继承的类是组件类,后面可以考虑继承UTickableWorldSubsystem来实现这个对象池。 在用到虚幻的反射去或者对象的分类的时候,发现其实虚幻的发射也不是纯动态的,也会通过生成部分静态函数,这就和我以前见过的一个宏,宏内部是静态函数,去注册药反射的字段和函数。

  PooledObject.h这个结构体用来描述单个对象。

#include "CoreMinimal.h"
#include "PooledObject.generated.h"

USTRUCT()
struct FPooledObject
{
    GENERATED_BODY()

    UPROPERTY()
    UObject* Object;

    TSharedPtr<void> StructData;

    UPROPERTY()
    bool bIsInUse;

    UPROPERTY()
    FDateTime LastUseTime;
};

ObjectPoolManager.h用来管理对象池

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GenericClassObjectPool.h"
#include "GenericStructObjectPool.h"
#include "Components/ActorComponent.h"
#include "ObjectPoolManager.generated.h"
USTRUCT()
struct FPoolKey
{
    GENERATED_BODY()

    UPROPERTY()
    UClass* ObjectClass;

    UPROPERTY()
    UScriptStruct* StructClass;

    FPoolKey() : ObjectClass(nullptr), StructClass(nullptr) {}

    FPoolKey(UClass* InObjectClass) : ObjectClass(InObjectClass), StructClass(nullptr) {}

    FPoolKey(UScriptStruct* InStructClass) : ObjectClass(nullptr), StructClass(InStructClass) {}

    bool operator==(const FPoolKey& Other) const
    {
        return ObjectClass == Other.ObjectClass && StructClass == Other.StructClass;
    }

    bool operator!=(const FPoolKey& Other) const
    {
        return !(*this == Other);
    }

    friend uint32 GetTypeHash(const FPoolKey& Key)
    {
        uint32 Hash = 0;
        if (Key.ObjectClass)
        {
            Hash = GetTypeHash(Key.ObjectClass);
        }
        else if (Key.StructClass)
        {
            Hash = GetTypeHash(Key.StructClass);
        }
        return Hash;
    }
};

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class YRP_API UObjectPoolManager : public UActorComponent
{
    GENERATED_BODY()

public:
    UObjectPoolManager();

    //仅用于创建类对象,不能传入结构体
    template <class T, class ... Args>
    T* GetObject(TSubclassOf<T> ObjectClass, Args&& ... InitialParams);
    template<typename T, typename... Args>
    T* GetObject(Args&&... InitialParams);
    
    template<typename T>
    void ReturnObject(T* Object);

    template<typename T>
    void ReturnObject(TSubclassOf<T> ObjectClass, T* Object);
    
    void SetMaxPoolSize(int32 MaxSize);
    void SetAutoCleanupInterval(float Interval);

    template<typename T, typename... Args>
    void PreloadObjects(int32 Count, Args&&... InitialParams);
    
    // 设置初始化回调函数
    template<typename T>
    void SetInitializeCallback(TFunction<void(T*)> Callback);

    // 设置重置回调函数
    template<typename T>
    void SetResetCallback(TFunction<void(T*)> Callback);
    void LogPerformanceStats();
    
protected:
    virtual void BeginPlay() override;
    virtual void TickComponent(float DeltaTime, ELevelTick TickType,
                               FActorComponentTickFunction* ThisTickFunction) override;
    virtual  void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
private:
    UPROPERTY()
    TMap<FPoolKey, UObject*> Pools;
    FCriticalSection PoolMutex;
    int32 MaxPoolSize;
    float AutoCleanupInterval;
    float PoolAdjustInterval;
    float TimeSinceLastCleanup;
    float TimeSinceLastPoolAdjust;

    template<typename T>
    UObject* GetOrCreatePool(FPoolKey& Key);

    UObject* GetOrCreatePool(FPoolKey& Key);
};

template <typename T, typename ... Args>
T* UObjectPoolManager::GetObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams)
{
    FPoolKey PoolKey(ObjectClass.Get());
    if (UObject* Pool = GetOrCreatePool(PoolKey))
    {
        if constexpr (TIsDerivedFrom<T, UObject>::Value)
        {
            return Cast<UGenericClassObjectPool>(Pool)->GetObject<T>(ObjectClass, Forward<Args>(InitialParams)...);
        }
    }
    return nullptr;
}

template <typename T, typename ... Args>
T* UObjectPoolManager::GetObject(Args&&... InitialParams)
{
    FPoolKey PoolKey;
    if( UObject* Pool = GetOrCreatePool<T>(PoolKey))
    {
        if constexpr (TIsDerivedFrom<T, UObject>::Value)
        {
            return Cast<UGenericClassObjectPool>(Pool)->GetObject<T>(Forward<Args>(InitialParams)...);
        }
        else if (TBaseStructure<T>::Get() != nullptr)
        {
            return Cast<UGenericStructObjectPool>(Pool)->GetObject<T>(Forward<Args>(InitialParams)...);
        }
    }
    return nullptr; 
}


template <typename T>
void UObjectPoolManager::ReturnObject(T* Object)
{
    if (Object)
    {
        FPoolKey PoolKey;
        PoolMutex.Lock();
        if (UObject* Pool = GetOrCreatePool<T>(PoolKey))
        {
            if constexpr (TIsDerivedFrom<T, UObject>::Value)
            {
               Cast<UGenericClassObjectPool>(Pool)->ReturnObject(Object);
            }
            else if (TBaseStructure<T>::Get() != nullptr)
            {
                Cast<UGenericStructObjectPool>(Pool)->ReturnObject(Object);
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T>
void UObjectPoolManager::ReturnObject(TSubclassOf<T> ObjectClass, T* Object)
{
    if (Object)
    {
        FPoolKey PoolKey(ObjectClass.Get());
        PoolMutex.Lock();
        if (UObject* Pool = GetOrCreatePool(PoolKey))
        {
            if constexpr (TIsDerivedFrom<T, UObject>::Value)
            {
                Cast<UGenericClassObjectPool>(Pool)->ReturnObject(ObjectClass,Object);
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T, typename... Args>
void UObjectPoolManager::PreloadObjects(int32 Count, Args&&... InitialParams)
{
    FPoolKey PoolKey;
    if ( UObject* Pool = GetOrCreatePool<T>(PoolKey))
    {
        if constexpr (TIsDerivedFrom<T, UObject>::Value)
        {
            Cast<UGenericClassObjectPool>(Pool)->PreloadObjects(Count, Forward<Args>(InitialParams)...);
        }
        else if (TBaseStructure<T>::Get() != nullptr)
        {
            Cast<UGenericStructObjectPool>(Pool)->PreloadObjects(Count, Forward<Args>(InitialParams)...);
        }
    }
}

template <typename T>
void UObjectPoolManager::SetInitializeCallback(TFunction<void(T*)> Callback)
{
    FPoolKey PoolKey;
    if ( UObject* Pool = GetOrCreatePool<T>(PoolKey))
    {
        if constexpr (TIsDerivedFrom<T, UObject>::Value)
        {
            Cast<UGenericClassObjectPool>(Pool)->SetInitializeCallback(Callback);
        }
    }
}

template <typename T>
void UObjectPoolManager::SetResetCallback(TFunction<void(T*)> Callback)
{
    FPoolKey PoolKey;
    if (UObject* Pool = GetOrCreatePool<T>(PoolKey))
    {
        if constexpr (TIsDerivedFrom<T, UObject>::Value)
        {
            Cast<UGenericClassObjectPool>(Pool)->SetResetCallback(Callback);
        }
    }
}

template <typename T>
UObject* UObjectPoolManager::GetOrCreatePool(FPoolKey& Key)
{
    if constexpr (TIsDerivedFrom<T, UObject>::Value)
    {
        Key.ObjectClass = T::StaticClass();
    }
    else if (TBaseStructure<T>::Get() != nullptr)
    {
        Key.StructClass = T::StaticStruct();
    }
    PoolMutex.Lock();
    if (!Pools.Contains(Key))
    {
        if (Key.ObjectClass)
        {
            UGenericClassObjectPool* Pool = NewObject<UGenericClassObjectPool>(this);
            if (Pool)
            {
                Pool->SetMaxPoolSize(MaxPoolSize);
                Pool->SetAutoCleanupInterval(AutoCleanupInterval);
                Pools.Add(Key, Pool);
            }
        }
        else if (Key.StructClass)
        {
            UGenericStructObjectPool* Pool = NewObject<UGenericStructObjectPool>(this);
            if (Pool)
            {
                Pool->SetMaxPoolSize(MaxPoolSize);
                Pool->SetAutoCleanupInterval(AutoCleanupInterval);
                Pools.Add(Key, Pool);
            }
        }
        
    }
    UObject* Pool = Pools[Key];
    PoolMutex.Unlock();
    return Pool;
}

ObjectPoolManager.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "PooledObject.h"
#include "UObject/Object.h"
#include "GenericClassObjectPool.generated.h"

UCLASS()
class YRP_API UGenericClassObjectPool : public UObject
{
    GENERATED_BODY()

public:
    friend class UObjectPoolManager;
    UGenericClassObjectPool();
    
    template <class T, class ... Args>
    T* GetObject(Args&& ... InitialParams);
    template<typename T, typename... Args>
    T* GetObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams);
    
    template<typename T>
    void ReturnObject(T* Object);

    template<typename T>
    void ReturnObject(TSubclassOf<T> ObjectClass, T* Object);
    
    void SetMaxPoolSize(int32 MaxSize);
    void SetAutoCleanupInterval(float Interval);

    template<typename T, typename... Args>
    void PreloadObjects(int32 Count, Args&&... InitialParams);

    // 设置初始化回调函数
    template<typename T>
    void SetInitializeCallback(TFunction<void(T*)> Callback);

    // 设置重置回调函数
    template<typename T>
    void SetResetCallback(TFunction<void(T*)> Callback);

protected:
    virtual void BeginDestroy() override;
    TMap<UClass*, TArray<FPooledObject>> PooledObjects;
    FCriticalSection PoolMutex;
    int32 MaxPoolSize;
    float AutoCleanupInterval;
    float PoolAdjustInterval;
    float TimeSinceLastCleanup;
    float TimeSinceLastPoolAdjust;

    // 初始化回调函数映射
    TMap<UClass*, TFunction<void(UObject*)>> InitializeCallbacks;

    // 重置回调函数映射
    TMap<UClass*, TFunction<void(UObject*)>> ResetCallbacks;
    
    void ManagePool();

    void LogPerformanceStats();

    template<typename T, typename... Args>
    void PreloadObjectsInternal(int32 Count, Args&&... InitialParams);
    template <class T, class ... Args>
    T* CreateObject(TSubclassOf<T> ObjectClass, Args&& ... InitialParams);
    template <class T, class ... Args>
    T* CreateObject(Args&& ... InitialParams);
};

template <typename T, typename... Args>
T* UGenericClassObjectPool::GetObject(Args&&... InitialParams)
{
    UClass* ObjectClass = T::StaticClass();
    PoolMutex.Lock();
    if (PooledObjects.Contains(ObjectClass))
    {
        TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
        for (FPooledObject& PooledObject : Objects)
        {
            if (!PooledObject.bIsInUse)
            {
                PooledObject.bIsInUse = true;
                PooledObject.LastUseTime = FDateTime::UtcNow();
                T* Object = Cast<T>(PooledObject.Object);
                if (InitializeCallbacks.Contains(ObjectClass))
                {
                    InitializeCallbacks[ObjectClass](Object);
                }
                else if (ObjectClass->IsChildOf(AActor::StaticClass()))
                {
                    // 默认初始化回调函数
                    AActor* Actor = Cast<AActor>(Object);
                    Actor->SetActorHiddenInGame(false);
                    Actor->SetActorEnableCollision(true);
                    Actor->SetActorTickEnabled(true);
                    Actor->SetActorLocation(FVector::ZeroVector);
                    Actor->SetActorRotation(FRotator::ZeroRotator);
                }
                PoolMutex.Unlock();
                return Object;
            }
        }
    }

    {
        T* NewObject = CreateObject<T>(ObjectClass, Forward<Args>(InitialParams)...);
        const FPooledObject PooledObject = { NewObject, nullptr, true, FDateTime::UtcNow() };
        if (!PooledObjects.Contains(ObjectClass))
        {
            PooledObjects.Add(ObjectClass, TArray<FPooledObject>());
        }
        if(PooledObjects[ObjectClass].Num() < MaxPoolSize)
        {
            PooledObjects[ObjectClass].Add(PooledObject);
        }
        else
        {
            PoolMutex.Unlock();
            return nullptr;
        }
        if (InitializeCallbacks.Contains(ObjectClass))
        {
            InitializeCallbacks[ObjectClass](NewObject);
        }
        else if (ObjectClass->IsChildOf(AActor::StaticClass()))
        {
            // 默认初始化回调函数
            AActor* Actor = Cast<AActor>(NewObject);
            Actor->SetActorHiddenInGame(false);
            Actor->SetActorEnableCollision(true);
            Actor->SetActorTickEnabled(true);
            Actor->SetActorLocation(FVector::ZeroVector);
            Actor->SetActorRotation(FRotator::ZeroRotator);
        }
        PoolMutex.Unlock();
        return NewObject;
    }
}

template <typename T, typename ... Args>
T* UGenericClassObjectPool::GetObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams)
{
    UClass* Class = ObjectClass.Get();
    PoolMutex.Lock();
    if (PooledObjects.Contains(Class))
    {
        TArray<FPooledObject>& Objects = PooledObjects[Class];
        for (FPooledObject& PooledObject : Objects)
        {
            if (!PooledObject.bIsInUse)
            {
                PooledObject.bIsInUse = true;
                PooledObject.LastUseTime = FDateTime::UtcNow();
                T* Object = Cast<T>(PooledObject.Object);
                if (InitializeCallbacks.Contains(Class))
                {
                    InitializeCallbacks[Class](Object);
                }
                else if (Class->IsChildOf(AActor::StaticClass()))
                {
                    // 默认初始化回调函数
                    AActor* Actor = Cast<AActor>(Object);
                    Actor->SetActorHiddenInGame(false);
                    Actor->SetActorEnableCollision(true);
                    Actor->SetActorTickEnabled(true);
                    Actor->SetActorLocation(FVector::ZeroVector);
                    Actor->SetActorRotation(FRotator::ZeroRotator);
                }
                PoolMutex.Unlock();
                return Object;
            }
        }
    }

    {
        T* NewObject = CreateObject<T>(ObjectClass, Forward<Args>(InitialParams)...);
        const FPooledObject PooledObject = { NewObject, nullptr, true, FDateTime::UtcNow() };
        if (!PooledObjects.Contains(Class))
        {
            PooledObjects.Add(Class, TArray<FPooledObject>());
        }
        if(PooledObjects[Class].Num() < MaxPoolSize)
        {
            PooledObjects[Class].Add(PooledObject);
        }
        else
        {
            PoolMutex.Unlock();
            return nullptr;
        }
        if (InitializeCallbacks.Contains(Class))
        {
            InitializeCallbacks[Class](NewObject);
        }
        else if (Class->IsChildOf(AActor::StaticClass()))
        {
            // 默认初始化回调函数
            AActor* Actor = Cast<AActor>(NewObject);
            Actor->SetActorHiddenInGame(false);
            Actor->SetActorEnableCollision(true);
            Actor->SetActorTickEnabled(true);
            Actor->SetActorLocation(FVector::ZeroVector);
            Actor->SetActorRotation(FRotator::ZeroRotator);
        }
        PoolMutex.Unlock();
        return NewObject;
    }
}

template <typename T>
void UGenericClassObjectPool::ReturnObject(T* Object)
{
    if (Object)
    {
        const UClass* ObjectClass = T::StaticClass();
        PoolMutex.Lock();
        if (PooledObjects.Contains(ObjectClass))
        {
            TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
            for (FPooledObject& PooledObject : Objects)
            {
                if (PooledObject.Object == Object)
                {
                    PooledObject.bIsInUse = false;
                    PooledObject.LastUseTime = FDateTime::UtcNow();
                    if (ResetCallbacks.Contains(ObjectClass))
                    {
                        ResetCallbacks[ObjectClass](Object);
                    }
                    else if (ObjectClass->IsChildOf(AActor::StaticClass()))
                    {
                        // 默认重置回调函数
                        AActor* Actor = Cast<AActor>(Object);
                        Actor->SetActorHiddenInGame(true);
                        Actor->SetActorEnableCollision(false);
                        Actor->SetActorTickEnabled(false);
                        Actor->SetActorLocation(FVector::ZeroVector);
                        Actor->SetActorRotation(FRotator::ZeroRotator);
                    }
                    PoolMutex.Unlock();
                    return;
                }
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T>
void UGenericClassObjectPool::ReturnObject(TSubclassOf<T> ObjectClass, T* Object)
{
    if (Object)
    {
        UClass* tObject = ObjectClass.Get();
        PoolMutex.Lock();
        if (PooledObjects.Contains(tObject))
        {
            TArray<FPooledObject>& Objects = PooledObjects[tObject];
            for (FPooledObject& PooledObject : Objects)
            {
                if (PooledObject.Object == Object)
                {
                    PooledObject.bIsInUse = false;
                    PooledObject.LastUseTime = FDateTime::UtcNow();
                    if (ResetCallbacks.Contains(tObject))
                    {
                        ResetCallbacks[tObject](Object);
                    }
                    else if (tObject->IsChildOf(AActor::StaticClass()))
                    {
                        // 默认重置回调函数
                        AActor* Actor = Cast<AActor>(Object);
                        Actor->SetActorHiddenInGame(true);
                        Actor->SetActorEnableCollision(false);
                        Actor->SetActorTickEnabled(false);
                        Actor->SetActorLocation(FVector::ZeroVector);
                        Actor->SetActorRotation(FRotator::ZeroRotator);
                    }
                    PoolMutex.Unlock();
                    return;
                }
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T, typename... Args>
void UGenericClassObjectPool::PreloadObjects(int32 Count, Args&&... InitialParams)
{
    PreloadObjectsInternal<T>(Count, Forward<Args>(InitialParams)...);
}

template <typename T>
void UGenericClassObjectPool::SetInitializeCallback(TFunction<void(T*)> Callback)
{
    UClass* ObjectClass = T::StaticClass();
    InitializeCallbacks.Add(ObjectClass, [Callback](UObject* Object)
    {
        Callback(Cast<T>(Object));
    });
}

template <typename T>
void UGenericClassObjectPool::SetResetCallback(TFunction<void(T*)> Callback)
{
    UClass* ObjectClass = T::StaticClass();
    ResetCallbacks.Add(ObjectClass, [Callback](UObject* Object)
    {
        Callback(Cast<T>(Object));
    });
}

template <typename T, typename... Args>
void UGenericClassObjectPool::PreloadObjectsInternal(int32 Count, Args&&... InitialParams)
{
    UClass* ObjectClass = T::StaticClass();
    PoolMutex.Lock();
    if (!PooledObjects.Contains(ObjectClass))
    {
        PooledObjects.Add(ObjectClass, TArray<FPooledObject>());
    }
    TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
    for (int32 i = 0; i < Count; ++i)
    {
        T* NewObject = CreateObject<T>(Forward<Args>(InitialParams)...);
        FPooledObject PooledObject = { NewObject, nullptr, false, FDateTime::UtcNow() };
        Objects.Add(PooledObject);
    }
    PoolMutex.Unlock();
}

template <typename T, typename... Args>
T* UGenericClassObjectPool::CreateObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams)
{
    UClass* Class = ObjectClass.Get();
    if (Class->IsChildOf(AActor::StaticClass()))
    {
        UWorld* World = GetWorld();
        if (World)
        {
            return World->SpawnActor<T>(ObjectClass, Forward<Args>(InitialParams)...);
        }
    }
    else
    {
        return NewObject<T>(GetOuter(), ObjectClass, Forward<Args>(InitialParams)...);
    }
    return nullptr;
}
template <typename T, typename... Args>
T* UGenericClassObjectPool::CreateObject(Args&&... InitialParams)
{
    UClass* Class = T::StaticClass();
    if (Class->IsChildOf(AActor::StaticClass()))
    {
        UWorld* World = GetWorld();
        if (World)
        {
            return World->SpawnActor<T>(Forward<Args>(InitialParams)...);
        }
    }
    else
    {
        T* NewObj = NewObject<T>(GetOuter(), Forward<Args>(InitialParams)...);
        return NewObj;
    }
   return nullptr;
}

 

GenericClassObjectPool.h泛型类对象池

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "PooledObject.h"
#include "UObject/Object.h"
#include "GenericClassObjectPool.generated.h"

UCLASS()
class YRP_API UGenericClassObjectPool : public UObject
{
    GENERATED_BODY()

public:
    friend class UObjectPoolManager;
    UGenericClassObjectPool();
    
    template <class T, class ... Args>
    T* GetObject(Args&& ... InitialParams);
    template<typename T, typename... Args>
    T* GetObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams);
    
    template<typename T>
    void ReturnObject(T* Object);

    template<typename T>
    void ReturnObject(TSubclassOf<T> ObjectClass, T* Object);
    
    void SetMaxPoolSize(int32 MaxSize);
    void SetAutoCleanupInterval(float Interval);

    template<typename T, typename... Args>
    void PreloadObjects(int32 Count, Args&&... InitialParams);

    // 设置初始化回调函数
    template<typename T>
    void SetInitializeCallback(TFunction<void(T*)> Callback);

    // 设置重置回调函数
    template<typename T>
    void SetResetCallback(TFunction<void(T*)> Callback);

protected:
    virtual void BeginDestroy() override;
    TMap<UClass*, TArray<FPooledObject>> PooledObjects;
    FCriticalSection PoolMutex;
    int32 MaxPoolSize;
    float AutoCleanupInterval;
    float PoolAdjustInterval;
    float TimeSinceLastCleanup;
    float TimeSinceLastPoolAdjust;

    // 初始化回调函数映射
    TMap<UClass*, TFunction<void(UObject*)>> InitializeCallbacks;

    // 重置回调函数映射
    TMap<UClass*, TFunction<void(UObject*)>> ResetCallbacks;
    
    void ManagePool();

    void LogPerformanceStats();

    template<typename T, typename... Args>
    void PreloadObjectsInternal(int32 Count, Args&&... InitialParams);
    template <class T, class ... Args>
    T* CreateObject(TSubclassOf<T> ObjectClass, Args&& ... InitialParams);
    template <class T, class ... Args>
    T* CreateObject(Args&& ... InitialParams);
};

template <typename T, typename... Args>
T* UGenericClassObjectPool::GetObject(Args&&... InitialParams)
{
    UClass* ObjectClass = T::StaticClass();
    PoolMutex.Lock();
    if (PooledObjects.Contains(ObjectClass))
    {
        TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
        for (FPooledObject& PooledObject : Objects)
        {
            if (!PooledObject.bIsInUse)
            {
                PooledObject.bIsInUse = true;
                PooledObject.LastUseTime = FDateTime::UtcNow();
                T* Object = Cast<T>(PooledObject.Object);
                if (InitializeCallbacks.Contains(ObjectClass))
                {
                    InitializeCallbacks[ObjectClass](Object);
                }
                else if (ObjectClass->IsChildOf(AActor::StaticClass()))
                {
                    // 默认初始化回调函数
                    AActor* Actor = Cast<AActor>(Object);
                    Actor->SetActorHiddenInGame(false);
                    Actor->SetActorEnableCollision(true);
                    Actor->SetActorTickEnabled(true);
                    Actor->SetActorLocation(FVector::ZeroVector);
                    Actor->SetActorRotation(FRotator::ZeroRotator);
                }
                PoolMutex.Unlock();
                return Object;
            }
        }
    }

    {
        T* NewObject = CreateObject<T>(ObjectClass, Forward<Args>(InitialParams)...);
        const FPooledObject PooledObject = { NewObject, nullptr, true, FDateTime::UtcNow() };
        if (!PooledObjects.Contains(ObjectClass))
        {
            PooledObjects.Add(ObjectClass, TArray<FPooledObject>());
        }
        if(PooledObjects[ObjectClass].Num() < MaxPoolSize)
        {
            PooledObjects[ObjectClass].Add(PooledObject);
        }
        else
        {
            PoolMutex.Unlock();
            return nullptr;
        }
        if (InitializeCallbacks.Contains(ObjectClass))
        {
            InitializeCallbacks[ObjectClass](NewObject);
        }
        else if (ObjectClass->IsChildOf(AActor::StaticClass()))
        {
            // 默认初始化回调函数
            AActor* Actor = Cast<AActor>(NewObject);
            Actor->SetActorHiddenInGame(false);
            Actor->SetActorEnableCollision(true);
            Actor->SetActorTickEnabled(true);
            Actor->SetActorLocation(FVector::ZeroVector);
            Actor->SetActorRotation(FRotator::ZeroRotator);
        }
        PoolMutex.Unlock();
        return NewObject;
    }
}

template <typename T, typename ... Args>
T* UGenericClassObjectPool::GetObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams)
{
    UClass* Class = ObjectClass.Get();
    PoolMutex.Lock();
    if (PooledObjects.Contains(Class))
    {
        TArray<FPooledObject>& Objects = PooledObjects[Class];
        for (FPooledObject& PooledObject : Objects)
        {
            if (!PooledObject.bIsInUse)
            {
                PooledObject.bIsInUse = true;
                PooledObject.LastUseTime = FDateTime::UtcNow();
                T* Object = Cast<T>(PooledObject.Object);
                if (InitializeCallbacks.Contains(Class))
                {
                    InitializeCallbacks[Class](Object);
                }
                else if (Class->IsChildOf(AActor::StaticClass()))
                {
                    // 默认初始化回调函数
                    AActor* Actor = Cast<AActor>(Object);
                    Actor->SetActorHiddenInGame(false);
                    Actor->SetActorEnableCollision(true);
                    Actor->SetActorTickEnabled(true);
                    Actor->SetActorLocation(FVector::ZeroVector);
                    Actor->SetActorRotation(FRotator::ZeroRotator);
                }
                PoolMutex.Unlock();
                return Object;
            }
        }
    }

    {
        T* NewObject = CreateObject<T>(ObjectClass, Forward<Args>(InitialParams)...);
        const FPooledObject PooledObject = { NewObject, nullptr, true, FDateTime::UtcNow() };
        if (!PooledObjects.Contains(Class))
        {
            PooledObjects.Add(Class, TArray<FPooledObject>());
        }
        if(PooledObjects[Class].Num() < MaxPoolSize)
        {
            PooledObjects[Class].Add(PooledObject);
        }
        else
        {
            PoolMutex.Unlock();
            return nullptr;
        }
        if (InitializeCallbacks.Contains(Class))
        {
            InitializeCallbacks[Class](NewObject);
        }
        else if (Class->IsChildOf(AActor::StaticClass()))
        {
            // 默认初始化回调函数
            AActor* Actor = Cast<AActor>(NewObject);
            Actor->SetActorHiddenInGame(false);
            Actor->SetActorEnableCollision(true);
            Actor->SetActorTickEnabled(true);
            Actor->SetActorLocation(FVector::ZeroVector);
            Actor->SetActorRotation(FRotator::ZeroRotator);
        }
        PoolMutex.Unlock();
        return NewObject;
    }
}

template <typename T>
void UGenericClassObjectPool::ReturnObject(T* Object)
{
    if (Object)
    {
        const UClass* ObjectClass = T::StaticClass();
        PoolMutex.Lock();
        if (PooledObjects.Contains(ObjectClass))
        {
            TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
            for (FPooledObject& PooledObject : Objects)
            {
                if (PooledObject.Object == Object)
                {
                    PooledObject.bIsInUse = false;
                    PooledObject.LastUseTime = FDateTime::UtcNow();
                    if (ResetCallbacks.Contains(ObjectClass))
                    {
                        ResetCallbacks[ObjectClass](Object);
                    }
                    else if (ObjectClass->IsChildOf(AActor::StaticClass()))
                    {
                        // 默认重置回调函数
                        AActor* Actor = Cast<AActor>(Object);
                        Actor->SetActorHiddenInGame(true);
                        Actor->SetActorEnableCollision(false);
                        Actor->SetActorTickEnabled(false);
                        Actor->SetActorLocation(FVector::ZeroVector);
                        Actor->SetActorRotation(FRotator::ZeroRotator);
                    }
                    PoolMutex.Unlock();
                    return;
                }
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T>
void UGenericClassObjectPool::ReturnObject(TSubclassOf<T> ObjectClass, T* Object)
{
    if (Object)
    {
        UClass* tObject = ObjectClass.Get();
        PoolMutex.Lock();
        if (PooledObjects.Contains(tObject))
        {
            TArray<FPooledObject>& Objects = PooledObjects[tObject];
            for (FPooledObject& PooledObject : Objects)
            {
                if (PooledObject.Object == Object)
                {
                    PooledObject.bIsInUse = false;
                    PooledObject.LastUseTime = FDateTime::UtcNow();
                    if (ResetCallbacks.Contains(tObject))
                    {
                        ResetCallbacks[tObject](Object);
                    }
                    else if (tObject->IsChildOf(AActor::StaticClass()))
                    {
                        // 默认重置回调函数
                        AActor* Actor = Cast<AActor>(Object);
                        Actor->SetActorHiddenInGame(true);
                        Actor->SetActorEnableCollision(false);
                        Actor->SetActorTickEnabled(false);
                        Actor->SetActorLocation(FVector::ZeroVector);
                        Actor->SetActorRotation(FRotator::ZeroRotator);
                    }
                    PoolMutex.Unlock();
                    return;
                }
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T, typename... Args>
void UGenericClassObjectPool::PreloadObjects(int32 Count, Args&&... InitialParams)
{
    PreloadObjectsInternal<T>(Count, Forward<Args>(InitialParams)...);
}

template <typename T>
void UGenericClassObjectPool::SetInitializeCallback(TFunction<void(T*)> Callback)
{
    UClass* ObjectClass = T::StaticClass();
    InitializeCallbacks.Add(ObjectClass, [Callback](UObject* Object)
    {
        Callback(Cast<T>(Object));
    });
}

template <typename T>
void UGenericClassObjectPool::SetResetCallback(TFunction<void(T*)> Callback)
{
    UClass* ObjectClass = T::StaticClass();
    ResetCallbacks.Add(ObjectClass, [Callback](UObject* Object)
    {
        Callback(Cast<T>(Object));
    });
}

template <typename T, typename... Args>
void UGenericClassObjectPool::PreloadObjectsInternal(int32 Count, Args&&... InitialParams)
{
    UClass* ObjectClass = T::StaticClass();
    PoolMutex.Lock();
    if (!PooledObjects.Contains(ObjectClass))
    {
        PooledObjects.Add(ObjectClass, TArray<FPooledObject>());
    }
    TArray<FPooledObject>& Objects = PooledObjects[ObjectClass];
    for (int32 i = 0; i < Count; ++i)
    {
        T* NewObject = CreateObject<T>(Forward<Args>(InitialParams)...);
        FPooledObject PooledObject = { NewObject, nullptr, false, FDateTime::UtcNow() };
        Objects.Add(PooledObject);
    }
    PoolMutex.Unlock();
}

template <typename T, typename... Args>
T* UGenericClassObjectPool::CreateObject(TSubclassOf<T> ObjectClass, Args&&... InitialParams)
{
    UClass* Class = ObjectClass.Get();
    if (Class->IsChildOf(AActor::StaticClass()))
    {
        UWorld* World = GetWorld();
        if (World)
        {
            return World->SpawnActor<T>(ObjectClass, Forward<Args>(InitialParams)...);
        }
    }
    else
    {
        return NewObject<T>(GetOuter(), ObjectClass, Forward<Args>(InitialParams)...);
    }
    return nullptr;
}
template <typename T, typename... Args>
T* UGenericClassObjectPool::CreateObject(Args&&... InitialParams)
{
    UClass* Class = T::StaticClass();
    if (Class->IsChildOf(AActor::StaticClass()))
    {
        UWorld* World = GetWorld();
        if (World)
        {
            return World->SpawnActor<T>(Forward<Args>(InitialParams)...);
        }
    }
    else
    {
        T* NewObj = NewObject<T>(GetOuter(), Forward<Args>(InitialParams)...);
        return NewObj;
    }
   return nullptr;
}

GenericClassObjectPool.cpp

#include "GenericClassObjectPool.h"

UGenericClassObjectPool::UGenericClassObjectPool()
{
    MaxPoolSize = 100;
    AutoCleanupInterval = 60.0f; // 每60秒清理一次
    PoolAdjustInterval = 5.0f; // 每5秒调整一次池大小
    TimeSinceLastCleanup = 0.0f;
}

void UGenericClassObjectPool::BeginDestroy()
{
    Super::BeginDestroy();
    for (auto& Entry : PooledObjects)
    {
        for (FPooledObject& PooledObject : Entry.Value)
        {
            if(PooledObject.Object)
            {
                if (AActor* actor= Cast<AActor>(PooledObject.Object) )
                {
                    actor->Destroy();
                }else if(UActorComponent* actorComponent= Cast<UActorComponent>(PooledObject.Object))
                {
                    actorComponent->DestroyComponent();
                }
                else
                {
                    PooledObject.Object->ConditionalBeginDestroy();
                }
            }
        }
    }
    PooledObjects.Empty();
}

void UGenericClassObjectPool::SetMaxPoolSize(int32 MaxSize)
{
    MaxPoolSize = MaxSize;
}

void UGenericClassObjectPool::SetAutoCleanupInterval(float Interval)
{
    AutoCleanupInterval = Interval;
}

void UGenericClassObjectPool::ManagePool()
{
    PoolMutex.Lock();
    for (auto& Entry : PooledObjects)
    {
        UClass* ObjectClass = Entry.Key;
        TArray<FPooledObject>& Objects = Entry.Value;
        int32 InUseCount = 0;
        for (int32 i = Objects.Num() - 1; i >= 0; --i)
        {
            if (Objects[i].bIsInUse)
            {
                InUseCount++;
            }
            else if ((FDateTime::UtcNow() - Objects[i].LastUseTime).GetTotalSeconds() > AutoCleanupInterval)
            {
                Objects[i].Object->ConditionalBeginDestroy();
                Objects.RemoveAt(i);
            }
        }

        int32 TargetSize = FMath::Clamp(InUseCount * 2, 10, MaxPoolSize);
        if (Objects.Num() > TargetSize)
        {
            // 释放多余的对象
            for (int32 i = Objects.Num() - 1; i >= TargetSize; --i)
            {
                if (!Objects[i].bIsInUse)
                {
                    Objects[i].Object->ConditionalBeginDestroy();
                    Objects.RemoveAt(i);
                }
            }
        }
    }
    PoolMutex.Unlock();
}

void UGenericClassObjectPool::LogPerformanceStats()
{
    // 记录性能统计数据
    for (auto& Entry : PooledObjects)
    {
        TSubclassOf<UObject> ObjectClass = Entry.Key;
        TArray<FPooledObject>& Objects = Entry.Value;
        int32 InUseCount = 0;
        for (const FPooledObject& PooledObject : Objects)
        {
            if (PooledObject.bIsInUse)
            {
                InUseCount++;
            }
        }
        UE_LOG(LogTemp, Display, TEXT("ObjectPool: Class %s, Total: %d, InUse: %d"), *ObjectClass->GetName(), Objects.Num(), InUseCount);
    }
}

GenericStructObjectPool.h泛型结构体对象池

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "PooledObject.h"
#include "UObject/Object.h"
#include "GenericStructObjectPool.generated.h"


UCLASS()
class YRP_API UGenericStructObjectPool : public UObject
{
    GENERATED_BODY()

public:
    friend class UObjectPoolManager;
    UGenericStructObjectPool();

    template<typename T, typename... Args>
    T* GetObject(Args&&... InitialParams);
    
    template<typename T>
    void ReturnObject(T* Object);

    void SetMaxPoolSize(int32 MaxSize);
    void SetAutoCleanupInterval(float Interval);

    template<typename T, typename... Args>
    void PreloadObjects(int32 Count, Args&&... InitialParams);

protected:
    virtual void BeginDestroy() override;

private:
    TMap<UScriptStruct*, TArray<FPooledObject>> PooledStructs;
    FCriticalSection PoolMutex;
    int32 MaxPoolSize;
    float AutoCleanupInterval;
    float PoolAdjustInterval;
    float TimeSinceLastCleanup;
    float TimeSinceLastPoolAdjust;
    
    template<typename T, typename... Args>
    T* CreateObject(Args&&... InitialParams);

    void ManagePool();

    void LogPerformanceStats();

    template<typename T, typename... Args>
    void PreloadObjectsInternal(int32 Count, Args&&... InitialParams);
};

template <typename T, typename... Args>
T* UGenericStructObjectPool::GetObject(Args&&... InitialParams)
{
    UScriptStruct* StructClass = TBaseStructure<T>::Get();
    PoolMutex.Lock();
    if (PooledStructs.Contains(StructClass))
    {
        TArray<FPooledObject>& Objects = PooledStructs[StructClass];
        for (FPooledObject& PooledObject : Objects)
        {
            if (!PooledObject.bIsInUse)
            {
                PooledObject.bIsInUse = true;
                PooledObject.LastUseTime = FDateTime::UtcNow();
                T* Object = (T*)PooledObject.StructData.Get();
                *Object = T(Forward<Args>(InitialParams)...); // 使用初始参数
                PoolMutex.Unlock();
                return Object;
            }
        }
    }
    {
        T* NewObject = CreateObject<T>(Forward<Args>(InitialParams)...);
        const FPooledObject PooledObject = { nullptr, TSharedPtr<void>(NewObject), true, FDateTime::UtcNow() };
        if(!PooledStructs.Contains(StructClass))
        {
            PooledStructs.Add(StructClass, TArray<FPooledObject>());
        }
        if (PooledStructs[StructClass].Num() < MaxPoolSize)
        {
            PooledStructs[StructClass].Add(PooledObject);
        }
        else
        {
            PoolMutex.Unlock();return nullptr;
        }
        PoolMutex.Unlock();return  NewObject;
    }
}

template <typename T>
void UGenericStructObjectPool::ReturnObject(T* Object)
{
    if (Object)
    {
        const UScriptStruct* StructClass = TBaseStructure<T>::Get();
        PoolMutex.Lock();
        if (PooledStructs.Contains(StructClass))
        {
            TArray<FPooledObject>& Objects = PooledStructs[StructClass];
            for (FPooledObject& PooledObject : Objects)
            {
                if (PooledObject.StructData.Get() == Object)
                {
                    PooledObject.bIsInUse = false;
                    PooledObject.LastUseTime = FDateTime::UtcNow();
                    PoolMutex.Unlock();
                    return;
                }
            }
        }
        PoolMutex.Unlock();
    }
}

template <typename T, typename... Args>
void UGenericStructObjectPool::PreloadObjects(int32 Count, Args&&... InitialParams)
{
    PreloadObjectsInternal<T>(Count, Forward<Args>(InitialParams)...);
}

template <typename T, typename... Args>
T* UGenericStructObjectPool::CreateObject(Args&&... InitialParams)
{
    T* NewObject = (T*)FMemory::Malloc(sizeof(T));
    new (NewObject) T(Forward<Args>(InitialParams)...);
    return NewObject;
}



template <typename T, typename... Args>
void UGenericStructObjectPool::PreloadObjectsInternal(int32 Count, Args&&... InitialParams)
{
    UScriptStruct* StructClass = TBaseStructure<T>::Get();
    PoolMutex.Lock();
    if (!PooledStructs.Contains(StructClass))
    {
        PooledStructs.Add(StructClass, TArray<FPooledObject>());
    }
    TArray<FPooledObject>& Objects = PooledStructs[StructClass];
    for (int32 i = 0; i < Count; ++i)
    {
        T* NewObject = CreateObject<T>(Forward<Args>(InitialParams)...);
        FPooledObject PooledObject = { nullptr, TSharedPtr<void>(NewObject), false, FDateTime::UtcNow() };
        Objects.Add(PooledObject);
    }
    PoolMutex.Unlock();
}

GenericStructObjectPool.cpp

#include "GenericStructObjectPool.h"

UGenericStructObjectPool::UGenericStructObjectPool()
{
    MaxPoolSize = 100;
    AutoCleanupInterval = 60.0f; // 每60秒清理一次
    PoolAdjustInterval = 5.0f; // 每5秒调整一次池大小
    TimeSinceLastCleanup = 0.0f;
}

void UGenericStructObjectPool::BeginDestroy()
{
    Super::BeginDestroy();
    PooledStructs.Empty();
}

void UGenericStructObjectPool::SetMaxPoolSize(int32 MaxSize)
{
    MaxPoolSize = MaxSize;
}

void UGenericStructObjectPool::SetAutoCleanupInterval(float Interval)
{
    AutoCleanupInterval = Interval;
}

void UGenericStructObjectPool::ManagePool()
{
    PoolMutex.Lock();
    for (auto& Entry : PooledStructs)
    {
        UScriptStruct* StructClass = Entry.Key;
        TArray<FPooledObject>& Objects = Entry.Value;
        int32 InUseCount = 0;
        for (int32 i = Objects.Num() - 1; i >= 0; --i)
        {
            if (Objects[i].bIsInUse)
            {
                InUseCount++;
            }
            else if ((FDateTime::UtcNow() - Objects[i].LastUseTime).GetTotalSeconds() > AutoCleanupInterval)
            {
                FMemory::Free(Objects[i].StructData.Get());
                Objects.RemoveAt(i);
            }
        }

        int32 TargetSize = FMath::Clamp(InUseCount * 2, 10, MaxPoolSize);
        if (Objects.Num() > TargetSize)
        {
            // 释放多余的对象
            for (int32 i = Objects.Num() - 1; i >= TargetSize; --i)
            {
                if (!Objects[i].bIsInUse)
                {
                    FMemory::Free(Objects[i].StructData.Get());
                    Objects.RemoveAt(i);
                }
            }
        }
    }
    PoolMutex.Unlock();
}

void UGenericStructObjectPool::LogPerformanceStats()
{
    // 记录性能统计数据
    for (auto& Entry : PooledStructs)
    {
        UScriptStruct* StructClass = Entry.Key;
        TArray<FPooledObject>& Objects = Entry.Value;
        int32 InUseCount = 0;
        for (const FPooledObject& PooledObject : Objects)
        {
            if (PooledObject.bIsInUse)
            {
                InUseCount++;
            }
        }
        UE_LOG(LogTemp, Display, TEXT("ObjectPool: Struct %s, Total: %d, InUse: %d"), *StructClass->GetName(), Objects.Num(), InUseCount);
    }
}

 

标签:PooledObject,对象,void,Object,Actor,ObjectClass,template,UE
From: https://www.cnblogs.com/zjr0/p/18338364

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