/// <summary> /// 缓存对象数量快超出一级缓存时,对其进行扩容 /// </summary> private void try_fix_pool() { int free_cache_count = get_free_cache_count(); int cache_count = get_cache_count(); // 数量超过一级缓存的90%时 if ((((float)cache_count) / ((float)mCacheBlockMaxCount)) >= 0.9f) { // 当前内存池中可用对象的比例少于20%时,需要进行扩容 if ((((float)free_cache_count) / ((float)cache_count)) < 0.2f) { mCacheBlockMaxCount += 32; if (mCacheBlockMaxCount > mBlockLimitCount) { mCacheBlockMaxCount = mBlockLimitCount; } } else { // 销毁当前内存池中未被使用的对象,销毁数量为50% for (int i = 0; i < mPool.Count; i++) { CachedObjectInfo info = mPool[i]; int num = info.get_free_cache_count(); info.shrink(num / 2); } } } }
/// <summary> /// 定时检查标记为可销毁的对象 /// </summary> public void update() { float time = Time.time; if ((time - mLastUpdateTime) >= mUpdateFrequency) { mLastUpdateTime = time; if (mPool != null) { // 每次随机获取一个CacheObjectInfo int index = UnityEngine.Random.Range(0, mPool.Count); if ((index >= 0) && (index < mPool.Count)) { CachedObjectInfo info = mPool[index]; if (info == null) { mPool.RemoveAt(index); } else { // 根据标记可销毁的时间间隔来计算需要销毁的对象数量 float num = Time.time - info.get_weight(); int max_shrink_count = (int)(num / mWornTime); if (max_shrink_count > 0) { int free_cache_count = info.get_free_cache_count(); if (free_cache_count <= 0)// 无可用缓存对象时,移除CacheObjectInfo { mPool.RemoveAt(index); } else { // 移除的数量不能超出当前可用缓存对象 max_shrink_count = (max_shrink_count <= free_cache_count) ? max_shrink_count : free_cache_count; info.shrink(max_shrink_count); } } } } } } }