資源管理是內存優化的一部分,對於大型遊戲,資源管理不明確,很容易出現內存不足而閃退的狀況。
說到資源也就涉及到了資源劃分,這部份內容能夠看另外一篇文章《遊戲開發之目錄劃分》。微信
/** * 自定義的資源分類,對應各個引擎中相同的資源。 */ export enum ResType { Texture2D, SpriteFrame, SpriteAtlas, Prefab, Json, Scene, Material, AnimationClip, Mesh, Particle2D,//粒子效果 AudioClip, } export type ResCallback = (err: any, res: any) => void /** * 是否使用引用記數 * 對於一些資源不多的小遊戲不須要清理資源,因此能夠設置爲false。 */ export let RECORD_RES_COUNT: boolean = true /** * 各個引擎須要提供資源的輔助類須要實現的接口 */ export default interface ResInterface { /** * * @param url 加載資源 * @param type * @param callback */ loadRes(url: string, type: ResType, callback: ResCallback): void; /** * 清理資源 * @param url */ release(url: string): void; /** * 獲取資源 * @param url * @param ResType 自定義的資源類型 */ getRes(url: string, type: ResType): any; /** * 得到資源的依賴資源 * @param url */ getDependsRecursively(url: any): any; }
import ResHelper from "../../engine/ResHelper"; import { ResType, RECORD_RES_COUNT } from "./ResInterface"; export default class ResItem { // 全局資源使用計數器。 protected static resCountMap: {} = {}; //嘗試加載次數 private loadCount: number = 0; //以來資源 protected resources: {} = {}; //使用次數 protected useCount: number = 0; //資源id private url: string; //資源類型 private type: ResType; //加載是否結束 protected loadFinish: boolean = false; //資源自己 private res: any; //須要通知的函數 private callbackList: Function[] = [] constructor(url: string, type?: ResType) { this.url = url; this.type = type; } addCallback(func: Function) { this.callbackList.push(func) } //是否加載完畢 isDone() { return this.loadFinish; } getUrl() { return this.url; } getType() { return this.type; } getRes() { if (RECORD_RES_COUNT) { this.addCount(); } if (!this.res) { this.res = ResHelper.instance().getRes(this.url, this.type) } return this.res; } /** * 加載完成調用 * @param flag */ setLoadingFlag(flag: boolean) { this.loadFinish = flag; if (flag) { while (this.callbackList.length > 0) { let func = this.callbackList.shift(); func(null, this) } } } /** * 因爲引擎加載機制,加載完成就已經使用, */ cacheRes(res: any) { this.res = res; if (RECORD_RES_COUNT) { let depands = ResHelper.instance().getDependsRecursively(res) for (let key of depands) { this.resources[key] = true; } //加載成功後直接加1,以避免被其餘模塊的記載器清理掉。 this.addCount() } } //得到加載次數 getLoadCount() { return this.loadCount; } //更新加載次數 updateLoadCount() { this.loadCount++; } //得到使用次數 getUseCount() { return this.useCount; } releaseAll() { if (RECORD_RES_COUNT) { while (this.useCount > 0) { this.release(); } } } release() { if (RECORD_RES_COUNT) { if (this.useCount > 0) { this.subCount(); if (this.useCount == 0) { return true; } else { return false; } } else { return true; } } } subCount() { this.useCount --; let resources: string[] = Object.keys(this.resources); for (let index = 0; index < resources.length; index++) { const key = resources[index]; if (ResItem.resCountMap[key] > 0) { ResItem.resCountMap[key]--; if (ResItem.resCountMap[key] == 0) { ResHelper.instance().release(key) delete this.resources[key]; delete ResItem.resCountMap[key]; } } } } addCount() { this.useCount++; let resources: string[] = Object.keys(this.resources); for (let index = 0; index < resources.length; index++) { const key = resources[index]; ResItem.resCountMap[key]++; } } /** * 刪除沒有使用的資源 */ static removeUnUsedRes() { let resources: string[] = Object.keys(this.resCountMap); for (let index = 0; index < resources.length; index++) { const key = resources[index]; const count = this.resCountMap[key]; if (count === 1) { // cc.log("removeUnUsedRes uuid " + key + " count " + ResItem.resCountMap[key]) ResHelper.instance().release(key) delete this.resCountMap[key]; } } } }
import ResItem from "./ResItem"; import ResInterface, { ResCallback, ResType } from "./ResInterface"; import ResHelper from "../../engine/ResHelper"; export default class ResLoader { private helper: ResInterface = null; constructor() { this.helper = ResHelper.instance(); } protected resCache = {} /** * 清理單個資源 * @param url * @param type */ releaseRes(url: string, type: ResType) { let ts = this.getKey(url, type); let item = this.resCache[ts]; if (item) { if (item.release()) { this.resCache[ts] = null; } } } /** * 刪除全部資源 */ release() { console.log(' ResLoader release ================== ') let resources: string[] = Object.keys(this.resCache); for (let index = 0; index < resources.length; index++) { const key = resources[index]; const element: ResItem = this.resCache[key]; if (element) { element.releaseAll(); this.resCache[key] = null; } else { // console.warn("ResLoader release url = is error ",key) } } } private getKey(url: string, type: ResType) { let key = url + type; return key; } /** * 同時加載多個資源。 * @param list 須要加載的資源列表 * @param type 須要加載的資源類型,要求全部資源統一類型 * @param func 加載後的回調 * @param loader 資源加載管理器,默認是全局管理器。 */ loadArray(list: Array<string>, type: ResType, func: (err: string, process: number) => void) { let resCount = 0; for (let index = 0; index < list.length; index++) { const element = list[index]; this.loadRes(element, type, (err) => { // 不管是否都加載成功都返回。 if (err) { console.log(err); func(err, resCount / list.length); return; } resCount++; func(err, resCount / list.length); }); } } getItem(url: string, type: ResType) { let ts = this.getKey(url, type) if (this.resCache[ts]) { return this.resCache[ts] } else { let item = new ResItem(url, type); this.resCache[ts] = item; } } /** * 加載單個文件 * @param url * @param type * @param callback */ loadRes(url: string, type: ResType, callback: (err: string, res: ResItem) => void) { let ts = this.getKey(url, type); let item: ResItem = this.resCache[ts] // cc.log(" loadRes url ",url,' ts ',ts); if (item && item.isDone()) { callback(null, item); return; } else { if (item) { item.addCallback(callback) return; } else { item = new ResItem(url, type); this.resCache[ts] = item; } } let func: ResCallback = (err: any, res: any) => { item.updateLoadCount(); if (err) { if (item.getLoadCount() <= 3) { console.warn(" item.getLoadCount() =========== ", item.getLoadCount()) this.helper.loadRes(url, type, func); } else { console.warn(" res load fail url is " + url); this.resCache[ts] = null; callback(err, null); } } else { item.cacheRes(res); if (this.resCache[ts]) { item.setLoadingFlag(true) callback(err, item); } else { //處理加載完以前已經刪除的資源 item.subCount(); } } } this.helper.loadRes(url, type, func); } /** * 獲取資源的惟一方式 * @param url * @param type */ getRes(url: string, type: ResType) { let ts = this.getKey(url, type) let item = this.resCache[ts]; if (item) { return item.getRes(); } else { let res = this.helper.getRes(url, type); if (res) { // 若是其餘管理器已經加載了資源,直接使用。 console.log(' 其餘加載器已經加載了次資源 ', url) let item = new ResItem(url, type); item.cacheRes(item) this.resCache[ts] = item return item.getRes(); } else { console.warn('getRes url ', url, ' ts ', ts) } } return null; } }
import ResInterface, { ResType, ResCallback } from "../cfw/res/ResInterface"; /** * 各個引擎提供的資源輔助類。須要實現ResInterface接口 */ export default class ResHelper implements ResInterface { private static ins: ResInterface; static instance() { if (!this.ins) { this.ins = new ResHelper() } return this.ins; } /** * 加載資源 * @param url * @param type * @param callback */ loadRes(url: string, type: ResType, callback: ResCallback): void { switch (type) { case ResType.Prefab: cc.loader.loadRes(url, cc.Prefab, callback) break; case ResType.Texture2D: cc.loader.loadRes(url, cc.Texture2D, callback) break; case ResType.SpriteFrame: cc.loader.loadRes(url, cc.SpriteFrame, callback) break; case ResType.Json: cc.loader.loadRes(url, cc.JsonAsset, callback) break; case ResType.SpriteAtlas: cc.loader.loadRes(url, cc.SpriteAtlas, callback) break; case ResType.Particle2D: cc.loader.loadRes(url, cc.ParticleAsset, callback) break; case ResType.AudioClip: cc.loader.loadRes(url, cc.AudioClip, callback) break; } } /** * 清理資源 * @param url */ release(url: string): void { cc.loader.release(url); } getRes(url: string, type: ResType): any { switch (type) { case ResType.Prefab: return cc.loader.getRes(url, cc.Prefab); case ResType.Texture2D: return cc.loader.getRes(url, cc.Texture2D); case ResType.SpriteFrame: return cc.loader.getRes(url, cc.SpriteFrame); case ResType.Json: return cc.loader.getRes(url, cc.JsonAsset); case ResType.SpriteAtlas: return cc.loader.getRes(url, cc.SpriteAtlas); case ResType.Particle2D: return cc.loader.getRes(url, cc.ParticleAsset) case ResType.AudioClip: return cc.loader.getRes(url, cc.AudioClip) default: console.error(' getRes error url is ', url, ' type is ', type) return null; } } getDependsRecursively(res: any): any { return cc.loader.getDependsRecursively(res) } }
//模塊id export enum ModuleID { LOGIN, LOADING, GAME, LOBBY, PUBLIC, MAX }
import ResLoader from "../../cfw/res/ResLoader"; import AudioManager from "../../cfw/audio/AudioManager"; export default class Module { private loader: ResLoader; protected audio: AudioManager; protected name: string = '' constructor(moduleName: string) { this.name = moduleName; this.loader = new ResLoader() this.audio = new AudioManager(moduleName, this.loader) } getName() { return this.name; } getLoader() { return this.loader; } getAudio() { return this.audio; } }
import { ModuleID } from "./Config"; import Module from "./Module"; export default class ModuleManager { private static mgrMap: Module[] = [] private static moduleID: ModuleID = ModuleID.LOADING; static init(projectName: string) { for (let index = 0; index < ModuleID.MAX; index++) { this.mgrMap[index] = new Module(projectName + index); } } static getAudio(id: ModuleID = this.moduleID) { return this.mgrMap[id].getAudio() } static publicAudio() { return this.mgrMap[ModuleID.PUBLIC].getAudio() } static publicLoader() { return this.mgrMap[ModuleID.PUBLIC].getLoader() } static setModuleID(id: ModuleID) { this.moduleID = id; } static getLoader(id: ModuleID = this.moduleID) { return this.mgrMap[id].getLoader() } }
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