【UE4 设计模式】享元模式 Flyweight Pattern

概述

描述

  • 运用共享技术有效地支持大量细粒度对象的复用。系统只使用少量的对象,而这些对象都很相似,状态变化很小,可以实现对象的多次复用。

  • 由于享元模式要求能够共享的对象必须是细粒度对象,因此它又称为轻量级模式,它是一种对象结构型模式。

  • 享元类可以有多个对象,单例类只有一个对象

  • 内部状态
    享元对象内部不随外界环境改变而改变的共享部分。

  • 外部状态
    享元对象内部随环境的改变而改变,不能够共享的状态就是外部状态。

    image

套路

  • Flyweight(抽象享元类)
    一个接口或抽象类,声明了具体享元类的公共方法。
  • ConcreteFlyweight(具体享元类)
    实现了抽象享元类,其实例称为享元对象。
  • UnsharedConcreteFlyweight(非共享具体享元类)
    并不是所有的抽象享元类的子类都需要被共享,不能被共享的子类可设计为非共享具体享元类。
  • FlyweightFactory(享元工厂类)
    用于创建并管理享元对象,一般设计为一个存储“Key-Value”键值对的集合(可以结合工厂模式设计)。其作用就在于:提供一个用于存储享元对象的享元池,当用户需要对象时,首先从享元池中获取,如果享元池中不存在,那么则创建一个新的享元对象返回给用户,并在享元池中保存该新增对象

使用场景

  • 程序需要生成数量巨大的相似对象
  • 这将耗尽目标设备的所有内存
  • 对象中包含可抽取且能在多个对象间共享的重复状态。
  • 示例
    • 游戏场景中的植被、子弹等重复的物体,贴图或是网格一样,Transform不一样
    • 注意与对象池(也叫资源池,如连接池、线程池)的区别,对象池可重复使用,每次使用都是独占使用;享元是共享使用;对象池可以看作是享元模式的升级版

优缺点

  • 优点
    • 享元模式的优点在于它可以极大减少内存中对象的数量,使得相同对象或相似对象在内存中只保存一份。
    • 享元模式的外部状态相对独立,而且不会影响其内部状态,从而使得享元对象可以在不同的环境中被共享。
  • 缺点
    • 享元模式使得系统更加复杂,需要分离出内部状态和外部状态,这使得程序的逻辑复杂化。
    • 为了使对象可以共享,享元模式需要将享元对象的状态外部化,而读取外部状态使得运行时间变长。

UE4 实践

  • 做个打地鼠雏形,过程中假设只提供地鼠和炸弹两种物品。避免高频率创建和销毁,提高重复利用,此时可以用享元模式,

  • 创建享元抽象类、具体类

    // 抽象享元类 
    UCLASS(Abstract)
    class DESIGNPATTERNS_API AFlyweightObject : public AActor
    {
    	GENERATED_BODY()
    public:
    	// 用于每次重新调用时,初始化各个参数
    	virtual void Init(FVector pInitPos) {
    		bIsLiving = true;
    		UE_LOG(LogTemp, Warning, TEXT("----------------------------------"));
    		UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" %s is used. Pos%s"),
    			*this->GetName(),
    			*UKismetStringLibrary::Conv_VectorToString(pInitPos));
    
    		GetWorld()->GetTimerManager().SetTimer(m_pTimerHandle, this, &AFlyweightObject::End, 1.0f, false);
    
    	}
    
    	// 自定义销毁程序,不是真正的销毁实例
    	virtual void End() {
    		if (bIsLiving)
    		{
    			UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" ******** %s is destroyed."), *this->GetName());
    			bIsLiving = false;
    			GetWorld()->GetTimerManager().ClearTimer(m_pTimerHandle);
    		}
    	}
    
    	// 击中
    	virtual void Hit() PURE_VIRTUAL(AFlyweightObject::IsValid, );
    
    	// 用于判断是否已经在使用、空闲状态
    	bool IsLiving() {
    		return bIsLiving;
    	}
    
    protected:
    	bool bIsLiving;
    	FTimerHandle m_pTimerHandle;
    };
    
    // 具体享元类 —— 地鼠
    UCLASS()
    class DESIGNPATTERNS_API AMole : public AFlyweightObject
    {
    	GENERATED_BODY()
    public:
    	
    	virtual void Hit() {	
    		UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" %s is hit. Add 10 score"), *this->GetName());
    		End();
    	}
    
    };
    
    // 具体享元类 —— 炸弹
    UCLASS()
    class DESIGNPATTERNS_API ABomb : public AFlyweightObject
    {
    	GENERATED_BODY()
    public:
    	virtual void Hit() {		
    		UE_LOG(LogTemp, Warning, TEXT(__FUNCTION__" %s is hit. Add -5 score"), *this->GetName());
    		End();
    	}
    };
    
  • 创建享元工厂类

    • 内部可使用享元池存储多个享元对象
    // 享元工厂类 
    UCLASS()
    class DESIGNPATTERNS_API AFlyweightFactory : public AActor
    {
    	GENERATED_BODY()
    public:
    	// 初始化多个地鼠和炸弹实例以供使用
    	void Init() {
    		for (int32 i = 0; i < 3; i++)
    		{
    			AMole* mole = GetWorld()->SpawnActor<AMole>(FVector::ZeroVector, FRotator::ZeroRotator);
    			m_pMolePool.Add(mole->GetName(), mole);			
    		
    			ABomb* bomb = GetWorld()->SpawnActor<ABomb>(FVector::ZeroVector, FRotator::ZeroRotator);
    			m_pBombPool.Add(bomb->GetName(), bomb);
    		}
    	}
    
    	// 获取未被使用的地鼠实例
    	AMole* GetMole() {
    		for (TTuple<FString,AMole*>& item : m_pMolePool)
    		{
    			if (!(item.Value)->IsLiving())
    			{
    				return item.Value;
    			}			
    		}
    		return nullptr;
    	}
    
    	// 获取未被使用的炸弹实例
    	ABomb* GetBomb() {
    		for (TTuple<FString, ABomb*>& item : m_pBombPool)
    		{
    			if (!(item.Value)->IsLiving())
    			{
    				return item.Value;
    			}			
    		}
    		return nullptr;
    	}
    
    	// 随机获取未被使用的地鼠或炸弹实例
    	AFlyweightObject* GetRandomElement() {
    		if (UKismetMathLibrary::RandomFloat() < 0.7f)
    		{
    			return GetMole();
    		}
    		else 
    		{
    			return GetBomb();
    		}
    		
    	}
    
    private:
    	// 存储的地鼠对象池
    	UPROPERTY()
    	TMap<FString,AMole*> m_pMolePool;
    	
    	// 存储的炸弹对象池
    	UPROPERTY()
    	TMap<FString,ABomb*> m_pBombPool;
    };
    
  • 调用测试

    UCLASS()
    class DESIGNPATTERNS_API AFlyweightTestActor : public AActor
    {
    	GENERATED_BODY()
    	
    public:	
    	// Sets default values for this actor's properties
    	AFlyweightTestActor();
    	// Called every frame
    	virtual void Tick(float DeltaTime) override;
    
    protected:
    	// Called when the game starts or when spawned
    	virtual void BeginPlay() override;
    
    public:	
    	UPROPERTY()
    	AFlyweightFactory* m_pFlyweightFactory;
    
    	UPROPERTY()
    	FTimerHandle TimerHandle;
    
    	// 定时生成地鼠或炸弹
    	UFUNCTION()
    	void AutoSpawner();
    
    	
    };
    
    // Called when the game starts or when spawned
    void AFlyweightTestActor::BeginPlay()
    {
    	Super::BeginPlay();
    
    	// 享元工厂实例
    	m_pFlyweightFactory = GetWorld()->SpawnActor<AFlyweightFactory>(AFlyweightFactory::StaticClass());
    	m_pFlyweightFactory->Init();
    
    	// 定时器
    	GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &AFlyweightTestActor::AutoSpawner, 0.4f, true);
    }
    
    void AFlyweightTestActor::AutoSpawner()
    {
    	// 随机位置
    	int32 RandomInt = UKismetMathLibrary::RandomInteger(16);
    	FVector RandomPos = FVector::ZeroVector + FVector(1, 0, 0) * (RandomInt / 4) + FVector(0, 1, 0) * (RandomInt % 4);
    	// 获取随机空闲的地鼠或炸弹
    	AFlyweightObject* FlyweightObj = m_pFlyweightFactory->GetRandomElement();
    	if (FlyweightObj)
    	{
    		// 初始化享元对象
    		FlyweightObj->Init(RandomPos);
    
    		// 假定一定概率击中
    		if (UKismetMathLibrary::RandomFloat()<0.2)
    		{
    			FLatentActionInfo LatentActionInfo;
    			UKismetSystemLibrary::Delay(GetWorld(), 0.1, LatentActionInfo);
    			FlyweightObj->Hit();
    		}				
    
    	}
    
    }
    
  • 调式输出

    • 可以看出每次都是调用空闲的实例
    • 生命周期结束或者被击中后,实例都会归为空闲状态
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_0 is used. PosX=3.000 Y=1.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_1 is used. PosX=2.000 Y=3.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_2 is used. PosX=1.000 Y=1.000 Z=0.000
    LogTemp: Warning: AMole::Hit Mole_2 is hit. Add 10 score
    LogTemp: Warning: AFlyweightObject::End ******** Mole_2 is destroyed.
    LogTemp: Warning: AFlyweightObject::End ******** Mole_0 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_0 is used. PosX=3.000 Y=3.000 Z=0.000
    LogTemp: Warning: AFlyweightObject::End ******** Mole_1 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_1 is used. PosX=3.000 Y=2.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_0 is used. PosX=3.000 Y=1.000 Z=0.000
    LogTemp: Warning: AFlyweightObject::End ******** Mole_0 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_1 is used. PosX=3.000 Y=2.000 Z=0.000
    LogTemp: Warning: ABomb::Hit Bomb_1 is hit. Add -5 score
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_1 is destroyed.
    LogTemp: Warning: AFlyweightObject::End ******** Mole_1 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_1 is used. PosX=2.000 Y=2.000 Z=0.000
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_0 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_0 is used. PosX=2.000 Y=2.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_2 is used. PosX=0.000 Y=3.000 Z=0.000
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_1 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_1 is used. PosX=1.000 Y=2.000 Z=0.000
    LogTemp: Warning: ABomb::Hit Bomb_1 is hit. Add -5 score
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_1 is destroyed.
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_0 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_0 is used. PosX=1.000 Y=2.000 Z=0.000
    LogTemp: Warning: AMole::Hit Mole_0 is hit. Add 10 score
    LogTemp: Warning: AFlyweightObject::End ******** Mole_0 is destroyed.
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_2 is destroyed.
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_0 is used. PosX=2.000 Y=3.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Mole_1 is used. PosX=1.000 Y=0.000 Z=0.000
    LogTemp: Warning: ----------------------------------
    LogTemp: Warning: AFlyweightObject::Init Bomb_0 is used. PosX=3.000 Y=3.000 Z=0.000
    LogTemp: Warning: ABomb::Hit Bomb_0 is hit. Add -5 score
    LogTemp: Warning: AFlyweightObject::End ******** Bomb_0 is destroyed.
    LogTemp: Warning: AFlyweightObject::End ******** Mole_0 is destroyed.
    

参考

posted @ 2021-06-19 23:51  砥才人  阅读(469)  评论(0编辑  收藏  举报