【UE4 设计模式】享元模式 Flyweight Pattern
阅读原文时间:2023年07月11日阅读:1

概述

  • 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。

  • 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

  • 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(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 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()-&gt;SpawnActor&lt;AFlyweightFactory&gt;(AFlyweightFactory::StaticClass());
    m_pFlyweightFactory-&gt;Init();
    
    // 定时器
    GetWorld()-&gt;GetTimerManager().SetTimer(TimerHandle, this, &amp;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()&lt;0.2)
        {
            FLatentActionInfo LatentActionInfo;
            UKismetSystemLibrary::Delay(GetWorld(), 0.1, LatentActionInfo);
            FlyweightObj-&gt;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.


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