- Checkpoint 1:清理 TickEnemies 侧 GC
- Checkpoint 2:解耦 Simulation 核心与 `Transform` 运行时依赖 - Checkpoint 3:收口 `EntitySync` 职责边界 - Checkpoint 4:拆分 Simulation Tick 阶段 - Checkpoint 5:补最小回归测试 - Checkpoint 6:补充 P1.5 结项文档
This commit is contained in:
@@ -1,4 +1,3 @@
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using System.Collections.Generic;
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using UnityEngine;
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@@ -6,70 +5,159 @@ namespace CustomUtility
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{
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public static class EnemySeparationSolverProvider
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{
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private struct Registration
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private enum SolverType
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{
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GridBucket,
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Naive
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}
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private struct LegacyRegistration
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{
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public int AgentId;
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public float BodyRadius;
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}
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private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver();
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private static readonly Dictionary<Transform, Registration> Registrations = new();
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private static SolverType _solverType = SolverType.GridBucket;
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private static float _gridCellSize = 1f;
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private static IEnemySeparationSolver _legacySolver = CreateSolver();
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private static IEnemySeparationSolver _simulationSolver = CreateSolver();
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public static IEnemySeparationSolver Current => _current;
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public static string CurrentSolverName => _current.GetType().Name;
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private static readonly Dictionary<Transform, LegacyRegistration> LegacyRegistrations = new();
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private static readonly List<EnemySeparationAgent> LegacyAgents = new();
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private static readonly List<Transform> LegacyRecycle = new();
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private static int _legacySnapshotFrame = -1;
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private static int _nextLegacyAgentId = 1;
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public static IEnemySeparationSolver Current => _simulationSolver;
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public static string CurrentSolverName => _simulationSolver.GetType().Name;
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public static void SetSolver(IEnemySeparationSolver solver)
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{
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if (solver == null) return;
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_current = solver;
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ReRegisterAll();
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_legacySolver = solver;
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_simulationSolver = solver;
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_legacySnapshotFrame = -1;
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}
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public static void UseGridBucketSolver(float cellSize = 1f)
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{
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SetSolver(new GridBucketEnemySeparationSolver(cellSize));
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_solverType = SolverType.GridBucket;
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_gridCellSize = Mathf.Max(0.1f, cellSize);
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RecreateSolvers();
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}
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public static void UseNaiveSolver()
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{
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SetSolver(new NaiveEnemySeparationSolver());
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_solverType = SolverType.Naive;
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RecreateSolvers();
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}
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public static void Register(Transform transform, float bodyRadius)
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{
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if (transform == null) return;
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var registration = new Registration
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if (LegacyRegistrations.TryGetValue(transform, out LegacyRegistration registration))
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{
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BodyRadius = bodyRadius
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};
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Registrations[transform] = registration;
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_current.Register(transform, bodyRadius);
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registration.BodyRadius = bodyRadius;
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LegacyRegistrations[transform] = registration;
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}
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else
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{
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LegacyRegistrations.Add(transform, new LegacyRegistration
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{
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AgentId = _nextLegacyAgentId++,
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BodyRadius = bodyRadius
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});
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}
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_legacySnapshotFrame = -1;
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}
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public static void Unregister(Transform transform)
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{
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if (transform == null) return;
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if (!LegacyRegistrations.Remove(transform)) return;
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_current.Unregister(transform);
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Registrations.Remove(transform);
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_legacySnapshotFrame = -1;
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}
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public static Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
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int iterations)
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{
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return _current.Resolve(transform, desiredPosition, fallbackDirection, iterations);
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if (transform == null) return desiredPosition;
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if (!LegacyRegistrations.TryGetValue(transform, out LegacyRegistration registration))
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{
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return desiredPosition;
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}
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EnsureLegacySnapshot();
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return _legacySolver.Resolve(registration.AgentId, desiredPosition, fallbackDirection, iterations);
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}
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private static void ReRegisterAll()
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public static void SetSimulationAgents(IReadOnlyList<EnemySeparationAgent> agents)
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{
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foreach (var pair in Registrations)
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_simulationSolver.SetAgents(agents);
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}
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public static Vector3 ResolveSimulation(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection,
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int iterations)
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{
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return _simulationSolver.Resolve(agentId, desiredPosition, fallbackDirection, iterations);
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}
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private static void EnsureLegacySnapshot()
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{
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int frame = Time.frameCount;
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if (_legacySnapshotFrame == frame) return;
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_legacySnapshotFrame = frame;
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LegacyAgents.Clear();
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LegacyRecycle.Clear();
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foreach (var pair in LegacyRegistrations)
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{
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Transform transform = pair.Key;
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Registration registration = pair.Value;
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if (transform == null) continue;
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if (transform == null)
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{
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LegacyRecycle.Add(pair.Key);
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continue;
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}
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_current.Register(transform, registration.BodyRadius);
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Vector3 position = transform.position;
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position.y = 0f;
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LegacyAgents.Add(new EnemySeparationAgent
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{
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AgentId = pair.Value.AgentId,
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Position = position,
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Radius = Mathf.Max(0.01f, pair.Value.BodyRadius)
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});
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}
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for (int i = 0; i < LegacyRecycle.Count; i++)
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{
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LegacyRegistrations.Remove(LegacyRecycle[i]);
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}
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_legacySolver.SetAgents(LegacyAgents);
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}
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}
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private static void RecreateSolvers()
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{
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_legacySolver = CreateSolver();
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_simulationSolver = CreateSolver();
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_legacySnapshotFrame = -1;
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}
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private static IEnemySeparationSolver CreateSolver()
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{
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if (_solverType == SolverType.Naive)
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{
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return new NaiveEnemySeparationSolver();
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}
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return new GridBucketEnemySeparationSolver(_gridCellSize);
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}
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}
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}
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@@ -4,24 +4,20 @@ namespace CustomUtility
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{
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public sealed class GridBucketEnemySeparationSolver : IEnemySeparationSolver
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{
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private sealed class Agent
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private struct Agent
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{
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public Transform Transform;
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public float Radius;
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public Vector3 Position;
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public int CellX;
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public int CellZ;
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}
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private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new();
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private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<Transform>>
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_buckets = new();
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private readonly System.Collections.Generic.List<Transform> _recycle = new();
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private readonly System.Collections.Generic.Dictionary<int, Agent> _agents = new();
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private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<int>> _buckets = new();
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private readonly System.Collections.Generic.Stack<System.Collections.Generic.List<int>> _bucketListPool = new();
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private readonly System.Collections.Generic.List<long> _activeBucketKeys = new();
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private readonly float _cellSize;
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private int _snapshotFrame = -1;
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private float _maxRadius = 0.45f;
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public GridBucketEnemySeparationSolver(float cellSize = 1f)
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@@ -29,44 +25,42 @@ namespace CustomUtility
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_cellSize = Mathf.Max(0.1f, cellSize);
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}
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public void Register(Transform transform, float bodyRadius)
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public void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents)
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{
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if (transform == null) return;
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RecycleBucketsForSnapshot();
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_agents.Clear();
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_maxRadius = 0.01f;
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if (!_agents.TryGetValue(transform, out var agent))
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if (agents == null) return;
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for (int i = 0; i < agents.Count; i++)
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{
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agent = new Agent();
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_agents.Add(transform, agent);
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}
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EnemySeparationAgent input = agents[i];
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Vector3 position = input.Position;
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position.y = 0f;
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float radius = Mathf.Max(0.01f, input.Radius);
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agent.Transform = transform;
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agent.Radius = Mathf.Max(0.01f, bodyRadius);
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if (agent.Radius > _maxRadius)
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{
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_maxRadius = agent.Radius;
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}
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Agent agent = new Agent
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{
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Radius = radius,
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Position = position,
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CellX = ToCell(position.x),
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CellZ = ToCell(position.z)
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};
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_snapshotFrame = -1;
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_agents[input.AgentId] = agent;
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AddToBucket(input.AgentId, agent.CellX, agent.CellZ);
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if (radius > _maxRadius)
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{
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_maxRadius = radius;
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}
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}
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}
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public void Unregister(Transform transform)
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public Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
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{
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if (transform == null) return;
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if (!_agents.TryGetValue(transform, out var agent)) return;
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RemoveFromBucket(transform, agent.CellX, agent.CellZ);
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_agents.Remove(transform);
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RecalculateMaxRadius();
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_snapshotFrame = -1;
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}
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public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
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int iterations)
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{
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if (transform == null) return desiredPosition;
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if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
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EnsureSnapshot();
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if (!_agents.TryGetValue(agentId, out var self)) return desiredPosition;
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Vector3 candidate = desiredPosition;
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candidate.y = 0f;
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@@ -89,9 +83,9 @@ namespace CustomUtility
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for (int i = 0; i < bucket.Count; i++)
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{
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Transform otherTransform = bucket[i];
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if (otherTransform == transform) continue;
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if (!_agents.TryGetValue(otherTransform, out var other)) continue;
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int otherAgentId = bucket[i];
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if (otherAgentId == agentId) continue;
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if (!_agents.TryGetValue(otherAgentId, out var other)) continue;
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Vector3 toSelf = candidate - other.Position;
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float minDistance = self.Radius + other.Radius;
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@@ -114,98 +108,65 @@ namespace CustomUtility
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}
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}
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SyncAgentPosition(transform, self, candidate);
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SyncAgentPosition(agentId, ref self, candidate);
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candidate.y = desiredPosition.y;
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return candidate;
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}
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private void EnsureSnapshot()
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private void RecycleBucketsForSnapshot()
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{
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int frame = Time.frameCount;
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if (_snapshotFrame == frame) return;
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_snapshotFrame = frame;
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_buckets.Clear();
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_recycle.Clear();
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foreach (var pair in _agents)
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for (int i = 0; i < _activeBucketKeys.Count; i++)
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{
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Transform transform = pair.Key;
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Agent agent = pair.Value;
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if (transform == null || agent.Transform == null)
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{
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_recycle.Add(transform);
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continue;
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}
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long key = _activeBucketKeys[i];
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if (!_buckets.TryGetValue(key, out var bucket)) continue;
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Vector3 position = agent.Transform.position;
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position.y = 0f;
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agent.Position = position;
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agent.CellX = ToCell(position.x);
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agent.CellZ = ToCell(position.z);
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AddToBucket(transform, agent.CellX, agent.CellZ);
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bucket.Clear();
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_bucketListPool.Push(bucket);
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_buckets.Remove(key);
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}
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for (int i = 0; i < _recycle.Count; i++)
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{
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_agents.Remove(_recycle[i]);
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}
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_activeBucketKeys.Clear();
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}
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private void SyncAgentPosition(Transform transform, Agent agent, Vector3 position)
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private void SyncAgentPosition(int agentId, ref Agent agent, Vector3 position)
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{
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int newCellX = ToCell(position.x);
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int newCellZ = ToCell(position.z);
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if (agent.CellX != newCellX || agent.CellZ != newCellZ)
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{
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RemoveFromBucket(transform, agent.CellX, agent.CellZ);
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AddToBucket(transform, newCellX, newCellZ);
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RemoveFromBucket(agentId, agent.CellX, agent.CellZ);
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AddToBucket(agentId, newCellX, newCellZ);
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agent.CellX = newCellX;
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agent.CellZ = newCellZ;
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}
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agent.Position = position;
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_agents[agentId] = agent;
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}
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private void AddToBucket(Transform transform, int cellX, int cellZ)
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private void AddToBucket(int agentId, int cellX, int cellZ)
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{
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long key = CellKey(cellX, cellZ);
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if (!_buckets.TryGetValue(key, out var list))
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{
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list = new System.Collections.Generic.List<Transform>(8);
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list = _bucketListPool.Count > 0
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? _bucketListPool.Pop()
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: new System.Collections.Generic.List<int>(8);
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_buckets.Add(key, list);
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_activeBucketKeys.Add(key);
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}
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list.Add(transform);
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list.Add(agentId);
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}
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private void RemoveFromBucket(Transform transform, int cellX, int cellZ)
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private void RemoveFromBucket(int agentId, int cellX, int cellZ)
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{
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long key = CellKey(cellX, cellZ);
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if (!_buckets.TryGetValue(key, out var list)) return;
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list.Remove(transform);
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if (list.Count == 0)
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{
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_buckets.Remove(key);
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}
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}
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private void RecalculateMaxRadius()
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{
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float max = 0.01f;
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foreach (var pair in _agents)
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{
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if (pair.Value.Radius > max)
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{
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max = pair.Value.Radius;
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}
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}
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_maxRadius = max;
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list.Remove(agentId);
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}
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private int ToCell(float value)
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@@ -218,5 +179,4 @@ namespace CustomUtility
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return ((long)x << 32) ^ (uint)z;
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}
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}
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}
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@@ -2,10 +2,16 @@ using UnityEngine;
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namespace CustomUtility
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{
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public struct EnemySeparationAgent
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{
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public int AgentId;
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public Vector3 Position;
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public float Radius;
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}
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public interface IEnemySeparationSolver
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{
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void Register(Transform transform, float bodyRadius);
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void Unregister(Transform transform);
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Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
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void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents);
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Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
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}
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}
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@@ -4,39 +4,41 @@ namespace CustomUtility
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{
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public sealed class NaiveEnemySeparationSolver : IEnemySeparationSolver
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{
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private sealed class Agent
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private struct Agent
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{
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public Transform Transform;
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public float Radius;
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public Vector3 Position;
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}
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private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new();
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private readonly System.Collections.Generic.List<Transform> _agentKeys = new();
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private readonly System.Collections.Generic.Dictionary<int, Agent> _agents = new();
|
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private readonly System.Collections.Generic.List<int> _agentKeys = new();
|
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public void Register(Transform transform, float bodyRadius)
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public void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents)
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{
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if (transform == null) return;
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_agents.Clear();
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_agentKeys.Clear();
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if (agents == null) return;
|
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if (!_agents.TryGetValue(transform, out var agent))
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for (int i = 0; i < agents.Count; i++)
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{
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agent = new Agent();
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_agents.Add(transform, agent);
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EnemySeparationAgent input = agents[i];
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Vector3 position = input.Position;
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position.y = 0f;
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Agent agent = new Agent
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{
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Radius = Mathf.Max(0.01f, input.Radius),
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Position = position
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};
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_agents[input.AgentId] = agent;
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_agentKeys.Add(input.AgentId);
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}
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agent.Transform = transform;
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agent.Radius = Mathf.Max(0.01f, bodyRadius);
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}
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public void Unregister(Transform transform)
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public Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
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{
|
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if (transform == null) return;
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_agents.Remove(transform);
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}
|
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|
||||
public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
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{
|
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if (transform == null) return desiredPosition;
|
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if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
|
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if (!_agents.TryGetValue(agentId, out var self)) return desiredPosition;
|
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|
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Vector3 candidate = desiredPosition;
|
||||
candidate.y = 0f;
|
||||
@@ -44,26 +46,16 @@ namespace CustomUtility
|
||||
Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right;
|
||||
fallback.y = 0f;
|
||||
|
||||
_agentKeys.Clear();
|
||||
foreach (var pair in _agents)
|
||||
{
|
||||
_agentKeys.Add(pair.Key);
|
||||
}
|
||||
|
||||
int effectiveIterations = Mathf.Max(1, iterations);
|
||||
for (int iter = 0; iter < effectiveIterations; iter++)
|
||||
{
|
||||
for (int i = 0; i < _agentKeys.Count; i++)
|
||||
{
|
||||
Transform otherTransform = _agentKeys[i];
|
||||
if (otherTransform == transform) continue;
|
||||
if (!_agents.TryGetValue(otherTransform, out var other)) continue;
|
||||
if (other.Transform == null) continue;
|
||||
int otherAgentId = _agentKeys[i];
|
||||
if (otherAgentId == agentId) continue;
|
||||
if (!_agents.TryGetValue(otherAgentId, out var other)) continue;
|
||||
|
||||
Vector3 otherPosition = other.Transform.position;
|
||||
otherPosition.y = 0f;
|
||||
|
||||
Vector3 toSelf = candidate - otherPosition;
|
||||
Vector3 toSelf = candidate - other.Position;
|
||||
float minDistance = self.Radius + other.Radius;
|
||||
float minDistanceSq = minDistance * minDistance;
|
||||
float sqrDistance = toSelf.sqrMagnitude;
|
||||
|
||||
Reference in New Issue
Block a user