前言
资源管理是内存优化的一部分,对于大型游戏,资源管理不明确,很容易出现内存不足而闪退的情况。
说到资源也就涉及到了资源划分,这部分内容可以看另一篇文章《游戏开发之目录划分》。
资源管理器需要考虑的情况
- 加载完成的回调
- 加载失败后的尝试
- 多个相同请求的处理。
- 未加载成功之前已经删除。
- 资源的使用情况,记数。
- 跨引擎使用。
各个引擎需要提供的辅助类需要实现的接口
/**
* 自定义的资源分类,对应各个引擎中相同的资源。*/
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
/**
* 是否使用引用记数
* 对于一些资源很少的小游戏不需要清理资源,所以可以设置为 false。*/
export let RECORD_RES_COUNT: boolean = true
/**
* 各个引擎需要提供资源的辅助类需要实现的接口
*/
export default interface ResInterface {
/**
*
* @param url 加载资源
* @param type
* @param callback
*/
loadRes(url: string, type: ResType, callback: ResCallback): void;
/**
* 清理资源
* @param url
*/
release(url: string): void;
/**
* 获取资源
* @param url
* @param ResType 自定义的资源类型
*/
getRes(url: string, type: ResType): any;
/**
* 获得资源的依赖资源
* @param url
*/
getDependsRecursively(url: any): any;
}
资源类的封装和记数处理
import ResHelper from "../../engine/ResHelper";
import {ResType, RECORD_RES_COUNT} from "./ResInterface";
export default class ResItem {
// 全局资源使用计数器。protected static resCountMap: {} = {};
// 尝试加载次数
private loadCount: number = 0;
// 以来资源
protected resources: {} = {};
// 使用次数
protected useCount: number = 0;
// 资源 id
private url: string;
// 资源类型
private type: ResType;
// 加载是否结束
protected loadFinish: boolean = false;
// 资源本身
private res: any;
// 需要通知的函数
private callbackList: Function[] = []
constructor(url: string, type?: ResType) {
this.url = url;
this.type = type;
}
addCallback(func: Function) {this.callbackList.push(func)
}
// 是否加载完毕
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;
}
/**
* 加载完成调用
* @param flag
*/
setLoadingFlag(flag: boolean) {
this.loadFinish = flag;
if (flag) {while (this.callbackList.length > 0) {let func = this.callbackList.shift();
func(null, this)
}
}
}
/**
* 由于引擎加载机制,加载完成就已经使用,*/
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;
}
// 加载成功后直接加 1,以免被其他模块的记载器清理掉。this.addCount()}
}
// 获得加载次数
getLoadCount() {return this.loadCount;}
// 更新加载次数
updateLoadCount() {this.loadCount++;}
// 获得使用次数
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]++;
}
}
/**
* 删除没有使用的资源
*/
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];
}
}
}
}
资源管理器
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 = {}
/**
* 清理单个资源
* @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;
}
}
}
/**
* 删除所有资源
*/
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;
}
/**
* 同时加载多个资源。* @param list 需要加载的资源列表
* @param type 需要加载的资源类型,要求所有资源统一类型
* @param func 加载后的回调
* @param loader 资源加载管理器,默认是全局管理器。*/
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) => {
// 不论是否都加载成功都返回。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;
}
}
/**
* 加载单个文件
* @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 {
// 处理加载完之前已经删除的资源
item.subCount();}
}
}
this.helper.loadRes(url, type, func);
}
/**
* 获取资源的唯一方式
* @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) { // 如果其他管理器已经加载了资源,直接使用。console.log('其他加载器已经加载了次资源', 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;
}
}
CocosCreator 资源辅助类
import ResInterface, {ResType, ResCallback} from "../cfw/res/ResInterface";
/**
* 各个引擎提供的资源辅助类。需要实现 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;
}
/**
* 加载资源
* @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;
}
}
/**
* 清理资源
* @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)
}
}
如何使用
- 我一般会先定义一个模块类,管理资源
// 模块 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;}
}
- 然后使用模块管理器管理模块
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()}
}
- 使用
结语
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