# 【Unity优化】构建一个拒绝GC的List

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## 自定义的List

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace AndrewBox.Math
{
/// <summary>
///  动态数组
///  @author AndrewFan
/// </summary>
/// <typeparam name="T">任意类型</typeparam>
public class AB_List<T> :IEnumerable<T>
{
protected int m_capacity=10;  // 容量
protected T[] m_items;// 内部数组
protected int m_length;// 存放的单元个数
protected int m_mayIdleID;// 可能空闲的单元下标

protected IEnumerator<T>[] m_enumerators; //枚举器组
protected bool[] m_enumStates;//枚举器组当前占用状态
public AB_List()
{
init(5);
}
public AB_List(int capacity,int enumCount=5)
{
init(enumCount);
}
protected void init(int enumCount)
{
m_capacity = m_capacity<10?10:m_capacity;
enumCount = enumCount < 5 ? 5 : enumCount;
m_items = new T[m_capacity];
if (m_enumerators == null)
{
m_enumerators = new IEnumerator<T>[enumCount];
m_enumStates = new bool[enumCount];
for (int i = 0; i < m_enumerators.Length; i++)
{
m_enumerators[i] = new ABEnumerator<T>(this,i);
}
}
}
/// <summary>
/// 增加单元
/// </summary>
/// <param name="element">添加的单元</param>
{
increaseCapacity();
// 赋值
m_items[m_length] = element;
m_length++;
}

/// <summary>
/// 插入单元
/// </summary>
/// <param name="index">插入位置</param>
/// <param name="element">单元</param>
/// <returns>操作是否成功</returns>
public virtual bool Insert(int index, T element)
{
if (index < 0)
{
return false;
}
if (index >= m_length)
{
return true;
}
increaseCapacity();
// 向后拷贝
// for(int i=length;i>index;i--)
// {
// datas[i]=datas[i-1];
// }
System.Array.Copy(m_items, index, m_items, index + 1, m_length - index);

m_items[index] = element;

m_length++;
return true;
}

public virtual T this[int index]
{
get
{
//取位于某个位置的单元
if (index < 0 || index >= m_length)
{
throw new InvalidOperationException();
}
return m_items[index];
}
set
{
//设置位于某个位置的单元
if (index < 0 || index >= m_length)
{
throw new InvalidOperationException();
}
m_items[index] = value;
}
}

/// <summary>
/// 增长容量
/// </summary>
protected void increaseCapacity()
{
if (m_length >= m_capacity)
{
int newCapacity = m_capacity;
if(newCapacity == 0)
{
newCapacity++;
}
newCapacity *= 2;
T[] datasNew = new T[newCapacity];
System.Array.Copy(m_items, 0, datasNew, 0, m_length);
m_items = datasNew;
m_capacity = newCapacity;
}
}
/// <summary>
/// 清空单元数组
/// </summary>
public virtual void Clear()
{
for (int i = 0; i < m_length; i++)
{
m_items[i] = default(T);
}
m_length = 0;
}

/// <summary>
/// 是否包含某个单元
/// </summary>
/// <param name="element">单元</param>
/// <returns>是否包含</returns>
public bool Contains(T element)
{
for (int i = 0; i < m_length; i++)
{
if (m_items[i].Equals(element))
{
return true;
}
}
return false;
}

/// <summary>
/// 获取指定单元在当前列表中的位置，从前向后查找
/// </summary>
/// <param name="element">单元</param>
/// <returns>位置</returns>
public int IndexOf(T element)
{
for (int i = 0; i < m_length; i++)
{
if (m_items[i].Equals(element))
{
return i;
}
}
return -1;
}
/// <summary>
/// 获取指定单元在当前列表中的位置，从后先前查找
/// </summary>
/// <param name="element">单元</param>
/// <returns>位置</returns>
public int LastIndexOf(T element)
{
for (int i = m_length-1; i >=0; i--)
{
if (m_items[i].Equals(element))
{
return i;
}
}
return -1;
}

/// <summary>
/// 获得长度
/// </summary>
public virtual int Count
{
get
{
return m_length;
}
}
/// <summary>
/// 移除指定位置的单元，如果单元归属权属于当前列表，则会将其卸载
/// </summary>
/// <param name="index">位置索引</param>
/// <returns>移除掉的单元</returns>
public virtual void RemoveAt(int index)
{
if (index < 0 || index >= m_length)
{
return;
}
for (int i = index; i <= m_length - 2; i++)
{
m_items[i] = m_items[i + 1];
}
m_length--;
}
/// <summary>
/// 移除指定尾部单元
/// </summary>
/// <returns>移除掉的单元</returns>
public virtual T RemoveEnd()
{
if (m_length <= 0)
{
return default(T);
}
T temp = m_items[m_length - 1];
m_items[m_length - 1] = default(T);
m_length--;
return temp;
}
/// <summary>
/// 从指定位置开始(包括当前)，移除后续单元，如果单元归属权属于当前列表，则会将其卸载
/// </summary>
/// <param name="index">要移除的位置</param>
/// <param name="innerMove">是否是内部移动</param>
/// <returns>被移除的个数，如果index越界，则返回-1</returns>
public virtual int RemoveAllFrom(int index)
{
if (index < 0 || index >= m_length)
{
return -1;
}
int removedNum = 0;
for (int i = m_length - 1; i >= index; i--)
{
m_items[i] = default(T);
m_length--;
removedNum++;
}
return removedNum;
}
/// <summary>
/// 移除指定单元，如果单元归属权属于当前列表，则会将其卸载
/// </summary>
/// <param name="element">单元</param>
/// <returns>是否操作成功</returns>
public virtual bool Remove(T element)
{
int index = IndexOf(element);
if (index < 0)
{
return false;
}
RemoveAt(index);
return true;
}
/// <summary>
/// 获取所有数据，注意这里的数据可能包含了很多冗余空数据，长度>=当前数组长度。
/// </summary>
/// <returns>所有数据数组</returns>
public T[] GetAllItems()
{
return m_items;
}
/// <summary>
/// 转换成定长数组，伴随着内容拷贝。
/// 如果是值类型数组，将与本动态数组失去关联；
/// 如果是引用类型数组，将与本动态数组保存相同的引用。
/// </summary>
/// <returns>数组</returns>
public virtual Array ToArray()
{
T[] array = new T[m_length];
for (int i = 0; i < m_length; i++)
{
array[i] = m_items[i];
}
return array;
}
/// <summary>
/// 显示此数组，每个单元之间以逗号分隔
/// </summary>
public void Show()
{
string text = "";
for (int i = 0; i < m_length; i++)
{
T obj = m_items[i];
text += (obj.ToString() + ",");
}
Debug.Log(text);
}

/// <summary>
/// 显示此数组，每个单元一行
/// </summary>
public void ShowByLines()
{
string text = "";
for (int i = 0; i < m_length; i++)
{
T obj = m_items[i];
text += (obj.ToString());
}
Debug.Log(text);
}

public IEnumerator<T> GetEnumerator()
{
//搜索可用的枚举器
int idleEnumID = -1;
for (int i = 0; i < m_enumStates.Length; i++)
{
int tryID=i+m_mayIdleID;
if (!m_enumStates[tryID])
{
idleEnumID = tryID;
break;
}
}
if (idleEnumID < 0)
{
Debug.LogError("use too much enumerators");
}
//标记为已经使用状态
m_enumStates[idleEnumID] = true;
m_enumerators[idleEnumID].Reset();
//向前迁移空闲坐标
m_mayIdleID = (m_mayIdleID + 1) % m_enumStates.Length;
return m_enumerators[idleEnumID];
}
IEnumerator  IEnumerable.GetEnumerator()
{
return null;
}

struct ABEnumerator<T> : IDisposable, IEnumerator<T>
{
private AB_List<T> m_list;
private int m_idNext;
private T m_current;
private int m_id;
public  object Current
{
get
{
if (this.m_idNext <= 0)
{
throw new InvalidOperationException();
}
return this.m_current;
}
}
T IEnumerator<T>.Current
{
get
{
return this.m_current;
}
}

internal ABEnumerator(AB_List<T> list,int id)
{
this.m_list = list;
this.m_idNext = 0;
this.m_id=id;
m_current = default(T);
}

void IEnumerator.Reset()
{
this.m_idNext = 0;
}

public void Dispose()
{
//this.m_list = null;
//清除使用标记
m_list.m_enumStates[m_id] = false;
m_list.m_mayIdleID = m_id;
}

public bool MoveNext()
{
if (this.m_list == null)
{
throw new ObjectDisposedException(base.GetType().FullName);
}
if (this.m_idNext < 0)
{
return false;
}
if (this.m_idNext < this.m_list.Count)
{
this.m_current = this.m_list.m_items[this.m_idNext++];
return true;
}
this.m_idNext = -1;
return false;
}
}
}

}



using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using AndrewBox.Math;

public class ForeachTest : MonoBehaviour {

int[] m_intArray;
List<int> m_intList;
ArrayList m_arryList;
AB_List<int> m_intABList;
public void Start ()
{
m_intArray = new int[2];
m_intList = new List<int>();
m_arryList = new ArrayList();
m_intABList = new AB_List<int>();
for (int i = 0; i < m_intArray.Length; i++)
{
m_intArray[i] = i;
}
}

void Update ()
{
testABListEnumLevel();
//testABListGetEmulator();
//testABListForeach();
}

void testIntListForeach()
{
for (int i = 0; i < 1000; i++)
{
foreach (var iNum in m_intList)
{
}
}
}
void testIntListGetEmulator()
{
for (int i = 0; i < 1000; i++)
{
var iNum = m_intList.GetEnumerator();
while (iNum.MoveNext())
{
}
}
}
void testIntArrayForeach()
{
for (int i = 0; i < 1000; i++)
{
foreach (var iNum in m_intArray)
{
}
}
}
void testIntArrayGetEmulator()
{
for (int i = 0; i < 1000; i++)
{
var iNum = m_intArray.GetEnumerator();
while (iNum.MoveNext())
{
}
}
}
void testArrayListForeach()
{
for (int i = 0; i < 1000; i++)
{
foreach (var iNum in m_arryList)
{
}
}
}
void testArrayListGetEmulator()
{
for (int i = 0; i < 1000; i++)
{
var iNum = m_arryList.GetEnumerator();
while (iNum.MoveNext())
{
}
}
}
void testABListForeach()
{
for (int i = 0; i < 1000; i++)
{
foreach (var iNum in m_intABList)
{
}
}
}
void testABListGetEmulator()
{
for (int i = 0; i < 1000; i++)
{
using (var iNum = m_intABList.GetEnumerator())
{
while (iNum.MoveNext())
{
var t = iNum.Current;
}
}
}
}
void testABListEnumLevel()
{
foreach (var iNum1 in m_intABList)
{
foreach (var iNum2 in m_intABList)
{
foreach (var iNum3 in m_intABList)
{
foreach (var iNum4 in m_intABList)
{
//foreach (var iNum5 in m_intABList)
//{
//}
}
}
}
}
}
}


## Foreach调用解析

IEnumerable是指那种可以被枚举的列表类型，如果我们自己自定义一个List，希望它能结合foreach使用的话，必须实现这个接口。
IEnumerator是一个枚举器。

using System.Runtime.InteropServices;

namespace System.Collections
{
public interface IEnumerable
{
IEnumerator GetEnumerator();
}
}

        IEnumerator  IEnumerable.GetEnumerator()
{
if (m_enumerator == null)
{
m_enumerator = new ABEnumerator<T>(this);
}
m_enumerator.Reset();
return m_enumerator;
}

namespace System.Collections
{
public interface IEnumerator
{
object Current
{
get;
}

bool MoveNext();
void Reset();
}
}

using System;
using System.Collections;

namespace System.Collections.Generic
{
public interface IEnumerator<T> : IEnumerator, IDisposable
{
T Current
{
get;
}
}
}

using System.Collections;

namespace System.Collections.Generic
{
public interface IEnumerable<T> : IEnumerable
{
IEnumerator<T> GetEnumerator();
}
}


        public IEnumerator<T> GetEnumerator()
IEnumerator  IEnumerable.GetEnumerator()

 struct ABEnumerator<T> : IDisposable, IEnumerator<T>
{
private AB_List<T> m_list;
private int m_idNext;
private T m_current;

public  object Current
{
get
{
if (this.m_idNext <= 0)
{
throw new InvalidOperationException();
}
return this.m_current;
}
}
T IEnumerator<T>.Current
{
get
{
return this.m_current;
}
}
...

## GC测试

### 应用于AB_List< int >的foreach

    void testABListForeach()
{
for (int i = 0; i < 1000; i++)
{
foreach (var iNum in m_intABList)
{
}
}
}

### 应用于AB_List< int >的GetEnumerator

    void testABListGetEmulator()
{
for (int i = 0; i < 1000; i++)
{
var iNum = m_intABList.GetEnumerator();
while (iNum.MoveNext())
{
var t=  iNum.Current;
}
}
}

## 局限性

            using (var iNum = m_intABList.GetEnumerator())
{
}

## 总结

Unity系统的泛型List存在的问题是：它在finally中回收枚举器时执行了Box操作。自定义List时，正确实现泛型格式的IEnumerable、IEnumerator是关键，需要避开枚举单元被Current时，值类型被强制转换成对象类型的Box操作。

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