perf: 优化战斗系统内存与性能,增加对象池限制与内存监控面板

- 为Skill和Monster对象池添加最大容量限制(64/24),防止内存泄漏
- 实现DamageQueueComp的环形队列优化,减少数组操作开销
- 在MissionComp中添加内存监控面板,实时显示堆内存、实体数量、对象池状态
- 优化MoveSystem的渲染排序性能,缓存查询结果减少GC压力
- 调整角色控制器UI位置与样式,关闭调试日志减少性能开销
- 战斗结束时自动清理对象池,确保内存可回收
This commit is contained in:
panw
2026-03-16 18:49:43 +08:00
parent fb7b10b7e1
commit 5d24dbff29
8 changed files with 285 additions and 63 deletions

View File

@@ -19,6 +19,7 @@ export class Skill extends ecs.Entity {
private debugMode: boolean = false;
/** 多键对象池Map<prefabPath, NodePool> */
static pools: Map<string, NodePool> = new Map();
static readonly MAX_POOL_SIZE: number = 64;
static getFromPool(path: string): Node | null {
if (this.pools.has(path)) {
@@ -38,7 +39,31 @@ export class Skill extends ecs.Entity {
if (!this.pools.has(path)) {
this.pools.set(path, new NodePool());
}
this.pools.get(path)!.put(node);
const pool = this.pools.get(path)!;
if (pool.size() >= this.MAX_POOL_SIZE) {
node.destroy();
return;
}
pool.put(node);
}
static clearPools() {
this.pools.forEach((pool) => {
pool.clear();
});
this.pools.clear();
}
static getPoolStats() {
let total = 0;
this.pools.forEach((pool) => {
total += pool.size();
});
return {
paths: this.pools.size,
total,
maxPerPath: this.MAX_POOL_SIZE
};
}
/** ---------- 数据层 ---------- */