如何在GameKit游戏中避免这些循环引用?我正在使用GKAgents2D和GKBehaviours

时间:2018-04-18 12:11:49

标签: swift memory-leaks sprite-kit gamekit

我正在使用GKAgents,GKGoals和GKBehaviours,但我在行为和组件之间泄露了内存。我认为图像和代码可以更好地解释我的问题:

在我的实体经理中,我返回所有无人机实体:

func droneEntities() -> [GKAgent2D] {
        for componentSystem in componentSystems {
            if componentSystem.componentClass is DroneMoveComponent.Type {
                let components = componentSystem.components

                return components.flatMap{ component in
                    return component as? GKAgent2D
                }
            }
        }
        return []
    }

我的Dronemovecomponent:

import SpriteKit
import GameplayKit

class DroneMoveComponent: GKAgent2D, GKAgentDelegate {

    weak var entityManager: EntityManager?

    init(entityManager: EntityManager) {
        self.entityManager = entityManager
        super.init()
        delegate = self
        self.maxSpeed = 50.0
        self.mass = 0.01
        self.radius = 16
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }


    func agentWillUpdate(_ agent: GKAgent) {
        guard let spriteComponent = entity?.component(ofType: SpriteComponent.self) else {
            return
        }

        position = vector_float2(Float(spriteComponent.node.position.x), Float(spriteComponent.node.position.y))
    }

    func agentDidUpdate(_ agent: GKAgent) {
        guard let spriteComponent = entity?.component(ofType: SpriteComponent.self) else {
            return
        }

        spriteComponent.node.position = CGPoint(x: CGFloat(position.x), y: CGFloat(position.y))
    }

    override func update(deltaTime seconds: TimeInterval) {
        super.update(deltaTime: seconds)

        if let controlledComponent = entityManager?.playerEntity?.component(ofType: ControlledComponent.self) {

            let droneEntities = entityManager?.droneEntities().filter{$0 != self}

            behavior = DroneMoveBehaviour(seek: controlledComponent, avoid: (entityManager?.berkEntities())!, drones: droneEntities!)
        }
    }
}

我的DroneMoveBehaviour:

import GameplayKit
import SpriteKit

class DroneMoveBehaviour: GKBehavior {
    init(seek: GKAgent, avoid: [GKAgent], drones: [GKAgent]) {

        super.init()
        setWeight(500, for: GKGoal(toReachTargetSpeed: 50))
        setWeight(100, for: GKGoal(toInterceptAgent: seek, maxPredictionTime: 10))
        setWeight(1000, for: GKGoal(toAvoid: avoid, maxPredictionTime: 10))
        setWeight(1000, for: GKGoal(toAvoid: drones, maxPredictionTime: 10))
    }
}

这是我记忆图的图像:

enter image description here

我有另一组组件和行为以同样的方式泄漏,我想如果有人可以帮助我理解如何解决这个问题,我可以继续并自己纠正其他组件。

数组是否应包含弱引用?我应该切换到NSPointerArray吗?还是我忽略了别的什么?任何指导都将非常感谢,谢谢。

1 个答案:

答案 0 :(得分:0)

不必在每次更新时设置DroneMoveComponents行为!在构造函数中仅移动此set一次似乎可以防止泄漏。