python - python 游戏中的房间/屏幕/菜单 Controller 问题 : old rooms are not removed from memory

标签 python performance event-handling pygame

我实际上是在用头撞墙(就像,是的,在 body 上,在我当前的位置,我正在损坏我的颅骨)。基本上,我有一个 Python/Pygame 游戏,带有一些典型的游戏“房间”或“屏幕”。 EG标题画面、高分画面、以及实际的游戏室。当我在房间之间切换时,发生了一些不好的事情:旧房间(及其各种项目)没有从内存或我的事件监听器中删除。不仅如此,每次我回到某个房间时,我的事件监听器数量都会增加,并且消耗的 RAM 也会增加!(因此,如果我在标题屏幕和例如“游戏室”,事件监听器的数量和内存使用量不断增加。

主要问题是所有事件监听器开始累积并真正耗尽 CPU。我是 Python 新手,不知道我是否在这里做了一些明显错误的事情,或者是什么。

如果你能帮助我,我会非常爱你!

下面是相关源码。完整源代码位于http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip (需要Python 2.6 + Pygame 1.9)

MAIN.PY

class RoomController(object):
    """Controls which room is currently active (eg Title Screen)"""

    def __init__(self, screen, ev_manager):
        self.room = None
        self.screen = screen
        self.ev_manager = ev_manager
        self.ev_manager.register_listener(self)
        self.room = self.set_room(config.room)

    def set_room(self, room_const):
        #Unregister old room from ev_manager
        if self.room:
            self.room.ev_manager.unregister_listener(self.room)
            self.room = None
        #Set new room based on const
        if room_const == config.TITLE_SCREEN:
            return rooms.TitleScreen(self.screen, self.ev_manager)
        elif room_const == config.GAME_MODE_ROOM:
            return rooms.GameModeRoom(self.screen, self.ev_manager)        
        elif room_const == config.GAME_ROOM:
            return rooms.GameRoom(self.screen, self.ev_manager)
        elif room_const == config.HIGH_SCORES_ROOM:
            return rooms.HighScoresRoom(self.screen, self.ev_manager)

    def notify(self, event):
        if isinstance(event, ChangeRoomRequest):
            if event.game_mode:
                config.game_mode = event.game_mode            
            self.room = self.set_room(event.new_room)

#Run game 
def main():
    pygame.init()
    screen = pygame.display.set_mode(config.screen_size)

    ev_manager = EventManager()
    spinner = CPUSpinnerController(ev_manager)
    room_controller = RoomController(screen, ev_manager)    
    pygame_event_controller = PyGameEventController(ev_manager)

    spinner.run()



EVENT_MANAGER.PY

class EventManager:

    #This object is responsible for coordinating most communication
    #between the Model, View, and Controller.
    def __init__(self):
        from weakref import WeakKeyDictionary
        self.last_listeners = {}
        self.listeners = WeakKeyDictionary()
        self.eventQueue= []
        self.gui_app = None

    #----------------------------------------------------------------------
    def register_listener(self, listener):
        self.listeners[listener] = 1

    #----------------------------------------------------------------------
    def unregister_listener(self, listener):
        if listener in self.listeners:
            del self.listeners[listener]

    #----------------------------------------------------------------------
    def clear(self):
        del self.listeners[:]

    #----------------------------------------------------------------------
    def post(self, event):
#        if  isinstance(event, MouseButtonLeftEvent):
#            debug(event.name)
        #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient,
        #but currently has to be done because of how new listeners are added to the queue while it is running
        #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html
        #and search for "Watch the iteration"

        print 'Number of listeners: ' + str(len(self.listeners))

        for listener in list(self.listeners):                               
            #NOTE: If the weakref has died, it will be 
            #automatically removed, so we don't have 
            #to worry about it.
            listener.notify(event)

    def notify(self, event):
        pass

#------------------------------------------------------------------------------
class PyGameEventController:
    """..."""
    def __init__(self, ev_manager):
        self.ev_manager = ev_manager
        self.ev_manager.register_listener(self) 
        self.input_freeze = False

    #----------------------------------------------------------------------
    def notify(self, incoming_event):

        if isinstance(incoming_event, UserInputFreeze):
            self.input_freeze = True

        elif isinstance(incoming_event, UserInputUnFreeze):
            self.input_freeze = False        

        elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick):

            #Share some time with other processes, so we don't hog the cpu
            pygame.time.wait(5)

            #Handle Pygame Events
            for event in pygame.event.get():
                #If this event manager has an associated PGU GUI app, notify it of the event
                if self.ev_manager.gui_app:
                    self.ev_manager.gui_app.event(event)
                #Standard event handling for everything else
                ev = None
                if event.type == QUIT:
                    ev = QuitEvent()
                elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze:
                    if event.button == 1:    #Button 1
                        pos = pygame.mouse.get_pos()
                        ev = MouseButtonLeftEvent(pos)
                elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze:
                    if event.button == 2:    #Button 2
                        pos = pygame.mouse.get_pos()
                        ev = MouseButtonRightEvent(pos)   
                elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze:
                    if event.button == 2:    #Button 2 Release
                        pos = pygame.mouse.get_pos()
                        ev = MouseButtonRightReleaseEvent(pos)                                              
                elif event.type == pygame.MOUSEMOTION:
                        pos = pygame.mouse.get_pos()
                        ev = MouseMoveEvent(pos)

                #Post event to event manager
                if ev:
                    self.ev_manager.post(ev)        

#        elif isinstance(event, BoardCreationTick):
#            #Share some time with other processes, so we don't hog the cpu
#            pygame.time.wait(5)               
#                           
#            #If this event manager has an associated PGU GUI app, notify it of the event
#            if self.ev_manager.gui_app:
#                self.ev_manager.gui_app.event(event)

#------------------------------------------------------------------------------            
class CPUSpinnerController:

    def __init__(self, ev_manager):
        self.ev_manager = ev_manager
        self.ev_manager.register_listener(self)
        self.clock = pygame.time.Clock()
        self.cumu_time = 0

        self.keep_going = True


    #----------------------------------------------------------------------
    def run(self):
        if not self.keep_going:
            raise Exception('dead spinner')        
        while self.keep_going: 
            time_passed = self.clock.tick()
            fps = self.clock.get_fps()
            self.cumu_time += time_passed
            self.ev_manager.post(TickEvent(time_passed, fps))

            if self.cumu_time >= 1000:
                self.cumu_time = 0
                self.ev_manager.post(SecondEvent(fps=fps))

        pygame.quit()


    #----------------------------------------------------------------------
    def notify(self, event):
        if isinstance(event, QuitEvent):
            #this will stop the while loop from running
            self.keep_going = False       



使用事件管理器的示例类

class Timer(object):

    def __init__(self, ev_manager, time_left):
        self.ev_manager = ev_manager
        self.ev_manager.register_listener(self)
        self.time_left = time_left
        self.paused = False

    def __repr__(self):
        return str(self.time_left)

    def pause(self):
        self.paused = True

    def unpause(self):
        self.paused = False

    def notify(self, event):
        #Pause Event
        if isinstance(event, Pause):   
            self.pause() 
        #Unpause Event
        elif isinstance(event, Unpause):   
            self.unpause()                
        #Second Event
        elif isinstance(event, SecondEvent):   
            if not self.paused: 
                self.time_left -= 1   

最佳答案

当你做这样的事情时:

return rooms.TitleScreen(self.screen, self.ev_manager) 

我假设您正在创建一个新的 TitleScreen 对象。

如果这是您想要做的,那么您可能希望在切换房间时删除旧的房间对象。

def notify(self, event):
  if isinstance(event, ChangeRoomRequest):
    if event.game_mode:
      config.game_mode = event.game_mode            
    del self.room  // delete the old room object
    self.room = self.set_room(event.new_room)

如果您希望房间持续存在,您的 set_room 函数将必须检查房间是否已创建。然后您可以创建一个新房间或智能地加载旧房间。但您还必须以某种方式跟踪这些房间。

编辑:

那么好吧。问题不在于房间,而在于听众。您在 init 上注册的每个监听器可能都应该在 del 上取消注册。我在您的 src 中搜索了“unregister_listener”,只发现它取消注册了房间监听器。

因此,当您创建 100 个按钮,然后再创建 100 个按钮而不取消注册任何监听器时,您将拥有 100 个孤立监听器。这不好。我会重载 __ del __ () 函数来删除这些监听器,就像 __ init __ () 函数添加它们一样。

这有意义吗?

关于python - python 游戏中的房间/屏幕/菜单 Controller 问题 : old rooms are not removed from memory,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/2540437/

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