gpt4 book ai didi

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

转载 作者:太空宇宙 更新时间:2023-11-03 19:37:49 24 4
gpt4 key购买 nike

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/

24 4 0