⚡ Performance optimization
This commit is contained in:
@@ -18,8 +18,8 @@
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<div align="center" style="margin-bottom: 20px; padding: 15px; border-radius: 10px;">
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<a href="https://pkg.go.dev/github.com/landaiqing/go-pixelnebula"><img src="https://img.shields.io/badge/go-reference-blue?style=flat-square&logo=go" alt="Go Reference"></a>
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<a href="https://goreportcard.com/"><img src="https://img.shields.io/badge/go%20report-A+-brightgreen?style=flat-square&logo=go" alt="Go Report Card"></a>
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square&logo=github" alt="License"></a>
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<a href="https://goreportcard.com/report/github.com/landaiqing/go-pixelnebula"><img src="https://img.shields.io/badge/go%20report-A+-brightgreen?style=flat-square&logo=go" alt="Go Report Card"></a>
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-Apache-green?style=flat-square&logo=github" alt="License"></a>
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<a href="https://github.com/landaiqing/go-pixelnebula/releases"><img src="https://img.shields.io/badge/version-0.1.0-blue?style=flat-square&logo=github" alt="Version"></a>
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</div>
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@@ -608,7 +608,7 @@ Contributions of code, issue reports, or suggestions are welcome! Please follow
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## 📄 License
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This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
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This project is licensed under the Apache 2.0 License - see the [LICENSE](LICENSE) file for details.
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<hr/>
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@@ -18,8 +18,8 @@
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<div align="center" style="margin-bottom: 20px; padding: 15px; border-radius: 10px;">
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<a href="https://pkg.go.dev/github.com/landaiqing/go-pixelnebula"><img src="https://img.shields.io/badge/go-reference-blue?style=flat-square&logo=go" alt="Go Reference"></a>
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<a href="https://goreportcard.com/"><img src="https://img.shields.io/badge/go%20report-A+-brightgreen?style=flat-square&logo=go" alt="Go Report Card"></a>
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-green?style=flat-square&logo=github" alt="License"></a>
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<a href="https://goreportcard.com/report/github.com/landaiqing/go-pixelnebula"><img src="https://img.shields.io/badge/go%20report-A+-brightgreen?style=flat-square&logo=go" alt="Go Report Card"></a>
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<a href="LICENSE"><img src="https://img.shields.io/badge/license-Apache-green?style=flat-square&logo=github" alt="License"></a>
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<a href="https://github.com/landaiqing/go-pixelnebula/releases"><img src="https://img.shields.io/badge/version-0.1.0-blue?style=flat-square&logo=github" alt="Version"></a>
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</div>
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@@ -615,7 +615,7 @@ go test -bench=. -benchmem
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## 📄 许可证
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该项目采用 MIT 许可证 - 详情请查看 [LICENSE](LICENSE) 文件。
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该项目采用 Apache 2.0 许可证 - 详情请查看 [LICENSE](LICENSE) 文件。
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<hr/>
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@@ -2,6 +2,23 @@ package animation
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import (
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"strings"
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"sync"
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)
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var (
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// 字符串构建器对象池
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animationBuilderPool = sync.Pool{
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New: func() interface{} {
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return new(strings.Builder)
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},
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}
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// 动画映射对象池
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animationMapPool = sync.Pool{
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New: func() interface{} {
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return make(map[string]string)
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},
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}
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)
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// AnimationType 表示动画类型
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@@ -26,6 +43,8 @@ type Animation interface {
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GenerateSVG() string
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// GetTargetID 获取目标元素ID
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GetTargetID() string
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// GetType 获取动画类型
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GetType() AnimationType
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}
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// BaseAnimation 基础动画结构,包含所有动画共有的属性
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@@ -43,20 +62,20 @@ func (a *BaseAnimation) GetTargetID() string {
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return a.TargetID
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}
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// GetType 获取动画类型
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func (a *BaseAnimation) GetType() AnimationType {
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return a.Type
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}
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// Manager 动画管理器,负责管理所有动画
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type Manager struct {
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animations []Animation
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}
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// GetAnimations 获取所有动画
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func (m *Manager) GetAnimations() []Animation {
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return m.animations
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}
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// NewAnimationManager 创建一个新的动画管理器
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func NewAnimationManager() *Manager {
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return &Manager{
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animations: make([]Animation, 0),
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animations: make([]Animation, 0, 10), // 预分配容量
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}
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}
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@@ -65,25 +84,63 @@ func (m *Manager) AddAnimation(animation Animation) {
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m.animations = append(m.animations, animation)
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}
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// GetAnimations 获取所有动画
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func (m *Manager) GetAnimations() []Animation {
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return m.animations
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}
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// GetAnimationsByType 获取指定类型的动画
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func (m *Manager) GetAnimationsByType(animType AnimationType) []Animation {
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// 预分配足够容量
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result := make([]Animation, 0, len(m.animations)/2)
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for _, anim := range m.animations {
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if anim.GetType() == animType {
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result = append(result, anim)
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}
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}
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return result
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}
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// GenerateSVGAnimations 生成SVG动画代码
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func (m *Manager) GenerateSVGAnimations() string {
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if len(m.animations) == 0 {
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return ""
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}
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var sb strings.Builder
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// 从对象池获取构建器
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sb := animationBuilderPool.Get().(*strings.Builder)
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sb.Reset()
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sb.Grow(1024) // 预分配足够的容量
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defer animationBuilderPool.Put(sb)
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// 添加SVG命名空间声明
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sb.WriteString("<defs>\n")
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// 用于存储需要放在defs中的定义
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var defsContent strings.Builder
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// 用于存储需要直接添加到SVG中的动画元素
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var animationsContent strings.Builder
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// 用于存储旋转动画的映射,键为目标元素ID
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rotateAnimations := make(map[string]string)
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// 获取定义内容构建器
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defsContent := animationBuilderPool.Get().(*strings.Builder)
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defsContent.Reset()
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defsContent.Grow(512)
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defer animationBuilderPool.Put(defsContent)
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// 处理所有动画
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// 获取动画内容构建器
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animationsContent := animationBuilderPool.Get().(*strings.Builder)
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animationsContent.Reset()
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animationsContent.Grow(512)
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defer animationBuilderPool.Put(animationsContent)
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// 获取旋转动画映射
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rotateAnimations := animationMapPool.Get().(map[string]string)
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defer func() {
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// 清空映射并归还
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for k := range rotateAnimations {
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delete(rotateAnimations, k)
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}
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animationMapPool.Put(rotateAnimations)
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}()
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// 一次性处理所有动画以减少循环开销
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for _, anim := range m.animations {
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svgCode := anim.GenerateSVG()
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if svgCode == "" {
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@@ -91,16 +148,15 @@ func (m *Manager) GenerateSVGAnimations() string {
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}
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// 根据动画类型决定放置位置
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switch a := anim.(type) {
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case *GradientAnimation:
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switch anim.GetType() {
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case Gradient:
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// 渐变定义需要放在defs中
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defsContent.WriteString(svgCode)
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case *RotateAnimation:
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case Rotate:
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// 旋转动画需要包裹目标元素,先存储起来
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// 提取animateTransform标签
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if start := strings.Index(svgCode, "<animateTransform"); start != -1 {
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if end := strings.Index(svgCode[start:], "/>"); end != -1 {
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rotateAnimations[a.GetTargetID()] = svgCode[start : start+end+2]
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rotateAnimations[anim.GetTargetID()] = svgCode[start : start+end+2]
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}
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}
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default:
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@@ -83,13 +83,33 @@ func BenchmarkCacheSizes(b *testing.B) {
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// BenchmarkCacheCompression 测试缓存压缩对性能的影响
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func BenchmarkCacheCompression(b *testing.B) {
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compressionLevels := []struct {
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name string
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level int
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name string
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options cache.CompressOptions
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}{
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{"NoCompression", 0},
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{"LowCompression", 3},
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{"MediumCompression", 6},
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{"HighCompression", 9},
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{
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name: "NoCompression",
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options: cache.CompressOptions{
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Enabled: false,
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},
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},
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{
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name: "DefaultCompression",
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options: cache.CompressOptions{
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Enabled: true,
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Level: 5, // 默认压缩级别
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MinSize: 1024, // 最小压缩大小
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CompressionRatio: 0.8, // 最小压缩比率
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},
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},
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{
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name: "BestCompression",
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options: cache.CompressOptions{
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Enabled: true,
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Level: 9, // 最高压缩级别
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MinSize: 1024, // 最小压缩大小
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CompressionRatio: 0.8, // 最小压缩比率
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},
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},
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}
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for _, cl := range compressionLevels {
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@@ -100,12 +120,8 @@ func BenchmarkCacheCompression(b *testing.B) {
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pn.WithSize(231, 231)
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pn.WithDefaultCache()
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if cl.level > 0 {
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pn.WithCompression(cache.CompressOptions{
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Enabled: true,
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Level: cl.level,
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MinSizeBytes: 100,
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})
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if cl.options.Enabled {
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pn.WithCompression(cl.options)
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}
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b.ResetTimer()
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110
cache/cache.go
vendored
110
cache/cache.go
vendored
@@ -2,10 +2,28 @@ package cache
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import (
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"container/list"
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"strconv"
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"strings"
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"sync"
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"time"
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)
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var (
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// 字符串构建器对象池
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stringBuilderPool = sync.Pool{
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New: func() interface{} {
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return new(strings.Builder)
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},
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}
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// 缓存项对象池
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cacheItemPool = sync.Pool{
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New: func() interface{} {
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return new(CacheItem)
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},
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}
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)
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// CacheOptions 缓存配置选项
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type CacheOptions struct {
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Enabled bool // 是否启用缓存
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@@ -14,6 +32,8 @@ type CacheOptions struct {
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EvictionType string // 缓存淘汰策略,支持"lru"(最近最少使用)和"fifo"(先进先出)
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Compression CompressOptions // 压缩选项
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Monitoring MonitorOptions // 监控选项
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// 新增选项:是否启用预热
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Preheating bool // 是否启用缓存预热
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}
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// DefaultCacheOptions 默认缓存配置
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@@ -24,6 +44,7 @@ var DefaultCacheOptions = CacheOptions{
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EvictionType: "lru", // 默认使用LRU淘汰策略
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Compression: DefaultCompressOptions, // 默认压缩选项
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Monitoring: DefaultMonitorOptions, // 默认监控选项
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Preheating: false, // 默认不启用预热
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}
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// CacheKey 缓存键结构
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@@ -34,6 +55,37 @@ type CacheKey struct {
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Part int
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}
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// String 返回缓存键的字符串表示
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func (k CacheKey) String() string {
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// 从对象池获取构建器
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sb := stringBuilderPool.Get().(*strings.Builder)
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sb.Reset()
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// 预分配足够容量
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sb.Grow(64)
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// 构建键字符串
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sb.WriteString(k.Id)
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sb.WriteByte('_')
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if k.SansEnv {
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sb.WriteString("true")
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} else {
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sb.WriteString("false")
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}
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sb.WriteByte('_')
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sb.WriteString(strconv.Itoa(k.Theme))
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sb.WriteByte('_')
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sb.WriteString(strconv.Itoa(k.Part))
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// 获取结果
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result := sb.String()
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// 归还构建器
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stringBuilderPool.Put(sb)
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return result
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}
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// CacheItem 缓存项结构
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type CacheItem struct {
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SVG string // SVG内容
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@@ -43,6 +95,15 @@ type CacheItem struct {
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LastUsed time.Time // 最后使用时间
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}
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// Reset 重置缓存项以便重用
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func (item *CacheItem) Reset() {
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item.SVG = ""
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item.Compressed = nil
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item.IsCompressed = false
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item.CreatedAt = time.Time{}
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item.LastUsed = time.Time{}
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}
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// PNCache SVG缓存结构
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type PNCache struct {
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Options CacheOptions
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@@ -58,7 +119,7 @@ type PNCache struct {
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func NewCache(options CacheOptions) *PNCache {
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cache := &PNCache{
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Options: options,
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Items: make(map[CacheKey]*list.Element),
|
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Items: make(map[CacheKey]*list.Element, options.Size),
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EvictionList: list.New(),
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Hits: 0,
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Misses: 0,
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@@ -103,6 +164,11 @@ func (c *PNCache) Get(key CacheKey) (string, bool) {
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// 删除过期项
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c.EvictionList.Remove(element)
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delete(c.Items, key)
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// 将缓存项归还到对象池
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cacheItem.Reset()
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cacheItemPool.Put(cacheItem)
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c.Misses++
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return "", false
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}
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@@ -178,15 +244,15 @@ func (c *PNCache) Set(key CacheKey, svg string) {
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c.evictItem()
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}
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// 创建新的缓存项
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// 从对象池获取新的缓存项
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now := time.Now()
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cacheItem := &CacheItem{
|
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SVG: svg,
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Compressed: compressed,
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IsCompressed: isCompressed,
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CreatedAt: now,
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LastUsed: now,
|
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}
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cacheItem := cacheItemPool.Get().(*CacheItem)
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cacheItem.Reset()
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cacheItem.SVG = svg
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cacheItem.Compressed = compressed
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cacheItem.IsCompressed = isCompressed
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cacheItem.CreatedAt = now
|
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cacheItem.LastUsed = now
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|
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// 添加到链表和映射
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element := c.EvictionList.PushFront(cacheItem)
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@@ -214,6 +280,9 @@ func (c *PNCache) evictItem() {
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// 从链表中移除
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c.EvictionList.Remove(element)
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|
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// 获取缓存项并归还到对象池
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cacheItem := element.Value.(*CacheItem)
|
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|
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// 从映射中找到并删除对应的键
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for k, v := range c.Items {
|
||||
if v == element {
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@@ -221,6 +290,10 @@ func (c *PNCache) evictItem() {
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break
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}
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||||
}
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||||
|
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// 重置并归还缓存项
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cacheItem.Reset()
|
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cacheItemPool.Put(cacheItem)
|
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}
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}
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||||
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@@ -229,7 +302,14 @@ func (c *PNCache) Clear() {
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c.Mutex.Lock()
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defer c.Mutex.Unlock()
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|
||||
c.Items = make(map[CacheKey]*list.Element)
|
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// 归还所有缓存项到对象池
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for e := c.EvictionList.Front(); e != nil; e = e.Next() {
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item := e.Value.(*CacheItem)
|
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item.Reset()
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cacheItemPool.Put(item)
|
||||
}
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||||
|
||||
c.Items = make(map[CacheKey]*list.Element, c.Options.Size)
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c.EvictionList = list.New()
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c.Hits = 0
|
||||
c.Misses = 0
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||||
@@ -277,6 +357,9 @@ func (c *PNCache) RemoveExpired() int {
|
||||
c.EvictionList.Remove(element)
|
||||
// 从映射中删除
|
||||
delete(c.Items, key)
|
||||
// 归还缓存项到对象池
|
||||
cacheItem.Reset()
|
||||
cacheItemPool.Put(cacheItem)
|
||||
count++
|
||||
}
|
||||
}
|
||||
@@ -357,11 +440,18 @@ func (c *PNCache) DeleteItem(key CacheKey) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// 获取缓存项
|
||||
cacheItem := element.Value.(*CacheItem)
|
||||
|
||||
// 从链表中移除
|
||||
c.EvictionList.Remove(element)
|
||||
|
||||
// 从映射中删除
|
||||
delete(c.Items, key)
|
||||
|
||||
// 重置并归还缓存项
|
||||
cacheItem.Reset()
|
||||
cacheItemPool.Put(cacheItem)
|
||||
|
||||
return true
|
||||
}
|
||||
|
219
cache/compress.go
vendored
219
cache/compress.go
vendored
@@ -5,60 +5,95 @@ import (
|
||||
"compress/gzip"
|
||||
"io"
|
||||
"strings"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// CompressOptions 压缩选项
|
||||
var (
|
||||
// 字符串构建器对象池
|
||||
optimizeBuilderPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return new(strings.Builder)
|
||||
},
|
||||
}
|
||||
|
||||
// Gzip Writer对象池
|
||||
gzipWriterPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
writer, _ := gzip.NewWriterLevel(nil, gzip.BestCompression)
|
||||
return writer
|
||||
},
|
||||
}
|
||||
|
||||
// Gzip Reader对象池
|
||||
gzipReaderPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return new(gzip.Reader)
|
||||
},
|
||||
}
|
||||
|
||||
// 字节缓冲区对象池
|
||||
bytesBufferPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return new(bytes.Buffer)
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
// CompressOptions 压缩配置选项
|
||||
type CompressOptions struct {
|
||||
Enabled bool // 是否启用压缩
|
||||
Level int // 压缩级别 (1-9),1为最快压缩,9为最佳压缩
|
||||
MinSizeBytes int // 最小压缩大小,小于此大小的数据不进行压缩
|
||||
Ratio float64 // 压缩比阈值,压缩后大小/原始大小,小于此值才保存压缩结果
|
||||
Enabled bool // 是否启用压缩
|
||||
Level int // 压缩级别,范围从-2(不压缩)到9(最高压缩)
|
||||
MinSize int // 最小压缩大小,小于此大小的SVG不压缩
|
||||
CompressionRatio float64 // 最小压缩比率,压缩后大小/原始大小,小于此比率才使用压缩结果
|
||||
}
|
||||
|
||||
// DefaultCompressOptions 默认压缩选项
|
||||
// DefaultCompressOptions 默认压缩配置
|
||||
var DefaultCompressOptions = CompressOptions{
|
||||
Enabled: true,
|
||||
Level: 6, // 默认压缩级别为6,平衡压缩率和性能
|
||||
MinSizeBytes: 100, // 默认最小压缩大小为100字节
|
||||
Ratio: 0.9, // 默认压缩比阈值为0.9,即至少要压缩到原始大小的90%以下才保存压缩结果
|
||||
Enabled: true,
|
||||
Level: 9, // 默认使用最高压缩级别
|
||||
MinSize: 1024, // 默认最小压缩大小为1KB
|
||||
CompressionRatio: 0.8, // 默认最小压缩比率为0.8
|
||||
}
|
||||
|
||||
// CompressSVG 压缩SVG数据
|
||||
// 返回压缩后的数据和是否进行了压缩
|
||||
// CompressSVG 压缩SVG字符串
|
||||
func CompressSVG(svg string, options CompressOptions) ([]byte, bool) {
|
||||
if !options.Enabled || len(svg) < options.MinSizeBytes {
|
||||
if !options.Enabled {
|
||||
return []byte(svg), false
|
||||
}
|
||||
|
||||
// 创建一个bytes.Buffer来存储压缩数据
|
||||
var buf bytes.Buffer
|
||||
|
||||
// 创建一个gzip.Writer,设置压缩级别
|
||||
writer, err := gzip.NewWriterLevel(&buf, options.Level)
|
||||
if err != nil {
|
||||
// 如果SVG太小,不进行压缩
|
||||
if len(svg) < options.MinSize {
|
||||
return []byte(svg), false
|
||||
}
|
||||
|
||||
// 写入SVG数据
|
||||
_, err = writer.Write([]byte(svg))
|
||||
if err != nil {
|
||||
// 从对象池获取缓冲区
|
||||
buf := bytesBufferPool.Get().(*bytes.Buffer)
|
||||
buf.Reset()
|
||||
defer bytesBufferPool.Put(buf)
|
||||
|
||||
// 从对象池获取gzip写入器
|
||||
writer := gzipWriterPool.Get().(*gzip.Writer)
|
||||
writer.Reset(buf)
|
||||
defer gzipWriterPool.Put(writer)
|
||||
|
||||
// 写入数据
|
||||
if _, err := writer.Write([]byte(svg)); err != nil {
|
||||
return []byte(svg), false
|
||||
}
|
||||
|
||||
// 关闭writer,确保所有数据都被写入
|
||||
err = writer.Close()
|
||||
if err != nil {
|
||||
// 关闭写入器
|
||||
if err := writer.Close(); err != nil {
|
||||
return []byte(svg), false
|
||||
}
|
||||
|
||||
// 获取压缩后的数据
|
||||
compressed := buf.Bytes()
|
||||
compressed := make([]byte, buf.Len())
|
||||
copy(compressed, buf.Bytes())
|
||||
|
||||
// 计算压缩比
|
||||
// 计算压缩比率
|
||||
ratio := float64(len(compressed)) / float64(len(svg))
|
||||
|
||||
// 如果压缩比不理想,返回原始数据
|
||||
if ratio >= options.Ratio {
|
||||
if ratio > options.CompressionRatio {
|
||||
// 压缩效果不好,返回原始数据
|
||||
return []byte(svg), false
|
||||
}
|
||||
|
||||
@@ -77,7 +112,12 @@ func DecompressSVG(data []byte, isCompressed bool) (string, error) {
|
||||
return string(data), nil
|
||||
}
|
||||
|
||||
// 创建一个gzip.Reader
|
||||
// 获取缓冲区
|
||||
buf := bytesBufferPool.Get().(*bytes.Buffer)
|
||||
buf.Reset()
|
||||
defer bytesBufferPool.Put(buf)
|
||||
|
||||
// 创建Reader
|
||||
reader, err := gzip.NewReader(bytes.NewReader(data))
|
||||
if err != nil {
|
||||
return string(data), err
|
||||
@@ -85,12 +125,11 @@ func DecompressSVG(data []byte, isCompressed bool) (string, error) {
|
||||
defer reader.Close()
|
||||
|
||||
// 读取解压缩后的数据
|
||||
decompressed, err := io.ReadAll(reader)
|
||||
if err != nil {
|
||||
if _, err := io.Copy(buf, reader); err != nil {
|
||||
return string(data), err
|
||||
}
|
||||
|
||||
return string(decompressed), nil
|
||||
return buf.String(), nil
|
||||
}
|
||||
|
||||
// isGzipped 检查数据是否为gzip格式
|
||||
@@ -101,6 +140,11 @@ func isGzipped(data []byte) bool {
|
||||
|
||||
// OptimizeSVG 优化SVG字符串,移除不必要的空白和注释
|
||||
func OptimizeSVG(svg string) string {
|
||||
// 如果SVG太小,不进行优化
|
||||
if len(svg) < 100 {
|
||||
return svg
|
||||
}
|
||||
|
||||
// 移除XML注释
|
||||
svg = removeXMLComments(svg)
|
||||
|
||||
@@ -110,33 +154,100 @@ func OptimizeSVG(svg string) string {
|
||||
return svg
|
||||
}
|
||||
|
||||
// removeXMLComments 移除XML注释
|
||||
// removeXMLComments 移除XML注释 - 优化版本
|
||||
func removeXMLComments(svg string) string {
|
||||
for {
|
||||
start := strings.Index(svg, "<!--")
|
||||
if start == -1 {
|
||||
break
|
||||
}
|
||||
end := strings.Index(svg[start:], "-->") + start
|
||||
if end > start {
|
||||
svg = svg[:start] + svg[end+3:]
|
||||
// 获取构建器
|
||||
sb := optimizeBuilderPool.Get().(*strings.Builder)
|
||||
sb.Reset()
|
||||
sb.Grow(len(svg))
|
||||
defer optimizeBuilderPool.Put(sb)
|
||||
|
||||
for i := 0; i < len(svg); {
|
||||
// 检查是否遇到注释开始
|
||||
if i+3 < len(svg) && svg[i] == '<' && svg[i+1] == '!' && svg[i+2] == '-' && svg[i+3] == '-' {
|
||||
// 查找注释结束
|
||||
end := i + 4
|
||||
for end+2 <= len(svg) {
|
||||
if svg[end] == '-' && svg[end+1] == '-' && svg[end+2] == '>' {
|
||||
end += 3
|
||||
break
|
||||
}
|
||||
end++
|
||||
}
|
||||
// 跳过注释
|
||||
i = end
|
||||
} else {
|
||||
break
|
||||
// 添加非注释字符
|
||||
sb.WriteByte(svg[i])
|
||||
i++
|
||||
}
|
||||
}
|
||||
return svg
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
// removeExtraWhitespace 移除多余的空白
|
||||
// removeExtraWhitespace 移除多余的空白 - 优化版本
|
||||
func removeExtraWhitespace(svg string) string {
|
||||
// 替换多个空白字符为单个空格
|
||||
svg = strings.Join(strings.Fields(svg), " ")
|
||||
// 获取构建器
|
||||
sb := optimizeBuilderPool.Get().(*strings.Builder)
|
||||
sb.Reset()
|
||||
sb.Grow(len(svg))
|
||||
defer optimizeBuilderPool.Put(sb)
|
||||
|
||||
// 优化常见的SVG标签周围的空白
|
||||
svg = strings.ReplaceAll(svg, "> <", "><")
|
||||
svg = strings.ReplaceAll(svg, " />", "/>")
|
||||
svg = strings.ReplaceAll(svg, " =", "=")
|
||||
svg = strings.ReplaceAll(svg, "= ", "=")
|
||||
inTag := false
|
||||
inQuote := false
|
||||
quoteChar := byte(0)
|
||||
lastWasSpace := false
|
||||
|
||||
return svg
|
||||
for i := 0; i < len(svg); i++ {
|
||||
c := svg[i]
|
||||
|
||||
// 处理引号内的内容
|
||||
if inQuote {
|
||||
sb.WriteByte(c)
|
||||
if c == quoteChar {
|
||||
inQuote = false
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
// 处理标签
|
||||
if c == '<' {
|
||||
inTag = true
|
||||
lastWasSpace = false
|
||||
sb.WriteByte(c)
|
||||
continue
|
||||
}
|
||||
|
||||
if c == '>' {
|
||||
inTag = false
|
||||
lastWasSpace = false
|
||||
sb.WriteByte(c)
|
||||
continue
|
||||
}
|
||||
|
||||
// 处理引号开始
|
||||
if (c == '"' || c == '\'') && inTag {
|
||||
inQuote = true
|
||||
quoteChar = c
|
||||
sb.WriteByte(c)
|
||||
continue
|
||||
}
|
||||
|
||||
// 处理空白字符
|
||||
if c == ' ' || c == '\t' || c == '\n' || c == '\r' {
|
||||
// 压缩连续空白
|
||||
if !lastWasSpace && (inTag || i > 0 && svg[i-1] != '>') {
|
||||
sb.WriteByte(' ')
|
||||
lastWasSpace = true
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
// 处理普通字符
|
||||
lastWasSpace = false
|
||||
sb.WriteByte(c)
|
||||
}
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
180
pixelnebula.go
180
pixelnebula.go
@@ -10,6 +10,7 @@ import (
|
||||
"regexp"
|
||||
"strconv"
|
||||
"strings"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"github.com/landaiqing/go-pixelnebula/animation"
|
||||
@@ -22,7 +23,6 @@ import (
|
||||
|
||||
const (
|
||||
hashLength = 12
|
||||
keyFactor = 0.47
|
||||
)
|
||||
|
||||
var (
|
||||
@@ -30,6 +30,32 @@ var (
|
||||
numberRegex = regexp.MustCompile(`[0-9]`)
|
||||
// 使用非贪婪模式并优化颜色匹配模式
|
||||
colorRegex = regexp.MustCompile(`#([^;]*);`)
|
||||
// 使用字节池减少内存分配
|
||||
hashBufPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
buf := make([]byte, 64)
|
||||
return &buf
|
||||
},
|
||||
}
|
||||
// 缓存键计算结果缓存
|
||||
keyCache = make(map[string][2]int)
|
||||
keyCacheMux sync.RWMutex
|
||||
// 使用对象池减少内存分配
|
||||
builderPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return &strings.Builder{}
|
||||
},
|
||||
}
|
||||
mapPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return make(map[string]string, 6)
|
||||
},
|
||||
}
|
||||
keyMapPool = sync.Pool{
|
||||
New: func() interface{} {
|
||||
return make(map[string][2]int, 6)
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
type PNOptions struct {
|
||||
@@ -119,15 +145,16 @@ func (pn *PixelNebula) hashToNum(hash []string) int64 {
|
||||
return 0
|
||||
}
|
||||
|
||||
// 将哈希字符串数组连接成一个字符串
|
||||
// 使用位运算直接计算哈希值,减少内存分配和计算复杂度
|
||||
var result int64
|
||||
for _, h := range hash {
|
||||
num, err := strconv.ParseInt(h, 10, 64)
|
||||
if err != nil {
|
||||
continue
|
||||
// 优化:直接处理字符,避免ParseInt的开销
|
||||
for i := 0; i < len(h); i++ {
|
||||
if h[i] >= '0' && h[i] <= '9' {
|
||||
// 使用位运算进行计算: result = result*10 + (h[i] - '0')
|
||||
result = (result << 3) + (result << 1) + int64(h[i]-'0')
|
||||
}
|
||||
}
|
||||
// 使用位运算和加法组合多个数字
|
||||
result = (result << 3) + (result << 1) + num // result * 8 + result * 2 + num
|
||||
}
|
||||
|
||||
// 确保结果为正数
|
||||
@@ -138,14 +165,37 @@ func (pn *PixelNebula) hashToNum(hash []string) int64 {
|
||||
return result
|
||||
}
|
||||
|
||||
// getCacheKey 生成缓存键的哈希表示
|
||||
func (pn *PixelNebula) getCacheKey(id string, hash []string, index int, opts *PNOptions) string {
|
||||
// 构造一个唯一的键字符串
|
||||
var key string
|
||||
if opts != nil && opts.StyleIndex >= 0 && opts.ThemeIndex >= 0 {
|
||||
key = fmt.Sprintf("%s_%d_%d_%d", id, index, opts.StyleIndex, opts.ThemeIndex)
|
||||
} else if len(hash) > 0 {
|
||||
key = fmt.Sprintf("%s_%d_%s", id, index, strings.Join(hash, ""))
|
||||
} else {
|
||||
key = fmt.Sprintf("%s_%d", id, index)
|
||||
}
|
||||
return key
|
||||
}
|
||||
|
||||
// calcKey 计算主题和部分的键值
|
||||
func (pn *PixelNebula) calcKey(hash []string, opts *PNOptions) [2]int {
|
||||
// 只有当明确设置了主题和风格索引时才使用固定值
|
||||
// 检查是否使用固定值
|
||||
if opts != nil && opts.StyleIndex >= 0 && opts.ThemeIndex >= 0 {
|
||||
return [2]int{opts.StyleIndex, opts.ThemeIndex}
|
||||
}
|
||||
|
||||
// 直接使用哈希值,不进行 keyFactor 转换
|
||||
// 尝试从缓存中获取结果
|
||||
cacheKey := strings.Join(hash, "")
|
||||
keyCacheMux.RLock()
|
||||
if result, ok := keyCache[cacheKey]; ok {
|
||||
keyCacheMux.RUnlock()
|
||||
return result
|
||||
}
|
||||
keyCacheMux.RUnlock()
|
||||
|
||||
// 计算哈希值
|
||||
hashNum := pn.hashToNum(hash)
|
||||
|
||||
// 获取可用的风格数量
|
||||
@@ -154,14 +204,11 @@ func (pn *PixelNebula) calcKey(hash []string, opts *PNOptions) [2]int {
|
||||
return [2]int{0, 0}
|
||||
}
|
||||
|
||||
// 使用哈希值计算风格索引
|
||||
// 使用位运算优化取模操作
|
||||
styleIndex := int(hashNum % int64(styleCount))
|
||||
if styleIndex < 0 {
|
||||
styleIndex = -styleIndex
|
||||
}
|
||||
if styleIndex >= styleCount {
|
||||
styleIndex = styleCount - 1
|
||||
}
|
||||
|
||||
// 获取该风格下的主题数量
|
||||
themeCount := pn.themeManager.ThemeCount(styleIndex)
|
||||
@@ -170,16 +217,18 @@ func (pn *PixelNebula) calcKey(hash []string, opts *PNOptions) [2]int {
|
||||
}
|
||||
|
||||
// 使用哈希值的不同部分计算主题索引
|
||||
// 使用更简单的计算方式
|
||||
themeIndex := int(hashNum % int64(themeCount))
|
||||
if themeIndex < 0 {
|
||||
themeIndex = -themeIndex
|
||||
}
|
||||
if themeIndex >= themeCount {
|
||||
themeIndex = themeCount - 1
|
||||
}
|
||||
|
||||
return [2]int{styleIndex, themeIndex}
|
||||
// 将结果存入缓存
|
||||
result := [2]int{styleIndex, themeIndex}
|
||||
keyCacheMux.Lock()
|
||||
keyCache[cacheKey] = result
|
||||
keyCacheMux.Unlock()
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// WithCache 设置缓存选项
|
||||
@@ -584,10 +633,14 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
}
|
||||
}
|
||||
|
||||
// 计算avatarId的哈希值
|
||||
// 使用对象池获取缓冲区
|
||||
hashBuf := hashBufPool.Get().(*[]byte)
|
||||
defer hashBufPool.Put(hashBuf)
|
||||
|
||||
// 计算avatarId的哈希值 - 优化版本
|
||||
pn.hasher.Reset()
|
||||
pn.hasher.Write([]byte(id))
|
||||
sum := pn.hasher.Sum(nil)
|
||||
sum := pn.hasher.Sum((*hashBuf)[:0])
|
||||
s := hex.EncodeToString(sum)
|
||||
hashStr := numberRegex.FindAllString(s, -1)
|
||||
if len(hashStr) < hashLength {
|
||||
@@ -595,9 +648,17 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
}
|
||||
hashStr = hashStr[0:hashLength]
|
||||
|
||||
// 预分配map容量以提高性能
|
||||
var p = make(map[string][2]int, 6)
|
||||
// 从对象池获取映射
|
||||
p := keyMapPool.Get().(map[string][2]int)
|
||||
defer func() {
|
||||
// 清空并归还对象池
|
||||
for k := range p {
|
||||
delete(p, k)
|
||||
}
|
||||
keyMapPool.Put(p)
|
||||
}()
|
||||
|
||||
// 计算各部分的键值
|
||||
p[string(style.TypeEnv)] = pn.calcKey(hashStr[:2], opts)
|
||||
p[string(style.TypeClo)] = pn.calcKey(hashStr[2:4], opts)
|
||||
p[string(style.TypeHead)] = pn.calcKey(hashStr[4:6], opts)
|
||||
@@ -605,8 +666,17 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
p[string(style.TypeEyes)] = pn.calcKey(hashStr[8:10], opts)
|
||||
p[string(style.TypeTop)] = pn.calcKey(hashStr[10:], opts)
|
||||
|
||||
// 预分配map容量
|
||||
var final = make(map[string]string, 6)
|
||||
// 获取结果映射
|
||||
final := mapPool.Get().(map[string]string)
|
||||
defer func() {
|
||||
// 清空并归还对象池
|
||||
for k := range final {
|
||||
delete(final, k)
|
||||
}
|
||||
mapPool.Put(final)
|
||||
}()
|
||||
|
||||
// 获取并处理各部分的SVG
|
||||
for k, v := range p {
|
||||
// 获取主题颜色
|
||||
themePart, err := pn.themeManager.GetTheme(v[0], v[1])
|
||||
@@ -627,8 +697,10 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
}
|
||||
|
||||
match := colorRegex.FindAllStringSubmatch(svgPart, -1)
|
||||
// 使用strings.Builder提高字符串处理性能
|
||||
var sb strings.Builder
|
||||
|
||||
// 从对象池获取Builder
|
||||
sb := builderPool.Get().(*strings.Builder)
|
||||
sb.Reset()
|
||||
sb.Grow(len(svgPart) + 50) // 预分配足够的容量
|
||||
|
||||
lastIndex := 0
|
||||
@@ -653,14 +725,21 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
}
|
||||
// 添加剩余部分
|
||||
sb.WriteString(svgPart[lastIndex:])
|
||||
|
||||
final[k] = sb.String()
|
||||
|
||||
// 归还Builder到对象池
|
||||
builderPool.Put(sb)
|
||||
}
|
||||
|
||||
// 使用strings.Builder构建最终SVG
|
||||
var builder strings.Builder
|
||||
// 使用对象池获取主Builder来构建最终SVG
|
||||
builder := builderPool.Get().(*strings.Builder)
|
||||
builder.Reset()
|
||||
// 预估SVG大小,避免多次内存分配
|
||||
builder.Grow(1024 * 2)
|
||||
builder.WriteString(pn.getSvgStart()) // 使用动态生成的svgStart
|
||||
builder.Grow(2048) // 2KB 应该足够容纳大多数SVG
|
||||
|
||||
// 添加SVG开始标签
|
||||
builder.WriteString(pn.getSvgStart())
|
||||
|
||||
// 获取动画定义
|
||||
animations := pn.animManager.GenerateSVGAnimations()
|
||||
@@ -668,32 +747,31 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
builder.WriteString(animations)
|
||||
}
|
||||
|
||||
// 检查是否有旋转动画并获取旋转动画的SVG代码
|
||||
// 构建和处理旋转动画 - 使用对象池
|
||||
rotateAnimations := make(map[string]bool)
|
||||
rotateAnimationSVGs := make(map[string]string)
|
||||
|
||||
// 收集旋转动画
|
||||
for _, anim := range pn.animManager.GetAnimations() {
|
||||
// 检查是否为旋转动画
|
||||
if rotateAnim, ok := anim.(*animation.RotateAnimation); ok {
|
||||
rotateAnimations[anim.GetTargetID()] = true
|
||||
// 获取旋转动画的SVG代码(只提取animateTransform部分)
|
||||
targetID := anim.GetTargetID()
|
||||
rotateAnimations[targetID] = true
|
||||
|
||||
// 提取animateTransform部分
|
||||
svgCode := rotateAnim.GenerateSVG()
|
||||
// 提取animateTransform标签
|
||||
if start := strings.Index(svgCode, "<animateTransform"); start != -1 {
|
||||
if end := strings.Index(svgCode[start:], "/>"); end != -1 {
|
||||
rotateAnimationSVGs[anim.GetTargetID()] = svgCode[start : start+end+2]
|
||||
rotateAnimationSVGs[targetID] = svgCode[start : start+end+2]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 处理元素,如果元素有旋转动画,则包裹在g标签中并添加animateTransform
|
||||
// 只有当不是无环境模式时才添加环境
|
||||
// 处理环境
|
||||
if !sansEnv {
|
||||
if _, hasRotate := rotateAnimations["env"]; hasRotate {
|
||||
builder.WriteString("<g style=\"transform-box: fill-box; transform-origin: center;\">\n")
|
||||
builder.WriteString(final["env"])
|
||||
// 添加animateTransform标签
|
||||
if animSVG, ok := rotateAnimationSVGs["env"]; ok {
|
||||
builder.WriteString(animSVG)
|
||||
}
|
||||
@@ -705,34 +783,28 @@ func (pn *PixelNebula) generateSVG(id string, sansEnv bool, opts *PNOptions) (sv
|
||||
|
||||
// 处理其他元素
|
||||
elements := []string{"head", "clo", "top", "eyes", "mouth"}
|
||||
|
||||
// 单独处理每个元素
|
||||
for _, elem := range elements {
|
||||
if _, hasRotate := rotateAnimations[elem]; hasRotate {
|
||||
// 如果元素有旋转动画,则包裹在g标签中
|
||||
builder.WriteString("<g style=\"transform-box: fill-box; transform-origin: center;\">\n")
|
||||
builder.WriteString(final[elem])
|
||||
|
||||
// 添加animateTransform标签
|
||||
if animSVG, ok := rotateAnimationSVGs[elem]; ok {
|
||||
// 提取animateTransform标签部分
|
||||
if start := strings.Index(animSVG, "<animateTransform"); start != -1 {
|
||||
if end := strings.Index(animSVG[start:], "/>"); end != -1 {
|
||||
builder.WriteString(animSVG[start : start+end+2])
|
||||
}
|
||||
}
|
||||
builder.WriteString(animSVG)
|
||||
}
|
||||
builder.WriteString("</g>\n")
|
||||
} else {
|
||||
// 如果元素没有旋转动画,直接添加
|
||||
builder.WriteString(final[elem])
|
||||
}
|
||||
}
|
||||
|
||||
builder.WriteString(pn.svgEnd)
|
||||
svg = builder.String()
|
||||
|
||||
// 将生成的SVG存储到实例中
|
||||
pn.imgData = []byte(svg)
|
||||
|
||||
// 归还Builder到对象池
|
||||
builderPool.Put(builder)
|
||||
|
||||
// 如果启用了缓存,将结果存入缓存
|
||||
if pn.cache != nil {
|
||||
cacheKey := cache.CacheKey{
|
||||
@@ -881,7 +953,7 @@ func (pn *PixelNebula) DeleteCacheItem(key string) bool {
|
||||
id := parts[0]
|
||||
sansEnv := parts[1] == "true"
|
||||
|
||||
theme, err := strconv.Atoi(parts[2])
|
||||
themeItem, err := strconv.Atoi(parts[2])
|
||||
if err != nil {
|
||||
log.Printf("pixelnebula: 解析theme失败: %v", err)
|
||||
return false
|
||||
@@ -897,7 +969,7 @@ func (pn *PixelNebula) DeleteCacheItem(key string) bool {
|
||||
cacheKey := cache.CacheKey{
|
||||
Id: id,
|
||||
SansEnv: sansEnv,
|
||||
Theme: theme,
|
||||
Theme: themeItem,
|
||||
Part: part,
|
||||
}
|
||||
|
||||
|
@@ -144,7 +144,7 @@ func TestDemo(t *testing.T) {
|
||||
pn := NewPixelNebula()
|
||||
|
||||
// 设置风格和尺寸
|
||||
pn.WithStyle(style.MechStyle)
|
||||
pn.WithStyle(style.MetaStyle)
|
||||
pn.WithTheme(1)
|
||||
pn.WithSize(231, 231)
|
||||
|
||||
|
Reference in New Issue
Block a user