You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
167 lines
6.0 KiB
C#
167 lines
6.0 KiB
C#
3 months ago
|
// Animancer // Copyright 2020 Kybernetik //
|
||
|
|
||
|
//#define ANIMANCER_LOG_OBJECT_POOLING
|
||
|
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Animancer
|
||
|
{
|
||
|
/// <summary>Convenience methods for accessing <see cref="ObjectPool{T}"/>.</summary>
|
||
|
public static class ObjectPool
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Acquire"/> to get a spare item if there are any, or create a new one.
|
||
|
/// </summary>
|
||
|
public static T Acquire<T>() where T : class, new()
|
||
|
{
|
||
|
return ObjectPool<T>.Acquire();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Acquire"/> to get a spare item if there are any, or create a new one.
|
||
|
/// </summary>
|
||
|
public static void Acquire<T>(out T item) where T : class, new()
|
||
|
{
|
||
|
item = ObjectPool<T>.Acquire();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Release"/> to add the `item` to the list of spares so it can be reused.
|
||
|
/// </summary>
|
||
|
public static void Release<T>(T item) where T : class, new()
|
||
|
{
|
||
|
ObjectPool<T>.Release(item);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Release"/> to add the `item` to the list of spares so it can be reused.
|
||
|
/// </summary>
|
||
|
public static void Release<T>(ref T item) where T : class, new()
|
||
|
{
|
||
|
if (item != null)
|
||
|
{
|
||
|
ObjectPool<T>.Release(item);
|
||
|
item = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Acquire"/> to get a spare <see cref="List{T}"/> if
|
||
|
/// there are any or create a new one.
|
||
|
/// </summary>
|
||
|
public static List<T> AcquireList<T>()
|
||
|
{
|
||
|
var list = ObjectPool<List<T>>.Acquire();
|
||
|
Debug.Assert(list.Count == 0,
|
||
|
"A pooled collection is not empty. Collections must not be modified after being released to the pool.");
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Release"/> to clear the `list` and mark it as a spare
|
||
|
/// so it can be later returned by <see cref="AcquireList"/>.
|
||
|
/// </summary>
|
||
|
public static void Release<T>(List<T> list)
|
||
|
{
|
||
|
list.Clear();
|
||
|
ObjectPool<List<T>>.Release(list);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Acquire"/> to get a spare <see cref="HashSet{T}"/> if
|
||
|
/// there are any or create a new one.
|
||
|
/// </summary>
|
||
|
public static HashSet<T> AcquireSet<T>()
|
||
|
{
|
||
|
var set = ObjectPool<HashSet<T>>.Acquire();
|
||
|
Debug.Assert(set.Count == 0,
|
||
|
"A pooled collection is not empty. Collections must not be modified after being released to the pool.");
|
||
|
return set;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="ObjectPool{T}.Release"/> to clear the `set` and mark it as a spare
|
||
|
/// so it can be later returned by <see cref="AcquireSet"/>.
|
||
|
/// </summary>
|
||
|
public static void Release<T>(HashSet<T> set)
|
||
|
{
|
||
|
set.Clear();
|
||
|
ObjectPool<HashSet<T>>.Release(set);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/// <summary>A simple object pooling system.</summary>
|
||
|
public static class ObjectPool<T> where T : class, new()
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private static readonly List<T>
|
||
|
Items = new List<T>();
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The number of spare items currently in the pool.</summary>
|
||
|
public static int Count
|
||
|
{
|
||
|
get { return Items.Count; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The <see cref="List{T}.Capacity"/> of the internal list of spare items.</summary>
|
||
|
public static int Capacity
|
||
|
{
|
||
|
get { return Items.Capacity; }
|
||
|
set
|
||
|
{
|
||
|
if (Items.Count > value)
|
||
|
Items.RemoveRange(value, Items.Count - value);
|
||
|
Items.Capacity = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Returns a spare item if there are any, or creates a new one.</summary>
|
||
|
public static T Acquire()
|
||
|
{
|
||
|
var count = Items.Count;
|
||
|
if (count == 0)
|
||
|
{
|
||
|
return new T();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
count--;
|
||
|
var item = Items[count];
|
||
|
Items.RemoveAt(count);
|
||
|
|
||
|
return item;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Adds the `item` to the list of spares so it can be reused.</summary>
|
||
|
public static void Release(T item)
|
||
|
{
|
||
|
Items.Add(item);
|
||
|
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|
||
|
|