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- #if !UNITY_EDITOR
- // Extra optimizations when not running in the editor, but less error checking
- #define ASTAR_OPTIMIZE_POOLING
- #endif
- using System;
- using System.Collections.Generic;
- namespace PF {
- /** Lightweight Array Pool.
- * Handy class for pooling arrays of type T.
- *
- * Usage:
- * - Claim a new array using \code SomeClass[] foo = ArrayPool<SomeClass>.Claim (capacity); \endcode
- * - Use it and do stuff with it
- * - Release it with \code ArrayPool<SomeClass>.Release (foo); \endcode
- *
- * \warning Arrays returned from the Claim method may contain arbitrary data.
- * You cannot rely on it being zeroed out.
- *
- * After you have released a array, you should never use it again, if you do use it
- * your code may modify it at the same time as some other code is using it which
- * will likely lead to bad results.
- *
- * \since Version 3.8.6
- * \see Pathfinding.Util.ListPool
- */
- public static class ArrayPool<T>{
- #if !ASTAR_NO_POOLING
- /** Maximum length of an array pooled using ClaimWithExactLength.
- * Arrays with lengths longer than this will silently not be pooled.
- */
- const int MaximumExactArrayLength = 256;
- /** Internal pool.
- * The arrays in each bucket have lengths of 2^i
- */
- static readonly Stack<T[]>[] pool = new Stack<T[]>[31];
- static readonly Stack<T[]>[] exactPool = new Stack<T[]>[MaximumExactArrayLength+1];
- static readonly HashSet<T[]> inPool = new HashSet<T[]>();
- #endif
- /** Returns an array with at least the specified length */
- public static T[] Claim (int minimumLength) {
- if (minimumLength <= 0) {
- return ClaimWithExactLength(0);
- }
- int bucketIndex = 0;
- while ((1 << bucketIndex) < minimumLength && bucketIndex < 30) {
- bucketIndex++;
- }
- if (bucketIndex == 30)
- throw new System.ArgumentException("Too high minimum length");
- #if !ASTAR_NO_POOLING
- lock (pool) {
- if (pool[bucketIndex] == null) {
- pool[bucketIndex] = new Stack<T[]>();
- }
- if (pool[bucketIndex].Count > 0) {
- var array = pool[bucketIndex].Pop();
- inPool.Remove(array);
- return array;
- }
- }
- #endif
- return new T[1 << bucketIndex];
- }
- /** Returns an array with the specified length.
- * Use with caution as pooling too many arrays with different lengths that
- * are rarely being reused will lead to an effective memory leak.
- *
- * Use #Claim if you just need an array that is at least as large as some value.
- */
- public static T[] ClaimWithExactLength (int length) {
- #if !ASTAR_NO_POOLING
- bool isPowerOfTwo = length != 0 && (length & (length - 1)) == 0;
- if (isPowerOfTwo) {
- // Will return the correct array length
- return Claim(length);
- }
- if (length <= MaximumExactArrayLength) {
- lock (pool) {
- Stack<T[]> stack = exactPool[length];
- if (stack != null && stack.Count > 0) {
- var array = stack.Pop();
- #if !ASTAR_OPTIMIZE_POOLING
- inPool.Remove(array);
- #endif
- return array;
- }
- }
- }
- #endif
- return new T[length];
- }
- /** Pool an array.
- * If the array was got using the #ClaimWithExactLength method then the \a allowNonPowerOfTwo parameter must be set to true.
- * The parameter exists to make sure that non power of two arrays are not pooled unintentionally which could lead to memory leaks.
- */
- public static void Release (ref T[] array, bool allowNonPowerOfTwo = false) {
- if (array == null) return;
- if (array.GetType() != typeof(T[])) {
- throw new System.ArgumentException("Expected array type " + typeof(T[]).Name + " but found " + array.GetType().Name + "\nAre you using the correct generic class?\n");
- }
- #if !ASTAR_NO_POOLING
- bool isPowerOfTwo = array.Length != 0 && (array.Length & (array.Length - 1)) == 0;
- if (!isPowerOfTwo && !allowNonPowerOfTwo && array.Length != 0) throw new System.ArgumentException("Length is not a power of 2");
- lock (pool) {
- #if !ASTAR_OPTIMIZE_POOLING
- if (!inPool.Add(array)) {
- throw new InvalidOperationException("You are trying to pool an array twice. Please make sure that you only pool it once.");
- }
- #endif
- if (isPowerOfTwo) {
- int bucketIndex = 0;
- while ((1 << bucketIndex) < array.Length && bucketIndex < 30) {
- bucketIndex++;
- }
- if (pool[bucketIndex] == null) {
- pool[bucketIndex] = new Stack<T[]>();
- }
- pool[bucketIndex].Push(array);
- } else if (array.Length <= MaximumExactArrayLength) {
- Stack<T[]> stack = exactPool[array.Length];
- if (stack == null) stack = exactPool[array.Length] = new Stack<T[]>();
- stack.Push(array);
- }
- }
- #endif
- array = null;
- }
- }
- /** Extension methods for List<T> */
- public static class ListExtensions {
- /** Identical to ToArray but it uses ArrayPool<T> to avoid allocations if possible.
- *
- * Use with caution as pooling too many arrays with different lengths that
- * are rarely being reused will lead to an effective memory leak.
- */
- public static T[] ToArrayFromPool<T>(this List<T> list) {
- var arr = ArrayPool<T>.ClaimWithExactLength(list.Count);
- for (int i = 0; i < arr.Length; i++) {
- arr[i] = list[i];
- }
- return arr;
- }
- /** Clear a list faster than List<T>.Clear.
- * It turns out that the List<T>.Clear method will clear all elements in the underlaying array
- * not just the ones up to Count. If the list only has a few elements, but the capacity
- * is huge, this can cause performance problems. Using the RemoveRange method to remove
- * all elements in the list does not have this problem, however it is implemented in a
- * stupid way, so it will clear the elements twice (completely unnecessarily) so it will
- * only be faster than using the Clear method if the number of elements in the list is
- * less than half of the capacity of the list.
- *
- * Hopefully this method can be removed when Unity upgrades to a newer version of Mono.
- */
- public static void ClearFast<T>(this List<T> list) {
- if (list.Count*2 < list.Capacity) {
- list.RemoveRange(0, list.Count);
- } else {
- list.Clear();
- }
- }
- }
- }
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