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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 {
- public interface IAstarPooledObject {
- void OnEnterPool ();
- }
- /** Lightweight object Pool for IAstarPooledObject.
- * Handy class for pooling objects of type T which implements the IAstarPooledObject interface.
- *
- * Usage:
- * - Claim a new object using \code SomeClass foo = ObjectPool<SomeClass>.Claim (); \endcode
- * - Use it and do stuff with it
- * - Release it with \code ObjectPool<SomeClass>.Release (foo); \endcode
- *
- * After you have released a object, you should never use it again.
- *
- * \since Version 3.2
- * \version Since 3.7.6 this class is thread safe
- * \see Pathfinding.Util.ListPool
- * \see ObjectPoolSimple
- */
- public static class ObjectPool<T> where T : class, IAstarPooledObject, new(){
- public static T Claim () {
- return ObjectPoolSimple<T>.Claim();
- }
- public static void Release (ref T obj) {
- // obj will be set to null so we need to copy the reference
- var tmp = obj;
- ObjectPoolSimple<T>.Release(ref obj);
- tmp.OnEnterPool();
- }
- }
- /** Lightweight object Pool.
- * Handy class for pooling objects of type T.
- *
- * Usage:
- * - Claim a new object using \code SomeClass foo = ObjectPool<SomeClass>.Claim (); \endcode
- * - Use it and do stuff with it
- * - Release it with \code ObjectPool<SomeClass>.Release (foo); \endcode
- *
- * After you have released a object, you should never use it again.
- *
- * \since Version 3.2
- * \version Since 3.7.6 this class is thread safe
- * \see Pathfinding.Util.ListPool
- * \see ObjectPool
- */
- public static class ObjectPoolSimple<T> where T : class, new(){
- /** Internal pool */
- static List<T> pool = new List<T>();
- #if !ASTAR_NO_POOLING
- static readonly HashSet<T> inPool = new HashSet<T>();
- #endif
- /** Claim a object.
- * Returns a pooled object if any are in the pool.
- * Otherwise it creates a new one.
- * After usage, this object should be released using the Release function (though not strictly necessary).
- */
- public static T Claim () {
- #if ASTAR_NO_POOLING
- return new T();
- #else
- lock (pool) {
- if (pool.Count > 0) {
- T ls = pool[pool.Count-1];
- pool.RemoveAt(pool.Count-1);
- inPool.Remove(ls);
- return ls;
- } else {
- return new T();
- }
- }
- #endif
- }
- /** Releases an object.
- * After the object has been released it should not be used anymore.
- * The variable will be set to null to prevent silly mistakes.
- *
- * \throws System.InvalidOperationException
- * Releasing an object when it has already been released will cause an exception to be thrown.
- * However enabling ASTAR_OPTIMIZE_POOLING will prevent this check.
- *
- * \see Claim
- */
- public static void Release (ref T obj) {
- #if !ASTAR_NO_POOLING
- lock (pool) {
- #if !ASTAR_OPTIMIZE_POOLING
- if (!inPool.Add(obj)) {
- throw new InvalidOperationException("You are trying to pool an object twice. Please make sure that you only pool it once.");
- }
- #endif
- pool.Add(obj);
- }
- #endif
- obj = null;
- }
- /** Clears the pool for objects of this type.
- * This is an O(n) operation, where n is the number of pooled objects.
- */
- public static void Clear () {
- lock (pool) {
- #if !ASTAR_OPTIMIZE_POOLING && !ASTAR_NO_POOLING
- inPool.Clear();
- #endif
- pool.Clear();
- }
- }
- /** Number of objects of this type in the pool */
- public static int GetSize () {
- return pool.Count;
- }
- }
- }
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