#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.Claim (capacity); \endcode * - Use it and do stuff with it * - Release it with \code ArrayPool.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{ #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[] pool = new Stack[31]; static readonly Stack[] exactPool = new Stack[MaximumExactArrayLength+1]; static readonly HashSet inPool = new HashSet(); #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(); } 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 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(); } pool[bucketIndex].Push(array); } else if (array.Length <= MaximumExactArrayLength) { Stack stack = exactPool[array.Length]; if (stack == null) stack = exactPool[array.Length] = new Stack(); stack.Push(array); } } #endif array = null; } } /** Extension methods for List */ public static class ListExtensions { /** Identical to ToArray but it uses ArrayPool 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(this List list) { var arr = ArrayPool.ClaimWithExactLength(list.Count); for (int i = 0; i < arr.Length; i++) { arr[i] = list[i]; } return arr; } /** Clear a list faster than List.Clear. * It turns out that the List.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(this List list) { if (list.Count*2 < list.Capacity) { list.RemoveRange(0, list.Count); } else { list.Clear(); } } } }