using System;
using UnityEngine;
namespace Mirror
{
///
/// NetworkWriter to be used with NetworkWriterPool
///
public class PooledNetworkWriter : NetworkWriter, IDisposable
{
public void Dispose()
{
NetworkWriterPool.Recycle(this);
}
}
///
/// Pool of NetworkWriters
/// Use this pool instead of NetworkWriter to reduce memory allocation
/// Use Capacity to change size of pool
///
public static class NetworkWriterPool
{
static readonly ILogger logger = LogFactory.GetLogger(typeof(NetworkWriterPool), LogType.Error);
///
/// Size of the pool
/// If pool is too small getting writers will causes memory allocation
/// Default value: 100
///
public static int Capacity
{
get => pool.Length;
set
{
// resize the array
Array.Resize(ref pool, value);
// if capacity is smaller than before, then we need to adjust
// 'next' so it doesn't point to an index out of range
// -> if we set '0' then next = min(_, 0-1) => -1
// -> if we set '2' then next = min(_, 2-1) => 1
next = Mathf.Min(next, pool.Length - 1);
}
}
///
/// Mirror usually only uses up to 4 writes in nested usings,
/// 100 is a good margin for edge cases when users need a lot writers at
/// the same time.
///
/// keep in mind, most entries of the pool will be null in most cases
///
///
/// Note: we use an Array instead of a Stack because it's significantly
/// faster: https://github.com/vis2k/Mirror/issues/1614
static PooledNetworkWriter[] pool = new PooledNetworkWriter[100];
static int next = -1;
///
/// Get the next writer in the pool
/// If pool is empty, creates a new Writer
///
public static PooledNetworkWriter GetWriter()
{
if (next == -1)
{
return new PooledNetworkWriter();
}
PooledNetworkWriter writer = pool[next];
pool[next] = null;
next--;
// reset cached writer length and position
writer.Reset();
return writer;
}
///
/// Puts writer back into pool
/// When pool is full, the extra writer is left for the GC
///
public static void Recycle(PooledNetworkWriter writer)
{
if (next < pool.Length - 1)
{
next++;
pool[next] = writer;
}
else
{
logger.LogWarning("NetworkWriterPool.Recycle, Pool was full leaving extra writer for GC");
}
}
}
}