mirror of
https://github.com/smyalygames/monopoly.git
synced 2025-05-18 14:24:12 +02:00
99 lines
3.2 KiB
C#
99 lines
3.2 KiB
C#
using System;
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>
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/// NetworkWriter to be used with <see cref="NetworkWriterPool">NetworkWriterPool</see>
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/// </summary>
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public class PooledNetworkWriter : NetworkWriter, IDisposable
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{
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public void Dispose()
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{
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NetworkWriterPool.Recycle(this);
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}
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}
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/// <summary>
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/// Pool of NetworkWriters
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/// <para>Use this pool instead of <see cref="NetworkWriter">NetworkWriter</see> to reduce memory allocation</para>
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/// <para>Use <see cref="Capacity">Capacity</see> to change size of pool</para>
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/// </summary>
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public static class NetworkWriterPool
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{
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static readonly ILogger logger = LogFactory.GetLogger(typeof(NetworkWriterPool), LogType.Error);
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/// <summary>
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/// Size of the pool
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/// <para>If pool is too small getting writers will causes memory allocation</para>
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/// <para>Default value: 100 </para>
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/// </summary>
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public static int Capacity
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{
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get => pool.Length;
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set
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{
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// resize the array
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Array.Resize(ref pool, value);
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// if capacity is smaller than before, then we need to adjust
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// 'next' so it doesn't point to an index out of range
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// -> if we set '0' then next = min(_, 0-1) => -1
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// -> if we set '2' then next = min(_, 2-1) => 1
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next = Mathf.Min(next, pool.Length - 1);
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}
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}
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/// <summary>
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/// Mirror usually only uses up to 4 writes in nested usings,
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/// 100 is a good margin for edge cases when users need a lot writers at
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/// the same time.
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///
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/// <para>keep in mind, most entries of the pool will be null in most cases</para>
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/// </summary>
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///
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/// Note: we use an Array instead of a Stack because it's significantly
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/// faster: https://github.com/vis2k/Mirror/issues/1614
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static PooledNetworkWriter[] pool = new PooledNetworkWriter[100];
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static int next = -1;
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/// <summary>
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/// Get the next writer in the pool
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/// <para>If pool is empty, creates a new Writer</para>
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/// </summary>
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public static PooledNetworkWriter GetWriter()
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{
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if (next == -1)
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{
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return new PooledNetworkWriter();
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}
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PooledNetworkWriter writer = pool[next];
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pool[next] = null;
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next--;
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// reset cached writer length and position
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writer.Reset();
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return writer;
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}
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/// <summary>
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/// Puts writer back into pool
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/// <para>When pool is full, the extra writer is left for the GC</para>
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/// </summary>
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public static void Recycle(PooledNetworkWriter writer)
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{
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if (next < pool.Length - 1)
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{
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next++;
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pool[next] = writer;
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}
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else
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{
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logger.LogWarning("NetworkWriterPool.Recycle, Pool was full leaving extra writer for GC");
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}
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}
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}
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}
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