#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 Pathfinding.Util { /// /// Lightweight Array Pool. /// Handy class for pooling arrays of type T. /// /// Usage: /// - Claim a new array using SomeClass[] foo = ArrayPool.Claim (capacity); /// - Use it and do stuff with it /// - Release it with ArrayPool.Release (foo); /// /// 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]; #if !ASTAR_OPTIMIZE_POOLING static readonly HashSet inPool = new HashSet(); #endif #endif /// /// Returns an array with at least the specified length. /// Warning: Returned arrays may contain arbitrary data. /// You cannot rely on it being zeroed out. /// 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(); #if !ASTAR_OPTIMIZE_POOLING inPool.Remove(array); #endif 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 if you just need an array that is at least as large as some value. /// /// Warning: Returned arrays may contain arbitrary data. /// You cannot rely on it being zeroed out. /// 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 method then the 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(); } } } }