91 lines
3.1 KiB
C#
91 lines
3.1 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace OpenSim.Framework
|
|
{
|
|
/// <summary>
|
|
/// Naive pool implementation.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Currently assumes that objects are in a useable state when returned.
|
|
/// </remarks>
|
|
public class Pool<T>
|
|
{
|
|
/// <summary>
|
|
/// Number of objects in the pool.
|
|
/// </summary>
|
|
public int Count
|
|
{
|
|
get
|
|
{
|
|
lock (m_pool)
|
|
return m_pool.Count;
|
|
}
|
|
}
|
|
|
|
private Stack<T> m_pool;
|
|
|
|
/// <summary>
|
|
/// Maximum pool size. Beyond this, any returned objects are not pooled.
|
|
/// </summary>
|
|
private int m_maxPoolSize;
|
|
|
|
private Func<T> m_createFunction;
|
|
|
|
public Pool(Func<T> createFunction, int maxSize)
|
|
{
|
|
m_maxPoolSize = maxSize;
|
|
m_createFunction = createFunction;
|
|
m_pool = new Stack<T>(m_maxPoolSize);
|
|
}
|
|
|
|
public T GetObject()
|
|
{
|
|
lock (m_pool)
|
|
{
|
|
if (m_pool.Count > 0)
|
|
return m_pool.Pop();
|
|
else
|
|
return m_createFunction();
|
|
}
|
|
}
|
|
|
|
public void ReturnObject(T obj)
|
|
{
|
|
lock (m_pool)
|
|
{
|
|
if (m_pool.Count >= m_maxPoolSize)
|
|
return;
|
|
else
|
|
m_pool.Push(obj);
|
|
}
|
|
}
|
|
}
|
|
} |