using System;
using System.Collections.Generic;
using Microsoft.Extensions.ObjectPool;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
using SharpZstd.Interop;
namespace Robust.Server.GameStates;
// This partial class contains code for pooling objects to avoid allocations.
// This file is now blessedly small, so maybe we can just get rid of it.
internal sealed partial class PvsSystem
{
///
/// Maximum number of pooled objects.
///
private const int MaxVisPoolSize = 1024;
private readonly ObjectPool> _entDataListPool
= new DefaultObjectPool>(new ListPolicy(), MaxVisPoolSize);
private readonly ObjectPool> _componentChangeListPool
= new DefaultObjectPool>(new ListPolicy(), MaxVisPoolSize);
private readonly ObjectPool> _uidSetPool
= new DefaultObjectPool>(new SetPolicy(), MaxVisPoolSize);
private readonly ObjectPool> _netComponentSetPool
= new DefaultObjectPool>(new SetPolicy(), MaxVisPoolSize);
private readonly ObjectPool _chunkPool =
new DefaultObjectPool(new PvsChunkPolicy(), 256);
private sealed class PvsChunkPolicy : PooledObjectPolicy
{
public override PvsChunk Create()
{
return new PvsChunk();
}
public override bool Return(PvsChunk obj)
{
obj.Wipe();
return true;
}
}
private sealed class PvsThreadResourcesObjectPolicy(int ce) : IPooledObjectPolicy
{
PvsThreadResources IPooledObjectPolicy.Create()
{
var res = new PvsThreadResources();
res.CompressionContext.SetParameter(ZSTD_cParameter.ZSTD_c_compressionLevel, ce);
return res;
}
bool IPooledObjectPolicy.Return(PvsThreadResources _)
{
return true;
}
}
private sealed class PvsThreadResources
{
public ZStdCompressionContext CompressionContext = new();
~PvsThreadResources()
{
CompressionContext.Dispose();
}
}
private List GetComponentChangeList(int capacity)
{
var list = _componentChangeListPool.Get();
list.EnsureCapacity(capacity);
return list;
}
private HashSet GetNetComponentSet()
{
return _netComponentSetPool.Get();
}
private void ReturnEntityState(EntityState state)
{
if (state.ComponentChanges.Value is List changes)
_componentChangeListPool.Return(changes);
if (state.NetComponents is { } netComps)
{
_netComponentSetPool.Return(netComps);
state.NetComponents = null;
}
}
internal void ClearSessionState(PvsSession session)
{
foreach (var state in session.States)
{
ReturnEntityState(state);
}
session.ClearState();
}
}