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https://github.com/space-wizards/RobustToolbox.git
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67 lines
2.0 KiB
C#
67 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using SharpZstd.Interop;
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namespace Robust.Server.GameStates;
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// This partial class contains code for pooling objects to avoid allocations.
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// This file is now blessedly small, so maybe we can just get rid of it.
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internal sealed partial class PvsSystem
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{
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/// <summary>
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/// Maximum number of pooled objects.
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/// </summary>
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private const int MaxVisPoolSize = 1024;
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private readonly ObjectPool<List<PvsIndex>> _entDataListPool
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= new DefaultObjectPool<List<PvsIndex>>(new ListPolicy<PvsIndex>(), MaxVisPoolSize);
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private readonly ObjectPool<HashSet<EntityUid>> _uidSetPool
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= new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), MaxVisPoolSize);
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private readonly ObjectPool<PvsChunk> _chunkPool =
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new DefaultObjectPool<PvsChunk>(new PvsChunkPolicy(), 256);
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private sealed class PvsChunkPolicy : PooledObjectPolicy<PvsChunk>
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{
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public override PvsChunk Create()
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{
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return new PvsChunk();
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}
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public override bool Return(PvsChunk obj)
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{
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obj.Wipe();
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return true;
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}
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}
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private sealed class PvsThreadResourcesObjectPolicy(int ce) : IPooledObjectPolicy<PvsThreadResources>
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{
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PvsThreadResources IPooledObjectPolicy<PvsThreadResources>.Create()
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{
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var res = new PvsThreadResources();
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res.CompressionContext.SetParameter(ZSTD_cParameter.ZSTD_c_compressionLevel, ce);
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return res;
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}
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bool IPooledObjectPolicy<PvsThreadResources>.Return(PvsThreadResources _)
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{
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return true;
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}
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}
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private sealed class PvsThreadResources
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{
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public ZStdCompressionContext CompressionContext = new();
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~PvsThreadResources()
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{
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CompressionContext.Dispose();
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}
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}
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}
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