Files
RobustToolbox/Robust.Server/GameStates/PvsSystem.Pooling.cs
2024-03-17 06:57:13 +11:00

67 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Extensions.ObjectPool;
using Robust.Shared.GameObjects;
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
{
/// <summary>
/// Maximum number of pooled objects.
/// </summary>
private const int MaxVisPoolSize = 1024;
private readonly ObjectPool<List<PvsIndex>> _entDataListPool
= new DefaultObjectPool<List<PvsIndex>>(new ListPolicy<PvsIndex>(), MaxVisPoolSize);
private readonly ObjectPool<HashSet<EntityUid>> _uidSetPool
= new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), MaxVisPoolSize);
private readonly ObjectPool<PvsChunk> _chunkPool =
new DefaultObjectPool<PvsChunk>(new PvsChunkPolicy(), 256);
private sealed class PvsChunkPolicy : PooledObjectPolicy<PvsChunk>
{
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>
{
PvsThreadResources IPooledObjectPolicy<PvsThreadResources>.Create()
{
var res = new PvsThreadResources();
res.CompressionContext.SetParameter(ZSTD_cParameter.ZSTD_c_compressionLevel, ce);
return res;
}
bool IPooledObjectPolicy<PvsThreadResources>.Return(PvsThreadResources _)
{
return true;
}
}
private sealed class PvsThreadResources
{
public ZStdCompressionContext CompressionContext = new();
~PvsThreadResources()
{
CompressionContext.Dispose();
}
}
}