Pool.cs 3.1 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. namespace OpenSim.Framework
  30. {
  31. /// <summary>
  32. /// Naive pool implementation.
  33. /// </summary>
  34. /// <remarks>
  35. /// Currently assumes that objects are in a useable state when returned.
  36. /// </remarks>
  37. public class Pool<T>
  38. {
  39. /// <summary>
  40. /// Number of objects in the pool.
  41. /// </summary>
  42. public int Count
  43. {
  44. get
  45. {
  46. lock (m_pool)
  47. return m_pool.Count;
  48. }
  49. }
  50. private Stack<T> m_pool;
  51. /// <summary>
  52. /// Maximum pool size. Beyond this, any returned objects are not pooled.
  53. /// </summary>
  54. private int m_maxPoolSize;
  55. private Func<T> m_createFunction;
  56. public Pool(Func<T> createFunction, int maxSize)
  57. {
  58. m_maxPoolSize = maxSize;
  59. m_createFunction = createFunction;
  60. m_pool = new Stack<T>(m_maxPoolSize);
  61. }
  62. public T GetObject()
  63. {
  64. lock (m_pool)
  65. {
  66. if (m_pool.Count > 0)
  67. return m_pool.Pop();
  68. else
  69. return m_createFunction();
  70. }
  71. }
  72. public void ReturnObject(T obj)
  73. {
  74. lock (m_pool)
  75. {
  76. if (m_pool.Count >= m_maxPoolSize)
  77. return;
  78. else
  79. m_pool.Push(obj);
  80. }
  81. }
  82. }
  83. }