StationObscurum/Assets/FishNet/Runtime/Utility/Performance/ByteArrayPool.cs

53 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
namespace FishNet.Utility.Performance
{
/// <summary>
/// Retrieves and stores byte arrays using a pooling system.
/// </summary>
public static class ByteArrayPool
{
/// <summary>
/// Stored byte arrays.
/// </summary>
private static Queue<byte[]> _byteArrays = new Queue<byte[]>();
/// <summary>
/// Returns a byte array which will be of at lesat minimum length. The returned array must manually be stored.
/// </summary>
public static byte[] Retrieve(int minimumLength)
{
byte[] result = null;
if (_byteArrays.Count > 0)
result = _byteArrays.Dequeue();
int doubleMinimumLength = (minimumLength * 2);
if (result == null)
result = new byte[doubleMinimumLength];
else if (result.Length < minimumLength)
Array.Resize(ref result, doubleMinimumLength);
return result;
}
/// <summary>
/// Stores a byte array for re-use.
/// </summary>
public static void Store(byte[] buffer)
{
/* Holy cow that's a lot of buffered
* buffers. This wouldn't happen under normal
* circumstances but if the user is stress
* testing connections in one executable perhaps. */
if (_byteArrays.Count > 300)
return;
_byteArrays.Enqueue(buffer);
}
}
}