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// This file is part of YamlDotNet - A .NET library for YAML. | ||
// Copyright (c) Antoine Aubry and contributors | ||
// | ||
// Permission is hereby granted, free of charge, to any person obtaining a copy of | ||
// this software and associated documentation files (the "Software"), to deal in | ||
// the Software without restriction, including without limitation the rights to | ||
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | ||
// of the Software, and to permit persons to whom the Software is furnished to do | ||
// so, subject to the following conditions: | ||
// | ||
// The above copyright notice and this permission notice shall be included in all | ||
// copies or substantial portions of the Software. | ||
// | ||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
// SOFTWARE. | ||
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// Adapter from Microsoft code which is | ||
// Copyright (c) Microsoft. | ||
// All Rights Reserved. Licensed under the Apache License, Version 2.0. | ||
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using System; | ||
using System.Diagnostics; | ||
using System.Threading; | ||
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namespace YamlDotNet.Helpers | ||
{ | ||
/// <summary> | ||
/// Generic implementation of object pooling pattern with predefined pool size limit. The main | ||
/// purpose is that limited number of frequently used objects can be kept in the pool for | ||
/// further recycling. | ||
/// | ||
/// Notes: | ||
/// 1) it is not the goal to keep all returned objects. Pool is not meant for storage. If there | ||
/// is no space in the pool, extra returned objects will be dropped. | ||
/// | ||
/// 2) it is implied that if object was obtained from a pool, the caller will return it back in | ||
/// a relatively short time. Keeping checked out objects for long durations is ok, but | ||
/// reduces usefulness of pooling. Just new up your own. | ||
/// | ||
/// Not returning objects to the pool in not detrimental to the pool's work, but is a bad practice. | ||
/// Rationale: | ||
/// If there is no intent for reusing the object, do not use pool - just use "new". | ||
/// </summary> | ||
internal sealed class ConcurrentObjectPool<T> where T : class | ||
{ | ||
[DebuggerDisplay("{value,nq}")] | ||
private struct Element | ||
{ | ||
internal T? value; | ||
} | ||
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/// <remarks> | ||
/// Not using System.Func{T} because this file is linked into the (debugger) Formatter, | ||
/// which does not have that type (since it compiles against .NET 2.0). | ||
/// </remarks> | ||
internal delegate T Factory(); | ||
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// Storage for the pool objects. The first item is stored in a dedicated field because we | ||
// expect to be able to satisfy most requests from it. | ||
private T? firstItem; | ||
private readonly Element[] items; | ||
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// factory is stored for the lifetime of the pool. We will call this only when pool needs to | ||
// expand. compared to "new T()", Func gives more flexibility to implementers and faster | ||
// than "new T()". | ||
private readonly Factory factory; | ||
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internal ConcurrentObjectPool(Factory factory) | ||
: this(factory, Environment.ProcessorCount * 2) | ||
{ | ||
} | ||
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internal ConcurrentObjectPool(Factory factory, int size) | ||
{ | ||
Debug.Assert(size >= 1); | ||
this.factory = factory; | ||
items = new Element[size - 1]; | ||
} | ||
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private T CreateInstance() | ||
{ | ||
var inst = factory(); | ||
return inst; | ||
} | ||
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/// <summary> | ||
/// Produces an instance. | ||
/// </summary> | ||
/// <remarks> | ||
/// Search strategy is a simple linear probing which is chosen for it cache-friendliness. | ||
/// Note that Free will try to store recycled objects close to the start thus statistically | ||
/// reducing how far we will typically search. | ||
/// </remarks> | ||
internal T Allocate() | ||
{ | ||
// PERF: Examine the first element. If that fails, AllocateSlow will look at the remaining elements. | ||
// Note that the initial read is optimistically not synchronized. That is intentional. | ||
// We will interlock only when we have a candidate. in a worst case we may miss some | ||
// recently returned objects. Not a big deal. | ||
var inst = firstItem; | ||
if (inst == null || inst != Interlocked.CompareExchange(ref firstItem, null, inst)) | ||
{ | ||
inst = AllocateSlow(); | ||
} | ||
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return inst; | ||
} | ||
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private T AllocateSlow() | ||
{ | ||
var elements = items; | ||
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for (var i = 0; i < elements.Length; i++) | ||
{ | ||
// Note that the initial read is optimistically not synchronized. That is intentional. | ||
// We will interlock only when we have a candidate. in a worst case we may miss some | ||
// recently returned objects. Not a big deal. | ||
var inst = elements[i].value; | ||
if (inst != null) | ||
{ | ||
if (inst == Interlocked.CompareExchange(ref elements[i].value, null, inst)) | ||
{ | ||
return inst; | ||
} | ||
} | ||
} | ||
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return CreateInstance(); | ||
} | ||
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/// <summary> | ||
/// Returns objects to the pool. | ||
/// </summary> | ||
/// <remarks> | ||
/// Search strategy is a simple linear probing which is chosen for it cache-friendliness. | ||
/// Note that Free will try to store recycled objects close to the start thus statistically | ||
/// reducing how far we will typically search in Allocate. | ||
/// </remarks> | ||
internal void Free(T obj) | ||
{ | ||
Validate(obj); | ||
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if (firstItem == null) | ||
{ | ||
// Intentionally not using interlocked here. | ||
// In a worst case scenario two objects may be stored into same slot. | ||
// It is very unlikely to happen and will only mean that one of the objects will get collected. | ||
firstItem = obj; | ||
} | ||
else | ||
{ | ||
FreeSlow(obj); | ||
} | ||
} | ||
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private void FreeSlow(T obj) | ||
{ | ||
var elements = items; | ||
for (var i = 0; i < elements.Length; i++) | ||
{ | ||
if (elements[i].value == null) | ||
{ | ||
// Intentionally not using interlocked here. | ||
// In a worst case scenario two objects may be stored into same slot. | ||
// It is very unlikely to happen and will only mean that one of the objects will get collected. | ||
elements[i].value = obj; | ||
break; | ||
} | ||
} | ||
} | ||
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[Conditional("DEBUG")] | ||
private void Validate(object obj) | ||
{ | ||
Debug.Assert(obj != null, "freeing null?"); | ||
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Debug.Assert(firstItem != obj, "freeing twice?"); | ||
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var elements = items; | ||
for (var i = 0; i < elements.Length; i++) | ||
{ | ||
var value = elements[i].value; | ||
if (value == null) | ||
{ | ||
return; | ||
} | ||
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Debug.Assert(value != obj, "freeing twice?"); | ||
} | ||
} | ||
} | ||
} |
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