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A generic object pool in C#
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using System; | |
using System.Collections.Generic; | |
//TODO: Implement the IDisposable interface to allow pooled objects to be freed by the using keyword. | |
public interface IPoolable { | |
void ResetObject(); | |
} | |
public abstract class ObjectPool<T> where T : IPoolable { | |
/// <summary>The maximum number of free objects pooled.</summary> | |
public int MaxSize { get; private set; } | |
/// <summary>The maximum number of free objects this pool has had.</summary> | |
public int MaxPeak { get; private set; } | |
/// <summary>The total free objects within this pool.</summary> | |
public int TotalFree { get { return pool.Count; } } | |
///<summary>The pool of free objects, waiting to be obtained.</summary> | |
private Stack<T> pool; | |
/// <summary> | |
/// Create a new <see cref="ObjectPool{T}"/>. | |
/// </summary> | |
/// <param name="initialSize">The initial size of this pool.</param> | |
/// <param name="maxSize">The maximum number of free objects that can be pooled.</param> | |
public ObjectPool(int initialSize = 16, int maxSize = int.MaxValue) { | |
this.pool = new Stack<T>(initialSize); | |
this.MaxSize = maxSize; | |
} | |
/// <summary> | |
/// Returns a new poolable object. | |
/// </summary> | |
/// <returns>Returns a new poolable object.</returns> | |
protected abstract T NewObject(); | |
/// <summary> | |
/// Returns a pooled object if one is available, or a new object. | |
/// </summary> | |
/// <returns>Returns a pooled object if one is available, or a new object.</returns> | |
public T Obtain() { | |
return (TotalFree == 0) ? NewObject() : pool.Pop(); | |
} | |
/// <summary> | |
/// Reset the provided object, if the total free objects is under the max size of this pool it will be added back into the pool.<br/> | |
/// Note: The object will be reset even if it can't be added to the pool. | |
/// </summary> | |
/// <param name="obj">The object to reset and add back into the pool.</param> | |
/// <returns>True if the object was added back into the pool.</returns> | |
public bool Free(T obj) { | |
if (obj == null) | |
return false; | |
Reset(obj); | |
if (TotalFree < MaxSize) { | |
pool.Push(obj); | |
MaxPeak = Math.Max(MaxPeak, TotalFree); | |
return true; | |
} | |
return false; | |
} | |
/// <summary> | |
/// Resets of the provided object. Override to implement custom object resetting logic. <br/> | |
/// The default implementation uses the <see cref="IPoolable"/> interface to reset the object. | |
/// </summary> | |
/// <param name="obj"></param> | |
protected virtual void Reset(T obj) { | |
IPoolable poolObj = obj as IPoolable; | |
if (poolObj != null) | |
poolObj.ResetObject(); | |
} | |
/// <summary> | |
/// Clears the pool. | |
/// </summary> | |
/// <param name="clearPeak">If true <see cref="MaxPeak"/> will also be reset.</param> | |
public void Clear(bool clearPeak = false) { | |
pool.Clear(); | |
if (clearPeak) | |
MaxPeak = 0; | |
} | |
public override string ToString() { | |
return string.Format("{0} [F: {1} / MP: {2}]", this.GetType().Name, TotalFree, MaxPeak); | |
} | |
} |
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