From 8722a9920c1f6119bf6e769cba270e63097f8e25 Mon Sep 17 00:00:00 2001 From: chai <215380520@qq.com> Date: Thu, 23 May 2024 10:08:29 +0800 Subject: + astar project --- .../Core/Pooling/ArrayPool.cs | 200 +++++++++++++++++++++ 1 file changed, 200 insertions(+) create mode 100644 Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Pooling/ArrayPool.cs (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Pooling/ArrayPool.cs') diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Pooling/ArrayPool.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Pooling/ArrayPool.cs new file mode 100644 index 0000000..f7b6300 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/Pooling/ArrayPool.cs @@ -0,0 +1,200 @@ +#if !UNITY_EDITOR +// Extra optimizations when not running in the editor, but less error checking +#define ASTAR_OPTIMIZE_POOLING +#endif + +using System; +using System.Collections.Generic; + +namespace Pathfinding.Util { + /// + /// Lightweight Array Pool. + /// Handy class for pooling arrays of type T. + /// + /// Usage: + /// - Claim a new array using SomeClass[] foo = ArrayPool.Claim (capacity); + /// - Use it and do stuff with it + /// - Release it with ArrayPool.Release (ref foo); + /// + /// Warning: Arrays returned from the Claim method may contain arbitrary data. + /// You cannot rely on it being zeroed out. + /// + /// After you have released a array, you should never use it again, if you do use it + /// your code may modify it at the same time as some other code is using it which + /// will likely lead to bad results. + /// + /// Since: Version 3.8.6 + /// See: Pathfinding.Util.ListPool + /// + public static class ArrayPool { +#if !ASTAR_NO_POOLING + /// + /// Maximum length of an array pooled using ClaimWithExactLength. + /// Arrays with lengths longer than this will silently not be pooled. + /// + const int MaximumExactArrayLength = 256; + + /// + /// Internal pool. + /// The arrays in each bucket have lengths of 2^i + /// + static readonly Stack[] pool = new Stack[31]; + static readonly Stack[] exactPool = new Stack[MaximumExactArrayLength+1]; +#if !ASTAR_OPTIMIZE_POOLING + static readonly HashSet inPool = new HashSet(); +#endif +#endif + + /// + /// Returns an array with at least the specified length. + /// Warning: Returned arrays may contain arbitrary data. + /// You cannot rely on it being zeroed out. + /// + /// The returned array will always be a power of two, or zero. + /// + public static T[] Claim (int minimumLength) { + if (minimumLength <= 0) { + return ClaimWithExactLength(0); + } + + int bucketIndex = 0; + while ((1 << bucketIndex) < minimumLength && bucketIndex < 30) { + bucketIndex++; + } + + if (bucketIndex == 30) + throw new System.ArgumentException("Too high minimum length"); + +#if !ASTAR_NO_POOLING + lock (pool) { + if (pool[bucketIndex] == null) { + pool[bucketIndex] = new Stack(); + } + + if (pool[bucketIndex].Count > 0) { + var array = pool[bucketIndex].Pop(); +#if !ASTAR_OPTIMIZE_POOLING + inPool.Remove(array); +#endif + return array; + } + } +#endif + return new T[1 << bucketIndex]; + } + + /// + /// Returns an array with the specified length. + /// Use with caution as pooling too many arrays with different lengths that + /// are rarely being reused will lead to an effective memory leak. + /// + /// Use if you just need an array that is at least as large as some value. + /// + /// Warning: Returned arrays may contain arbitrary data. + /// You cannot rely on it being zeroed out. + /// + public static T[] ClaimWithExactLength (int length) { +#if !ASTAR_NO_POOLING + bool isPowerOfTwo = length != 0 && (length & (length - 1)) == 0; + if (isPowerOfTwo) { + // Will return the correct array length + return Claim(length); + } + + if (length <= MaximumExactArrayLength) { + lock (pool) { + Stack stack = exactPool[length]; + if (stack != null && stack.Count > 0) { + var array = stack.Pop(); +#if !ASTAR_OPTIMIZE_POOLING + inPool.Remove(array); +#endif + return array; + } + } + } +#endif + return new T[length]; + } + + /// + /// Pool an array. + /// If the array was got using the method then the allowNonPowerOfTwo parameter must be set to true. + /// The parameter exists to make sure that non power of two arrays are not pooled unintentionally which could lead to memory leaks. + /// + public static void Release (ref T[] array, bool allowNonPowerOfTwo = false) { + if (array == null) return; + if (array.GetType() != typeof(T[])) { + throw new System.ArgumentException("Expected array type " + typeof(T[]).Name + " but found " + array.GetType().Name + "\nAre you using the correct generic class?\n"); + } + +#if !ASTAR_NO_POOLING + bool isPowerOfTwo = array.Length != 0 && (array.Length & (array.Length - 1)) == 0; + if (!isPowerOfTwo && !allowNonPowerOfTwo && array.Length != 0) throw new System.ArgumentException("Length is not a power of 2"); + + lock (pool) { +#if !ASTAR_OPTIMIZE_POOLING + if (!inPool.Add(array)) { + throw new InvalidOperationException("You are trying to pool an array twice. Please make sure that you only pool it once."); + } +#endif + if (isPowerOfTwo) { + int bucketIndex = 0; + while ((1 << bucketIndex) < array.Length && bucketIndex < 30) { + bucketIndex++; + } + + if (pool[bucketIndex] == null) { + pool[bucketIndex] = new Stack(); + } + + pool[bucketIndex].Push(array); + } else if (array.Length <= MaximumExactArrayLength) { + Stack stack = exactPool[array.Length]; + if (stack == null) stack = exactPool[array.Length] = new Stack(); + stack.Push(array); + } + } +#endif + array = null; + } + } + + /// Extension methods for List + public static class ListExtensions { + /// + /// Identical to ToArray but it uses ArrayPool to avoid allocations if possible. + /// + /// Use with caution as pooling too many arrays with different lengths that + /// are rarely being reused will lead to an effective memory leak. + /// + public static T[] ToArrayFromPool(this List list) { + var arr = ArrayPool.ClaimWithExactLength(list.Count); + + for (int i = 0; i < arr.Length; i++) { + arr[i] = list[i]; + } + return arr; + } + + /// + /// Clear a list faster than List.Clear. + /// It turns out that the List.Clear method will clear all elements in the underlaying array + /// not just the ones up to Count. If the list only has a few elements, but the capacity + /// is huge, this can cause performance problems. Using the RemoveRange method to remove + /// all elements in the list does not have this problem, however it is implemented in a + /// stupid way, so it will clear the elements twice (completely unnecessarily) so it will + /// only be faster than using the Clear method if the number of elements in the list is + /// less than half of the capacity of the list. + /// + /// Hopefully this method can be removed when Unity upgrades to a newer version of Mono. + /// + public static void ClearFast(this List list) { + if (list.Count*2 < list.Capacity) { + list.RemoveRange(0, list.Count); + } else { + list.Clear(); + } + } + } +} -- cgit v1.1-26-g67d0