additional package setup
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Boxfriend.Utils
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{
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/// <summary>
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/// Pools a specific number of objects, will reuse oldest active objects when all objects are in use.
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/// </summary>
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public class ObjectPoolCircular<T> where T : class
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{
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private Queue<T> _activeQueue, _inactiveQueue;
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private readonly Func<T> _objectCreator;
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private readonly Action<T> _returnObjectToPool, _getObjectFromPool, _destroyObject;
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private readonly int _size;
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/// <summary>
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/// Total number of objects in the pool.
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/// </summary>
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public int Count => _size;
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/// <summary>
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/// Total number of currently active pooled objects
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/// </summary>
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public int ActiveCount => _activeQueue.Count;
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/// <summary>
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/// Total number of currently inactive pooled objects
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/// </summary>
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public int InactiveCount => _inactiveQueue.Count;
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/// <param name="createObject">Creates and returns an object of the specified type.</param>
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/// <param name="getObjectFromPool">Action called on object when pulled from the pool or created.</param>
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/// <param name="returnObjectToPool">Action called on object when returned to pool.</param>
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/// <param name="onDestroyObject">Action called on object when it is to be destroyed. Can be null</param>
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/// <param name="size">Total number of objects in the pool</param>
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/// <exception cref="ArgumentOutOfRangeException">Size must be greater than zero</exception>
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/// <exception cref="ArgumentNullException"></exception>
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public ObjectPoolCircular (Func<T> createObject, Action<T> getObjectFromPool, Action<T> returnObjectToPool, Action<T> onDestroyObject = null, int size = 100)
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{
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if (size <= 0)
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throw new ArgumentOutOfRangeException(nameof(size), "size must be greater than zero");
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_returnObjectToPool = returnObjectToPool ?? throw new ArgumentNullException(nameof(returnObjectToPool));
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_getObjectFromPool = getObjectFromPool ?? throw new ArgumentNullException(nameof(getObjectFromPool));
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_objectCreator = createObject ?? throw new ArgumentNullException(nameof(createObject));
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_destroyObject = onDestroyObject;
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_size = size;
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_inactiveQueue = new(size);
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_activeQueue = new(size);
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for (var i = 0; i < size; i++)
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{
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var obj = _objectCreator();
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_returnObjectToPool(obj);
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_inactiveQueue.Enqueue(obj);
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}
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}
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/// <summary>
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/// Gets an object from the pool or reuses the oldest active object if all pooled objects are in use. Calls <see langword="Action"/> <see cref="_getObjectFromPool"/> on the object
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/// Will call <see langword="Action"/> <see cref="_returnObjectToPool"/> if reusing an active object.
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/// </summary>
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public T FromPool ()
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{
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if(_inactiveQueue.Count + _activeQueue.Count == 0)
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throw new InvalidOperationException("Object pool has been cleared, there is nothing left to get");
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T poolObject;
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if(_inactiveQueue.Count == 0)
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{
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poolObject = _activeQueue.Dequeue();
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_returnObjectToPool(poolObject);
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}
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else
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{
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poolObject = _inactiveQueue.Dequeue();
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}
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_getObjectFromPool(poolObject);
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_activeQueue.Enqueue(poolObject);
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return poolObject;
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}
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/// <summary>
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/// Adds an item to the pool and calls <see langword="Action"/> <see cref="_returnObjectToPool"/> on it
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/// Generates garbage if item is not the oldest object pulled from the pool
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/// </summary>
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/// <param name="item">Item to be added</param>
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public void ToPool (T item)
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{
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if (item == null) throw new ArgumentNullException(nameof(item));
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if(_activeQueue.Peek() == item)
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_activeQueue.Dequeue();
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else
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_activeQueue = new Queue<T>(_activeQueue.Where(x => x != item));
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_returnObjectToPool(item);
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_inactiveQueue.Enqueue(item);
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}
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/// <summary>
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/// Returns all active items to the inactive queue
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/// </summary>
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public void ReturnAllToPool()
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{
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while(ActiveCount > 0)
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{
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var obj = _activeQueue.Dequeue();
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_returnObjectToPool(obj);
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_inactiveQueue.Enqueue(obj);
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}
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}
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/// <summary>
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/// Removes all items from the pool, calling <see langword="Action"/> <see cref="_destroyObject"/> on it if not null.
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/// Does not call <see langword="Action"/> <see cref="_returnObjectToPool"/>.
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/// </summary>
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public void EmptyPool()
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{
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if(_destroyObject is null)
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{
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_activeQueue.Clear();
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_inactiveQueue.Clear();
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return;
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}
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while(_activeQueue.Count > 0)
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{
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var obj = _activeQueue.Dequeue();
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_destroyObject(obj);
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}
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while(_inactiveQueue.Count > 0)
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{
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var obj = _inactiveQueue.Dequeue();
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_destroyObject(obj);
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}
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}
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}
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}
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