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DefaultArrayPoolBucket.cs
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122 lines (102 loc) · 3.4 KB
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#if NET40
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System;
using System.Diagnostics;
using System.Threading;
using JavaScriptEngineSwitcher.ChakraCore.Resources;
namespace JavaScriptEngineSwitcher.ChakraCore.Polyfills.System.Buffers
{
internal sealed partial class DefaultArrayPool<T> : ArrayPool<T>
{
/// <summary>
/// Provides a thread-safe bucket containing buffers that can be Rent'd and Return'd
/// </summary>
private sealed class Bucket
{
internal readonly int _bufferLength;
private readonly T[][] _buffers;
private readonly int _poolId;
private SpinLock _lock; // do not make this readonly; it's a mutable struct
private int _index;
/// <summary>
/// Creates the pool with numberOfBuffers arrays where each buffer is of bufferLength length
/// </summary>
internal Bucket(int bufferLength, int numberOfBuffers, int poolId)
{
_lock = new SpinLock(Debugger.IsAttached); // only enable thread tracking if debugger is attached; it adds non-trivial overheads to Enter/Exit
_buffers = new T[numberOfBuffers][];
_bufferLength = bufferLength;
_poolId = poolId;
}
/// <summary>
/// Takes an array from the bucket. If the bucket is empty, returns null
/// </summary>
internal T[] Rent()
{
T[][] buffers = _buffers;
T[] buffer = null;
// While holding the lock, grab whatever is at the next available index and
// update the index. We do as little work as possible while holding the spin
// lock to minimize contention with other threads. The try/finally is
// necessary to properly handle thread aborts on platforms which have them.
bool lockTaken = false;
bool allocateBuffer = false;
try
{
_lock.Enter(ref lockTaken);
if (_index < buffers.Length)
{
buffer = buffers[_index];
buffers[_index++] = null;
allocateBuffer = buffer == null;
}
}
finally
{
if (lockTaken) { _lock.Exit(false); }
}
// While we were holding the lock, we grabbed whatever was at the next available index, if
// there was one. If we tried and if we got back null, that means we hadn't yet allocated
// for that slot, in which case we should do so now.
if (allocateBuffer)
{
buffer = new T[_bufferLength];
}
return buffer;
}
/// <summary>
/// Attempts to return the buffer to the bucket. If successful, the buffer will be stored
/// in the bucket and true will be returned; otherwise, the buffer won't be stored, and false
/// will be returned.
/// </summary>
internal void Return(T[] array)
{
// Check to see if the buffer is the correct size for this bucket
if (array.Length != _bufferLength)
{
throw new ArgumentException(Strings.Common_BufferNotFromPool, "array");
}
// While holding the spin lock, if there's room available in the bucket,
// put the buffer into the next available slot. Otherwise, we just drop it.
// The try/finally is necessary to properly handle thread aborts on platforms
// which have them.
bool lockTaken = false;
try
{
_lock.Enter(ref lockTaken);
if (_index != 0)
{
_buffers[--_index] = array;
}
}
finally
{
if (lockTaken) { _lock.Exit(false); }
}
}
}
}
}
#endif