baseline: OpenMU upstream b5a0961 (fresh source)
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src/GameLogic/LimitedObjectPool.cs
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72
src/GameLogic/LimitedObjectPool.cs
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// <copyright file="LimitedObjectPool.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic;
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using System.Threading;
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using Microsoft.Extensions.ObjectPool;
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/// <summary>
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/// An <see cref="IObjectPool{T}"/> which limits the amounts of created
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/// <typeparamref name="T"/> to the maximum retained objects.
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/// </summary>
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/// <typeparam name="T">The type of objects to pool.</typeparam>
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internal sealed class LimitedObjectPool<T> : DefaultObjectPool<T>, IObjectPool<T>
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where T : class
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{
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private readonly SemaphoreSlim _semaphore;
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/// <summary>
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/// Initializes a new instance of the <see cref="LimitedObjectPool{T}"/> class.
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/// </summary>
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/// <param name="policy">The pooling policy to use.</param>
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/// <param name="maximumRetained">The maximum number of objects to create and retain in the pool.</param>
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public LimitedObjectPool(IPooledObjectPolicy<T> policy, int maximumRetained)
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: base(policy, maximumRetained)
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{
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this._semaphore = new SemaphoreSlim(maximumRetained, maximumRetained);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="LimitedObjectPool{T}"/> class.
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/// </summary>
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/// <param name="policy">The pooling policy to use.</param>
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public LimitedObjectPool(IPooledObjectPolicy<T> policy)
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: base(policy, MaximumRetainedDefault)
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{
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this._semaphore = new SemaphoreSlim(MaximumRetainedDefault, MaximumRetainedDefault);
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}
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/// <summary>
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/// Gets the default number of maximum number of pooled objects.
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/// </summary>
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public static int MaximumRetainedDefault => Environment.ProcessorCount * 2;
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/// <inheritdoc />
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public async ValueTask<T> GetAsync(CancellationToken cancellationToken = default)
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{
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await this._semaphore.WaitAsync(cancellationToken).ConfigureAwait(false);
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return base.Get();
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}
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/// <inheritdoc />
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public override T Get()
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{
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this._semaphore.Wait();
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return base.Get();
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}
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/// <inheritdoc />
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public override void Return(T obj)
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{
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base.Return(obj);
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this._semaphore.Release();
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}
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/// <inheritdoc />
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public void Dispose()
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{
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this._semaphore.Dispose();
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}
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}
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