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