polygone/Library/PackageCache/com.unity.multiplayer.mlapi@3e3aef6aa0/Runtime/Serialization/Pooled/NetworkReaderPool.cs
2021-08-02 05:44:37 -04:00

52 lines
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1.8 KiB
C#

using System.Collections.Generic;
using System.IO;
using MLAPI.Logging;
namespace MLAPI.Serialization.Pooled
{
/// <summary>
/// Static class containing PooledNetworkReaders
/// </summary>
public static class NetworkReaderPool
{
private static byte s_CreatedReaders = 0;
private static Queue<PooledNetworkReader> s_Readers = new Queue<PooledNetworkReader>();
/// <summary>
/// Retrieves a PooledNetworkReader
/// </summary>
/// <param name="stream">The stream the reader should read from</param>
/// <returns>A PooledNetworkReader</returns>
public static PooledNetworkReader GetReader(Stream stream)
{
if (s_Readers.Count == 0)
{
if (s_CreatedReaders == 254)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal) NetworkLog.LogWarning("255 readers have been created. Did you forget to dispose?");
}
else if (s_CreatedReaders < 255) s_CreatedReaders++;
return new PooledNetworkReader(stream);
}
PooledNetworkReader reader = s_Readers.Dequeue();
reader.SetStream(stream);
return reader;
}
/// <summary>
/// Puts a PooledNetworkReader back into the pool
/// </summary>
/// <param name="reader">The reader to put in the pool</param>
public static void PutBackInPool(PooledNetworkReader reader)
{
if (s_Readers.Count < 64) s_Readers.Enqueue(reader);
else if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"{nameof(NetworkReaderPool)} already has 64 queued. Throwing to GC. Did you forget to dispose?");
}
}
}
}