using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace ARMeilleure.Common
{
class ThreadStaticPool<T> where T : class, new()
private const int ChunkSizeLimit = 1000; // even
private const int PoolSizeIncrement = 200; // > 0
[ThreadStatic]
private static ThreadStaticPool<T> _instance;
public static ThreadStaticPool<T> Instance
get
if (_instance == null)
PreparePool(0); // So that we can still use a pool when blindly initializing one.
}
return _instance;
private static ConcurrentDictionary<int, Stack<ThreadStaticPool<T>>> _pools = new();
private static Stack<ThreadStaticPool<T>> GetPools(int groupId)
return _pools.GetOrAdd(groupId, (groupId) => new());
public static void PreparePool(int groupId)
// Prepare the pool for this thread, ideally using an existing one from the specified group.
var pools = GetPools(groupId);
lock (pools)
_instance = (pools.Count != 0) ? pools.Pop() : new();
public static void ReturnPool(int groupId)
// Reset, limit if necessary, and return the pool for this thread to the specified group.
_instance.Clear();
_instance.ChunkSizeLimiter();
pools.Push(_instance);
_instance = null;
public static void ResetPools()
// Resets any static references to the pools used by threads for each group, allowing them to be garbage collected.
foreach (var pools in _pools.Values)
foreach (var instance in pools)
instance.Dispose();
pools.Clear();
_pools.Clear();
private List<T[]> _pool;
private int _chunkIndex = -1;
private int _poolIndex = -1;
private ThreadStaticPool()
_pool = new(ChunkSizeLimit * 2);
AddChunkIfNeeded();
public T Allocate()
if (++_poolIndex >= PoolSizeIncrement)
_poolIndex = 0;
return _pool[_chunkIndex][_poolIndex];
private void AddChunkIfNeeded()
if (++_chunkIndex >= _pool.Count)
T[] pool = new T[PoolSizeIncrement];
for (int i = 0; i < PoolSizeIncrement; i++)
pool[i] = new T();
_pool.Add(pool);
public void Clear()
_chunkIndex = 0;
_poolIndex = -1;
private void ChunkSizeLimiter()
if (_pool.Count >= ChunkSizeLimit)
int newChunkSize = ChunkSizeLimit / 2;
_pool.RemoveRange(newChunkSize, _pool.Count - newChunkSize);
_pool.Capacity = ChunkSizeLimit * 2;
private void Dispose()
_pool.Clear();