using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
namespace ARMeilleure.Common
{
class ThreadStaticPool<T> where T : class, new()
private const int PoolSizeIncrement = 200;
[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 ConcurrentDictionary<int, Stack<ThreadStaticPool<T>>>();
private static Stack<ThreadStaticPool<T>> GetPools(int groupId)
return _pools.GetOrAdd(groupId, x => new Stack<ThreadStaticPool<T>>());
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 ThreadStaticPool<T>(PoolSizeIncrement * 2);
public static void ReturnPool(int groupId)
// Reset and return the pool for this thread to the specified group.
_instance.Clear();
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)
pools.Clear();
_pools.Clear();
private T[] _pool;
private int _poolUsed = -1;
private int _poolSize;
public ThreadStaticPool(int initialSize)
_pool = new T[initialSize];
for (int i = 0; i < initialSize; i++)
_pool[i] = new T();
_poolSize = initialSize;
public T Allocate()
int index = Interlocked.Increment(ref _poolUsed);
if (index >= _poolSize)
IncreaseSize();
return _pool[index];
private void IncreaseSize()
_poolSize += PoolSizeIncrement;
T[] newArray = new T[_poolSize];
Array.Copy(_pool, 0, newArray, 0, _pool.Length);
for (int i = _pool.Length; i < _poolSize; i++)
newArray[i] = new T();
Interlocked.Exchange(ref _pool, newArray);
public void Clear()
_poolUsed = -1;