69 lines
1.5 KiB
C#
69 lines
1.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
namespace TcgEngine
|
|
{
|
|
/// <summary>
|
|
/// A pool reuses Memory for objects that are constantly created/destroyed, to prevent always allocating more memory
|
|
/// Makes the AI much much much faster
|
|
/// </summary>
|
|
|
|
public class Pool<T> where T : new()
|
|
{
|
|
private HashSet<T> in_use = new HashSet<T>();
|
|
private Stack<T> available = new Stack<T>();
|
|
|
|
public T Create()
|
|
{
|
|
if (available.Count > 0)
|
|
{
|
|
T elem = available.Pop();
|
|
in_use.Add(elem);
|
|
return elem;
|
|
}
|
|
T new_obj = new T();
|
|
in_use.Add(new_obj);
|
|
return new_obj;
|
|
}
|
|
|
|
public void Dispose(T elem)
|
|
{
|
|
in_use.Remove(elem);
|
|
available.Push(elem);
|
|
}
|
|
|
|
public void DisposeAll()
|
|
{
|
|
foreach (T obj in in_use)
|
|
available.Push(obj);
|
|
in_use.Clear();
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
in_use.Clear();
|
|
available.Clear();
|
|
}
|
|
|
|
public HashSet<T> GetAllActive()
|
|
{
|
|
return in_use;
|
|
}
|
|
|
|
public int Count
|
|
{
|
|
get { return in_use.Count; }
|
|
}
|
|
|
|
public int CountAvailable
|
|
{
|
|
get { return available.Count; }
|
|
}
|
|
|
|
public int CountCapacity
|
|
{
|
|
get { return in_use.Count + available.Count; }
|
|
}
|
|
}
|
|
}
|