8cc6582044
* Unified enum/struct definitions, fixed include issues * Fixed mac compilation issues * Added missing include * Fixed windows server build warnings * Fixed VS2010 build issue * Removed unnecessary library linking * Fixed ThreadPool WinXP compatibility * Fixed pr review remarks
188 lines
3.3 KiB
C
188 lines
3.3 KiB
C
/**
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* WinPR: Windows Portable Runtime
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* Object Pool
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*
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* Copyright 2012 Marc-Andre Moreau <marcandre.moreau@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <winpr/crt.h>
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#include <winpr/assert.h>
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#include <winpr/collections.h>
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struct s_wObjectPool
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{
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size_t size;
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size_t capacity;
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void** array;
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CRITICAL_SECTION lock;
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wObject object;
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BOOL synchronized;
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};
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/**
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* C Object Pool similar to C# BufferManager Class:
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* http://msdn.microsoft.com/en-us/library/ms405814.aspx
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*/
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/**
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* Methods
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*/
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static void ObjectPool_Lock(wObjectPool* pool)
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{
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WINPR_ASSERT(pool);
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if (pool->synchronized)
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EnterCriticalSection(&pool->lock);
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}
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static void ObjectPool_Unlock(wObjectPool* pool)
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{
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WINPR_ASSERT(pool);
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if (pool->synchronized)
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LeaveCriticalSection(&pool->lock);
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}
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/**
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* Gets an object from the pool.
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*/
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void* ObjectPool_Take(wObjectPool* pool)
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{
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void* obj = NULL;
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ObjectPool_Lock(pool);
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if (pool->size > 0)
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obj = pool->array[--(pool->size)];
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if (!obj)
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{
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if (pool->object.fnObjectNew)
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obj = pool->object.fnObjectNew(NULL);
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}
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if (pool->object.fnObjectInit)
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pool->object.fnObjectInit(obj);
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ObjectPool_Unlock(pool);
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return obj;
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}
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/**
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* Returns an object to the pool.
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*/
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void ObjectPool_Return(wObjectPool* pool, void* obj)
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{
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ObjectPool_Lock(pool);
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if ((pool->size + 1) >= pool->capacity)
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{
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size_t new_cap;
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void** new_arr;
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new_cap = pool->capacity * 2;
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new_arr = (void**)realloc(pool->array, sizeof(void*) * new_cap);
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if (!new_arr)
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goto out;
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pool->array = new_arr;
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pool->capacity = new_cap;
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}
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pool->array[(pool->size)++] = obj;
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if (pool->object.fnObjectUninit)
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pool->object.fnObjectUninit(obj);
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out:
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ObjectPool_Unlock(pool);
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}
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wObject* ObjectPool_Object(wObjectPool* pool)
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{
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WINPR_ASSERT(pool);
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return &pool->object;
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}
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/**
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* Releases the buffers currently cached in the pool.
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*/
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void ObjectPool_Clear(wObjectPool* pool)
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{
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ObjectPool_Lock(pool);
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while (pool->size > 0)
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{
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(pool->size)--;
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if (pool->object.fnObjectFree)
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pool->object.fnObjectFree(pool->array[pool->size]);
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}
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ObjectPool_Unlock(pool);
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}
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/**
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* Construction, Destruction
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*/
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wObjectPool* ObjectPool_New(BOOL synchronized)
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{
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wObjectPool* pool = NULL;
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pool = (wObjectPool*)calloc(1, sizeof(wObjectPool));
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if (pool)
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{
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pool->capacity = 32;
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pool->size = 0;
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pool->array = (void**)calloc(pool->capacity, sizeof(void*));
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if (!pool->array)
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{
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free(pool);
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return NULL;
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}
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pool->synchronized = synchronized;
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if (pool->synchronized)
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InitializeCriticalSectionAndSpinCount(&pool->lock, 4000);
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}
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return pool;
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}
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void ObjectPool_Free(wObjectPool* pool)
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{
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if (pool)
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{
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ObjectPool_Clear(pool);
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if (pool->synchronized)
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DeleteCriticalSection(&pool->lock);
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free(pool->array);
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free(pool);
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}
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}
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