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Three kinds of generic object pools to avoid memory deallocations in Unity-based games. Released under a Creative Commons Attribution (CC BY) License, see http://creativecommons.org/licenses/ (c) 2013 Wendelin Reich.
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
////
//// Three kinds of generic object pools to avoid memory deallocations
//// in Unity-based games. See my Gamasutra articles.
//// Released under a Creative Commons Attribution (CC BY) License,
//// see http://creativecommons.org/licenses/
////
//// (c) 2013 Wendelin Reich.
////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
using System;
using System.Collections.Generic;
namespace MemoryManagment
{
public class ObjectPool<T> where T : class, new()
{
private Stack<T> m_objectStack;
private Action<T> m_resetAction;
private Action<T> m_onetimeInitAction;
public ObjectPool(int initialBufferSize, Action<T> ResetAction = null, Action<T> OnetimeInitAction = null)
{
m_objectStack = new Stack<T>(initialBufferSize);
m_resetAction = ResetAction;
m_onetimeInitAction = OnetimeInitAction;
}
public T New()
{
if (m_objectStack.Count > 0)
{
T t = m_objectStack.Pop();
if (m_resetAction != null)
m_resetAction(t);
return t;
}
else
{
T t = new T();
if (m_onetimeInitAction != null)
m_onetimeInitAction(t);
return t;
}
}
public void Store(T obj)
{
m_objectStack.Push(obj);
}
}
public interface IResetable
{
void Reset();
}
public class ObjectPoolWithReset<T> where T : class, IResetable, new()
{
private Stack<T> m_objectStack;
private Action<T> m_resetAction;
private Action<T> m_onetimeInitAction;
public ObjectPoolWithReset(int initialBufferSize, Action<T> ResetAction = null, Action<T> OnetimeInitAction = null)
{
m_objectStack = new Stack<T>(initialBufferSize);
m_resetAction = ResetAction;
m_onetimeInitAction = OnetimeInitAction;
}
public T New()
{
if (m_objectStack.Count > 0)
{
T t = m_objectStack.Pop();
t.Reset();
if (m_resetAction != null)
m_resetAction(t);
return t;
}
else
{
T t = new T();
if (m_onetimeInitAction != null)
m_onetimeInitAction(t);
return t;
}
}
public void Store(T obj)
{
m_objectStack.Push(obj);
}
}
public class ObjectPoolWithCollectiveReset<T> where T : class, new()
{
private List<T> m_objectList;
private int m_nextAvailableIndex = 0;
private Action<T> m_resetAction;
private Action<T> m_onetimeInitAction;
public ObjectPoolWithCollectiveReset(int initialBufferSize, Action<T> ResetAction = null, Action<T> OnetimeInitAction = null)
{
m_objectList = new List<T>(initialBufferSize);
m_resetAction = ResetAction;
m_onetimeInitAction = OnetimeInitAction;
}
public T New()
{
if (m_nextAvailableIndex < m_objectList.Count)
{
// an allocated object is already available; just reset it
T t = m_objectList[m_nextAvailableIndex];
m_nextAvailableIndex++;
if (m_resetAction != null)
m_resetAction(t);
return t;
}
else
{
// no allocated object is available; create a new one and grow the internal object list
T t = new T();
m_objectList.Add(t);
m_nextAvailableIndex++;
if (m_onetimeInitAction != null)
m_onetimeInitAction(t);
return t;
}
}
public void ResetAll()
{
m_nextAvailableIndex = 0;
}
}
}
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