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+// Licensed to the .NET Foundation under one or more agreements.
+// The .NET Foundation licenses this file to you under the MIT license.
+// See the LICENSE file in the project root for more information.
+
+using System.Diagnostics;
+using System.Threading;
+
+namespace System.Buffers
+{
+ internal sealed partial class ConfigurableArrayPool<T> : ArrayPool<T>
+ {
+ /// <summary>The default maximum length of each array in the pool (2^20).</summary>
+ private const int DefaultMaxArrayLength = 1024 * 1024;
+ /// <summary>The default maximum number of arrays per bucket that are available for rent.</summary>
+ private const int DefaultMaxNumberOfArraysPerBucket = 50;
+
+ private readonly Bucket[] _buckets;
+
+ internal ConfigurableArrayPool() : this(DefaultMaxArrayLength, DefaultMaxNumberOfArraysPerBucket)
+ {
+ }
+
+ internal ConfigurableArrayPool(int maxArrayLength, int maxArraysPerBucket)
+ {
+ if (maxArrayLength <= 0)
+ {
+ throw new ArgumentOutOfRangeException(nameof(maxArrayLength));
+ }
+ if (maxArraysPerBucket <= 0)
+ {
+ throw new ArgumentOutOfRangeException(nameof(maxArraysPerBucket));
+ }
+
+ // Our bucketing algorithm has a min length of 2^4 and a max length of 2^30.
+ // Constrain the actual max used to those values.
+ const int MinimumArrayLength = 0x10, MaximumArrayLength = 0x40000000;
+ if (maxArrayLength > MaximumArrayLength)
+ {
+ maxArrayLength = MaximumArrayLength;
+ }
+ else if (maxArrayLength < MinimumArrayLength)
+ {
+ maxArrayLength = MinimumArrayLength;
+ }
+
+ // Create the buckets.
+ int poolId = Id;
+ int maxBuckets = Utilities.SelectBucketIndex(maxArrayLength);
+ var buckets = new Bucket[maxBuckets + 1];
+ for (int i = 0; i < buckets.Length; i++)
+ {
+ buckets[i] = new Bucket(Utilities.GetMaxSizeForBucket(i), maxArraysPerBucket, poolId);
+ }
+ _buckets = buckets;
+ }
+
+ /// <summary>Gets an ID for the pool to use with events.</summary>
+ private int Id => GetHashCode();
+
+ public override T[] Rent(int minimumLength)
+ {
+ // Arrays can't be smaller than zero. We allow requesting zero-length arrays (even though
+ // pooling such an array isn't valuable) as it's a valid length array, and we want the pool
+ // to be usable in general instead of using `new`, even for computed lengths.
+ if (minimumLength < 0)
+ {
+ throw new ArgumentOutOfRangeException(nameof(minimumLength));
+ }
+ else if (minimumLength == 0)
+ {
+ // No need for events with the empty array. Our pool is effectively infinite
+ // and we'll never allocate for rents and never store for returns.
+ return Array.Empty<T>();
+ }
+
+ var log = ArrayPoolEventSource.Log;
+ T[] buffer = null;
+
+ int index = Utilities.SelectBucketIndex(minimumLength);
+ if (index < _buckets.Length)
+ {
+ // Search for an array starting at the 'index' bucket. If the bucket is empty, bump up to the
+ // next higher bucket and try that one, but only try at most a few buckets.
+ const int MaxBucketsToTry = 2;
+ int i = index;
+ do
+ {
+ // Attempt to rent from the bucket. If we get a buffer from it, return it.
+ buffer = _buckets[i].Rent();
+ if (buffer != null)
+ {
+ if (log.IsEnabled())
+ {
+ log.BufferRented(buffer.GetHashCode(), buffer.Length, Id, _buckets[i].Id);
+ }
+ return buffer;
+ }
+ }
+ while (++i < _buckets.Length && i != index + MaxBucketsToTry);
+
+ // The pool was exhausted for this buffer size. Allocate a new buffer with a size corresponding
+ // to the appropriate bucket.
+ buffer = new T[_buckets[index]._bufferLength];
+ }
+ else
+ {
+ // The request was for a size too large for the pool. Allocate an array of exactly the requested length.
+ // When it's returned to the pool, we'll simply throw it away.
+ buffer = new T[minimumLength];
+ }
+
+ if (log.IsEnabled())
+ {
+ int bufferId = buffer.GetHashCode(), bucketId = -1; // no bucket for an on-demand allocated buffer
+ log.BufferRented(bufferId, buffer.Length, Id, bucketId);
+ log.BufferAllocated(bufferId, buffer.Length, Id, bucketId, index >= _buckets.Length ?
+ ArrayPoolEventSource.BufferAllocatedReason.OverMaximumSize : ArrayPoolEventSource.BufferAllocatedReason.PoolExhausted);
+ }
+
+ return buffer;
+ }
+
+ public override void Return(T[] array, bool clearArray = false)
+ {
+ if (array == null)
+ {
+ throw new ArgumentNullException(nameof(array));
+ }
+ else if (array.Length == 0)
+ {
+ // Ignore empty arrays. When a zero-length array is rented, we return a singleton
+ // rather than actually taking a buffer out of the lowest bucket.
+ return;
+ }
+
+ // Determine with what bucket this array length is associated
+ int bucket = Utilities.SelectBucketIndex(array.Length);
+
+ // If we can tell that the buffer was allocated, drop it. Otherwise, check if we have space in the pool
+ if (bucket < _buckets.Length)
+ {
+ // Clear the array if the user requests
+ if (clearArray)
+ {
+ Array.Clear(array, 0, array.Length);
+ }
+
+ // Return the buffer to its bucket. In the future, we might consider having Return return false
+ // instead of dropping a bucket, in which case we could try to return to a lower-sized bucket,
+ // just as how in Rent we allow renting from a higher-sized bucket.
+ _buckets[bucket].Return(array);
+ }
+
+ // Log that the buffer was returned
+ var log = ArrayPoolEventSource.Log;
+ if (log.IsEnabled())
+ {
+ log.BufferReturned(array.GetHashCode(), array.Length, Id);
+ }
+ }
+
+ /// <summary>Provides a thread-safe bucket containing buffers that can be Rent'd and Return'd.</summary>
+ private sealed class Bucket
+ {
+ internal readonly int _bufferLength;
+ private readonly T[][] _buffers;
+ private readonly int _poolId;
+
+ private SpinLock _lock; // do not make this readonly; it's a mutable struct
+ private int _index;
+
+ /// <summary>
+ /// Creates the pool with numberOfBuffers arrays where each buffer is of bufferLength length.
+ /// </summary>
+ internal Bucket(int bufferLength, int numberOfBuffers, int poolId)
+ {
+ _lock = new SpinLock(Debugger.IsAttached); // only enable thread tracking if debugger is attached; it adds non-trivial overheads to Enter/Exit
+ _buffers = new T[numberOfBuffers][];
+ _bufferLength = bufferLength;
+ _poolId = poolId;
+ }
+
+ /// <summary>Gets an ID for the bucket to use with events.</summary>
+ internal int Id => GetHashCode();
+
+ /// <summary>Takes an array from the bucket. If the bucket is empty, returns null.</summary>
+ internal T[] Rent()
+ {
+ T[][] buffers = _buffers;
+ T[] buffer = null;
+
+ // While holding the lock, grab whatever is at the next available index and
+ // update the index. We do as little work as possible while holding the spin
+ // lock to minimize contention with other threads. The try/finally is
+ // necessary to properly handle thread aborts on platforms which have them.
+ bool lockTaken = false, allocateBuffer = false;
+ try
+ {
+ _lock.Enter(ref lockTaken);
+
+ if (_index < buffers.Length)
+ {
+ buffer = buffers[_index];
+ buffers[_index++] = null;
+ allocateBuffer = buffer == null;
+ }
+ }
+ finally
+ {
+ if (lockTaken) _lock.Exit(false);
+ }
+
+ // While we were holding the lock, we grabbed whatever was at the next available index, if
+ // there was one. If we tried and if we got back null, that means we hadn't yet allocated
+ // for that slot, in which case we should do so now.
+ if (allocateBuffer)
+ {
+ buffer = new T[_bufferLength];
+
+ var log = ArrayPoolEventSource.Log;
+ if (log.IsEnabled())
+ {
+ log.BufferAllocated(buffer.GetHashCode(), _bufferLength, _poolId, Id,
+ ArrayPoolEventSource.BufferAllocatedReason.Pooled);
+ }
+ }
+
+ return buffer;
+ }
+
+ /// <summary>
+ /// Attempts to return the buffer to the bucket. If successful, the buffer will be stored
+ /// in the bucket and true will be returned; otherwise, the buffer won't be stored, and false
+ /// will be returned.
+ /// </summary>
+ internal void Return(T[] array)
+ {
+ // Check to see if the buffer is the correct size for this bucket
+ if (array.Length != _bufferLength)
+ {
+ throw new ArgumentException(SR.ArgumentException_BufferNotFromPool, nameof(array));
+ }
+
+ // While holding the spin lock, if there's room available in the bucket,
+ // put the buffer into the next available slot. Otherwise, we just drop it.
+ // The try/finally is necessary to properly handle thread aborts on platforms
+ // which have them.
+ bool lockTaken = false;
+ try
+ {
+ _lock.Enter(ref lockTaken);
+
+ if (_index != 0)
+ {
+ _buffers[--_index] = array;
+ }
+ }
+ finally
+ {
+ if (lockTaken) _lock.Exit(false);
+ }
+ }
+ }
+ }
+}