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synced 2025-02-26 13:31:17 +03:00
Don't use ThreadStatic in Helpers
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04d1c86954
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@ -9,24 +9,21 @@ namespace Steamworks
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{
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public const int MemoryBufferSize = 1024 * 32;
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[ThreadStatic] private static IntPtr[] MemoryPool;
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[ThreadStatic] private static int MemoryPoolIndex;
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private static IntPtr[] MemoryPool = new IntPtr[]
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{
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Marshal.AllocHGlobal( MemoryBufferSize ),
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Marshal.AllocHGlobal( MemoryBufferSize ),
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Marshal.AllocHGlobal( MemoryBufferSize ),
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Marshal.AllocHGlobal( MemoryBufferSize )
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};
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private static int MemoryPoolIndex;
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public static unsafe IntPtr TakeMemory()
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{
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if ( MemoryPool == null )
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lock ( MemoryPool )
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{
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//
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// The pool has 4 items. This should be safe because we shouldn't really
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// ever be using more than 2 memory pools
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//
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MemoryPool = new IntPtr[4];
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for ( int i = 0; i < MemoryPool.Length; i++ )
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MemoryPool[i] = Marshal.AllocHGlobal( MemoryBufferSize );
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}
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MemoryPoolIndex++;
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if ( MemoryPoolIndex >= MemoryPool.Length )
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MemoryPoolIndex = 0;
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@ -36,10 +33,11 @@ namespace Steamworks
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return take;
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}
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}
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[ThreadStatic] private static byte[][] BufferPool;
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[ThreadStatic] private static int BufferPoolIndex;
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private static byte[][] BufferPool = new byte[4][];
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private static int BufferPoolIndex;
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/// <summary>
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/// Returns a buffer. This will get returned and reused later on.
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@ -47,21 +45,16 @@ namespace Steamworks
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/// </summary>
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public static byte[] TakeBuffer( int minSize )
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{
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if ( BufferPool == null )
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lock ( BufferPool )
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{
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//
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// The pool has 4 items.
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//
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BufferPool = new byte[4][];
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for ( int i = 0; i < BufferPool.Length; i++ )
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BufferPool[i] = new byte[ 1024 * 128 ];
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}
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BufferPoolIndex++;
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if ( BufferPoolIndex >= BufferPool.Length )
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BufferPoolIndex = 0;
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if ( BufferPool[BufferPoolIndex] == null )
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BufferPool[BufferPoolIndex] = new byte[1024 * 256];
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if ( BufferPool[BufferPoolIndex].Length < minSize )
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{
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BufferPool[BufferPoolIndex] = new byte[minSize + 1024];
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@ -69,6 +62,7 @@ namespace Steamworks
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return BufferPool[BufferPoolIndex];
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}
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}
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internal unsafe static string MemoryToString( IntPtr ptr )
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{
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