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* Logging: Refactor log targets into Ryujinx.Common * Logger: Implement JSON Log Target * Logger: Optimize Console/File logging targets Implement a simple ObjectPool to pool up StringBuilders to avoid causing excessive GCing of gen1/2 items when large amounts of log entries are being generated. We can also pre-determine the async overflow action at initialization time, allowing for an easy optimization in the message enqueue function, avoiding a number of comparisons. * Logger: Implement LogFormatters * Config: Refactor configuration file and loading * Config: Rename to .jsonc to avoid highlighting issues in VSC and GitHub * Resolve style nits * Config: Resolve incorrect default key binding * Config: Also update key binding default in schema * Tidy up namespace imports * Config: Update CONFIG.md to reflect new Config file
75 lines
1.6 KiB
C#
75 lines
1.6 KiB
C#
using System;
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using System.Threading;
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namespace Ryujinx.Common
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{
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public class ObjectPool<T>
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where T : class
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{
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private T _firstItem;
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private readonly T[] _items;
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private readonly Func<T> _factory;
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public ObjectPool(Func<T> factory, int size)
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{
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_items = new T[size - 1];
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_factory = factory;
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}
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public T Allocate()
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{
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var instance = _firstItem;
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if (instance == null || instance != Interlocked.CompareExchange(ref _firstItem, null, instance))
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{
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instance = AllocateInternal();
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}
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return instance;
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}
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private T AllocateInternal()
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{
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var items = _items;
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for (int i = 0; i < items.Length; i++)
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{
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var instance = items[i];
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if (instance != null && instance == Interlocked.CompareExchange(ref items[i], null, instance))
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{
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return instance;
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}
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}
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return _factory();
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}
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public void Release(T obj)
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{
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if (_firstItem == null)
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{
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_firstItem = obj;
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}
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else
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{
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ReleaseInternal(obj);
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}
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}
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private void ReleaseInternal(T obj)
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{
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var items = _items;
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for (int i = 0; i < items.Length; i++)
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{
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if (items[i] == null)
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{
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items[i] = obj;
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break;
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}
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}
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}
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}
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}
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