Files
LuaCsForBarotraumaEP/Libraries/Facepunch.Steamworks/Utility/Helpers.cs
2022-02-26 02:43:01 +09:00

106 lines
2.4 KiB
C#

using System;
using System.Runtime.InteropServices;
using System.Text;
using System.Collections.Generic;
using System.Threading;
using System.Collections.Concurrent;
namespace Steamworks
{
internal static class Helpers
{
public const int MemoryBufferSize = 1024 * 32;
internal struct Memory : IDisposable
{
private const int MaxBagSize = 4;
private static readonly ConcurrentBag<IntPtr> BufferBag = new ConcurrentBag<IntPtr>();
public IntPtr Ptr { get; private set; }
public static implicit operator IntPtr(in Memory m) => m.Ptr;
internal unsafe Memory(int sz)
{
Ptr = BufferBag.TryTake(out IntPtr ptr) ? ptr : Marshal.AllocHGlobal(sz);
((byte*)Ptr)[0] = 0;
}
public void Dispose()
{
if (Ptr == IntPtr.Zero) { return; }
if (BufferBag.Count < MaxBagSize)
{
BufferBag.Add(Ptr);
}
else
{
Marshal.FreeHGlobal(Ptr);
}
Ptr = IntPtr.Zero;
}
}
public static Memory TakeMemory()
{
return new Memory(MemoryBufferSize);
}
private static byte[][] BufferPool = new byte[4][];
private static int BufferPoolIndex;
private static object BufferMutex = new object();
/// <summary>
/// Returns a buffer. This will get returned and reused later on.
/// We shouldn't really be using this anymore.
/// </summary>
public static byte[] TakeBuffer( int minSize )
{
lock ( BufferPool )
{
BufferPoolIndex++;
if ( BufferPoolIndex >= BufferPool.Length )
BufferPoolIndex = 0;
if ( BufferPool[BufferPoolIndex] == null )
BufferPool[BufferPoolIndex] = new byte[1024 * 256];
if ( BufferPool[BufferPoolIndex].Length < minSize )
{
BufferPool[BufferPoolIndex] = new byte[minSize + 1024];
}
return BufferPool[BufferPoolIndex];
}
}
internal unsafe static string MemoryToString( IntPtr ptr )
{
var len = 0;
for( len = 0; len < MemoryBufferSize; len++ )
{
if ( ((byte*)ptr)[len] == 0 )
break;
}
if ( len == 0 )
return string.Empty;
return UTF8Encoding.UTF8.GetString( (byte*)ptr, len );
}
}
internal class MonoPInvokeCallbackAttribute : Attribute
{
public MonoPInvokeCallbackAttribute() { }
}
/// <summary>
/// Prevent unity from stripping shit we depend on
/// https://docs.unity3d.com/Manual/ManagedCodeStripping.html
/// </summary>
internal class PreserveAttribute : System.Attribute { }
}