File: src\Components\Shared\src\ArrayBuilder.cs
Web Access
Project: src\src\Components\Components\src\Microsoft.AspNetCore.Components.csproj (Microsoft.AspNetCore.Components)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
#nullable disable warnings
 
using System.Buffers;
using System.Diagnostics;
using System.Runtime.CompilerServices;
 
#if BLAZOR_WEBVIEW
namespace Microsoft.AspNetCore.Components.WebView;
#elif COMPONENTS_SERVER
namespace Microsoft.AspNetCore.Components.Server.Circuits;
#elif JS_INTEROP
namespace Microsoft.JSInterop.Infrastructure;
#else
namespace Microsoft.AspNetCore.Components.RenderTree;
#endif
 
/// <summary>
/// Implements a list that uses an array of objects to store the elements.
///
/// This differs from a <see cref="System.Collections.Generic.List{T}"/> in that
/// it not only grows as required but also shrinks if cleared with significant
/// excess capacity. This makes it useful for component rendering, because
/// components can be long-lived and re-render frequently, with the rendered size
/// varying dramatically depending on the user's navigation in the app.
/// </summary>
#pragma warning disable CA1852 // Seal internal types
internal class ArrayBuilder<T> : IDisposable
#pragma warning restore CA1852 // Seal internal types
{
    // The following fields are memory mapped to the WASM client. Do not re-order or use auto-properties.
    protected T[] _items;
    protected int _itemsInUse;
 
    private static readonly T[] Empty = Array.Empty<T>();
    private readonly ArrayPool<T> _arrayPool;
    private readonly int _minCapacity;
    private bool _disposed;
 
    /// <summary>
    /// Constructs a new instance of <see cref="ArrayBuilder{T}"/>.
    /// </summary>
    public ArrayBuilder(int minCapacity = 32, ArrayPool<T> arrayPool = null)
    {
        _arrayPool = arrayPool ?? ArrayPool<T>.Shared;
        _minCapacity = minCapacity;
        _items = Empty;
    }
 
    /// <summary>
    /// Gets the number of items.
    /// </summary>
    public int Count => _itemsInUse;
 
    /// <summary>
    /// Gets the underlying buffer.
    /// </summary>
    public T[] Buffer => _items;
 
    /// <summary>
    /// Appends a new item, automatically resizing the underlying array if necessary.
    /// </summary>
    /// <param name="item">The item to append.</param>
    /// <returns>The index of the appended item.</returns>
    [MethodImpl(MethodImplOptions.AggressiveInlining)] // Just like System.Collections.Generic.List<T>
    public int Append(in T item)
    {
        if (_itemsInUse == _items.Length)
        {
            GrowBuffer(_items.Length * 2);
        }
 
        var indexOfAppendedItem = _itemsInUse++;
        _items[indexOfAppendedItem] = item;
        return indexOfAppendedItem;
    }
 
    internal int Append(T[] source, int startIndex, int length)
        => Append(source.AsSpan(startIndex, length));
 
    internal int Append(ReadOnlySpan<T> source)
    {
        // Expand storage if needed. Using same doubling approach as would
        // be used if you inserted the items one-by-one.
        var requiredCapacity = _itemsInUse + source.Length;
        if (_items.Length < requiredCapacity)
        {
            var candidateCapacity = Math.Max(_items.Length * 2, _minCapacity);
            while (candidateCapacity < requiredCapacity)
            {
                candidateCapacity *= 2;
            }
 
            GrowBuffer(candidateCapacity);
        }
 
        source.CopyTo(_items.AsSpan(_itemsInUse));
        var startIndexOfAppendedItems = _itemsInUse;
        _itemsInUse += source.Length;
        return startIndexOfAppendedItems;
    }
 
    /// <summary>
    /// Sets the supplied value at the specified index. The index must be within
    /// range for the array.
    /// </summary>
    /// <param name="index">The index.</param>
    /// <param name="value">The value.</param>
    [MethodImpl(MethodImplOptions.AggressiveInlining)]
    public void Overwrite(int index, in T value)
    {
        if (index > _itemsInUse)
        {
            ThrowIndexOutOfBoundsException();
        }
 
        _items[index] = value;
    }
 
    /// <summary>
    /// Removes the last item.
    /// </summary>
    public void RemoveLast()
    {
        if (_itemsInUse == 0)
        {
            ThrowIndexOutOfBoundsException();
        }
 
        _itemsInUse--;
        _items[_itemsInUse] = default; // Release to GC
    }
 
    /// <summary>
    /// Inserts the item at the specified index, moving the contents of the subsequent entries along by one.
    /// </summary>
    /// <param name="index">The index at which the value is to be inserted.</param>
    /// <param name="value">The value to insert.</param>
    public void InsertExpensive(int index, T value)
    {
        if (index > _itemsInUse)
        {
            ThrowIndexOutOfBoundsException();
        }
 
        if (_itemsInUse == _items.Length)
        {
            GrowBuffer(_items.Length * 2);
        }
 
        Array.Copy(_items, index, _items, index + 1, _itemsInUse - index);
        _itemsInUse++;
 
        _items[index] = value;
    }
 
    /// <summary>
    /// Marks the array as empty, also shrinking the underlying storage if it was
    /// not being used to near its full capacity.
    /// </summary>
    public void Clear()
    {
        ReturnBuffer();
        _items = Empty;
        _itemsInUse = 0;
    }
 
    protected void GrowBuffer(int desiredCapacity)
    {
        // When we dispose, we set the count back to zero and return the array.
        //
        // If someone tries to do something that would require non-zero storage then
        // this is a use-after-free. Throwing here is an easy way to prevent that without
        // introducing overhead to every method.
        ObjectDisposedException.ThrowIf(_disposed, null);
 
        var newCapacity = Math.Max(desiredCapacity, _minCapacity);
        Debug.Assert(newCapacity > _items.Length);
 
        var newItems = _arrayPool.Rent(newCapacity);
        Array.Copy(_items, newItems, _itemsInUse);
 
        // Return the old buffer and start using the new buffer
        ReturnBuffer();
        _items = newItems;
    }
 
    private void ReturnBuffer()
    {
        if (!ReferenceEquals(_items, Empty))
        {
            // ArrayPool<>.Return with clearArray: true calls Array.Clear on the entire buffer.
            // In the most common case, _itemsInUse would be much smaller than _items.Length so we'll specifically clear that subset.
            Array.Clear(_items, 0, _itemsInUse);
            _arrayPool.Return(_items);
        }
    }
 
    public void Dispose()
    {
        if (!_disposed)
        {
            _disposed = true;
            ReturnBuffer();
            _items = Empty;
            _itemsInUse = 0;
        }
    }
 
    private static void ThrowIndexOutOfBoundsException()
    {
        throw new ArgumentOutOfRangeException("index");
    }
}