File: src\Shared\Buffers.MemoryPool\PinnedBlockMemoryPool.cs
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Project: src\src\Servers\Kestrel\Transport.Sockets\src\Microsoft.AspNetCore.Server.Kestrel.Transport.Sockets.csproj (Microsoft.AspNetCore.Server.Kestrel.Transport.Sockets)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using System.Collections.Concurrent;
 
#nullable enable
 
namespace System.Buffers;
 
/// <summary>
/// Used to allocate and distribute re-usable blocks of memory.
/// </summary>
internal sealed class PinnedBlockMemoryPool : MemoryPool<byte>
{
    /// <summary>
    /// The size of a block. 4096 is chosen because most operating systems use 4k pages.
    /// </summary>
    private const int _blockSize = 4096;
 
    /// <summary>
    /// Max allocation block size for pooled blocks,
    /// larger values can be leased but they will be disposed after use rather than returned to the pool.
    /// </summary>
    public override int MaxBufferSize { get; } = _blockSize;
 
    /// <summary>
    /// The size of a block. 4096 is chosen because most operating systems use 4k pages.
    /// </summary>
    public static int BlockSize => _blockSize;
 
    /// <summary>
    /// Thread-safe collection of blocks which are currently in the pool. A slab will pre-allocate all of the block tracking objects
    /// and add them to this collection. When memory is requested it is taken from here first, and when it is returned it is re-added.
    /// </summary>
    private readonly ConcurrentQueue<MemoryPoolBlock> _blocks = new ConcurrentQueue<MemoryPoolBlock>();
 
    /// <summary>
    /// This is part of implementing the IDisposable pattern.
    /// </summary>
    private bool _isDisposed; // To detect redundant calls
 
    private readonly object _disposeSync = new object();
 
    /// <summary>
    /// This default value passed in to Rent to use the default value for the pool.
    /// </summary>
    private const int AnySize = -1;
 
    public override IMemoryOwner<byte> Rent(int size = AnySize)
    {
        if (size > _blockSize)
        {
            MemoryPoolThrowHelper.ThrowArgumentOutOfRangeException_BufferRequestTooLarge(_blockSize);
        }
 
        if (_isDisposed)
        {
            MemoryPoolThrowHelper.ThrowObjectDisposedException(MemoryPoolThrowHelper.ExceptionArgument.MemoryPool);
        }
 
        if (_blocks.TryDequeue(out var block))
        {
            // block successfully taken from the stack - return it
            return block;
        }
        return new MemoryPoolBlock(this, BlockSize);
    }
 
    /// <summary>
    /// Called to return a block to the pool. Once Return has been called the memory no longer belongs to the caller, and
    /// Very Bad Things will happen if the memory is read of modified subsequently. If a caller fails to call Return and the
    /// block tracking object is garbage collected, the block tracking object's finalizer will automatically re-create and return
    /// a new tracking object into the pool. This will only happen if there is a bug in the server, however it is necessary to avoid
    /// leaving "dead zones" in the slab due to lost block tracking objects.
    /// </summary>
    /// <param name="block">The block to return. It must have been acquired by calling Lease on the same memory pool instance.</param>
    internal void Return(MemoryPoolBlock block)
    {
#if BLOCK_LEASE_TRACKING
            Debug.Assert(block.Pool == this, "Returned block was not leased from this pool");
            Debug.Assert(block.IsLeased, $"Block being returned to pool twice: {block.Leaser}{Environment.NewLine}");
            block.IsLeased = false;
#endif
 
        if (!_isDisposed)
        {
            _blocks.Enqueue(block);
        }
    }
 
    protected override void Dispose(bool disposing)
    {
        if (_isDisposed)
        {
            return;
        }
 
        lock (_disposeSync)
        {
            _isDisposed = true;
 
            if (disposing)
            {
                // Discard blocks in pool
                while (_blocks.TryDequeue(out _))
                {
 
                }
            }
        }
    }
}