File: DefaultObjectPool.cs
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Project: src\src\ObjectPool\src\Microsoft.Extensions.ObjectPool.csproj (Microsoft.Extensions.ObjectPool)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using System;
using System.Collections.Concurrent;
using System.Threading;
 
namespace Microsoft.Extensions.ObjectPool;
 
/// <summary>
/// Default implementation of <see cref="ObjectPool{T}"/>.
/// </summary>
/// <typeparam name="T">The type to pool objects for.</typeparam>
/// <remarks>This implementation keeps a cache of retained objects. This means that if objects are returned when the pool has already reached "maximumRetained" objects they will be available to be Garbage Collected.</remarks>
public class DefaultObjectPool<T> : ObjectPool<T> where T : class
{
    private readonly Func<T> _createFunc;
    private readonly Func<T, bool> _returnFunc;
    private readonly int _maxCapacity;
    private int _numItems;
 
    private protected readonly ConcurrentQueue<T> _items = new();
    private protected T? _fastItem;
 
    /// <summary>
    /// Creates an instance of <see cref="DefaultObjectPool{T}"/>.
    /// </summary>
    /// <param name="policy">The pooling policy to use.</param>
    public DefaultObjectPool(IPooledObjectPolicy<T> policy)
        : this(policy, Environment.ProcessorCount * 2)
    {
    }
 
    /// <summary>
    /// Creates an instance of <see cref="DefaultObjectPool{T}"/>.
    /// </summary>
    /// <param name="policy">The pooling policy to use.</param>
    /// <param name="maximumRetained">The maximum number of objects to retain in the pool.</param>
    public DefaultObjectPool(IPooledObjectPolicy<T> policy, int maximumRetained)
    {
        // cache the target interface methods, to avoid interface lookup overhead
        _createFunc = policy.Create;
        _returnFunc = policy.Return;
        _maxCapacity = maximumRetained - 1;  // -1 to account for _fastItem
    }
 
    /// <inheritdoc />
    public override T Get()
    {
        var item = _fastItem;
        if (item == null || Interlocked.CompareExchange(ref _fastItem, null, item) != item)
        {
            if (_items.TryDequeue(out item))
            {
                Interlocked.Decrement(ref _numItems);
                return item;
            }
 
            // no object available, so go get a brand new one
            return _createFunc();
        }
 
        return item;
    }
 
    /// <inheritdoc />
    public override void Return(T obj)
    {
        ReturnCore(obj);
    }
 
    /// <summary>
    /// Returns an object to the pool.
    /// </summary>
    /// <returns>true if the object was returned to the pool</returns>
    private protected bool ReturnCore(T obj)
    {
        if (!_returnFunc(obj))
        {
            // policy says to drop this object
            return false;
        }
 
        if (_fastItem != null || Interlocked.CompareExchange(ref _fastItem, obj, null) != null)
        {
            if (Interlocked.Increment(ref _numItems) <= _maxCapacity)
            {
                _items.Enqueue(obj);
                return true;
            }
 
            // no room, clean up the count and drop the object on the floor
            Interlocked.Decrement(ref _numItems);
            return false;
        }
 
        return true;
    }
}