/*************************************************************************/
/*  pool_vector.cpp                                                      */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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#include "pool_vector.h"

Mutex *pool_vector_lock = NULL;

PoolAllocator *MemoryPool::memory_pool = NULL;
uint8_t *MemoryPool::pool_memory = NULL;
size_t *MemoryPool::pool_size = NULL;

MemoryPool::Alloc *MemoryPool::allocs = NULL;
MemoryPool::Alloc *MemoryPool::free_list = NULL;
uint32_t MemoryPool::alloc_count = 0;
uint32_t MemoryPool::allocs_used = 0;
Mutex *MemoryPool::alloc_mutex = NULL;

size_t MemoryPool::total_memory = 0;
size_t MemoryPool::max_memory = 0;

void MemoryPool::setup(uint32_t p_max_allocs) {

	allocs = memnew_arr(Alloc, p_max_allocs);
	alloc_count = p_max_allocs;
	allocs_used = 0;

	for (uint32_t i = 0; i < alloc_count - 1; i++) {

		allocs[i].free_list = &allocs[i + 1];
	}

	free_list = &allocs[0];

	alloc_mutex = Mutex::create();
}

void MemoryPool::cleanup() {

	memdelete_arr(allocs);
	memdelete(alloc_mutex);

	ERR_FAIL_COND_MSG(allocs_used > 0, "There are still MemoryPool allocs in use at exit!");
}