// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Runtime; using System.Threading; using osu.Framework.Allocation; using osu.Framework.Logging; using osu.Game.Performance; namespace osu.Desktop.Performance { public class HighPerformanceSessionManager : IHighPerformanceSessionManager { public bool IsSessionActive => activeSessions > 0; private int activeSessions; private GCLatencyMode originalGCMode; public IDisposable BeginSession() { enterSession(); return new InvokeOnDisposal(this, static m => m.exitSession()); } private void enterSession() { if (Interlocked.Increment(ref activeSessions) > 1) { Logger.Log($"High performance session requested ({activeSessions} running in total)"); return; } Logger.Log("Starting high performance session"); originalGCMode = GCSettings.LatencyMode; GCSettings.LatencyMode = GCLatencyMode.LowLatency; // Without doing this, the new GC mode won't kick in until the next GC, which could be at a more noticeable point in time. GC.Collect(0); } private void exitSession() { if (Interlocked.Decrement(ref activeSessions) > 0) { Logger.Log($"High performance session finished ({activeSessions} others remain)"); return; } Logger.Log("Ending high performance session"); if (GCSettings.LatencyMode == GCLatencyMode.LowLatency) GCSettings.LatencyMode = originalGCMode; // No GC.Collect() as we were already collecting at a higher frequency in the old mode. } } }