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926424d8ea
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Runtime;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Game.Performance;
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namespace osu.Desktop.Performance
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{
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public class HighPerformanceSessionManager : IHighPerformanceSessionManager
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{
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public bool IsSessionActive => activeSessions > 0;
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private int activeSessions;
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private GCLatencyMode originalGCMode;
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public IDisposable BeginSession()
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{
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enterSession();
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return new InvokeOnDisposal<HighPerformanceSessionManager>(this, static m => m.exitSession());
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}
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private void enterSession()
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{
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if (Interlocked.Increment(ref activeSessions) > 1)
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{
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Logger.Log($"High performance session requested ({activeSessions} running in total)");
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return;
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}
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Logger.Log("Starting high performance session");
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originalGCMode = GCSettings.LatencyMode;
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GCSettings.LatencyMode = GCLatencyMode.LowLatency;
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// Without doing this, the new GC mode won't kick in until the next GC, which could be at a more noticeable point in time.
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GC.Collect(0);
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}
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private void exitSession()
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{
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if (Interlocked.Decrement(ref activeSessions) > 0)
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{
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Logger.Log($"High performance session finished ({activeSessions} others remain)");
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return;
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}
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Logger.Log("Ending high performance session");
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if (GCSettings.LatencyMode == GCLatencyMode.LowLatency)
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GCSettings.LatencyMode = originalGCMode;
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// No GC.Collect() as we were already collecting at a higher frequency in the old mode.
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}
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}
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}
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