osu/osu.Desktop/Performance/HighPerformanceSessionManag...

61 lines
1.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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<HighPerformanceSessionManager>(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.
}
}
}