sneak/Shared/ProfilingList.cs

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using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
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namespace SemiColinGames {
// An IList<T>, backed by a List<T>, that prints out a debug message any time that the Capacity
// of the underlying List changes.
public class ProfilingList<T> : IList<T> {
private readonly List<T> items;
private readonly string name;
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private int previousCapacity;
public ProfilingList(int capacity, string name) {
items = new List<T>(capacity);
previousCapacity = capacity;
this.name = name;
}
public bool IsReadOnly {
get { return false; }
}
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public void Add(T item) {
items.Add(item);
CheckCapacity();
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}
public void Insert(int index, T item) {
items.Insert(index, item);
CheckCapacity();
}
[Conditional("DEBUG")]
private void CheckCapacity() {
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if (items.Capacity != previousCapacity) {
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Debug.WriteLine($"ProfilingList {name} capacity: {previousCapacity} -> {items.Capacity}");
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previousCapacity = items.Capacity;
}
}
// Everything below this point is boilerplate delegation to the underlying list.
public void Clear() {
items.Clear();
}
public bool Contains(T item) {
return items.Contains(item);
}
public int Count {
get => items.Count;
}
public int IndexOf(T item) {
return items.IndexOf(item);
}
public bool Remove(T item) {
return items.Remove(item);
}
public void CopyTo(T[] array, int arrayIndex) {
items.CopyTo(array, arrayIndex);
}
public void RemoveAt(int index) {
items.RemoveAt(index);
}
public T this[int index] {
get { return items[index]; }
set { items[index] = value; }
}
public IEnumerator<T> GetEnumerator() {
return items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator() {
return items.GetEnumerator();
}
}
}