Awesome
Arenas: Arena allocators for C#/CSharp
This is a .NET Standard 2.0 library that provides access to arena allocators along with the ability to use unmanaged references with natural C# syntax and safe-guards, as well as the ability for arena-allocated items to reference managed C# objects. It is NativeAOT compatible.
Use by creating a new Arena()
and calling Allocate
with blittable structs or AllocCount
to allocate arrays of items. Types that implement IArenaContents
will automatically have Free
called and ArenaID
set where appropriate (without boxing.)
Features
- Arena allocation for multiple unmanaged types
- All memory is dumped when calling
Clear
orDispose
on an arena instance - Memory reuse via per-size freelists
- Managed C# code can reference unmanaged structs via the
UnmanagedRef<T>
andUnmanagedRef
types - Unmanaged C# code can reference managed objects via the
ManagedRef
type - Managed references are kept alive by the arena via reference counting
UnmanagedRef
types returnnull
/IntPtr.Zero
if the reference is stale- Can enumerate over all entries in the arena
- Allocate any count of items
- Allocate generic buffers of any size by allocating using
AllocCount<byte>(sizeInBytes)
- Arena object pooling via ArenaPool. Use
ArenaPool.Default.Get()
withArenaPool.Default.Return
or automatically return arenas at the end of ausing
block withusing (ArenaPool.Default.Borrow(out var arena))
- Optimal allocations for buffers where the size doesn't matter to the caller through the
AllocRoughly
method (size may be smaller than requested) - Debug view will show list of items for
UnmanagedRef
types (handy when inspecting multiple elements) - Copy
UnmanagedRef
types to arrays viaToArray
andCopyTo
- Generic collections
ArenaList<T>
andArenaDict<TKey, TValue>
for storing collections of unmanaged items inside an arena instance ArenaString
type for working with string data in arenas- Static methods on
ArenaString
for splitting standard C# strings andchar*
pointers into ArenaStrings - Ability to free items via
IntPtr
UnmanagedRef
is a lightweight struct (only 16 bytes in size) but will cache element counts (always for 7 or fewer elements, and for 32k or fewer elements until item versions exceed 32k)UnmanagedRef
is blittable and can itself be stored inside arenas (see samples)- Ability to use custom memory allocator for allocating page memory, as well as custom page size
Samples
Do some stuff with arenas:
UnmanagedRef<Person> staleRefTest;
using (var arena = new Arena()) {
// allocate some people in the arena
var john = arena.Allocate(new Person());
john.Value->FirstName = "John";
john.Value->LastName = "Doe";
var jack = arena.Allocate(new Person());
jack.Value->FirstName = "Jack";
jack.Value->LastName = "Black";
Console.WriteLine($"Size of UnmanagedRef: {sizeof(UnmanagedRef)}");
Console.WriteLine(john);
Console.WriteLine(jack);
// make a list of integers in the arena
var list = new ArenaList<int>(arena) { 1, 2, 3 };
for (int i = 10; i < 22; i++) {
list.Add(i);
}
Console.WriteLine("Values in list:");
foreach (var i in list) {
Console.WriteLine(i);
}
// make a dictionary of integers in the arena
var dict = new ArenaDict<int, int>(arena);
var random = new Random(12345);
for (int i = 0; i < 20; i++) {
dict[random.Next(1000)] = random.Next(1000);
}
Console.WriteLine("Values in dictionary (sorted by key ascending):");
foreach (var kvp in from entry in dict orderby entry.Key ascending select entry) {
Console.WriteLine(kvp);
}
Console.WriteLine("Items in arena:");
foreach (var item in arena) {
Console.WriteLine(item);
}
// free an item
arena.Free(jack);
Console.WriteLine("Items in arena after freeing:");
foreach (var item in arena) {
Console.WriteLine(item);
}
// free the rest and show that our references are stale
arena.Clear();
Console.WriteLine($"Does stale reference have a value? {john.HasValue}");
// make some random bytes using a Guid
var guid = Guid.NewGuid();
var guidBytes = guid.ToByteArray();
// allocate a buffer for the bytes in the arena and copy them
var unmanagedBytes = arena.AllocCount<byte>(guidBytes.Length);
Marshal.Copy(guidBytes, 0, (IntPtr)unmanagedBytes.Value, guidBytes.Length);
// check if the bytes are the same
var isSame = true;
for (int i = 0; i < guidBytes.Length; i++) {
if (guidBytes[i] != *unmanagedBytes[i]) {
isSame = false;
break;
}
}
Console.WriteLine(isSame ? "ArenaID bytes match" : "ArenaID bytes don't match");
// split a string into a bunch of ArenaString instances
using (var splitResults = ArenaString.Split(arena, "Lorem ipsum dolor sit amet", ' ')) {
for (int i = 0; i < splitResults.Count; i++) {
var str = splitResults[i];
Console.WriteLine(str);
str.Free();
}
}
// final stale reference test for disposal
staleRefTest = arena.Allocate(new Person());
staleRefTest.Value->FirstName = "Stale";
staleRefTest.Value->LastName = "Reference";
}
Console.WriteLine($"Does stale reference have a value after disposal? {staleRefTest.HasValue}");
Create a blittable struct with managed references:
[StructLayout(LayoutKind.Sequential)]
unsafe public struct Person : IArenaContents {
// these two lines are boilerplate for IArenaContents structs
ArenaID IArenaContents.ArenaID { get; set; }
IArenaMethods IArenaContents.ArenaMethods { get => ArenaMethods<Person>.Instance; }
private ManagedRef firstName;
private ManagedRef lastName;
public override string ToString() {
return $"{FirstName} {LastName}";
}
public void Free() {
// free managed references by setting to null
FirstName = null;
LastName = null;
}
public string FirstName {
get { return firstName.Get<string>(); }
set { firstName = firstName.Set(ref this, value); }
}
public string LastName {
get { return lastName.Get<string>(); }
set { lastName = lastName.Set(ref this, value); }
}
}
Store references to items in arena in ArenaList:
using (var arena = new Arena()) {
// allocate a list
var people = new ArenaList<UnsafeRef>(arena);
// allocate some people references
var john = arena.Allocate(new Person());
john.Value->FirstName = "John";
john.Value->LastName = "Doe";
var jack = arena.Allocate(new Person());
jack.Value->FirstName = "Jack";
jack.Value->LastName = "Black";
// store references inside the list
people.Add(john);
people.Add(jack);
// iterate over unmanaged list and write out all the people
foreach (var item in people) {
var person = item.As<Person>();
Console.WriteLine(*person);
}
}
Zero-allocation string splitting via arenas (requires .NET Core):
This sample was made before the ArenaString type existed as an example of interaction between arenas and the .NET Core Span type. For zero-allocation string splitting please use ArenaString.Split
class Program {
unsafe static void Main(string[] args) {
using (var arena = new Arena()) {
Console.WriteLine($"Original string: {sourceText}");
// contrived example to split a string into words using an arena
// in order to avoid allocations
var words = new ArenaList<Word>(arena);
var index = 0;
var startIndex = 0;
void addWord() {
var length = index - startIndex;
if (length > 0) {
var chars = arena.AllocCount<char>(length);
var source = sourceText.AsSpan(startIndex, length);
var dest = new Span<char>(chars.Value, length);
source.CopyTo(dest);
words.Add(new Word(length, chars.Value));
}
startIndex = index + 1;
};
while (index < sourceText.Length) {
var c = sourceText[index];
if (c == ' ') {
addWord();
}
index++;
}
addWord();
Console.Write("Split string: ");
foreach (var word in words) {
var s = new Span<char>(word.Data, word.Length);
foreach (var c in s) {
Console.Write(c);
}
Console.Write(' ');
}
Console.WriteLine();
Console.WriteLine("Arena contents after splitting:");
foreach (var item in arena) {
Console.WriteLine($"0x{item.Value:x16}: {item}");
}
}
}
private static string sourceText = @"Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam sodales elit rutrum iaculis dictum.";
[StructLayout(LayoutKind.Sequential)]
private unsafe struct Word {
public int Length;
public char* Data;
public Word(int length, char* data) {
Length = length;
Data = data;
}
public override string ToString() => Data is null || Length <= 0 ? "" : new string(Data, 0, Length);
}
}
"yo dawg i herd u liek arena allocators so i put some arena allocators in ur arena allocators":
private static Arena parentArena = new Arena();
private unsafe class ArenaAllocator : IMemoryAllocator {
public MemoryAllocation Allocate(int sizeBytes) {
var alloc = parentArena.AllocCount<byte>(sizeBytes);
return new MemoryAllocation((IntPtr)alloc.Value, alloc.Size);
}
public void Free(IntPtr ptr) => parentArena.Free(ptr);
}
static unsafe void ArenaArenas() {
// by using a page size of 2048 we're actually guaranteeing this allocator
// will use pages of ~4k, because the size is rounded to the next power of
// two after adding the item header size
using (var childArena = new Arena(new ArenaAllocator(), 2048)) {
var john = childArena.Allocate(new Person());
john.Value->FirstName = "John";
john.Value->LastName = "Doe";
var jack = childArena.Allocate(new Person());
jack.Value->FirstName = "Jack";
jack.Value->LastName = "Black";
Console.WriteLine("Child arena:");
foreach (var item in childArena) Console.WriteLine(item);
Console.WriteLine("Parent arena:");
foreach (var item in parentArena) Console.WriteLine(item);
}
}
Potential future work
- More arena-specific generic collections like HashSet/Stack/Queue/LinkedList
- More ArenaString refinements
- ManagedObject struct which exists purely to store references to managed objects in arenas?
- Custom per-arena tracing GC?
Should I use this in production?
Eh, maybe? I feel like the library is pretty mature, so for small projects I think it'd be okay. Probably not for big dang enterprise stuff though. Unless you really want to, I'm not your dad. I'd definitely use it myself at this point, but I'm a game developer, what do I know?