/// <summary> /// Called to return a block to the pool. Once Return has been called the memory no longer belongs to the caller, and /// Very Bad Things will happen if the memory is read of modified subsequently. If a caller fails to call Return and the /// block tracking object is garbage collected, the block tracking object's finalizer will automatically re-create and return /// a new tracking object into the pool. This will only happen if there is a bug in the server, however it is necessary to avoid /// leaving "dead zones" in the slab due to lost block tracking objects. /// </summary> /// <param name="block">The block to return. It must have been acquired by calling Lease on the same memory pool instance.</param> public void Return(MemoryPoolBlock2 block) { block.Reset(); _blocks.Push(block); }
/// <summary> /// Called to return a block to the pool. Once Return has been called the memory no longer belongs to the caller, and /// Very Bad Things will happen if the memory is read of modified subsequently. If a caller fails to call Return and the /// block tracking object is garbage collected, the block tracking object's finalizer will automatically re-create and return /// a new tracking object into the pool. This will only happen if there is a bug in the server, however it is necessary to avoid /// leaving "dead zones" in the slab due to lost block tracking objects. /// </summary> /// <param name="block">The block to return. It must have been acquired by calling Lease on the same memory pool instance.</param> public void Return(MemoryPoolBlock2 block) { block.Reset(); _blocks.Enqueue(block); }