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esphome/esphome/components/esp32_ble/ble_event_pool.h

73 lines
1.7 KiB
C++

#pragma once
#ifdef USE_ESP32
#include <atomic>
#include <cstddef>
#include "ble_event.h"
#include "queue.h"
#include "esphome/core/helpers.h"
namespace esphome {
namespace esp32_ble {
// BLE Event Pool - On-demand pool of BLEEvent objects to avoid heap fragmentation
// Events are allocated on first use and reused thereafter, growing to peak usage
template<uint8_t SIZE> class BLEEventPool {
public:
BLEEventPool() : total_created_(0) {}
~BLEEventPool() {
// Clean up any remaining events in the free list
BLEEvent *event;
while ((event = this->free_list_.pop()) != nullptr) {
delete event;
}
}
// Allocate an event from the pool
// Returns nullptr if pool is full
BLEEvent *allocate() {
// Try to get from free list first
BLEEvent *event = this->free_list_.pop();
if (event != nullptr)
return event;
// Need to create a new event
if (this->total_created_ >= SIZE) {
// Pool is at capacity
return nullptr;
}
// Use internal RAM for better performance
RAMAllocator<BLEEvent> allocator(RAMAllocator<BLEEvent>::ALLOC_INTERNAL);
event = allocator.allocate(1);
if (event == nullptr) {
// Memory allocation failed
return nullptr;
}
// Placement new to construct the object
new (event) BLEEvent();
this->total_created_++;
return event;
}
// Return an event to the pool for reuse
void release(BLEEvent *event) {
if (event != nullptr) {
this->free_list_.push(event);
}
}
private:
LockFreeQueue<BLEEvent, SIZE> free_list_; // Free events ready for reuse
uint8_t total_created_; // Total events created (high water mark)
};
} // namespace esp32_ble
} // namespace esphome
#endif