using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; namespace SemiColinGames { // An IList, backed by a List, that prints out a debug message any time that the Capacity // of the underlying List changes. public class ProfilingList : IList { private readonly List items; private readonly string name; private int previousCapacity; public ProfilingList(int capacity, string name) { items = new List(capacity); previousCapacity = capacity; this.name = name; } public bool IsReadOnly { get { return false; } } public void Add(T item) { items.Add(item); CheckCapacity(); } public void Insert(int index, T item) { items.Insert(index, item); CheckCapacity(); } [Conditional("DEBUG")] private void CheckCapacity() { if (items.Capacity != previousCapacity) { Debug.WriteLine($"ProfilingList {name} capacity: {previousCapacity} -> {items.Capacity}"); 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 int RemoveAll(Predicate match) { return items.RemoveAll(match); } 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 GetEnumerator() { return items.GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return items.GetEnumerator(); } } }