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ArrayInstanceData.cs
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using System;
using System.Collections.Generic;
namespace UnityHeapDumper
{
public class ArrayInstanceData : IInstanceData
{
private List<IFieldData> elements;
private int id;
private Array array;
private ITypeData typeData;
private int typeSize;
private HashSet<int> seenInstances;
void IInstanceData.Init(IDumpContext dumpContext, object obj, int id)
{
seenInstances = new HashSet<int>();
array = (Array)obj;
this.id = id;
var typeDataFactory = dumpContext.TypeDataFactory;
var type = obj.GetType();
typeData = typeDataFactory.Create(type);
typeSize = typeData.Size;
var fieldDataFactory = dumpContext.FieldDataFactory;
var arrayLength = array.Length;
elements = new List<IFieldData>(arrayLength);
for (int i = 0; i < arrayLength; ++i)
{
var fieldData = fieldDataFactory.CreateArrayField(array, i);
elements.Add(fieldData);
}
}
int IInstanceData.Id
{
get
{
return id;
}
}
int IInstanceData.GetSize(ICollection<int> seenInstances)
{
this.seenInstances.Clear();
if (seenInstances != null)
{
if (seenInstances.Contains(id))
{
return 0;
}
this.seenInstances.UnionWith(seenInstances);
}
this.seenInstances.Add(id);
var size = typeSize;
foreach (var field in elements)
{
var fieldInstanceData = field.InstanceData;
size += fieldInstanceData.GetSize(this.seenInstances);
}
return size;
}
ITypeData IInstanceData.TypeData
{
get
{
return typeData;
}
}
IList<IFieldData> IInstanceData.Fields
{
get
{
return elements;
}
}
object IInstanceData.Object
{
get
{
return array;
}
}
}
}