231 lines
6.0 KiB
Markdown
231 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-object-pooling-오브젝트-풀링
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title: Object Pooling (오브젝트 풀링)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [오브젝트 풀링, Object Pool Pattern]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [pattern, performance, memory, gc, gamedev]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: agnostic
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---
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# Object Pooling (오브젝트 풀링)
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## 매 한 줄
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> **"매 expensive object 의 reuse 로 GC pressure + allocation cost 의 회피"**. 매 game loop / hot path / high-frequency event handler 의 standard 의 패턴 — 매 2026 의 game engine (Three.js, Bevy, Unity DOTS), DB connection pool, HTTP keep-alive, worker pool 의 universal 의 pattern.
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## 매 핵심
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### 매 3-component
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- **Pool**: 매 object 의 collection (free list).
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- **Acquire**: 매 free object 의 dequeue (또는 신규 생성).
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- **Release**: 매 object 의 reset + enqueue.
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### 매 언제 적용
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- 매 allocation rate > 10K/sec.
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- 매 object lifetime 의 짧음 (< 1 frame).
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- 매 GC pause 의 user-visible (game, real-time).
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- 매 expensive constructor (DB connect, file open, GPU buffer alloc).
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### 매 응용
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1. Game particle system — bullet, explosion, enemy.
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2. DB connection pool — `pg-pool`, HikariCP.
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3. HTTP agent — `http.Agent({ keepAlive: true })`.
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4. Web Worker pool — `piscina`.
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## 💻 패턴
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### Generic pool (TypeScript)
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```typescript
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class ObjectPool<T> {
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private free: T[] = [];
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constructor(
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private factory: () => T,
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private reset: (obj: T) => void,
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initialSize = 0
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) {
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for (let i = 0; i < initialSize; i++) this.free.push(factory());
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}
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acquire(): T {
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return this.free.pop() ?? this.factory();
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}
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release(obj: T): void {
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this.reset(obj);
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this.free.push(obj);
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}
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}
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```
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### Three.js Vector3 pool (game loop)
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```typescript
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import { Vector3 } from 'three';
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const vec3Pool = new ObjectPool<Vector3>(
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() => new Vector3(),
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(v) => v.set(0, 0, 0),
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256
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);
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function updateBullet(b: Bullet, dt: number) {
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const tmp = vec3Pool.acquire();
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tmp.copy(b.velocity).multiplyScalar(dt);
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b.position.add(tmp);
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vec3Pool.release(tmp);
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}
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```
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### Particle system pool
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```typescript
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class Particle {
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position = new Vector3();
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velocity = new Vector3();
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life = 0;
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active = false;
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}
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class ParticleSystem {
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private pool: Particle[];
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private active: Particle[] = [];
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constructor(maxParticles: number) {
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this.pool = Array.from({ length: maxParticles }, () => new Particle());
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}
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spawn(pos: Vector3, vel: Vector3, life: number) {
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const p = this.pool.pop();
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if (!p) return; // pool exhausted
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p.position.copy(pos);
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p.velocity.copy(vel);
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p.life = life;
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p.active = true;
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this.active.push(p);
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}
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update(dt: number) {
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for (let i = this.active.length - 1; i >= 0; i--) {
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const p = this.active[i];
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p.life -= dt;
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if (p.life <= 0) {
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p.active = false;
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this.active.splice(i, 1);
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this.pool.push(p); // return to pool
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} else {
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p.position.addScaledVector(p.velocity, dt);
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}
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}
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}
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}
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```
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### DB connection pool (pg)
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```typescript
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import { Pool } from 'pg';
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const pool = new Pool({
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max: 20,
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idleTimeoutMillis: 30_000,
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connectionTimeoutMillis: 2000,
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});
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async function query(sql: string, params: unknown[]) {
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const client = await pool.connect();
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try {
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return await client.query(sql, params);
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} finally {
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client.release(); // ← back to pool
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}
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}
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```
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### Worker thread pool (piscina)
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```typescript
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import Piscina from 'piscina';
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const piscina = new Piscina({
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filename: new URL('./worker.js', import.meta.url).href,
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minThreads: 2,
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maxThreads: 8,
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});
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const result = await piscina.run({ payload: data });
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```
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### Bounded pool with backpressure
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```typescript
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class BoundedPool<T> {
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private free: T[] = [];
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private waiters: ((obj: T) => void)[] = [];
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private created = 0;
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constructor(
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private factory: () => T,
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private reset: (obj: T) => void,
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private max: number
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) {}
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async acquire(): Promise<T> {
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if (this.free.length) return this.free.pop()!;
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if (this.created < this.max) {
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this.created++;
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return this.factory();
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}
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return new Promise((resolve) => this.waiters.push(resolve));
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}
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release(obj: T): void {
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this.reset(obj);
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const w = this.waiters.shift();
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if (w) w(obj);
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else this.free.push(obj);
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Hot path allocation (game loop) | object pool (generic) |
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| DB / network connection | bounded pool with backpressure |
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| Heavy CPU task | worker thread pool (piscina) |
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| Short-lived simple obj (< 1KB) | 매 V8 의 young-gen GC 의 충분 — pool 의 X |
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| Object 의 reset cost > construct cost | pool 의 X |
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**기본값**: 매 profile 후 의 적용 — premature pooling 의 X.
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## 🔗 Graph
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- 부모: [[Garbage Collection]] · [[V8 엔진 힙 아키텍처]]
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- 변형: [[bitECS와 SharedArrayBuffer를 결합한 멀티스레드 고성능 아키텍처]]
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- 응용: [[InstancedMesh 최적화]] · [[가변적 LOD(Level of Detail) 시스템]]
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- Adjacent: [[Old Space]] · [[세대 가설(Generational Hypothesis)]]
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## 🤖 LLM 활용
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**언제**: game loop / real-time pipeline 의 GC pause 회피, expensive resource (DB conn, GPU buffer) 의 reuse.
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**언제 X**: simple short-lived object — 매 modern GC 의 충분.
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## ❌ 안티패턴
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- **Reset 의 누락**: 매 stale state 의 leak — 매 security risk (sensitive data).
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- **Unbounded pool**: 매 memory leak — 매 max size 의 강제.
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- **Pool 의 lock contention**: 매 multi-thread 의 sync overhead — thread-local pool 의 고려.
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- **Object 의 over-aliasing**: 매 release 후 의 reference 유지 — use-after-free 의 bug.
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## 🧪 검증 / 중복
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- Verified (Game Programming Patterns / R. Nystrom, V8 blog, piscina docs).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — TS generic pool, Three.js, piscina 패턴 추가 |
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